scholarly journals PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS MULTIMEDIA INTERAKTIF MENGGUNAKAN MACROMEDIA DIRECTOR PADA MATERI USAHA DAN ENERGI KELAS X

2020 ◽  
Vol 3 (1) ◽  
pp. 1-10
Author(s):  
Erina Melianti ◽  
Eko Risdianto ◽  
Eko Swistoro

ABSTRAK Penelitian ini bertujuan untuk (1) menghasilkan media pembelajaran berbasis multimedia interaktif menggunakan Macromedia Director pada materi usaha dan energi kelas X, (2) mendeskripsikan kelayakan pengembangan media pembelajaran berbasis multimedia interaktif menggunakan Macromedia Director pada materi usaha dan energi kelas X. Jenis penelitian ini adalah Research and Development (R&D) level 1 yang dilaksanakan dalam lima tahap yaitu potensi dan masalah, studi literatur dan pengumpulan informasi, desain produk, validasi desain, dan desain teruji. Validasi desain menggunakan angket dan dilakukan oleh ahli. Hasil penelitian menunjukkan bahwa telah dihasilkan media pembelajaran berbasis multimedia interaktif yang berada dalam katergori sangat valid yaitu didapatkan penilaian pada aspek materi dengan presentase 89,58% dinyatakan pada tingkat yang valid, kemudian pada aspek media dengan presentase 84,37% dinyatakan pada tingkat yang valid, dan aspek bahasa dengan presentase 93,33% dinyatakan pada tingkat yang valid. Sehingga didapat bahwa media pembelajaran berbasis multimedia interaktif menggunakan Macromedia Director pada materi usaha dan energi kelas X dikategorikan valid dengan nilai rata-rata 89%.Kata Kunci: Macromedia Director, Multimedia Interaktif, Penelitian Pengembangan ABSTRACT This research was aimed to (1) produce learning media based on interactive multimedia that using macromedia Director on business and energy material at the grade X, (2) describe properness of developing interactive based multimedia learning that using macromedia director in effort and energy material of tenth grade. The type of this research was level 1 of research and development (R&D) was done in five stages namely, potential and problems, literature study and information gathering, product design, design validation, and proven design. Design validation used questionnaires for expert. The result of this research showed that learning media based on interactive multimedia was categoried in valid category for material aspect assessment in percentage 89,58% and then on the media aspect in 84,37% was categoried in valid level, dan language aspect in percentage 93,33% was categoried in valid level. So that it was found that interactive multimedia based learning media using Macromedia Director on business material and energy class X was categorized as valid with an average value of 89%.Keywords: Macromedia Director, Interactive Mutimedia, Research and Development

2019 ◽  
Vol 2 (1) ◽  
pp. 55-63
Author(s):  
Nurfiah Alfiani Putri ◽  
Ajo Dian Yusandika ◽  
Deden Makbuloh

Abstract: The purpose of this research is to produce mind folder based Mindjet Mindmanager 2017 on the subjects of Physics of matter and energy businesses. This research is the kind of research and development (R & D) and modification of 10 stages, into 7 stages namely; Problem identification, information gathering, product design, design validation, revision of design, product trials, and revision of the product. Restrictions on stages carried out based on the needs and objectives of such research. Based on the results of the validation of the products obtained the conclusion that learning media Mindjet Mindmanager 2017 on the subject of energy and effort diakategorikan very worth to use. Percentage of material physics experts amounted to 83%, from learning media experts amounted to 86%, and from educators of 85%. The product is then tested in small groups obtained the percentage of kemenarikan of 85%. The next major group of trials retrieved kemenarikan percentage of 85%. Based on those results, conclusion of the media learning Mindjet Mindmanager 2017 on the subject of business and energy can be used as learning modulesAbstract:Tujuan penelitian ini adalah untuk menghasilkan produk mind map berbasis Mindjet Mindmanager 2017  pada mata pelajaran fisika materi usaha dan energi yang menarik. Penelitian ini merupakan jenis penelitian dan pengembangan (R&D) dengan modifikasi 10 tahapan, menjadi 7 tahapan yaitu; Identifikasi masalah, pengumpulan informasi, desain produk, validasi desain, revisi desain, uji coba produk, dan revisi produk. Pembatasan tahapan  dilakukan berdasarkan kebutuhan dan tujuan penelitian tersebut. Berdasarkan hasil validasi produk diperoleh kesimpulan bahwa media pembelajaran Mindjet Mindmanager 2017 pada pokok bahasan usaha dan energi diakategorikan sangat layak untuk digunakan. Persentase yang diperoleh dari ahli materi fisika sebesar 83%, dari ahli media pembelajaran sebesar 86%, dan dari pendidik  sebesar 85%. Produk tersebut kemudian diujicobakan dalam kelompok kecil diperoleh persentase kemenarikan sebesar 85%. Selanjutnya uji coba kelompok besar diperoleh persentase kemenarikan sebesar 85%. Berdasarkan hasil tersebut, diperoleh kesimpulan media pembelajaran Mindjet Mindmanager 2017 pada pokok bahasan usaha dan energi dapat digunakan sebagai modul pembelajaran


Jurnal Ecogen ◽  
2018 ◽  
Vol 1 (2) ◽  
pp. 439
Author(s):  
Fauzana Alfiani ◽  
Tri Kurniawati ◽  
Menik Kurnia Siwi

This study aims to develop webtoon as learning media for learning social studies (economics) in junior high school. The methods of this study is a research and development refers to the development model Sugiyono using five stages, namely the potential and problems, information gathering, product design, design validation and design improvements. Data collection techniques in this research and development using the documentation of records and media development activities currently also using for validation expert qutionnaire.Based on the results of validation by experts, the obtained value of the average score on the media 4.7with the category of Very Good for the placement and selection of colors in the image on the media is appropriate, presentation of the material is appropriate, developed learning media is easy to use by the user. In the material obtained an average score of 3.7 with the category of Good because of the depth of material on the media is enough, the presentation of the material has been understood and it is systematic, the range of material is in conformity with the purpose of learning. On language obtained an average score of 3.57 with the category of Good because of the language used in the media can be understood, writing in the material is appropriate terms, sentences medium used in a simple and straight forward, the language used in accordance with the emotional maturity of learners. In order to obtain the overall average is 4.02 with the category of Good and can be said to be "worth it" as a learning medium..Keyword: Media Education, Comics, webtoon


2020 ◽  
Vol 3 (2) ◽  
pp. 121-130
Author(s):  
Liza Septiaahmad ◽  
Indra Sakti ◽  
Iwan Setiawan

ABSTRAK Penelitian ini bertujuan untuk mengembangkan Lembar Kerja Peserta Didik (LKPD) fisika yang valid berbasis etnosains dengan model Discovery Learning  untuk meningkatkan keterampilan berpikir kritis siswa SMA. Penelitian ini merupakan jenis penelitian pengembangan (Research and Development) dengan tipe rancangan level 1 yang terdiri dari 5 tahapan, yaitu: 1) potensi dan masalah 2) studi literatur dan pengumpulan informasi 3) desain produk 4) validasi desain 5) desain teruji. Validasi desain dilakukan oleh 2 judgement ahli dan 2 praktisi untuk menilai produk yang dikembangkan dari aspek penyajian, kelayakan isi, penggunaan bahasa, dan kegrafisan. Berdasarkan hasil uji validitas aspek penyajian didapatkan hasil persentase sebesar 82,8% berada pada kategori sangat baik, aspek kelayakan isi sebesar 80,9% berada pada kategori sangat baik, aspek penggunaan bahasa sebesar 92% berada pada kategori sangat baik, dan aspek kegrafisan sebesar 97,9% berada pada kategori sangat baik. Berdasarkan hasil tersebut, dapat disimpulkan bahwa LKPD fisika berbasis etnosains dengan model Discovery Learning  yang dikembangkan sudah valid dan merupakan desain teruji dengan persentase total uji validitas yaitu 88,4% berada pada kategori sangat baik. Kata Kunci: LKPD, Etnosains, Discovery Learning , keterampilan Berpikir Kritis ABSTRACT This research aimed to develop a valid physical student activity sheets, LKPD based of ethnoscience with a Discovery Learning model on material and unit. This research was a type of development research (Research and Development) with type 1 design consisting of 5 stages, namely: 1) potential and problems 2) literature study and information gathering 3) product design 4) design validation 5) tested design. Design validation was carried out by 2 expert judgments and 2 Practitioners to assess products developed from aspects of presentation, appropriateness of content, use of language, and graphics. Based on the results of the validity of the presentation aspects, the results were 82,8% was in excellent categories, appropriateness of content aspects at 80,9% was in  excellent categories, , use of language aspects at 92% was in excellent categories, and graphics aspects at 97.9% was in excellent categories. Based on these results, it was concluded that LKPD based of ethnoscience  with a Discovery Learning  model has been valid and is a proven design with a percentage of the total validity test which is 88,4% was in the excellent category.Keywords: LKPD, Ethnoscience, Discovery Learning, Critical Thinking Skills 


2020 ◽  
Vol 4 (1) ◽  
Author(s):  
Amin Nasir ◽  
Salamatun Nafi’ah

This research is a research and development on Arabic extensive reading materials using storybooks based on bilingual parallel text. The purposes of this research are to find out the steps in developing Arabic extensive reading materials using storybook based on bilingual parallel text for MA NU Miftahul Falah students and to find out the feasibility of the storybooks and the students responses. This research is a type of research and development. This study uses Richey and Kleins’ model but with some modifications, the stages of this research are: Planning, which is the activity of making a product plan that will be made for a specific purpose. This stage begins with a needs analysis carried out through research and literature study. Production, which is the activity of making products based on the designs that have been made. Evaluation, namely the activity of testing and assessing how high the product has met predetermined specifications. The results of the study, namely the average validity of the storybook that has been developed with all evaluation aspects is 3.49 so it is classified as valid. The evaluation results also show that the product is suitable for use, and the average value of student responses is 84.2 and is in the very good category. Further research needs to be done to determine the effectiveness and efficiency of the product with a wider sample


2020 ◽  
Vol 13 (1) ◽  
pp. 1
Author(s):  
Nukhbatul Bidayati Haka ◽  
Putri Ayu Suryaasih ◽  
Bambang Sri Anggoro ◽  
Abdul Hamid

Abstrak: Pemanfaatan teknologi kurang direalisasikan padahal penggunaan media teknologi seperti multimedia interaktif android dapat menjadikan pembelajaran lebih efektif dan bermakna. Penelitian ini bertujuan untuk mengembangkan multimedia interaktif terintegrasi nilai sains yang dilihat dari segi kelayakan dan keefektifan multimedia interaktif terintegrasi nilai sains sebagai solusi peningkatan kemampuan berpikir kritis peserta didik. Metode penelitian Research and Development (R&D) Borg and Gall dengan 9 tahapan. Subjek riset meliputi tiga ahli validator yaitu ahli media, materi, dan ahli bahasa. Dan peserta didik kelas XI MIPA sebagai sampel penelitian yang terdiri dari dua kelas yaitu kelas kontrol (XI MIPA 6) dan kelas eksperimen (XI MIPA 4). �Hasil data penelitian pada kelayakan produk yang terlihat dari persentasi validator yaitu ahli media sebesar 87,10%, ahli materi sebesar 83,00% dan ahli bahasa 83,08% dengan kriteria �Sangat Layak� serta respon peserta didik sebesar 85,33 % yang menunjukkan kriteria �Sangat Menarik�. Efektivitas dari multimedia interaktif dari hasil tes kemampuan berpikir kritis peserta didik dengan uji t Independen menghasilkan thitung sebesar 7,95 dan ttabel sebesar 1,70 yang artinya thitung > ttabel dan H1 diterima dan hasil rata-rata nilai N-Gain kelas eksperimen sebesar 0,66 dan kelas kontrol sebesar 0,29. Berdasarkan hasil penelitian ini dapat disimpulkan bahwa multimedia interaktif terintegrasi nilai sains sangat layak dan efektif digunakan sebagai media pembelajaran biologi sebagai solusi peningkatan kemampuan berpikir kritis peserta didik dikelas XI MIPA Di SMA Negeri 5 Bandar Lampung.Kata Kunci: Biologi; Kemampuan berpikir kritis; Multimedia interaktif; Nilai sains.�Abstract: Utilization of technology is not realized even though the use of technological media such as android interactive multimedia can make learning more effective and effective. This study was designed to develop interactive multimedia that is integrated with the value of science seen in terms of the feasibility and effectiveness of interactive multimedia integrated with the value of science as a solution to improve students' critical thinking skills. Borg and Gall Research and Development (R&D) Method with 9 stages. The research subjects added three validator experts namely media, materials, and linguists. And students of class XI MIPA as a research sample consisting of two classes, namely the control class (XI MIPA 6) and the experimental class (XI MIPA 4). The results of research data on the feasibility of the product seen from the percentage validator were media experts at 87.10%, material experts at 83.00% and linguists 83.08% with the criteria "Very Eligible" and the response of students at 85.33% which shows the "Very Attractive" criteria. The effectiveness of interactive multimedia from the students' critical ability test results with the Independent t test resulted in tcount of 7.95 and ttable of 1.70 which means tcount> ttable and H1 were received and the average value of the N-Gain value of the research class was 0, 66 and control class 0.29.Based on the results of this study it can be concluded that interactive multimedia integrated with the value of science is very feasible and effective as a medium of learning biology as a solution to improve critical thinking skills of students in the XI MIPA class of students in SMA Negeri 5 Bandar Lampung.Keyword: Biology; Critical thinking skills; Interactive multimedia; The value of science


2018 ◽  
Vol 7 (2) ◽  
Author(s):  
Guna Suprapta ◽  
Agus Adiarta ◽  
Nyoman Santiyadnya

This research aims to find out 1) the design of interactive CD-based multimeter learning media, 2) the feasibility level of interactive CD-based multimeter learning media 3) student responses after using interactive CD-based multimeter learning media. This research was a type of Research and Development (R & D) and measurement of the feasibility level for media using the Linkert scale. This research was conducted on tenth grade (X) TAV 2 students at Singaraja State Vocational High School 3. The results of the research on the media were obtained: 1) interactive CD-based multimeter learning media can be made, 2) the percentage level of media feasibility from the media validator is 95.71% with very feasible qualifications and the percentage level of media feasibility from the material validator is 98.57% with very feasible qualifications, 3) getting a response from students with very good qualifications, that is getting the percentage of student responses in small groups is 89.07% with very good qualifications and the percentage of students responses in large groups is 92.93% with very good qualifications. Based on the results of the analysis, interactive CD-based multimeter learning media on Basic Electrical and Electronics subjects can be used as learning media for tenth grade (X) TAV students at Singaraja State Vocational High School.


2021 ◽  
Vol 3 (1) ◽  
pp. 11-19
Author(s):  
Ulfa Rahmatin ◽  
Muhammad Rifai Katili ◽  
Lillyan Hadjaratie ◽  
Sitti Suhada

Upaya meningkatkan minat belajar siswa melalui pengembangan media pembelajaran yang menarik masih menjadi kendala dan tantangan utama yang dihadapi oleh guru pada materi Logika dan Algoritma Komputer di SMK Negeri 1 Suwawa. Penelitian ini bertujuan untuk mengembangkan media pembelajaran komik untuk materi Logika dan Algoritma Komputer yang dapat menarik minat belajar siswa kelas X. Metode yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan model pengembangan Hannafin dan Peck yang terdiri dari 3 fase, yaitu: analisis kebutuhan, desain, serta pengembangan dan implementasi. Media pembelajaran yang dikembangkan telah memperoleh penilaian oleh ahli materi, dan ahli media serta telah di uji respon dari siswa sebagai pengguna kelayakan dengan kategori kelayakan sangat layak. Hasil penelitian menunjukkan media pembelajaran komik yang dikembangkan dinyatakan valid dan praktis untuk digunakan dalam proses pembelajaran materi Logika dan Algoritma Komputer. Efforts to increase students’ learning interests by developing an attractive learning media is the primary challenge for teachers of Logic and Computer Algorithm at SMK Negeri 1 Suwawa Senior High School. This research aims to develop comics as a learning medium for Logic and Computer Algorithm that may stimulate tenth-grade students’ learning interests. This R&D study, employing Hannafin and Peck’s development model, consisted of three stages, namely: needs assessment, design, and development and implementation. Material experts and media experts have assessed the developed learning media. It also has been tested on students as eligible users; they responded that the media was feasible. The research showed that comic as the developed learning media was declared as valid and practical to be used in Logic and Computer Algorithm subject’s learning process.


2021 ◽  
Vol 5 (2) ◽  
pp. 308
Author(s):  
Tunjung Sekarwangi ◽  
Kus Eddy Sartono ◽  
Ali Mustadi ◽  
Abdulah Abdulah

Learning activities carried out online have several drawbacks. In online learning activities, teachers experience problems carrying out learning activities. These obstacles include the lack of appropriate media to be used in learning activities. The problems that occur indicate that in learning activities students have difficulty in understanding learning materials and learning motivation is still low. Therefore, in learning activities, teachers must prepare quality learning. One of the efforts that can be done to overcome these problems is through the use of appropriate learning media. So that it can improve the process and better learning outcomes. This study uses a research and development (R&D) approach. The purpose of this research is to develop learning technology in the form of interactive multimedia based on problem-based learning. The steps used in this research and development is the ADDIE development model. The research data was obtained through a media validation sheet instrument by an expert. Data analysis was carried out quantitatively descriptively. The results of the media feasibility test based on the validation results obtained a value of 80%. Based on the results of the research that has been done, it can be concluded that interactive multimedia based on problem-based learning is feasible to be used in learning activities. The results of this study imply that the use of interactive multimedia based on problem-based learning plays an important role in the effectiveness of learning activities.


Author(s):  
Indah Widuri Handayani ◽  
Anggraeni Anggraeni

Tujuan dari penelitian ini, yaitu 1) Menganalisis kebutuhan guru terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, 2) Mengetahui prosedur pengembangan media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, dan 3) Mengetahui hasil validasi ahli terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini yang dikembangkan oleh penulis.Penelitian ini menggunakan metode Research and Development (R&D) dengan lima tahapan, yaitu: 1) potensi dan masalah, 2) pengumpulan data, 3) desain produk, 4) validasi desain, dan 5) revisi desain.Berdasarkan hasil analisis kebutuhan, menunjukkan bahwa pendidik menghendaki adanya pengembangan media baru yang kreatif, inovatif dan efektif yang dilengkapi dengan permainan kecil di setiap halamannya. Hasil validasi oleh ahli materi mendapat nilai rata-rata keseluruhan 8,5 dengan skor 3 yang berarti media layak untuk digunakan, sedangkan hasil validasi oleh ahli media menunjukkan bahwa media pembelajaran berbentuk Busy Book mendapat nilai rata-rata keseluruhan 93.9 dengan skor 4 yang berarti media sangat layak untuk digunakan. Media kemudian diperbaiki sesuai saran perbaikan yang diberikan para ahli pada aspek-aspek tertentu.The purpose of this study, namely 1) Analyzing the needs of teachers for the Busy Book media of numerical themes to improve vocabulary mastery in early childhood, 2) Knowing the procedures for developing Busy Book media for numerical themes to improve vocabulary mastery in early childhood, and 3) Knowing the results expert validation of the Busy Book media theme of numbers to improve vocabulary mastery in early childhood developed by the author. This research uses the Research and Development (R&D) method with five stages, namely: 1) potential and problems, 2) data collection, 3) product design, 4) design validation, and 5) design revision. Based on the results of the needs analysis, it shows that educators want the development of new, creative, innovative and effective media that are equipped with small games on each page. The results of the validation by the material experts got an overall average score of 8.5 with a score of 3 which means the media was suitable for use, while the results of the validation by the media experts showed that the learning media in the form of Busy Book got an overall average score of 93.9 with a score of 4 which means the media very feasible to use. The media is then repaired according to the suggestions given by experts on certain aspects.


2019 ◽  
Vol 2 (3) ◽  
pp. 129-136
Author(s):  
Septi Septi ◽  
Indra Sakti ◽  
Desy Hanisa Putri

ABSTRAK Penelitian ini bertujuan untuk mengembangkan modul fisika dengan pembelajaran berbasis proyek. Penelitian ini adalah penelitian pengembangan yang dilakukan melalui lima tahapan yaitu potensi dan masalah, studi literatur dan pengumpulan informasi, desain produk, validasi desain, dan desain teruji. Instrumen yang digunakan dalam penelitian ini yaitu lembar observasi, lembar angket guru, lembar angket uji validasi tim ahli dan praktisi. Hasil penelitian menunjukkan bahwa modul fisika dengan pembelajaran berbasis proyek yang dikembangkan termasuk dalam kategori sangat valid dan merupakan desain teruji karena mendapatkan  persentase total uji validitas sebesar 82,35%. Berdasarkan hasil dan pembahasan, dengan penambahan petunjuk penggunaan modul, tujuan pembelajaran, kunci jawaban, materi, gambar, dan  produk yang dihasilkan pada setiap modul alat-alat optik maka telah dihasilkan modul fisika dengan pembelajaran berbasis proyek pada materi alat-alat optik di SMA. Kata Kunci: Modul Fisika, Pembelajaran Berbasis Proyek, Alat-Alat Optik, Penelitian Pengembangan. ABSTRACTThis research aimed to develop physics modules with project-based learning. This research was a developmental research conducted through five stages namely potential and problems, literature study and information gathering, product design, design validation, and tested design. The instruments used in this study were the observation sheet, teacher questionnaire sheet, questionnaire test validation team of experts and practitioners. The results showed that the physics modules developed with project-based learning were included in the very valid category and were tested designs because it obtained a total percentage of validity tests of 82.35%. Based on the results and discussion, with the addition of instructions for the use of modules, learning objectives, answer keys, material, images, and products produced on each module of optical devices, physics modules have been produced with project-based learning on material optical devices in high school.Keywords: Physics Module, Project Based Learning, Optical Devices, Developmental Research.


Sign in / Sign up

Export Citation Format

Share Document