scholarly journals VALIDITAS LEMBAR KERJA PESERTA DIDIK (LKPD) BERBASIS DISCOVERY LEARNING PADA MATERI BANGUN DATAR SEGIEMPAT DI KELAS VII SMP NEGERI 1 BENGKULU TENGAH

2019 ◽  
Vol 3 (2) ◽  
pp. 162-171
Author(s):  
Yulia Rachmawati ◽  
Syafdi Maizora ◽  
Della Maulidiya

ABSTRAKPenelitian ini bertujuan untuk menghasilkan Lembar Kerja Peserta Didik (LKPD) berbasis Discovery Learning pada Materi Bangun Datar Segiempat di Kelas VII SMP Negeri 1 Bengkulu Tengah yang memenuhi kriteria valid, praktis, dan efektif. Jenis penelitian ini adalah penelitian pengembangan (research and development) dengan mengadopsi prosedur Four-D (4D) yang dimodifikasi menjadi 3D yaitu tahap define (pendefinisian) design (perancangan)  dan develop (pengembangan) yang terdiri dari uji validitas. Instrumen yang digunakan adalah lembar validasi yang terdiri dari lembar validasi materi, lembar validasi kontruksi dan lembar validasi bahasa. Hasil penelitian menunjukkan bahwa LKPD berbasis Discovery Learning pada Materi Bangun Datar Segiempat di Kelas VII SMP Negeri 1 Bengkulu Tengah termasuk dalam kategori  sangat valid dari segi materi berdasarkan sebelas aspek yang dinilai, valid dari segi kontruksi berdasarkan sepuluh aspek yang dinilai dan valid dari segi bahasa berdasarkan enam aspek yang dinilai dengan skor rata-rata 4,48.Kata Kunci: Validitas, Lembar Kerja Peserta Didik, Discovery Learning ABSTRACTThis research aimed to produce student’s worksheets Based Discovery Learning on Dimentional Figure Rectangular Material at grade VII SMP Negeri 1 Bengkulu Tengah that are valid, practical and effective category. This research was a research and development by adopting procedure of four-D (4D) which was modified into 3D namely define, design, and development phase consisting of validity. Validity instrument were sheet of material sheet, construction sheet, and language sheet. The result of the research showed that LKPD Based Discovery Learning on Dimentional Figure Rectangular Material at  grade VII SMP Negeri 1 Bengkulu Tengah was included in the category being very valid in the eleven aspects of material, being very valid in the ten aspets construction, and being very valid in the six aspects language with average score 4,48Keywords: Validity, student’s Worksheet , Discovery Learning

2021 ◽  
Vol 4 (2) ◽  
pp. 118
Author(s):  
Nila Safitri ◽  
Jesi Alexander Alim ◽  
Eddy Noviana ◽  
Bedriati Ibrahim ◽  
Neni Hermita

This study aims to develop a valid and practical interactive instructional media to teach the GCD in elementary schools. This study is the Research and Development, and the reseachers applied the Plomp model consisting of three phases: preliminary research phase, development phase, dan assessment phase.The developed instructional media was validated by 3 experts consisting of media experts and material experts. To test the practicality, the researchers distributed questionnaires to the teacher and students. The data in this study were collected through interviews, observations, and questionnaires. The collected data were then analyzed quantitatively and qualitatively. The developed instructional media was very valid with an average score of 83.96% and was very practical category with an average score of 87.86% from the students and 96.7% from the teachers. Therefore, the interactive instructional media to teach the GCD can be used by elementary students and teachers.


2019 ◽  
Vol 3 (3) ◽  
pp. 301-305
Author(s):  
Afifah Rahmah ◽  
Agus Susanta ◽  
Hanifah Hanifah

AbstrakTujuan dari penelitian ini adalah menghasilkan lembar kerja peserta didik model penemuan terbimbing dengan pendekatan saintifik pada materi bangun ruang sisi datar yang memenuhi kriteria efektif. Penelitian ini adalah penelitian pengembangan (Research and Development) dengan menggunakan prosedur pengembangan 4-D Thiagarajan yaitu tahap pendefinisian (define), tahap perancangan (design), dan tahap pengembangan (develop). Efektivitas LKPD diujicobakan kepada 34 orang peserta didik kelas VIII 7 SMP N 18 Kota Bengkulu. Hasil penelitian pengembangan ini menunjukkan bahwa LKPD termasuk dalam kategori sangat efektif dengan skor rata-rata 4,63 dengan pencapaian efektivitas : (1) aktivitas peserta didik dengan skor rata-rata 4,46; (2) respon peserta didik dengan skor rata-rata 4,29; (4) hasil belajar peserta didik dengan persentase ketuntasan 97,06%.Kata kunci : Efektivitas, Lembar Kerja Peserta didik (LKPD), Penemuan Terbimbing, Pendekatan saintifikAbstractThis research aims to produce student of Guided Discovery Learning with Scientific Approach on Geometry Flat Side that is effective. This research was a developmental research (research and development) use procedures 4-D Thiagarajan which are defining, designing, and developing. The effectiveness of LKPD was tested on 34 students of class VIII 7. At SMP N 18 Bengkulu City  The result of research study showed that Student Worksheet based of Guided Discovery Learning with Scientific Approach on Geometry Flat Side was very effective with an average score 4,63 with achievement of effectiveness : (1) activity of students with an average score 4,46; (2) the response of students with an average score 4,29; (4) the learning outcomes of students effective with percentage of 97,06% masteryKeywords : Effectiveness, Student Worksheet , Guided Discovery Learning, Education, Scientific Approach


EduKimia ◽  
2019 ◽  
Vol 1 (1) ◽  
pp. 9-15
Author(s):  
Wely Pramunando ◽  
Yerimadesi Yerimadesi

This research aim to develop a guided discovery learning based chemical bonding module for grade X SMA and determine the level of validity and practicality. The type of this research was Research and Development using Plomp model. Plomp model consist of three stages, 1) preliminary research; 2) prototyping stage and 3) assessment stage. The validity test of this module was done by two chemistry lecturers at FMIPA UNP, two chemistry teachers at SMAN 3 Padang Panjang and a chemistry teacher at SMAN 4 Pariaman. Practicality test was done by two chemistry teachers at SMAN 3 Padang Panjang and 27 students XI MIPA 1 of SMAN 3 Padang Panjang using. Validty instrument and practical questionnaires was analized by Cohen Kappa (k) Formula. The results of the analysis of the validity with an avarage score of the kappa moment 0,91 which is very high category of validity. The results of practicality by teacher and students show that the average score in a row is 0,95 and 0,87 which is very high practicality category. The data obtained show that guided discovery learning based chemical bonding module for grade X SMA produced is valid and practice


2021 ◽  
Vol 4 (2) ◽  
pp. 137-146
Author(s):  
Sindi Permata Sari ◽  
Patricia H M Lubis ◽  
Sugiarti Sugiarti

ABSTRAK Penelitian ini bertujuan untuk mengembangkan LKPD berbasis discovery learning berbantuan software tracker yang valid, praktis, dan memiliki efek potensial untuk meningkatkan pemahaman konsep peserta didik. Jenis penelitian ini adalah penelitian pengembangan (Research and Development) dengan menggunakan tahap pengembangan model Rowntree yang memuat tahap perencanaan, tahap pengembangan, dan tahap evaluasi, yang menggunakan evaluasi formatif Tessmer (1998) meliputi expert review, one to one evaluation, small group evaluation, dan field test. Subjek penelitian ini yaitu kelas X IPA SMA Shailendra Palembang. Berdasarkan tahap expert rewiew tingkat kevalidan produk LKPD melalui aspek materi, aspek desain, dan aspek bahasa pembelajaran diperoleh nilai rata-rata sebesar 87,08% dengan katagori sangat valid. Tahap one to one memperoleh nilai rata-rata sebesar 81,31%  dengan katagori sangat praktis. Tahap small group memperoleh nilai rata-rata sebesar 90,6% dengan katagori sangat praktis dan berdasarkan nilai hasil pretest-postest peserta didik diperoleh nilai rata-rata N-gain sebesar 0,66 dengan katagori sedang. Maka dapat disimpulkan bahwa LKPD berbasis discovery learning berbantuan software tracker sangat valid, sangat praktis, serta memilki efek potensial bagi peserta didik yaitu dengan bukti meningkatnya pemahaman konsep Fisika peserta didik. Kata kunci: LKPD, Discovery Learning, Software Tracker, Pemahaman Konsep. ABSTRACT This study aims to develop discovery learning-based worksheets with the help of tracker software that are valid, practical, and have potential effects to improve students' conceptual understanding. This type of research is research and development using the Rowntree model development stage which includes the planning stage, development stage, and evaluation stage, which uses Tessmer's (1998) formative evaluation including expert review, one to one evaluation, small group evaluation, and field tests. The subject of this research is class X IPA SMA Shailendra Palembang. Based on the expert review stage, the level of LKPD product validity through material aspects, design aspects, and learning language aspects obtained an average value of 87.08% with a very valid category. The one to one stage obtained an average score of 81.31% in the very practical category. The small group stage obtained an average score of 90.6% in the very practical category and based on the students' pretest-posttest scores, an average N-gain value of 0.66 was obtained in the medium category. So it can be concluded that discovery learning-based worksheets with the help of tracker software are very valid, very practical, and have potential effects for students, namely with evidence of increasing students' understanding of physics concepts. Keywords: LKPD, Discovery Learning, Software Tracker, Concept Understanding.


2021 ◽  
Vol 11 (2) ◽  
pp. 339-347
Author(s):  
Eylem PASLI GÜRDOĞAN

This study was conducted to determine the relationship between nursing students’ awareness and attitudes towards research and developments and their academic motivation levels. This descriptive and cross-sectional study was carried out with students from nursing department of faculty of health sciences of a university in Turkey (n=460). Data were collected using the questionnaire form which included the socio-demographic characteristics of those students, “Nursing Students’ Attitudes to and Awareness of Research and Development within Nursing Scale” and “Academic Motivation Scale”. Data were analyzed using percentage, mean, Pearson’s correlation analysis, Student’s t, and One Way Anova tests. The mean age of the students was 20.56±1.52. 81.1% were female and 28.7% were in their first year. The average score of the Nursing Students’ Attitudes to and Awareness of Research and Development within Nursing Scale was 120.54±17.46. The students’ mean score on intrinsic motivation subscale was 57.20±13.45, on extrinsic motivation subscale was 61.96±11.50 and on amotivation subscale was 10.12±5.87 in Academic Motivation Scale. The level of the students’ awareness and attitudes towards research and developments has a positive correlation with the levels of their intrinsic and extrinsic motivation and a negative correlation with the level of their amotivation (p<0.05). The average score of the Nursing Students’ Attitudes to and Awareness of Research and Development within Nursing Scale were statistically significantly different in the gender, the status of their following scientific publications and the positions they wanted to work after graduation (p<0.05). It has been determined that the students have high level of awareness and attitudes towards research and development, and their academic motivation levels affect their awareness and attitudes towards research and development.


Author(s):  
Tommi Daniel Hutajulu ◽  
Sriadhi .

Abstract This development research generally aims to (1) develop interactive multimedia-based learning media for Private Vocational School Imelda Medan, (2) to know the assessment of media experts and material experts on learning media, and (3) to know the feasibility of learning media based on the assessment of media experts and material experts. The method used in this research is Research and Development. This research was conducted at Imelda Private Vocational School Medan. Research and Development Results: (1) This development research process is carried out with several stages adapted from the borg and gall version development research model simplified into 4D. There are stages such as: Define, Design, Development, and Disseminate. Define stage includes definition, design stage includes storyboarding, development stage includes development of interactive multimedia-based learning media, validation of media experts and material experts, as well as revision of learning media from media experts and material experts and disseminate stage covering the trial stage. The target of this research is the Expert Lecturer of Medan State University. Testing of interactive multimedia by material validators showed that multimedia learning resulted both in material validation with an average score of 4.52 and for media validation with an average score of 4.59. Then obtained the conclusion that developed media is worth to use. Keywords : Interactive Media, Interactive Multimedia Abstrak Penelitian pengembangan ini secara umum bertujuan untuk (1) mengembangkan media pembelajaran berbasis multimedia interaktif untuk SMK Swasta Imelda Medan, (2) mengetahui penilaian ahli media dan ahli materi terhadap media pembelajaran, dan (3) mengetahui kelayakan media pembelajaran berdasarkan penilaian ahli media dan ahli materi . Metode yang digunakan pada penelitian ini adalah penelitian pengembangan (Research and Development ) . Penelitian ini dilakukan di SMK Swasta Imelda Medan. Hasil Penelitian  dan Pengembangan : (1) Proses Penelitian pengembangan ini dilaksanakan dengan beberapa tahapan yang diadaptasi dari model penelitian pengembangan versi borg and gall yang disederhanakan menjadi 4D. Adapaun tahapan tersebut yaitu : Define, Design, Development, dan Disseminate. Tahap define meliputi pendefenisian , tahap design meliputi pembuatan storyboard, tahap development meliputi pengembangan media pembelajaran berbasis multimedia interaktif ,validasi ahli media dan ahli materi, serta revisi media pembelajaran dari ahli media dan ahli materi dan tahap disseminate meliputi tahap uji coba. Sasaran penelitian ini adalah Dosen Ahli Universitas Negeri Medan. Pengujian terhadap multimedia interaktif oleh validator materi menunjukan bahwa multimedia pembelajaran  yang dihasilkan baik pada validasi materi dengan skor rata-rata 4.52 dan untuk validasi media dengan skor rata-rata 4.59. Maka diperoleh kesimpulan media yang dikembangkan layak untuk digunakan. Kata kunci : Media Interaktif, Multimedia Interaktif


Author(s):  
Fahmi Rifaldi ◽  
Panahatan .

AbstrakPenelitian ini bertujuan untuk : (1) mengembangkan media pembelajaran interaktif menggunakan software adobe flash cs6 pada mata pelajaran instalasi penerangan listrik; (2) untuk mengetahui kelayakan media pembelajaran interaktif pada mata pelajaran instalasi penerangan listrik. Penelitian ini menggunakan metode penelitian pengembangan (research and development). Langkah-langkah pengembangan media pembelajaran interaktif ini meliputi : (1) Analisis (Analysis); (2) Perencanaan (Design); (3) Pengembangan (Development); dan (4) Validasi. Metode pengumpulan data pada penelitian ini menggunakan angket yang berisi pertanyaan-pertanyaan. Validasi media melibatkan 4 orang ahli media dan 2 orang sebagai pengguna (uji coba awal). Hasil uji awal coba oleh  pengguna berdasarkan pada indikator Panduan, indikator Materi Multimedia, indikator Evaluasi, indikator Desain dan Fasilitas Media memperoleh skor rata-rata 4,75 (Sangat Layak). Hasil validasi ahli media berdasarkan panduan informasi, kinerja program,  dan sistematika memperoleh skor rata-rata 4,69 (Sangat Layak). Berdasarkan seluruh hasil yang penelitian yang disimpulkan bahwa media pembelajaran interaktif sangat layak digunakan sebagai media pembelajaran pada mata pelajaran instalasi penerangan listrik di SMK Negeri 13 Medan. Kata Kunci : Media Pembelajaran Interaktif, Adobe Flash CS6 AbstractEnglish translation. English translation. This aims research to: (1) develop interactive learning media using adobe flash cs6 software on electrical lighting installation subjects; (2) to find out the feasibility of interactive learning media in the subjects of electrical lighting installations. This research uses research and development methods. The steps of developing this interactive learning medium include: (1) Analysis; (2) Planning (Design); (3) Development; and (4) Validation. The data collection method in this study uses questionnaires that contain questions. Media validation involves 4 media experts and 2 people as users (initial trial). The results of the initial trial by users based on the Guide indicator, Multimedia Materials indicator, Evaluation indicator, Design indicator and Media Facility obtained an average score of 4.75 (Very Feasible). Media expert validation results based on information guidance, program performance, and systematics earned an average score of 4.69 (Very Decent). Based on all the results of the research concluded that interactive learning media is very suitable to be used as a learning medium in the subjects of electric lighting installation in SMK Negeri 13 Medan.  Keywords: Interactive Learning Media, Adobe Flash CS6


2017 ◽  
Vol 14 (1) ◽  
Author(s):  
Komang Wisnu Baskara Putra ◽  
I Made Agus Wirawan ◽  
Gede Aditra Pradnyana

Penelitian ini bertujuan untuk (1) Untuk menghasilkan rancangan dan mengimplementasikan hasil rancangan e-modul berbasis model pembelajaran discovery learning pada mata pelajaran sistem komputer kelas X multimedia di SMK Negeri 3 Singaraja, (2) Untuk mengetahui respon guru dan siswa terhadap pengembangan e-modul berbasis model pembelajaran discovery learning pada mata pelajaran sistem komputer kelas X multimedia di SMK Negeri 3 Singaraja. Model pembelajaran yang diterapkan dalam pengembangan modul elektronik ini adalah model pembelajaran discovery learning.Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan model pengembangan ADDIE. Subjek penelitian ini yaitu siswa kelas X jurusan Multimedia di SMK Negeri 3 Singaraja tahun ajaran 2016/2017. Untuk mengetahui respon guru dan siswa terhadap e-modul sistem komputer diperoleh dengan menggunakan metode angket.Hasil penelitian yang diperoleh terlihat bahwa (1) Hasil rancangan dan implementasi e-modul berbasis model pembelajaran discovery learning yang telah dikembangkan pada mata pelajaran sistem komputer untuk kelas X Multimedia di SMK Negeri 3 Singaraja dinyatakan berhasil diterapkan berdasarkan beberapa uji yang dilakukan. (2) Hasil analisis data respon guru menunjukkan bahwa, didapatkan rata-rata skor respon sebesar 41, jika dikonversikan ke dalam tabel penggolongan respon maka termasuk pada kategori positif. Sedangkan  untuk respon siswa terhadap pengembangan e-modul didapatkan rata-rata skor respon sebesar 64,74, jika dikonversikan ke dalam tabel penggolongan respon siswa termasuk pada kategori positif. Kata kunci: E-Modul, Sistem Komputer, Discovery Learning


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