scholarly journals Pengembangan Multimedia Interaktif Kimia Berbasis PBL (Problem Based Learning) untuk Meningkatkan Keterampilan Generik Sains Siswa

2020 ◽  
Vol 8 (2) ◽  
pp. 85
Author(s):  
Ratna Azizah Mashami ◽  
Khaeruman Khaeruman

Most of the students had difficultyin understanding the concept of chemistry  which is abstract and cannot connect the concepts studied with the phenomena in everyday life.This is because the instructional media and learning models used by the teacher do not pay attention to submicroscopic representations and do not link chemistry with the environment around students.This study aims to develop Chemical Interactive Multimedia (CIM) based on PBL (Problem Based Learning) to improve students' Generic Science Skills (GSS). PBL-based CIM was developed on the concept of salt hydrolysis in a tutorial format. This study was a Research and Development using the ADDIE design. The research procedure consists of five stages, namely Analyze, Design, Development, Implementation, and Evaluation. The PBL-based CIM effectiveness test against the GSS of MA Darul Habibi NW Paok Tawah students was carried out at the implementation stage using a one-group pretest-posttest design. The instrument used was in the form of a questionnaire to obtain eligibility data and student responses, as well as a description test to obtain KGS data. CIM based on PBL feasibility data will be analyzed using a five-scale absolute norm, student responses were analyzed descriptively, and GSS data were analyzed using a normalized gain score (N-gain). The validation results show that PBL-based MIK has an average score of 92% which means it was very feasible.The limited trial of 12 students stated that PBL-based CIM met the aspects of appearance, readability, language, and ease of use very well.The results of PBL-based CIM trials in learning can increase students' GSS which is indicated by an average N-gain score of 58% in the moderate category.Therefore, it can be concluded that PBL-based MIK was successfully developed in the very feasible category and could improve students' GSS.

EDUSAINS ◽  
2021 ◽  
Vol 13 (1) ◽  
pp. 25-33
Author(s):  
Dinda Ainur Rachim ◽  
Reni Ambarwati

PENGEMBANGAN E-FLIPBOOK MATERI PERUBAHAN LINGKUNGAN UNTUK MELATIHKAN LITERASI DIGITALAbstractDigital literacy is one of the abilities that students need to master in the 21st century. Therefore, this study aims to produce an e-flipbook of environmental change topics to train digital literacy, which is valid, practical, and effective. As a developmental study, it refers to a 4-D model, without a dissemination phase. The material validity was measured based on the validation by material, educational, and information-technology experts. Furthermore, the e-flipbook practicality was measured based on the practitioners and student responses. Also, the effectiveness was measured according to students' digital literacy based on normalized gain score, and the data were descriptive-quantitatively analyzed. The results showed the developed e-flipbook was declared valid based on the eligibility criteria for design, content, and language. Furthermore, it was stated to be practical according to the responses of practitioners and students with the acquisition of very practical and good categories. The e-flipbook was also declared effective with the acquisition of an average score of increasing digital student literacy by 0.7 in the high category. Therefore, it can be concluded that the e-flipbook on environmental change topic is valid, practical, and effective in learning digital literacy. AbstrakLiterasi digital merupakan salah satu kemampuan yang harus dikuasai peserta didik di abad ke-21. Tujuan penelitian ini adalah menghasilkan e-flipbook materi perubahan lingkungan untuk melatihkan literasi digital kelas X SMA yang layak digunakan, yaitu e-flipbook yang valid, praktis, dan efektif. Penelitian ini merupakan jenis penelitian pengembangan yang mengadaptasi model 4-D namun tahap penyebaran tidak dilakukan. Validitas e-flipbook diukur berdasarkan validasi ahli materi, ahli pendidikan, dan ahli IT. Kepraktisan e-flipbook ditinjau berdasarkan respons praktisi dan respons siswa. Keefektifan e-flipbook diukur berdasarkan tes literasi digital peserta didik berdasarkan gain score ternormalisasi. Data dianalisis secara deskriptif kuantitatif. Hasil penelitian menunjukan bahwa e-flipbook yang dikembangkan dinyatakan sangat valid berdasarkan kriteria kelayakan penyajian, isi, dan kebahasaan. E-flipbook yang dikembangkan dinyatakan praktis berdasarkan respons praktisi (guru) dan siswa dengan perolehan kategori sangat praktis dan sangat baik. E-flipbook yang dikembangkan dinyatakan efektif dengan perolehan skor rata-rata peningkatan literasi digital siswa sebesar 0.7 dengan kategori tinggi. Secara keseluruhan e-flipbook materi perubahan lingkungan dinyatakan valid, praktis, dan efektif digunakan dalam pembelajaran untuk melatihkan literasi digital siswa. 


2020 ◽  
Vol 1 (1) ◽  
pp. 1-10
Author(s):  
Evi Rahmawati ◽  
Irnin Agustina Dwi Astuti ◽  
N Nurhayati

IPA Integrated is a place for students to study themselves and the surrounding environment applied in daily life. Integrated IPA Learning provides a direct experience to students through the use and development of scientific skills and attitudes. The importance of integrated IPA requires to pack learning well, integrated IPA integration with the preparation of modules combined with learning strategy can maximize the learning process in school. In SMP 209 Jakarta, the value of the integrated IPA is obtained from 34 students there are 10 students completed and 24 students are not complete because they get the value below the KKM of 68. This research is a development study with the development model of ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The use of KPS-based integrated IPA modules (Science Process sSkills) on the theme of rainbow phenomenon obtained by media expert validation results with an average score of 84.38%, average material expert 82.18%, average linguist 75.37%. So the average of all aspects obtained by 80.55% is worth using and tested to students. The results of the teacher response obtained 88.69% value with excellent criteria. Student responses on a small scale acquired an average score of 85.19% with highly agreed criteria and on the large-scale student response gained a yield of 86.44% with very agreed criteria. So the module can be concluded receiving a good response by the teacher and students.


2021 ◽  
Vol 15 (2) ◽  
pp. 190-200
Author(s):  
Dandi Mifta Abdillah ◽  
Dwi Astuti

Penelitian ini bertujuan untuk menghasilkan Lembar Kerja Peserta Didik (LKPD) berbasis Problem-Based Learning (PBL) pada topik sudut yang layak. Penelitian pengembangan ini mengadopsi model pengembangan ADDIE dengan tahapan meliputi Analysis, Design, Development, Implementation, dan Evaluation. Kualitas LKPD ditinjau dari penilaian ahli materi, ahli media, dan respon peserta didik. Instrumen penelitian yang digunakan adalah angket ahli materi, angket ahli media, dan angket respon peserta didik. LKPD diujicobakan di kelas VII SMP Muhammadiyah 1 Yogyakarta dengan subjek sebanyak 32 peserta didik. LKPD yang dikembangkan memuat aktivitas pembelajaran sesuai langkah PBL, menyajikan masalah yang berkaitan dengan kehidupan sehari-hari di awal pembelajaran, dan dapat digunakan dalam pembelajaran online. Ditinjau dari aspek materi, LKPD dinilai baik dengan rerata skor penilaian oleh ahli materi yaitu 4,00. Ditinjau dari aspek media, LKPD dinilai baik dengan skor penilaian oleh ahli media sebesar 3,6. Respon peserta didik terhadap penggunaan LKPD termasuk pada kategori baik dengan rerata skor penilaian sebesar 4,05. Dapat disimpulkan bahwa LKPD berbasis PBL untuk SMP kelas VII pada topik sudut layak digunakan dalam pelaksanaan pembelajaran matematika. Development of a students' worksheet based on problem-based learning (PBL) on the topic of anglesAbstractThis study aimed to produce a students’ worksheet or Lembar Kerja Peserta Didik (LKPD) based on Problem-Based Learning (PBL) on the topic of angles, which were feasible. This development research adopts the ADDIE development model with stages including Analysis, Design, Development, Implementation, and Evaluation. The quality of LKPD was viewed from the assessment of material experts, media experts, and students’ responses. The instrument used was a material expert questionnaire, a media expert questionnaire, and a students’ response questionnaire. LKPD was piloted on 32 seventh grade students of private junior high schools, namely SMP Muhammadiyah 1 Yogyakarta, Indonesia. The developed LKPD contained learning activities according to PBL steps, presented problems related to everyday life at the beginning of learning, and could be used in online learning. In terms of the material aspect, LKPD was considered good with an average score of assessment by material experts, namely 4.00. In terms of the media aspect, LKPD was considered good with a score of 3.6 by media experts. Students’ responses to the use of LKPD were included in the good category with an average score of assessment of 4.05. It could be concluded that the PBL-based LKPD for seventh-grade junior high school students on the topic of angles was feasible for use in the implementation of mathematics learning.


2022 ◽  
Vol 6 (1) ◽  
Author(s):  
Ira Eko Retnosari ◽  
Tri Indrayanti

 This research was conducted based on the findings of college students. A phenomenon that is often found in students is that students still have low listening ability. This happened to students of the 2020 UNIPA Indonesian Language Education Study Program (PBI). The low value of listening ability in students was due to the lack of teaching materials for listening courses. To reduce or minimize the occurrence of language errors, lecturers use the Four-D Model or the 4D Model. Through the Four-D Model or the 4D Model, this study develops a product, namely the "Listening Research Procedure" module, using 4D steps, namely define, design, development, and dissemination. To analyze the data, this study used descriptive qualitative and quantitative. Based on data analysis, the process of making the Listening module is in accordance with the Thiagarajan development procedure known as Four-D Models (4D Model). The quality of the Listening module is viewed from the aspect of content feasibility, language eligibility, obtaining validation validation with good criteria. The results of the tests conducted by students showed that they had progressed, the average score of the students had complete information.


2018 ◽  
Vol 5 (2) ◽  
pp. 165-179
Author(s):  
Megawati Kumalasari ◽  
Mochamad Bruri Triyono

Penelitian ini bertujuan untuk: (1) mengetahui kelayakan aplikasi Virtual PhysicsWorld sebagai media pembelajaran materi kesetimbangan benda tegar yang dihasilkan, (2) mengetahui kelayakan aplikasi Virtual PhysicsWorld yang dihasilkan untuk meningkatkan keterampilan penerapan fisika sehari-hari, (3) mengetahui peningkatan keterampilan penerapan ilmu fisika sehari-hari setelah menggunakan Virtual Physics World yang dihasilkan. Prosedur pengembangan menggunakan model pengembangan Allesi dan Trollip yang meliputi tahap perencanaan, desain, dan pengembangan. Ujicoba produk terdiri dari uji alfa dan uji beta. Uji alpha dilakukan oleh ahli media dan ahli materi yang masing-masing terdiri dari dua orang. Sedangkan uji beta dilakukan terhadap 27 siswa kelas XI SMA N 1 Yogyakarta. Penelitian ini menghasilkan Virtual Physics World yang memiliki (1) Kelayakan produk berdasarkan hasil validasi oleh ahli materi diperoleh skor rata-rata 3,47 (sangat layak) dan hasil validasi oleh ahli media diperoleh skor rata-rata 2,93 (layak). Sedangkan angket penilaian siswa terhadap produk mendapatkan skor rata-rata 3,82 (sangat layak), (2) Skor rata-rata keterampilan siswa mendapatkan nilai 82 untuk pre test dan 89 untuk post test. (3) terdapat peningkatan skor rata-rata post test terhadap pre test sebesar 7 poin. Sedangkan perhitungan N-Gain terhadap hasil tes siswa menunjukkan adanya peningkatan skor siswa dengan rincian 33% siswa pada kategori rendah, 60% siswa pada kategori sedang, dan 7% siswa pada kategori tinggi.Kata kunci: virtual physics world, pembelajaran fisika, keterampilan penerapan fisika DEVELOPING VIRTUAL PHYSICS WORLD AS INSTRUCTIONAL MEDIA OF STATIC MATERIAL TO IMPROVE DAILY PHYSICS APPLICATION PERFORMANCEAbstractThe research aims to: (1) reveal the feasibility of the Virtual Physics World as instructional media in statics material that is produced, (2) reveal the feasibility of the Virtual Physics World that is produced to improve daily physics application of students’ performance, and (3) reveal the improvement of daily physics application of students’ performance after Virtual Physics World  utilization. The developmental procedure is classified into planning, designing, and developing. Alfa test was done by media expert and content expert which each of it consists of two experts. Whereas beta test was done by 27 students grade XI SMA N 1 Yogyakarta. The research has produced Virtual Physics World which has (1) The result of feasibility assesment by content expert had score 3.47 (very feasible) and the result of feasibility assesment by media expert had score 2.93 (feasible). Whereas, the result of questionnaire by student had average score 3.82 (very feasible). (2)The average score of students performance on pretest is 82 and post-test is 89. (3)There is increase on post test score from pre-test score with the value 7. While N-Gain score of test data points out the increase of students’ score with details 33% students in low category, 60% students in average category, dan 7% students in high category.Keywords: Virtual Physics World, physics learning, physics application performance


2021 ◽  
Vol 7 (1) ◽  
pp. 84
Author(s):  
Rahmawati Ali

The objectives of this study are: to develop Android-based learning media for reading skills, to measure the validity of the media by giving questionnaires to experts and to students to find out student responses. The objectives of this study are: 1. to find out the steps for developing android-based learning media for android-based reading skills, 2. To find out student responses about android-based learning media that have been developed. This research is research and development. By adapting the development steps known as ADDIE (Analysis, Design, Development, Implementation and evaluation).  Researchers will develop an Android-based reading skill learning media which is then validated by several experts, such as Arabic language experts, material experts, media experts and Arabic language learning practitioners. And then research subjects are 8 students. The data collection techniques use: observation, interviews and questionnaires. The results of this study are: 1. Application of Android-based learning media to read Arabic for students of UPB UIN ANTASARI Banjarmasin, using steps known as ADDIE. 2. By using a range of 1-5 validation of learning media in terms of language with an average score of 4.5 (very good), validation of learning media in terms of material with an average score of 4.4, validation of learning media in terms of media with a score an average of 4.5 (very good) validation of learning media from learning practitioners with an average score of 4.4 (very good). With a student response with an average score of 4.4 (very good). So with the results of this study, it can be concluded that the Android-based learning media for learning reading skills is appropriate to be used as a medium for learning reading skills.


2020 ◽  
Vol 11 (2) ◽  
pp. 185-201
Author(s):  
Faqih Dinal Malik Sidik ◽  
Ika Kartika

This research aims to: (1) development of e-module with problem based learning approach, (2) obtaining the quality of e-module with problem based learning approach based on material expert, media expert and physics teacher assessment, (3) Obtaining the response from student and enforceability of e-module with problem based learning approach. This research belongs to Research and Development (R&D). Development is done by referring to the procedural model. This development research procedure is based on 4-D model which includes 4 steps, namely (1) Define, (2) Design, (3) Develop, (4) Disseminate. This research is done until Development steps. The research instrument are criticism and validator suggestion sheet, e-module quality assessment sheet, student response sheet and enforceability observastion sheet. The result of this research is e-module with problem based learning approach. The e-module quality based on assessment of material expert, media expert and physics teacher has average score 3,62; 3,80; and 3,92 with a very good category. Student’s responses on small field test have average score 0,88 with agree category. Result from the enforceability of e-module on 3th and 4th problem based learning steps in e-module has not been implemented. Other steps as a whole have been well implemented on the large field test.


2019 ◽  
Vol 7 (2) ◽  
pp. 38-43
Author(s):  
KARIMATIN NURISA ◽  
MUHAMMAD ABDUL GHOFUR

Abstrak Pembelajaran di dalam kelas yang menciptakan suasana menyenangkan akan berdampak positif bagi siswa untuk menambah rasa ingin tahu, sebuah game edukasi berbasis yang diharapkan menciptakan suasana belajar yang menyenangkan dan hasil belajar yang di dapat dengan baik. Pada penelitian ini memiliki tujuan untuk melihat bagaimana meningkatkan hasil belajar dengan menggunakan media pembelajaran game edukasi berbasis android terhadap hasil belajar peserta didik kelas X SMA Negeri 1 Bangkalan. Penelitian ini menggunakan penelitian pengembangan atau Research and Development (R&D) dengan model ADDIE yaitu Analysis (Analisis), Design (Desain), Development (Pengembangan), Implementation (Implementasi) dan Evaluation (Evaluasi). Desain Penelitian yang di pakai adalah One Group Pretest-Posttest Design Penelitian ini mengambil subjek peserta didik kelas X IPS untuk uji coba produk media pembelajaran game edukasi berbasis android. Hasil penelitian yang di dapat dari perolehan hasil validasi untuk mengetahui kelayakan media, hasil belajar dan respon siswa. Hasil dari penelitian ini menunjukkan bahwa validasi kelayakan media pada seluruh aspek memeroleh rata-rata presentase sebesar 100%. Hasil validasi evaluasi memeroleh skor rata-rata 76,06 %. Hasil respon siswa pada seluruh aspek memeroleh hasil rata-rata presentasen sebesar 97 %. Penelitian menunjukkan rata-rata pre-test 69,55 ; rata-rata post-test 83,7. Uji paired sampel t-test posttest menunjukkan sig. (2-tailed) ,000 (0,00) Hasil menunjukkan bahwa terdapat peningkatan antara pretest dan posttest < 0,05 yaitu 0,00 < 0,05. Berdasarkan hasil analisis uji paired sample t-test di atas, maka Ha diterima dan H0 ditolakHal ini menunjukkan bahwa media pembelajaran Game Edukasi berbasis android sangat layak digunakan. Kata Kunci: Game Edukasi berbais Android, Bank Sental, Hasil Belajar Abstract The Joyful Learning is expected to make students have more curiosity aboaut something, An educational-based game that is expected to create a fun learning atmosphere and learning outcomes that are obtained well. The purpose of this study is to see how to improve learning outcomes by using an Android-based educational game learning media on the learning outcomes of class X students of SMA 1 Bangkalan. This study uses research and development (R & D) with the ADDIE model, namely Analysis, Design, Development, Implementation and Evaluation. The research design used is One Group Pretest-Posttest Design This study took the subject of students of class X IPS to test educational media products based on Android games. The research results obtained from the results of validation to determine the feasibility of the media, learning outcomes and student responses. The results of this study indicate that the validation of media feasibility in all aspects obtained an average percentage of 100%. The evaluation validation results obtained an average score of 76.06%. The results of student responses in all aspects obtained an average percentage of 97%. Research shows an average pre-test of 69.55; post-test average 83.7. The paired test of the posttest t-test sample shows sig. (2-tailed), 000 (0,00) The results show that there is an increase between pretest and posttest < 0.05 which is 0.00 <0.05. Based on the results of the paired sample t-test analysis above, Ha is accepted and H0 is rejected. This shows that the Android-based Educational Game learning media is very feasible to use. Keywords: Android Based Educational Game, Central Bank, Learning Outcomes


Author(s):  
Boy Fechera ◽  
Maman Somantri ◽  
Dadang Lukman Hamik

This study describes the design process and implementation of video media in learning the electrical and electronic measuring instruments principles.The purpose of making this media to improve students understanding of the principles of electrical and electronic measuring instruments, include teaching materials about the gauge multimeters, the voltmeter and amperemeter. Research procedure followed the steps of research and development. Data collection was done by assigning kuersioner and structured interviews. The results showed that the learning conditions is still conventional, the use of video-based learning media has been tested and positive impact on student responses and help students and teachers in the learning process. The implication is expected to have an impact on teachers increased innovation in the use of instructional media.


2021 ◽  
Vol 8 (2) ◽  
pp. 102-110
Author(s):  
Edni Dayshe Herawati Purba ◽  
◽  
Husna Husna ◽  
Aidhia Rahmi ◽  
◽  
...  

The purpose of this research is to develop teaching materials in the form of a Discovery Learning-oriented physics learning module that is valid and practical for students of class X SMA science program. This type of research uses Research and Development (R&D). The research subjects of class X MIPA 5 were 39 people. The research procedure used by the 4-D model is definition, design, development and dissemination. The research instrument is a questionnaire of initial analysis, validity, and practicality. Furthermore, the data were analyzed to see the validity and practicality of the E-module. E-module validation is assessed from the aspect of ease of use, time required, easy to interpret, and has the same equivalence. The results showed that the E-physics module was categorized as very valid with a percentage of 91.96%. Furthermore, the practicality of the E-module is assessed from the aspect of ease of use, time required, easy to interpret, and has the same equivalence with a percentage of 92.77%. Keywords: Discovery Learning, E-module physics


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