scholarly journals The Development of Animation-Based Learning Media Using Construct 2 On Logic Material

2020 ◽  
Vol 7 (2) ◽  
pp. 13
Author(s):  
Fadila Meina Luppy ◽  
Rahmad Bustanul Anwar ◽  
Nego Linuhung ◽  
Rina Agustina ◽  
Dwi Rahmawati

Tujuan penelitian pengembangan ini adalah menghasilkan produk berupa media pembelajarn berbasis animasi menggunakan construct 2 yang “layak” digunakan sebagai media pembelajaran untuk peserta didik di SMA Negeri 1 Purbolinggo dan menghasilkan produk yang “praktis” digunakan sebagai media pembelajaran untuk peserta didik di SMA Negeri 1 Purbolinggo. Model pengembangan yang digunakan sebagai dasar penelitian ini adalah model 4D yang terdiri dari 4 tahap yaitu Define, Design, Development, Disseminate. Instrument pengumpulan data pada pengembangan ini berupa angket validasi ahli dan angket kepraktisan produk. Hasil pengembangan produk berupa media pembelajaran animasi diperoleh analisis materi 89% yang masuk dalam kategori “sangat layak” dan analisis ahli media 90% yang masuk dalam kategori “sangat layak” untuk digunakan pada saat uji coba. Selanjutnya uji coba kelompok kecil dilakukan oleh 10 peserta didik diperoleh 90% yang masuk dalam kategori “sangat praktis” digunakan pada proses pembelajaran. Berdasarkan kriteria yang telah ditetapkan media pembelajaran berbasis animasi pada materi logika yang dikembangkan memenuhi kriteria layak dan praktis. Kata kunci: Pengembangan, media pembelajaran, berbasis animasi, Construct 2, logika. Abstract The purpose of this development research is to produce a product in the form of an animation-based learning media using construct 2 that is “feasible” to bw used as learning medium for students in SMA Negesi 1 Purbolinggo and to produce pruducts that are “practical” used as a learning medium for students at SMA Negeri 1 Purbolinggo. The development model used as the basid of this research is the 4D model which consists of 4 stages, namely Define, Design, Development, Disseminate. Data collection instruments in this development were expert validation questionnaire and product practicality questionnaire. The results of product development in the form of instructional media animation obtained 89% of material analysis included in the “very feasible” category and 90% of media expert analysis included in the “very feasible” category for use at the time of the trial. Furthermore, small group trials conducted by ten students obtained 90% which fall into the “very practical” ctegory used in the learning process. Based learning media on logic material that is developed it meets the feasible and practical criteria.

2018 ◽  
Vol 3 (2) ◽  
pp. 187 ◽  
Author(s):  
Novita Aryuntini ◽  
Indri Astuti ◽  
Yohanes Gatot Sutapa Yuliana

This study generally aims to develop VideoScribe-based learning media to improve the ability in writing descriptive text in English subjects. The development model used in this study is a combination of Borg and Gall development research steps, and the design of 4D-Thiagarajan  learning model includes initial research and information gathering, planning stages, design stages, development stages, revision, and final product stages. The techniques of data collection in this study were carried out through indirect communications and test. Data collection tools used was questionnaires, observation’s sheet, and performance tests. The results showed that the design of instructional media development in this study consisted of (1) The design of the development of learning media was conducted using the modified models Borg and Gall and 4D Thiagarajan. (2) The application of VideoScribe-based learning media through activity as follows a) preparation, b) introduction, d) Evaluation, e) closing. (3) After applying VideoScribe-based learning media to improve students’ ability on writing Descriptive Text in English subjects and conducted pretest and posttest, it can be concluded that there is an increase in students' ability in writing Descriptive Text before and after the use of learning media.


2018 ◽  
Vol 10 (1) ◽  
pp. 11
Author(s):  
Ismi Nurul Qomariyah ◽  
Trio Ageng Prayitno

Students need microbiology textbooks that contain the latest research results so that microbiological material is dynamic. The research problem is how is the form of developing microbiology textbooks based on research results that meet the criteria of eligibility or validity. The study aims to determine the form of development of microbiology textbooks based on research results that meet the criteria of eligibility or validity. This research is a development research using the Thiagarajan 4-D development model, which includes define, design and develop stages. The microbiology textbooks developed were tested for validity and attractiveness to microbiology material experts, instructional media experts, practitioners and a small group of students who had taken microbiology courses. The results showed that the research-based microbiology textbooks were declared feasible or valid by a team of experts, practitioners, and students. Research-based microbiology textbooks are unique in that they contain research work procedures in the laboratory so as to facilitate students to understand microbiology material and establish life skills.


2020 ◽  
Vol 1 (2) ◽  
pp. 15-25
Author(s):  
Ali Mahsun

Mathematics basically has basic abstract objects, which in the process of learning mathematics for children aged 7-12 years need the help of concrete objects that can be manipulated, thus helping students understand the material easily and create fun learning, especially multiplication material. So in this study, researchers developed the Multiplication Tape props for grade III students of Madrasah Ibtidaiyah. This research uses the R & D (Research and Development) design model of the Borg & Gall development model by taking 8 stages namely, potential and problems, collecting data, product design, design validation, design revisions, product trials, product revisions, trial use . Based on product development, validation results obtained, i.e. design validation obtained 80% value in the valid category, material expert validation obtained 100% value in the highly valid category, and learning expert validation obtained 72.7% in the valid category. Whereas in large group trials based on student assessments, the score was 93.3% in the excellent category. Thus it can be concluded that the Education Multiplication Props are effectively utilized in the learning process.


2020 ◽  
Vol 4 (3) ◽  
pp. 493
Author(s):  
Budi Kurniawan ◽  
Nuriyah Nuriyah

This research including development research (Research and Development) aims to Communication, Collaborative, Critical Thinking, and Creativity (4C)-based Ice Breaking Learning Media Developed on Integrative Thematic Learning. The subjects in this study were students and fifth grade teachers of MIS Nurul Huda, Kupang. The development model used in this study is the Four D development model which consists of 4 stages: (1) define, (2) design, (3) develop, and (4) disseminate. This 4C-based Ice Breaking learning media developed media has carried out a trial process consisting of one-on-one trials of 10 people, small group trials of 12 people and class trials of 34 students. The 4C-based Ice Breaking learning media developed have been validated by the Validator and has undergone revisions so that it gets very feasible and practical results to be used in learning because based on the research results of the Guidelines for Making 4C Ice Breaking Media and 4C Ice Breaking LKPD, and all the media in the latest book, including: puzzles, flipcharts, leaflets, sketches, and learning videos meet very valid criteria so they are very feasible and very practical to be used in the learning process. 


2020 ◽  
Vol 4 (2) ◽  
pp. 31
Author(s):  
Syahrul Yanuar Ramadhan ◽  
Ari Wibowo Kurniawan ◽  
Dona Sandy Yudasmara ◽  
Mu'arifin Muarifin ◽  
Febrita Paulina Heynoek ◽  
...  

Tujuan penelitian pengembangan ini adalah mengembangkan dan menguji kelayakan produk perangkat pembelajaran berbasis model pembelajaran Project Based Learning dalam pembelajaran pendidikan jasmani, kesehatan dan rekreasi materi sepakbola di Sekolah Dasar Kabupaten Pasuruan. Dalam penelitian ini menggunakan metode Research and Development (R&D). Pengumpulan data menggunakan instrumen angket/kuesioner. Subjek uji coba kelompok kecil berjumlah 6 guru PJOK dan uji coba kelompok besar berjumlah 8 guru PJOK. Berdasarkan hasil  analisis data menunujukkan uji coba kelompok kecil dengan tingkat kelayakan 84%, uji coba kelompok besar dengan tingkat kelayakan 88%. Hasil dari penelitian dapat disimpulankan bahwa produk pengembangan perangkat pembelajaran layak digunakan. Abstract____________________________________________________________ The purpose of this development research is to develop and test the feasibility of learning products based on the Project Based Learning learning model in physical education, sports and health learning soccer motion material in Pasuruan Regency Elementary School. In this study using the method of Research and Development (R&D). Data collection using a questionnaire / questionnaire. Small group trial subjects were 6 PJOK teachers and large group trials were 8 PJOK teachers. Based on the results of data analysis, it shows a small group trial with a feasibility level of 84%, a large group trial with a feasibility level of 88%. The results of the study can be concluded that the product development of learning devices is feasible to use.


2018 ◽  
Vol 2 (1) ◽  
pp. 7
Author(s):  
Endah Fitria ◽  
Buyung Buyung ◽  
Aisyah Aisyah

Abstract: This research is motivated by the existence of problems in the preparation of LKS being used in SMA Negeri 9 Kota Jambi. LKS is a teaching material that also plays an important role in improving the quality of learning. Preparation of the appropriate LKS and in accordance with the curriculum used is expected to achieve the learning objectives, so it needs continuous LKS development activities. The purpose of this research is to develop LKS based on Contextual Teaching and Learning (CTL) on linear equation system material three valid, practical and effective variables.This type of research development is Research and Development (R & D) with the ADDIE development model. Stages of the ADDIE development model consist of analysis, Design, Development, Implementation, Evaluation. The research instrument consists of Questionnaire and question instrument. Questionnaires consist of validation sheet by the material expert, validation assessment sheet by design expert, validation assessment sheet by media expert, individualized trial evaluation sheet, small group trial evaluation sheet, and evaluation field test sheet. while the question instrument consists of a pre-test and post-test questions. LKS developed, then validated by the validator. Validation results obtained LKS with revisions based on suggestions and comments validator. Validity is illustrated by the percentage of material expert, designer and media experts in 82,61% in "highly valid" category, 76,16% in "valid" category, 90% in "very valid" category. LKS was then piloted into three stages: individual trials with 3 medium and low-skilled students, small group trials with 6 students, and field trials conducted in the real classroom of class X MIA 2 with 34 students. Judging from the comparison of pre-test and post-test values obtained tcount of 15.37 and ttable of 2.03 then tcount > ttable stated there are significant differences. Based on the results of validation, test and test results of learning then obtained the results of research that shows the feasibility of LKS with CTL approach pertained in categories valid, practical and effective.Keywords: Student Worksheet, Contextual Teaching and Learning, the development model of ADDIE


Author(s):  
Edy Wibowo ◽  
Moh Fadly Dg Matona

Abstrak. Tujuan dari penelitian ini untuk mengembangkan media pembelajaran berupa video pembelajaran berbasis whiteboard animation yang valid, praktis  dan efektif untuk digunakan oleh mahasiswa maupun masyarakat pada umumnya sebagai sumber belajar Trigonometri sedangkan target khususnya adalah menghasilkan produk video pembelajaran animasi yang digunakan dalam pembelajaran matakuliah Trigonometri. Masalah yang terdapat dalam penelitian ini adalah kuranganya sumber belajar yang praktis diakses oleh mahasiswa dalam bentuk video pembelajaran yang sesuai dengan kurikulum. Untuk merealisasikan tujuan dari penelitian ini , metode yang ditetapkan adalah penelitian pengembangan dengan menggunakan Model Pengembangan ADDIE sebagai tahapan penelitian yakni Analysis, Design, Development, Implementation dan Evaluation. Instumen yang digunakan dalam penelitian pengembangan ini adalah lembar evaluasi video pembelajaran Ahli materi dan media dengan memberikan tanda centang (√ ) pada setiap aspek untuk mengukur kevaliditas, lembar evaluasi video pembelajaran Mahasiswa dengan memberikan tanda centang (√ ) untuk mengukur kepraktisan dan Tes uraian yang diberikan kepada mahasiswa untuk mengukur kefektivan. Data hasil evaluasi validasi dan kepraktisan video pembelajaran yang telah dinilai kemudian dianalisis secera kuantitatif dan memberikan skor berdasarkan rentang kriteria yang ditetapakan Dari seluruh rangkaian tahapan pengembangan yang telah dilaksanakan memberikan hasil bahwa video pembelajaran yang kembangkan berdasarkan validasi ahli sebesar 88,19 pada kriteria sangat baik , hasil penilaian mahasiswa sebesar 83,24  baik dan hasil tes dengan rata-rata 71,95 baik. Hasilnya video pembelajaran yang kembangkan Valid, Praktis dan Efektif.Kata kunci: Trigonometri,Model ADDIE, whiteboard animation Abstract. The purpose of this research is to develop a learning media in the form of a whiteboard animation-based learning video that is valid, practical and effective for use by students and the community in general as a source of Trigonometry learning while the target, in particular, is to produce an animated learning video product used in learning Trigonometry courses. The problem in this research is the lack of practical learning resources accessed by students in the form of learning videos that are under the curriculum. To realize the objectives of this study, the method determined is development research using the ADDIE Development Model as a stage of research namely Analysis, Design, Development, Implementation and Evaluation. The instrument used in this research development was the evaluation video of the expert learning media material and media by giving a checkmark (√) on each aspect to measure validity, the Student learning video evaluation sheet by giving a checkmark (√) to measure the practicality and description test given to students to measure effectiveness. The results of the evaluation of the validation and practicality of the instructional video that have been assessed are then analyzed quantitatively and give a score based on a range of criteria determined. From the entire set of stages of development that have been carried out it gives the result that the learning video developed based on expert validation is 88.19 on excellent criteria, student assessment results of 83.24 good and test results with an average of 71.95 good. The result is a learning video that is developed Valid, Practical and Effective. Keywords: Trigonometry, ADDIE models, whiteboard animation


Author(s):  
Imam Julfaisal . ◽  
I Made Putrama, S.T., M.Tech . ◽  
UNDIKSHA .

Siswa merasa kurang termotivasi untuk mempelajari pembelajaran agama islam khususnya tata cara wudhu dan shalat, oleh sebab itu peneliti merasa sangat perlu untuk mengembangkan sebuah media pembelajaran yang dapat membantu proses pembelajaran agama islam dalam kelas, khususnya untuk taman kana-kanak dan sekolah dasar. Tujuan dari penelitian ini adalah untuk mengembangkan sebuah media pembelajaran pengenalan tata cara wudhu dan shalat berbasis animasi 3D, Adapun tujuan dari pengembangan aplikasi ini adalah untuk membantu siswa dalam mempelajari tata cara wudhu dan shalat. Pengembangan media pembelajaran pengenalan tata cara wudhu dan shalat berbasis animasi 3D ini menggunakan model ADDIE. Ada lima tahap dalam model ADDIE yaitu Analisis (Analyze), Desain (Design), Pengembangan (Development), Implementasi (Implementation), dan Evaluasi (Evaluation), Pengembangan produk dengan model ini dapat menghasilkan produk yang baik, karena pada setiap fase yang dilalui dapat dilakukan evaluasi. Beberapa pengujian dilakukan untuk mengetahui tingkat keefektifan media pembelajaran pengenalan tata cara wudhu dan shalat, yang di antaranya ialah uji ahli isi dengan hasil 100% sesuai, uji ahli media dengan representasi 100% sesuai, uji efektifitas dengan hasil 64,80% yang berarti media ini cukup efektif, uji guru dengan hasil 46 dengan kategori sangat positif dan uji respon pengguna dengan hasil sebesar 89,07% yang menandakan media ini masuk kategori sangat positif. Kata Kunci : Media Pembelajaran, Tata cara wudhu, tata cara shalat. Students feel less motivated to learn Islamic learning especially for ablution and prayer procedures, therefore researchers feel it is necessary to develop a learning medium that can help the learning process of Islamic religion in the classroom, especially for children and elementary schools The purpose of this study was to develop an instructional medium for the introduction of ablution and prayer procedures based on 3D animation. The purpose of developing this application was to help students in learning the procedures for ablution and prayer. The development of learning media on the introduction of ablution procedures and prayer based on 3D animation uses the ADDIE model. There are five stages in the ADDIE model namely Analysis (Analyze), Design (Design), Development (Development), Implementation (Implementation), and Evaluation (Evaluation), Product development with this model can produce good products, because in each phase that is passed evaluation can be done. Several tests were conducted to determine the effectiveness level of instructional media on the introduction of ablution and prayer procedures, which included testing experts with 100% results accordingly, testing media experts with 100% representation in accordance with the effectiveness test with 64.80% results which means this media quite effective, the teacher test with 46 results with a very positive category and the user response test with a result of 89.07% which indicates that this media is in the very positive category.keyword : Introduction of procedure Wudhu, Introduction of procedure Shalat.


Author(s):  
Nilam Permatasari Munir

Abstract:This study aims to determine the validity and practicality of developing a trigonometry textbook based on constructivism theory with e-learning media at Mathematics Tadris Study Program of IAIN Palopo. This research is a type of R & D (Research and Development) research by adopting the ADDIE development model which consists of five stages, namely (1) physical analysis; (2) design (3) development (4) Implementation; (5) evaluation. The target of this study were students at Mathematics Tadris study program of IAIN Palopo who programed trigonometry courses in the even semester of 2017/2018 school year. The results of this study indicate that the textbook products developed have fulfilled validity and practicality category, the average acquisition score for material expert validation is 82 on the very valid category and the average acquisition of instructional media experts is 87 on the very valid category, while the average score of practicality by ten students is 75 on the practical category.Abstrak:Penelitian ini bertujuan untuk mengetahui validitas dan paktikalitas dari pengembangkan buku ajar tigonometri berbasis teori konstruktivisme dengan media e-learning pada Pogram Studi Tadris Matematika IAIN Palopo. Penelitian ini merupakan jenis penelitian R & D (Research and Development) dengan mengadopsi model pengembangan ADDIE yang terdiri atas lima tahapan yaitu (1) tahap analisis (analyze); (2) tahap perancangan (design); (3) tahap pengembangan (development); (4) tahap implementasi (Implementation); (5) tahap evaluasi (evaluation). Sebagai sasaran dalam penelitian ini adalah mahasiswa program studi Tadris Matematika IAIN Palopo yang memprogram mata kuliah trigonometri pada semester genap tahun ajaran 2017/2018. Hasil penelitian ini menunjukkan bahwa produk buku ajar yang dikembangkan telah memenuhi kriteria kevalidan dan kepraktisan, rata-rata skor perolehan untuk validasi ahli materi adalah 82 berada dalam kategori sangat valid dan rata-rata perolehan dari ahli media pembelajaran adalah 87 berada dalam kategori sangat valid, sedangkan rata-rata skor perolehan praktikalitas oleh sepuluh orang mahasiswa adalah 75 berada dalam kategori praktis.


Author(s):  
Armen .

Abstrak: Studi ini bertujuan untuk: menghasilkan Video Pembelajaran Seni Rupa berbasis e-learning edmodo yang layak digunakan, mudah dipelajari siswa dan dapat dipakai untuk pembelajaran individual. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model pengembangan pembelajaran Dick dan Carey. Model pengembangan produk pembelajaran ini merupakan model yang disusun secara terprogram dengan urutan yang sistematis dan memenuhi karakteristik siswa dalam belajar. Model ini meliputi enam tahapan, yakni: studi literatur, perencanaan atau desain pengembangan, pengembangan produk, validasi ahli, uji coba, revisi, produk akhir. Subyek uji coba terdiri dari dua ahli materi Seni Rupa, dua ahli desain pembelajaran, dua ahli rekayasa perangkat lunak dan desain grafis, tiga siswa untuk uji perorangan, sembilan siswa untuk uji kelompok kecil, dan tigapuluh dua siswa untuk uji lapangan. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket. Data-data yang dikumpulkan dianalisis dengan teknik analisis deskriptif kualitatif. Hasil penelitian menunjukkan; (1) uji ahli materi Seni Rupa berada pada kualifikasi sangat baik, (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik, (3) uji ahli rekayasa perangkat lunak dan desain grafis berada pada kualifikasi sangat baik, (4) uji coba perorangan berada pada kualifikasi sangat baik, uji coba kelompok kecil berada pada kualifikasi sangat baik, uji coba lapangan berada pada kualifikasi sangat  baik. Disimpulkan Video Pembelajaran seni rupa berbasis edmodo layak digunakan siswa dan guru karena rata-rata uji coba produk mencapai 90,41% dalam kriteria sangat baik. Kata Kunci: video pembelajaran, seni rupa, e-learning edmodo. Abstract: This study to: produce a Video-based Learning Arts Edmodo e-learning proper use, easy to learn and can be used for the students' individual learning. This type of research is the development of research that uses models Borg and Gall product development combined with learning development model of Dick and Carey.This learning product development model is a model that is prepared in a programmed sequence of systematic and meet the characteristics of the students in learning. This model includes six stages, namely: literature studies, planning or design development, product development, validation expert, testing, revision, the final product. The subject of the trial consists of two subject matter experts Fine Arts, two instructional design experts, two expert software engineering and graphic design, three students for individual trials, nine students for small group test, and 32 students for field testing. Data about the quality of the products of this development are collected by questionnaire. The data collected were analyzed using qualitative descriptive analysis techniques. The results showed; (1) Arts test materials experts are in excellent qualifications, (2) test instructional design experts are in excellent qualifications, (3) test software engineers and graphic design are at excellent qualifications, (4) individual testing are in excellent qualifications, small group trial are in excellent qualifications, field trials are in excellent qualifications. Concluded Video pembelajran art worthy Edmodo based digunkan students and teachers as the average of 90.41% in the criteria very well. Keywords: video learning, arts, e-learning edmodo.


Sign in / Sign up

Export Citation Format

Share Document