scholarly journals THE DEVELOPMENT OF MISS PPL (ADVANCED MICROSOFT POWER POINT) LEARNING MEDIA AT ELEMENTARY SCHOOL

2020 ◽  
Vol 4 (4) ◽  
pp. 703
Author(s):  
Liza Auliya ◽  
Lazim N

This research aims to develop, know the feasibility test, and see teacher responses and student responses to Miss PPL (Advanced Microsoft Power Point) learning media at elementary school. The media was developed by using Microsoft Power Point 2010 applications. The research method used was a development method with an ADDIE model (Analysis-Design-Develop-Implement-Evaluate). The data obtained were analyzed descriptively quantitative. The result of this study obtained information about the feasibility of the product assessed by the validator from 86.26 with highly feasible category in draft 1 increasing to 95.57 with highly feasible category in draft 2. Teacher response data  was 84.38 with a very good category and student responses score 95.89 with a very good category. Based on the result of the research, it can be concluded that Miss PPL learning media (Advanced Microsoft Power Point) developed is suitable for use and increases the diversity of social science learning media, especially in the diversity of Indonesian society.

Author(s):  
Farida Fitriani ◽  
I. Indriaturrahmi

Penelitian ini bertujuan untuk merancang bangun e-modul, mengembangkan serta menguji kelayakan e-modul mata pelajaran bahasa Indonesia. Penelitian ini dilakukan di MAN 1 Lombok Tengah dengan subjek penelitian sebanyak 32 orang kelas 10 semester I. Metode penelitian yang digunakan adalah penelitian dan pengembangan dengan model ADDIE (Analysis, Design, Development, Implementation And Evaluation). Uji kelayakan e-modul dilakukan oleh 2 orang ahli (1 ahli materi dan 1 ahli media) dan siswa. Ahli media menguji kelayakan aplikasi e-modul dan ahli materi menguji kedalaman materi bahasa indonesia, sedangkan siswa memberikan respon setelah menggunakan e-modul. Berdasarkan hasil uji kelayaakan maka diperoleh bahwa ahli media dan ahli materi menyatakan e-modul layak digunakan (ahli media= 87,5% dan ahli materi= 96,31%), sedangkan siswa merespon positif (87,7%). Berdasarkan hasil tersebut dapat disimpulkan bahwa e-modul mata pelajaran Bahasa Indonesia yang dikembangkan sangat layak sebagai sumber belajar untuk diterapkan pada siswa.Development of e-modules as Learning Resources for Indonesian Language Subjects Class X MAN 1 Central LombokAbstractThis research aims to design e-modules, develop and test the feasibility of e-modules for Indonesian subjects. This research was conducted in MAN 1 Central Lombok with 32 class 10 semester I research subjects. The research method used was research and development with the ADDIE model (Analysis, Design, Development, Implementation and Evaluation). The e-module feasibility test was conducted by 2 experts (1 material expert and 1 media expert) and students. Media experts test the appropriateness of e-module applications and material experts test the depth of Indonesian language material, while students respond after using e-modules. Based on the results of the feasibility test, it was found that the media expert and material expert stated that the e-module was appropriate (media expert = 87.5% and material expert = 96.31%), while students responded positively (87.7%). Based on these results it can be concluded that the e-module of Indonesian subjects developed is very feasible as a learning resource to be applied to students.


2019 ◽  
Vol 4 (2) ◽  
pp. 166-175
Author(s):  
Faizal Chan ◽  
Hendra Budiono

The purpose of this study is to produce a science learning manual based on a learning cycle for grade IV students of valid, practical and effective elementary school. The test subjects in this research were grade IV students of SDN 131 / IV Jambi City. This research uses the type of Research and Development (research and development), adopts the ADDIE development model with stages of analysis, design, develop, implementation, and evaluation. The due diligence includes the level of validity and practicality. Data collection instruments in this research development are validity and practicality instruments. The data in this study are quantitative and qualitative data. Quantitative data in the form of the results of the validation of the science practical manual. Qualitative data in the form of teacher and student responses to the developed practical guide. This research resulted in a science learning manual based on a learning cycle with the validity of the material included in the valid category with an average of 3.41, the validity of the display included a very valid category with an average of 3.52. The practicality level of the teacher and student response questionnaire was included in the practical category with an average of 78.75%. Based on the results of the study it can be concluded that the development of science instruction manuals based on leraning cycles for grade IV elementary school students is in the valid and practical categories. From the results of this study it is hoped that the teacher can design a proaticum manual at another grade level.


2018 ◽  
Vol 14 (1) ◽  
pp. 109-130
Author(s):  
Nur Hamidi

This study aims to produce a media interactive learning of Islamic education based on Adobe Flash Professional CS6 to support the implementation of the 2013 curriculum. The development model used is an ADDIE model. There are four stages of ADDIE development procedures, through which namely Analysis, Design, Develop, Implementation and Evaluation. This Media Interactive Learning of Islamic Education was based on Adobe Flash Professional CS6 which was evaluated by a media expert, a material expert, an IT expert, 2 peer reviewers and 2 PAI teachers. Limited trial was conducted on 10 students of class X SMP 1 Prambanan Yogyakarta to determine their responses to the product of media interactive learning of Islamic education based on Adobe Flash Professional CS6. Instrument used was a questionnaire check list. Results of limited testing of student responses indicated that media interactive learning of Islamic education based on Adobe Flash Professional CS6 had Good quality (79.71%). It canbe concluded that the media interactive learning based on Adobe Flash Professional CS6 fits as a source of learning Islamic education and it can be used in teaching Islamic education in relation to the implementation of the curriculum 2013.  


2021 ◽  
Vol 9 (4) ◽  
pp. 540-554
Author(s):  
Ida Fiteriani ◽  
Nadia Kurnia Ningsih ◽  
Irwandani Irwandani* ◽  
Kurnia Santi ◽  
Romlah Romlah

This research is based on the need for the importance of a learning media that can introduce local wisdom dan national culture. The research method uses the ADDIE model with 5 stages; Analysis, Design, Development, Implementation, dan Evaluation. In the needs analysis stage, the fact is that there are still not many learning media that contain local wisdom (ethnoscience). The results of the analysis are then continued with the stage of designing an ethnoscience learning media that is in accordance with the characteristics of fourth grade students in elementary schools dan madrasah ibtidaiyah. Poster media was chosen as the media to be developed in this research. This media is then designed in such a way as to combine the concept of science learning with the value of local wisdom in the province of Lampung. The data collection technique used a material expert questionnaire, media expert, linguist, educator response questionnaire dan student response questionnaire. The poster media design was then validated by 6 experts. Based on the final validation results, the percentage of assessment was 89.3% from media experts, 93.3% from material experts dan 91% from linguists with "very feasible" criteria based on the interpretation criteria of the validation results. The next stage is then testing the learning media products on users. The trial was conducted on 35 students in two schools, namely elementary school dan madrasah ibtidaiyah. Based on the results of the questionnaire, the percentage of satisfaction was 91%. The results of the questionnaire were combined with observations dan interviews which described the same results. Based on the results of the assessment, it can be concluded that the poster learning media is very feasible to be used as a science learning medium in SD dan MI. The results of this study are expected to be used as a reference for teachers in developing poster learning media containing ethnoscience. 


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.


2020 ◽  
Vol 4 (1) ◽  
Author(s):  
Nurjani Nurjani

The problem of this research is motivated by the lack of students' ability in learning to write descriptions. Therefore the purpose of this research is to produce a syllabus for writing a description based on a valid, practical and effective media picture and picture. The model used in this study is the ADDIE model. The subjects in this study were students and teachers of SDN 01 Simabur. Validity data was taken from the learning syllabus validation sheet. Practicality data can be seen from the observation sheet of the implementation of the lesson plan, as well as the questionnaire of teacher and student opinions. The effectiveness data is seen from the results of students' writing learning. The results of the validity test by experts and practitioners are categorized as very valid namely 90% and 87%. The practicality of the syllabus is categorized as very practical, evidenced by observing the implementation of the RPP with a percentage of 89%, and supported by teacher and student responses of 90% and 91%. Finally, the effectiveness felt by students in writing descriptions is categorized to be very effective, which can improve students' ability to write descriptions. In short, that the development of syllabus writing description based on picture and picture media in grade IV elementary school can be declared valid, practical, and effective.


Author(s):  
Insih Wilujeng ◽  
Tri Suci Yolanda Putri

This research developed Science, Environment, Technology, Society (SETS) e-module integrated with predict, observe, explain (POE) model on the subject matter of Earth Layer and Its Dynamics for grade VII students. This study aimed to reveal i) the feasibility of the developed e-module for grade VII students, and ii) the practicality of the developed e-module and its dynamics. This is a developmental research adopting the ADDIE model consisting of five stages, i.e.: analysis, design, development, implementation, and evaluation. The subject of the limited test consisted of 15 students of grade VIII.G of Public Junior High School 8 Yogyakarta. The data were collected using a product feasibility assessment sheet for material and media experts, a product practicality assessment sheet for teachers, and a product readability assessment sheet for students. The results show that the developed e-module was feasible to be used according to the material and media experts and the developed e-module is practical according to teachers and students.


2019 ◽  
Vol 2 (1) ◽  
pp. 49-61
Author(s):  
Zainudin Zainudin ◽  
Rica Widjayanti

The purpose of this study is to produce a science module based on disaster mitigation using eruption software. This research is a research and development following the steps of developing the ADDIE model including analysis, design, development, implementation and evaluation. Data collection techniques using the validation sheet of science modules and data analysis techniques using qualitative descriptive analysis. The results of the science content validation module based on disaster mitigation using eruption software have a very valid and reliable category and can be used with minor revisions or without revisions in science learning.


2021 ◽  
Vol 9 (1) ◽  
pp. 31
Author(s):  
Lilis Diah Kusumawati ◽  
NFn Sugito ◽  
Ali Mustadi

Interactive multimedia is a technology that mediates the development of learning activities to make it more interesting and enjoyable so that it can motivate students to learn. This study aims to determine feasibility of interactive learning multimedia product in motivating student for fourth grade of elementary school to learn mathematics. The research method uses the concept of ADDIE models to develop products with five stages, 1) analyze; 2) design; 3) develop; 4) implement; and 5) evaluate. The result showed that the development of interactive learning multimedia is feasible used for motivating students in grade 4 to learn mathematics. The result of validation by material experts showed that the products developed reached a score of 43 so that it was included in the "very good" category, while the results of the validation by the media experts showed that the products developed reached a score of 59 so that it was included in the "very good" category. Teacher responses related to the practicality of product use reached a score of 113 so that it was included in the "very good" category, while student responses related to the practicality of using the product reached a score of 83 so that it was included in the "very good" category. In motivating students to learn mathematics, interactive learning multimedia can be applied to elementary school students in grade 4.AbstrakMultimedia interaktif adalah teknologi yang memediasi pengembangan kegiatan pembelajaran agar lebih menarik dan menyenangkan sehingga mampu memotivasi siswa dalam belajar. Penelitian ini bertujuan untuk mengetahui kelayakan produk multimedia pembelajaran interaktif dalam memotivasi siswa kelas IV sekolah dasar untuk belajar matematika. Metode penelitian menggunakan konsep model ADDIE untuk mengembangkan produk dengan lima tahap, 1) menganalisis; 2) desain; 3) berkembang; 4) mengimplementasikan; dan 5) mengevaluasi. Hasil penelitian menunjukkan bahwa pengembangan multimedia pembelajaran interaktif layak digunakan untuk memotivasi siswa kelas 4 dalam belajar matematika. Hasil validasi oleh ahli materi menunjukkan bahwa produk yang dikembangkan mencapai skor 43 sehingga masuk dalam kategori “sangat baik”, sedangkan hasil validasi oleh ahli media menunjukkan bahwa produk yang dikembangkan mencapai skor 59 sehingga masuk dalam kategori "sangat baik". Tanggapan guru terkait dengan kepraktisan penggunaan produk mencapai skor 113 sehingga masuk dalam kategori “sangat baik”, sedangkan respons siswa terkait dengan kepraktisan penggunaan produk mencapai skor 83 sehingga masuk dalam kategori “sangat baik”. Dalam memotivasi siswa untuk belajar matematika, multimedia pembelajaran interaktif dapat diterapkan untuk siswa sekolah dasar di kelas 4.


2021 ◽  
Vol 7 (1) ◽  
pp. 19-31
Author(s):  
Meilia Tika Ayu Ningrum ◽  
Agus Purnomo ◽  
Idris Idris

Android-based learning media for Social Studies (SS) might reduce boredom and accelerate student learning because it conveys attractive, creative, and innovative learning materials that support independent learning. This study aims to develop android-based learning media for SS about the Kingdom and Relics of Hindu-Buddhist. It employed Research and Development (R&D) with Analysis, Design, Development, Implementation, Evaluation (ADDIE) model. Validation by material experts and linguists stated that the learning media was feasible with 61.5% and 70%. Results show that the learning media is suitable to use by 88.2%. The product trials resulted in practical products by 100% from educational practitioners, and 80.2% from students. This finding indicates that the media is effective, as can be seen, that 26 out of 32 students scored above the minimum grade. It is suggested that SS learning media are developed through further research by utilizing virtual reality technology. This may accelerate student understanding as the use of videos and pictures, and virtual reality to images and objects help depict things clearly.


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