IMPLEMENTASI APLIKASI PIXTON SEBAGAI UPAYA MENINGKATAN KETERAMPILAN PEMBUATAN BAHAN AJAR DIGITAL DALAM BENTUK KOMIK UNTUK MAHASISWA CALON GURU SEKOLAH DASAR

2019 ◽  
Vol 2 (2) ◽  
pp. 71
Author(s):  
Dede Trie Kurniawan ◽  
Nailah Tresnawati ◽  
Sri Maryanti

Komik edukasi dapat menyampaikan materi pembelajaran dengan menarik, sehingga cocok digunakan untuk media pembelajaran. Penelitian ini bertujuan untuk mengembangkan metode perkuliahan mahasiswa calon guru sekolah dasar dalam memanfaatkan teknologi informasi dan komunikasi dalam pembuatan media komik pembelajaran pendidikan lingkungan hidup untuk siswa sekolah dasar. Metode yang dipakai untuk mencapai tujuan yaitu melalui penelitian pengembangan (Development Research) dengan model ADDIE (Analisis, Design, Development, Implementation dan Evaluation) yang diarahkan untuk mengembangkan komik pembelajaran pendidikan lingkungan hidup (PLH) berbasis TIK dengan aplikasi PIXTON. Penelitian ini berupaya untuk mengembangkan metode perkuliahan yang dapat memberikan keteramipilan pembuatan bahan ajar digital dalam bentuk komik untuk mahasiswa calon guru sekolah dasar di salah satu perguruan tinggi swasta kota Cirebon. Hasil Penelitian menunjukan mahasiwa calon guru sekolah dasar mampu merancang dan membuat komik dengan aplikasi pixton dalam mengembangkan materi pembelajaran sekolah dasar untuk mata pelajaran pendidikan lingkungan hidup.

2020 ◽  
Vol 4 (2) ◽  
pp. 63
Author(s):  
Muhammad Kharis Syarifuddin ◽  
Kusumawati Dwiningsih

This research is aims to describe the validity of interactive multimedia based on Android in the ion bonding sub material. This research uses Thiagarajan's 4-D development research consisting of Define; Design; Development and Disseminate. However, this research is limited to the Development stage of Thiagarajan in Ibrahim (2014). Multimedia validity is reviewed from the aspect of content validity and construct validity. This multimedia was validated by 2 Unesa chemistry lecturers and 1 chemistry teacher with the research instrument used in the form of a multimedia validation sheet then the results of the validation resulted in a validation score. Based on data analysis, it can be concluded that android-based interactive multimedia on the ion bond sub-material is valid for use with percentage content validation and construct validity respectively 91.85% and 89.61% with highly valid criteria.


Author(s):  
Dewi Febrianty ◽  
Risnita Risnita ◽  
Afreni Hamidah

Practical performance assessment is an important part of the learning process, but several obstacles are found in its implementation. The objectives of this study are (1) to develop constructivism-based performance assessment instruments for class VII Yunior High School in  Life Organization subject,  (2) to describe aspects that need to be made in constructivism-based practical performance assessment instruments, and (3) to describe teacher responses in using constructivism-based practical performance assessment instruments. This research is a development research using a 4D model, the stages are defining, design, development and distribution. The trial subjects in this study consisted of 10 students for small group trials and 40 students for large group trials. The indicators used in the study include aspects related to the development of constructivist life-based practicum assessment instruments. Instrument used was a questionnaire to reveal the response of teachers and students to practical performance assessment instruments. The results of the data analysis showed that the content feasibility value is 86.31% at the intervals of 48.33 which means it is feasible to use. Most students gave a positive response to the assessment sheet given (96.67%), a small portion gave a negative response (33.3%). Because the average positive response of students is more than 75%, the performance assessment instrument is considered feasible to be applied.


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


2020 ◽  
Vol 4 (1) ◽  
pp. 62
Author(s):  
Nur Atika ◽  
Yenita Roza ◽  
Atma Murni

This research was motivated by the lack of learning tools that can improve students' Mathematical Communication Skills (KKM). Activities that can encourage students to improve KKM have not been designed by the teacher in the learning device properly. This study aims to produce learning tools by applying Problem Based Learning models to improve KKM. This development research used the ADDIE development model with the stages of Analysis, Design, Development, Implementation, and Evaluation. The results of Syllabus, RPP, LKPD and KKM validation results showed highly valid criteria with percentages of 91.67%, 91.30%, 89.09%, and 87.15%, respectively. Practicality results indicate a very practical criterion with the percentage of small group trials at 95.57%, large group trials at 96.07%, and teacher responses at 96.25%. The effectiveness test results state that KKM of students who use learning tools with PBL models is better than KKM of students who use conventional learning.


2018 ◽  
Vol 5 (2) ◽  
pp. 98
Author(s):  
Diah Nugraheni

Pembelajaran IPA di sekolah sangat memerlukan sarana dan prasarana, salah satunya berupa Lembar Kegiatan Siswa (LKS). Guru dituntut kreativitasnya dalam membuat bahan ajar berupa LKS yang menerapkan pendekatan saintifik untuk mengaktifkan siswa ketika proses pembelajaran di kelas. Penelitian ini bertujuan untuk mengembangkan Lembar Kegiatan Siswa (LKS) berbasis inquiry pada materi pengukuran dalam pembelajaran IPA di Sekolah Menengah Pertama (SMP). Penelitian ini merupakan penelitian pengembangan dengan model 4D dengan empat tahapan pengembangan, yaitu define (pendefinisian), design (perancangan), development (pengembangan), dan dissemination (penyebaran). Hasil penelitian menunjukkan bahwa LKS berbasis inquiry yang dikembangkan memiliki kriteria valid dan layak digunakan dalam pembelajaran. Respon siswa terhadap LKS yang dikembangkan memiliki kategori baik. Jadi, LKS berbasis inquiry pada materi pengukuran yang dikembangkan efektif diterapkan dalam pembelajaran untuk meningkatkan kreativitas siswa.   AbstractScience teaching in schools need more facilities and infrastructure, one of which is a Student Worksheet. Teachers are required creativity in making teaching materials that apply a scientific approach to enable students to do the learning process in the classroom. This study aims to develop an integrated inquiry based Student Worksheet on the measurement material science teaching in Junior High School (SMP). This research is a development research with 4D model with four stages of development, namely define (definition), design (design), development (development), and dissemination (spread). The results showed that Student Worksheet based inquiry developed has valid and feasible criteria in learning. The student's response to the developing Student Worksheet has a good category. Thus, Student Worksheet based inquiry on the materials developed are effective in learning to enhance students creativity.


2021 ◽  
Vol 11 (6) ◽  
pp. 277
Author(s):  
Andi Kristanto ◽  
. Sulistiowati ◽  
Hirnanda Dimas Pradana

The learning model is a collection of activities that occur during the teaching and learning process with the objective of achieving the set goals. The brain-based online learning model developed is a solution to the students' learning problems. The majority of students struggle to interpret all of the learning materials they receive. This resulted in students' dissatisfaction with the learning materials. The purpose of this research is to develop a brain-based online learning process design based on the aforementioned problems. The Lee & Owens model of development was used in this development research. The stages of the Lee & Owens development model are analysis, design, development, implementation, and evaluation. The development research findings are as follows: (1) the media experts' assessment, which resulted in an 89.35% score with a valid category. (2) The assessment of the developed learning materials by material experts resulted in a score of 91.23% with a valid category. (3) expert evaluation, with an overall score of 86.35% for having a valid category. (4) The results of individual trials produced a percentage score of 88.5% with a valid category. (5) The results of small group trials indicated an overall percentage score of 81.60% of valid categories. (6) Field trials are classified as valid when they receive a percentage of 79.89%. The results of the development indicate that the brain-based online learning design is feasible for use.   Received: 11 August 2021 / Accepted: 27 October 2021 / Published: 5 November 2021


Author(s):  
Dwi Sulisworo ◽  
Ishafit Ishafit ◽  
Kartika Firdausy

Teacher ability to arrange learning environmet will affect the student’s interest in learning as well in utilizing mobile technology. The purpose of this research is to develop mobile learning using the cooperative learning approach especially Jigsaw technique. The method of this research is development research using ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. The application was validated by experts for technical aspects and also students from two different grades, i.e grade VII and grade VIII on physics subject for application acceptance responses. The result showed that both technically and application acceptance were in good level. It means that this mobile cooperative learning application can used to enhance student’s learning interest.


Author(s):  
Ratih Puspasari

Latar belakang penelitian ini adalah selama proses perkuliahan Teori Graf berlangsung buku yang digunakan oleh mahasiswa mengacu pada berbagai buku teks yang beredar di pasaran namun urutan penyampaiannya tidak seragam dan terstruktur. Buku teks khusus teori graf sangat jarang sekali ada. Kalaupun ada, seringkali masuk pada sub bab matematika diskrit, sehingga dosen sering mengalami kesulitan untuk meramu materi yang sesuai dengan silabus dan RPS. Ketidaktersediaan buku Teori Graf yang dijadikan acuan sebagai sumber belajar menyebabkan mahasiswa sulit memahami konsep. Tujuan dari penelitian ini adalah menghasilkan buku ajar kompilasi Teori Graf yang berkualifikasi baik dan layak diterapkan dalam perkuliahan teori graf oleh dosen dan mahasiswa di STKIP PGRI Tulungagung. Penelitian ini merupakan penelitian dengan model ADDIE yang terdiri dari analisis, perancangan, pengembangan, implementasi, dan evaluasi. Metode pengumpulan data menggunakan kuesioner. Hasil validasi buku ajar teori graf menunjukkan bahwa ahli isi/materi menilai buku ajar berkualifikasi baik, ahli desain pembelajaran menilai buku ajar berkualifikasi baik, dan ahli media pembelajaran menilai buku ajar berkualifikasi baik. Rerata hasil uji pada kelompok kecil baik dosen maupun mahasiswa menunjukkan bahwa buku ajar yang dihasilkan berada pada kualifikasi baik. Hasil penelitian pengembangan adalah buku ajar kompilasi teori graf berkualifikasi baik, layak, dan siap digunakan oleh dosen dan mahasiswa di STKIP PGRI Tulungagung. Kata kunci: buku ajar kompilasi, teori graf, model ADDIE.   ABSTRACT The background of this research is, during the Graph Theory lecture, the books used by students are textbooks on the market which have an unstructured contents and order. Special textbooks on graph theory are very rare, even if they are often included in the sub-chapter of discrete mathematics, so that lecturers often have difficulty compiling material that is in accordance with the syllabus and lesson plans. The unavailability of the graph theory book as learning sources has made the lack of students’ understanding the concept. The purpose of this study is to produce good quality and feasible text theory compilation textbooks in lectures on graph theory by lecturers and students at STKIP PGRI Tulungagung. This research is a development research. The development model used in this study is the ADDIE model, which includes five steps: analysis, design, development, implementation, and evaluation. Data is collected using questionnaire. The results of the validation of graph theory textbooks are content/material experts assess textbooks as well qualified, learning design experts assess textbooks as well qualified, and learning media experts assess textbooks as well qualified. The average test results in small groups both lecturers and students indicate that the textbook is in good qualification. Thus the development research stated that the textbook compilation of qualified graph theory is good, feasible, and ready to be used by lecturers and students at STKIP PGRI Tulungagung. Keywords: compilation textbook, graph theory, ADDIE model.


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