scholarly journals DEVELOPMENT OF A PRINTED HYPERTCONTENT MODULE FOR LEADERSHIP SUBJECTS AT FITRAH ISLAMIC WORLD ACADEMY SENIOR HIGH BOGOR

Akademika ◽  
2020 ◽  
Vol 9 (02) ◽  
pp. 1-15
Author(s):  
Hendri Eka Jaya Putra ◽  
Robinson Situmorang ◽  
Suyitno Muslim

This research produces a printed module for hypertcontent leadership subjects. The methodology used is Research and Development (R & D) research, in its development this research uses the Rowntree model. Hypercontent printed module combines hypertext, hypertmedia and hypertlink into one part that can enrich the content of the material in this print module, to be able to access material online using QR-Code.There are three stages in this research, namely (1) the planning stage, (2) the writing preparation stage, (3) the writing and editing stage (Rowntree, 1994) . The results of the validation by the experts showed that the average material expert test was 3.43 and the media and instructional experts were 3.14. Furthermore, after repairing the product, an individual trial was carried out involving 3 respondents using the face to face method, the average was 3.39, and regarding to (Hake, 1998) the effectiveness test with the N-Gain score was obtained a score of 0.72 (72%) , this means that the hypercontent print module developed very effective. The conclusion from the results of this study shows that the hypercontent print module is already good, thus the hypercontent print module for leadership subjects is suitable for learning at Fitrah Islamic World Academy Bogor High School. Keywords: research and development, rowntree model, hypercontent, QR Code

2018 ◽  
Vol 20 (2) ◽  
pp. 138-151 ◽  
Author(s):  
Joko Azis Westomi ◽  
Nurdin Ibrahim ◽  
Moch Sukardjo

The purpose of this research and development is to produce a package of Islamic religious education print modules, to determine the feasibility of a packageof Islamic religious education print modules, and to find out the effectiveness of the Islamic religious education print module package. Modules are used for selfdirected and conventional learning. The research method used is the development method. This study uses the Rowntree development model consisting of three stages of preparation, namely the planning stage, the preparation stage of writing, and the writing and editing stages. Testing the product done to the material experts showed the average score of 4.66 means that the product is considered good, and media experts of 4.79 means the product is considered very good, to students, ie 3 students for the stage face to face with the results of the average score the average of 3.30 means that the product is considered good, and 30 students for the field trial evaluation stage of 4.31 means that the product is considered very good. In conclusion the product can already be said to be good but still there needs to be some improvement in accordance with expert advice, students, and teachers.


2020 ◽  
Vol 3 (2) ◽  
pp. 35
Author(s):  
Sigit Trimayanto ◽  
Dian Novita

This study aims to produce the Practical KIT along with its devices that are effectively used as learning media to train students SPS on the sub material of the Reaction Rate Law. The method used in this study is Research and Development design. The research instrument used consisted of a sheet of pre-test and post-test. Data analysis was carried out in descriptive quantitative to determine the effectiveness of Practical KIT along with the devices developed. The media is said to be effective if it meets 2 requirements, namely the percentage of classical completeness <85% and N-gain value <0.3. The developed media has been declared effective as indicated by the increase in the value of cognitive learning outcomes in the "Medium" and "High" categories with 100% classical completeness, an increase in the value of science process skills of students after using the Practical KIT media. "With classical completeness reaching 91.67%.


2020 ◽  
Vol 4 (3) ◽  
pp. 233
Author(s):  
Elyta Apriliani ◽  
Ana Nurhasanah ◽  
Zerri Rahman Hakim

In the learning process in the classroom, students often find it difficult to understand the material being taught because the use of learning media is not optimal. This study aims to develop pop-up book learning media and to determine the feasibility of the developed pop-up book learning media. The type of research used is Research and Development (R&D) with research and development procedures from Borg and Gall. The instrument used was a questionnaire sheet for expert validation and student responses. Based on the data analysis, the material expert's assessment was 95.6% in the "Very Good" category; the linguist's assessment of 87.5% is categorized as "Very Good"; the media expert's assessment of 94.3% is categorized as "Very Good" and the assessment of the response of students in class IV SD Negeri Secang by 99% is categorized as "Very Good". So that the pop-up book meets the criteria to be used as a learning medium.


BIODIK ◽  
2020 ◽  
Vol 6 (1) ◽  
pp. 58-75
Author(s):  
Muswita ◽  
Upik Yelianti ◽  
Lia Kusuma

The research aims to develop and determine the feasibility of nail plant booklets in Tahura STS. This type of research is Research and Development research using ADDIE learning design models. The booklet that was developed contains 42 types of nails that grow in Tahura STS, consisting of 14 types of epipitic nails and 28 types of terrestrial nails. The booklet that was developed contains scientific names, pictures, classifications and descriptions of ferns that grow in Tahura STS. Validation of media experts was carried out twice with a final score of 85.71% with the category "Very Good". Material expert validation was carried out twice with a final score of 92.8% in the "Very Good" category. Thus the product developed is worth testing. The percentage of small group trials on booklets was 89.6% in the "very good" category. The percentage of large group trials on booklet results was 90.9% in the "very good" category. The lecturers' response to the nail plant booklet in Tahura STS was 83.9% in the "very good" category. Based on the validation of the media experts and the results of small and large group trials and lecturer responses it can be concluded that the booklet of nail plants in Tahura STS is suitable for use as a enrichment for plant taxonomy courses. Keywords: booklet, enrichment material, nail plants. Abstrak. Penelitian bertujuan untuk mengembangkan dan mengetahui kelayakan booklet tumbuhan paku di tahura STS. Jenis penelitian adalah penelitian Research and Development dengan menggunakan model desain pembelajaran ADDIE. Booklet yang dikembangkan memuat 42 jenis paku yang tumbuh di Tahura STS, terdiri dari 14 jenis paku epipit dan 28 jenis paku teresterial. Booklet yang dikembangkan memuat nama ilmiah, gambar, klasifikasi dan deskripsi dari tumbuhan paku yang tumbuh di Tahura STS. Validasi ahli media dilakukan sebanyak dua kali dengan nilai akhir 85,71% dengan kategori “Sangat Baik”. Validasi ahli materi dilakukan sebanyak dua kali dengan nilai akhir 92.8% dengan kategori “Sangat Baik”. Dengan demikian produk yang dikembangkan layak untuk diujicobakan. Persentase ujicoba kelompok kecil terhadap booklet sebesar 89,6% dengan kategori “sangat baik”.  Persentase ujicoba kelompok besar terhadap booklet hasil sebesar 90,9% dengan kategori “sangat baik”. Respon dosen terhadap booklet tumbuhan paku di Tahura STS sebesar 83,9% dengan kategori “sangat baik”. Berdasarkan validasi ahli media dan hasil ujicoba kelompok kecil dan besar serta respon dosen dapat disimpulkan booklet tumbuhan paku di Tahura STS layak digunakan sebagai vahan pengayaan mata kuliah taksonomi tumbuhan. Kata kunci: booklet, bahan pengayaan, tumbuhan paku.


2018 ◽  
Vol 1 (1) ◽  
pp. 1-17
Author(s):  
Romlah Umi

Childhood is a golden age. The emphasis on the importance of early childhood education is not intended to assume that children should start "going to school as early as possible". The purpose of this study is; Develop learning media to improve the ability to recognize the concept of child numbers in the form of a number puzzle card game. This research method is research and development (Research and development or R D). Based on the results of the research that has been carried out, it can be concluded that the results of preliminary research on puzzle learning media through numerical cards: the assessment of material experts gave a score of 52.86% categorized as good enough. the quality got an assessment score of 57.14% categorized as good enough. After being revised the experts gave the following values: the assessment of the experts gave an assessment score of 78.57% categorized as good, the media expert gave an assessment score of 86.67% for the aspect of view categorized as very good and for the aspect of quality got an assessment score of 88.57% categorized as very good.


2020 ◽  
Vol 9 (3) ◽  
pp. 475-486
Author(s):  
Yesica Yesi Rachma ◽  
Danang Setyadi ◽  
Helti Lygia Mampouw

AbstrakMatematika merupakan salah satu pelajaran yang penting untuk dikuasai siswa di sekolah khususnya pada materi pemahaman bentuk dan ruang, meskipun demikian masih banyak siswa yang mengalami kesulitan dalam mempelajari materi tersebut. Hal inilah yang mendorong peneliti untuk mengembangkan suatu aplikasi Mobile learning pada materi Bangun Ruang Sisi Lengkung. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model ADDIE. Langkah-langkahnya terdiri dari: Analysis, Design, Development, Implementation, dan Evaluations. Hasil penelitian menunjukkan bahwa media yang dikembangkan valid dan praktis. Hasil uji coba terhadap 10 siswa menunjukkan bahwa media masuk dalam kategori baik. Selain itu Mobile learning mampu meningkatkan hasil belajar siswa, hal ini dapat dilihat dari hasil pretest dan posttest yang menunjukkan nilai signifikan. Mobile learning dapat membantu siswa memahami bentuk dan ruang pada materi Bangun Ruang Sisi Lengkung.  The Expansion of Mobile Learning Barusikung Base Android on Solid GeometryAbstractMathematics is one of the important subjects that students having to do in school especially to know shapes and geometry, although it is important to learn, many students still have difficulties in studying the material. It promotes the researcher to encourage an application of Mobile learning to solid geometry. This research is research and development using the ADDIE model. The step consists of Analysis, Design, Development, and Evaluations. The results show that the developed media is valid and practical. The trial results to ten students show that the media is good. The other than Mobile learning can increase students learning, it can be seen by pretest and posttest results that show significant value. Mobile learning can help students understand the form and space in the material of solid geometry. 


2017 ◽  
Vol 15 (1) ◽  
Author(s):  
Fadhla Khanifa ◽  
Sukirno Sukirno

The research aims to know the developing process of Chart of Account, to know its feasibility, and to know the students of SMAN 1 Kalasan class XII IPS opinion about the utilization of Chart of Account as a learning media. The type of research is Research and Development with following the ADDIE research model. Media was tested in 27 students of SMAN 1 Kalasan class XII IPS 1. The result of this research presented that the media is feasible to use, and proven by validation from material expert got score 4,27 with “Totally Feasible” category, from a media expert got score 4,33 with “Totally Feasible” category, and from accounting learning practitioner got score 4,81 with “Totally Feasible” category. Responses from students of this media were interesting, practical and really helpful in learning the accounting subject.Keyword: Mobile Learning, Chart of Account, Android


2019 ◽  
Vol 2 (3) ◽  
pp. 241-247
Author(s):  
Eka Aprilia ◽  
Nanang Supriadi

This study aims to develop learning media in the form of pop-up boxes that are effective and in accordance with the criteria for autistic children. This type of research used in this research is research and development (Research and Development). In this study using ADDIE research methods, namely Analysis, Design, Development, Implementation, Evaluation. Data collection techniques used were test and non-test instruments, data analysis techniques to calculate the validity of the media, students' responses and the effectiveness of instructional media. Validation in this research is based on the validation of media experts and students to determine the response and effectiveness of the resulting media. The results of validation by media experts are 2.67 with the criteria of "quite valid". The response of students 3.27 with very interesting responses. The results of the effectiveness test with a percentage of 66% with effective criteria. Based on the data obtained shows that learning media is feasible to use and effectively applied in learning


2021 ◽  
Vol 3 (1) ◽  
pp. 11-19
Author(s):  
Ulfa Rahmatin ◽  
Muhammad Rifai Katili ◽  
Lillyan Hadjaratie ◽  
Sitti Suhada

Upaya meningkatkan minat belajar siswa melalui pengembangan media pembelajaran yang menarik masih menjadi kendala dan tantangan utama yang dihadapi oleh guru pada materi Logika dan Algoritma Komputer di SMK Negeri 1 Suwawa. Penelitian ini bertujuan untuk mengembangkan media pembelajaran komik untuk materi Logika dan Algoritma Komputer yang dapat menarik minat belajar siswa kelas X. Metode yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan model pengembangan Hannafin dan Peck yang terdiri dari 3 fase, yaitu: analisis kebutuhan, desain, serta pengembangan dan implementasi. Media pembelajaran yang dikembangkan telah memperoleh penilaian oleh ahli materi, dan ahli media serta telah di uji respon dari siswa sebagai pengguna kelayakan dengan kategori kelayakan sangat layak. Hasil penelitian menunjukkan media pembelajaran komik yang dikembangkan dinyatakan valid dan praktis untuk digunakan dalam proses pembelajaran materi Logika dan Algoritma Komputer. Efforts to increase students’ learning interests by developing an attractive learning media is the primary challenge for teachers of Logic and Computer Algorithm at SMK Negeri 1 Suwawa Senior High School. This research aims to develop comics as a learning medium for Logic and Computer Algorithm that may stimulate tenth-grade students’ learning interests. This R&D study, employing Hannafin and Peck’s development model, consisted of three stages, namely: needs assessment, design, and development and implementation. Material experts and media experts have assessed the developed learning media. It also has been tested on students as eligible users; they responded that the media was feasible. The research showed that comic as the developed learning media was declared as valid and practical to be used in Logic and Computer Algorithm subject’s learning process.


Author(s):  
Anwar Ilham ◽  
Yasdinul Huda

Tujuan penelitian ini untuk menghasilkan e-modul penerapan sistem radio dan televisi, menentukan tingkat validitas dari yang dihasilkan. Metode penelitian yang digunakan pada pengembangan e-modul ini adalah Research and Development ( R&D) dengan menerapkan model Plomp. Model Plomp terdiri dari tiga tahap, 1) Penelitian awal (pleminary research), 2) Tahap membuat prototipe (prototype phase) , 3) Tahap asesmen (assesment phase). Instrumen validitas dianalisis dengan rumus Cohen Kappa (k). sebesar 0,77 dari nilai maksimal 1, nilai tersebut termasuk dalam kategori valid. Hasil penelitian ini menyatakan bahwa validitas ahli media sebesar 0,85 dari nilai maksimal 1, nilai tersebut termasuk dalam kategori valid.Kata kunci :E-Modul, Penerapan sistem radio dan televisi, Plomp, Google Classroom. The purpose of this study is to produce an e-module for the application of radio and television systems, to determine the level of validity of the resulting ones. The research method used in the development of this e-module is Research and Development (R&D) by applying the Plomp model. The Plomp model consists of three stages, 1) pleminary research, 2) prototype phase, 3) the assessment phase. Instrument validity was analyzed by the Cohen Kappa formula (k). of 0.77 from a maximum value of 1, this value is included in the valid category. The results of this study state that the validity of media experts is 0.85 from a maximum value of 1, this value is included in the valid category.Keywords: E-Module, Application of radio and television systems, Plomp, Google Classroom.


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