scholarly journals Desarrollo de una aplicación en el robot NAO H25 para la enseñanza y comprobación de la operación multiplicación con el método Maya

Author(s):  
Marco Antonio Gutierrez-Lugo ◽  
Marco Alberto Mendoza-Pérez ◽  
René Guadalupe Cruz-Flores

This research document shows the development of an application implemented in the humanoid robot NAO H25, using the methodology of Analysis, Design, Development, Implementation and Evaluation (ADDIE). Currently, in most public institutions of basic education, there is no robotic technology that the teacher uses for teaching a particular subject. The purpose of the application is that it works as a didactic resource, with which teachers and students of basic education can use as a form of support for the teaching of the multiplication operation. This application is capable of making the NAO H25 robot explain the multiplication operation in an arithmetic way and carry out its verification by means of the Mayan method. When the application is implemented in the NAO H25 robot, it acts as a trainer in the topic of multiplications, following a didactic sequence as a form of support for the development of the explanation. For the moment, tests were carried out on a group of 32 students of the computer engineering degree at this university centre. Where it was found that 94% were interested in the robot acting as a capacitor. 97% would like more applications of this type to be made for learning other subjects. The development of the application is with the motive of obtaining a significant learning in the students of third year of basic education, fomenting the interest by the technology.

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.


Author(s):  
Made Widiatmika . ◽  
I Gede Mahendra Darmawiguna, S.Kom., M.S . ◽  
I Made Putrama, S.T., M.Tech .

Penelitian ini bertujuan: (1) untuk merancang dan mengimplementasikan Film Seri Animasi 3D “Cerita Made” sebagai Media Pembelajaran BIPA di Universitas Pendidikan Ganesha. (2) Untuk mengetahui respon guru dan peserta didik BIPA terhadap Film Seri Animasi 3D “Cerita Made” sebagai Media Pembelajaran BIPA di Universitas Pendidikan Ganesha. Pengembangan Film Seri Animasi 3D “Cerita Made” sebagai Media Pembelajaran BIPA di Universitas Pendidikan Ganesha ini menggunakan model ADDIE. Model ADDIE merupakan singkatan dari Analysis, Design, Development, Implementation, dan Evaluation. Data yang dikumpulkan yaitu data respon peserta didik BIPA UNDIKSHA terhadap pengembangan Film Seri Animasi 3D “Cerita Made” sebagai Media Pembelajaran BIPA di Universitas Pendidikan Ganesha dengan menggunakan angket. Hasil penelitian ini adalah Film Animasi 3D berupa DVD yang menggunakan Bahasa Indonesia dengan subtitle dalam Bahasa Inggris. Film yang dihasilkan sudah sesuai dengan materi yang tertera pada modul pembelajaran BIPA Pemula serta silabus yang digunakan oleh BIPA UNDIKSHA. Respon peserta didik BIPA terhadap Film Seri Animasi 3D “Cerita Made” sebagai Media Pembelajaran BIPA di Universitas Pendidikan Ganesha masuk dalam rentangan sangat baik. Kata Kunci : Film Animasi, ADDIE, BIPA, Blender, Animasi 3D. The purpose of this study is: (1) to design and implement the 3D Animation Series "Cerita Made" Film as BIPA Learning Media at the Ganesha University of Education. (2) To find out the response of teachers and students of BIPA to the 3D Animation Series "Cerita Made" Film as BIPA Learning Media at the Ganesha University of Education. Development of the 3D Animation Series "Cerita Made" Film as a BIPA Learning Media at Ganesha University of Education using the ADDIE model. ADDIE model stands for Analysis, Design, Development, Implementation, and Evaluation. The data collected is the response data of BIPA UNDIKSHA students to the development of the 3D Animation Series " Cerita Made " Film as BIPA Learning Media at the Education University of Ganesha using a questionnaire. The results of this study are 3D Animation Film in the form of DVDs that use Indonesian with subtitles in English. The film produced is in accordance with the material stated in the Beginner's BIPA learning module and the syllabus used by BIPA UNDIKSHA. The response of BIPA students to the 3D Animation Series "Cerita Made" Film as BIPA Learning Media at the University of Education Ganesha categorized a very good range. keyword : Film, ADDIE, Indonesian for Foreign, Blender, 3D Animation.


2018 ◽  
Vol 1 (2) ◽  
pp. 47
Author(s):  
Ayu Wandari ◽  
Kamid Kamid ◽  
Maison Maison

This research aims to describe the process of students’ worksheet development for math subject and find out the quality of students’ worksheet produced for geometry subject which is based on Jambi culture. This research applies research and development (R&D) method to produce a particular product. Development model applied in this research is ADDIE with 5 stages, analysis, design, development, implementation, evaluation. Subjects of this research are two validators which consist of validator of material expert, validator of design expert and students of a junior high school in grade VII. Data collected in this research are qualitative and quantitative data. Instruments used in this research are a questionnaire and a final test. The result of this study shows the development of students’ ability in mathematical representation at high category based on a gain test with 0,7 in high criteria. The result of the analysis from the questionnaire shows > 80% positive. It can be concluded that students’ worksheet for math subject is good and can improve students’ creativity. Therefore, students’ worksheet can be effectively used by both teachers and students in geometry subject. Penelitian ini bertujuan untuk mendeskripsikan proses pengembangan LKPD matematika dan mengetahui kualitas LKPD yang dihasilkan pada materi geometri berbasis budaya Jambi. Penelitian ini menggunakan metode Research and Development (R&D) yang digunakan untuk menghasilkan produk tertentu yaitu mengembangkan LKPD. Model pengembangan yang digunakan dalam penelitian ini adalah model pengembangan ADDIE yang terdiri dari 5 tahap yaitu analisis, desain, pengembangan, pelaksanaan, dan evaluasi. Subjek penelitian pada pengembangan ini adalah dua orang validator yang terdiri dari validator uji ahli materi, validator uji ahli desain dan media, dan juga sasaran pemakai dari produk ini adalah siswa kelas VII SMP. Jenis data yang diambil dalam penelitian ini berupa data kualitatif dan data kuantitatif. Instrumen yang digunakan pada penelitian adalah angket dan tes hasil belajar. Hasil penelitian diperoleh  peningkatan kemampuan representasi matematis siswa pada kategori tinggi berdasarkan uji gain terlihat skor yang didapat 0,7 berada pada kriteria tinggi. Dan hasil analisis dari angket persepsi siswa didapat persentase > 80% yang dinyatakan sangat positif. Dapat disimpulkan LKPD matematika yang dikembangkan sangat baik dan dapat meningkatkan kreativitas siswa sehingga LKPD efektif digunakan oleh guru dan siswa SMP khususnya pada materi geometri.


2020 ◽  
Vol 5 (2) ◽  
pp. 90-98
Author(s):  
Diah Syafitri ◽  
Fury Styo Siskawati

The aim of the research is to develope PROBZI as an innovative learning media in disruptive era. This research was done in MTs Ma’arif Ambulu with the data colleting methode are interview, observation, documentation, test and questioner. And than the development model that used is ADDIE which cover analysis, design, development, implementation and evaluation. Based on the research that was done can be explained that PROBZI has been successfully developed as an alternative learning media in the disruptive era. PROBZI that has been developed can be said to be very feasible with an average percentage given a value of 90.40%. As for the more detailed value is given at 86.43% by the validator which includes material experts and media experts, then a value of 94.37% is given based on user responses that include teachers and students. Keywords: PROBZI, innovative learning media, disruptive


2020 ◽  
Vol 5 (2) ◽  
pp. 292-304
Author(s):  
Kuncahyono ◽  
Dian Fitri Nur Aini

This study aims to (1) produce a valid e-module guidelines for active student learning in elementary schools that are valid; (2) produce eligibility guidelines for student active learning oriented e-modules in Elementary Schools, and (3) produce practical student learning oriented e-module guidelines. This research uses ADDIE model development research design which consists of 5 levels, namely analysis, design, development, application, and evaluation. The results showed that the results of the validation trial of teaching materials experts and material experts, the average score obtained was 83.95 with valid criteria. The results of user trials (teachers and students) then the average score obtained is 3.5 very well / very practical


2019 ◽  
Vol 6 (2) ◽  
pp. 115
Author(s):  
A. Sriyanti ◽  
Andi Halimah ◽  
Nurfiana Nurfiana

AbstrakPenelitian ini bertujuan untuk mengembangkan media pembelajaran matematika pohon bangun ruang pada materi bangun ruang sisi datar yang valid, praktis, dan efektif. Jenis penelitian yang digunakan adalah penelitian research & development dengan mengacu pada model ADDIE. Subjek uji coba pada penelitian ini adalah siswa kelas VIIIA MTs Ash-Shalihin. Produk yang dihasilkan adalah media pembelajaran berupa alat peraga matematika. Instrumen yang digunakan dalam penelitian ini adalah lembar validasi, lembar pengamatan pengelolaan pembelajaran, lembar aktivitas siswa, lembar angket respons guru dan siswa, serta tes hasil belajar. Berdasarkan hasil uji coba, diperoleh bahwa: (1) hasil validasi media pembelajaran adalah 3,40 berada pada kategori valid dengan interval , (2) praktis diperoleh berdasarkan respons guru dan respons siswa terhadap media pembelajaran sebesar 97,7% dan 96,8%, dan (3) efektif berdasarkan kemampuan guru dalam mengelola pembelajaran diperoleh rata-rata 3,91 berada pada kategori sangat baik dengan interval , aktivitas siswa dalam kategori sangat baik yakni 96,8% dengan interval persentase , dan tes hasil belajar berada dalam kategori tinggi dengan persentase ketuntasan belajar keseluruhan siswa sebesar 86,3%. Sehingga, dapat disimpulkan bahwa pada tahap uji coba, media pembelajaran pohon bangun ruang pada materi bangun ruang sisi datar kelas VIII MTs Ash-Shalihin telah memenuhi kriteria valid, praktis, dan efektif.AbstractThis study aimed to develop mathematics learning media of POBAR in flat, solid, practical, and effective material. The study used research and development with ADDIE models, namely analysis, design, development, implementation, and evaluation suggested by Steven J McGriff. The test subjects in this study were the students of class VIII A at MTs Ash-Shalihin. The instruments used in this study were validation sheets, learning management observation sheets, students’ activity sheets, teachers’ and students’ response questionnaire sheets, and learning achievement tests. Based on the result of testing conducted, it was found that: (1) the results of the validation of learning media were 3.40 in the valid category because of the interval value , (2) practical use obtained based on teachers’ and students’ responses to learning media was 97.7% and 98.8%, and (3) the effectiveness based on the teachers’ ability to manage learning was 3.91 in very good category with the intervals of , the students’ activity was 96.8% which was categorized in excellent with the interval value , and the learning achievement test was in the high category and the overall learning completeness was 86.3%. It could be concluded that, based on the testing stage, the implementation of POBAR learning media in flat side material of class VIII at MTs Ash-Shalihin fulfilled the valid, practical, and effective criteria.


EAD em FOCO ◽  
2016 ◽  
Vol 6 (2) ◽  
Author(s):  
Rommulo Mendes Carvalho Barreiro

O design instrucional é uma metodologia de trabalho dedicada aos processos de análise, desenho, desenvolvimento, implementação e avaliação de cursos a distância. Aplica-se desde o momento da concepção da oferta formativa até a sua implementação, direcionando seus esforços, com maior ênfase, na produção dos materiais instrucionais. A presente pesquisa visa oferecer um breve panorama acerca da função e das potencialidades do design instrucional e contribuir para o melhor entendimento sobre as ações de planejamento, execução e produção de materiais didáticos e cursos em EaD. Observa-se que o profissional apto ao trabalho com design instrucional necessita de formação ampla, que englobe habilidades de áreas como Comunicação, Design, Gestão de Processos e Pessoas, Pedagogia e Tecnologia da Informação. Como suporte à metodologia, auxiliando as tomadas de decisão dentro do projeto, existe uma documentação específica para as ações de design instrucional, tais como: roteiro, storyboard, matriz instrucional, projeto instrucional.Palavras-chave: Design instrucional, Projeto instrucional, Matriz instrucional, Modelo ADDIE, Material didático. A Brief Overview of the Instructional DesignAbstractThe Instructional Design is a working methodology devoted to process of analysis, design, development, implementation and evaluation of e-learning. It may be applied from the moment of conception of the training offer to its implementation, directing their efforts on the production of instructional materials. This research aims to provide a brief overview of the role and potential of Instructional Design and contribute to a better understanding of the action of planning, execution and production of teaching materials and e-learning courses. The professional able to work with Instructional Design requires a broad formation, encompassing areas such as communication skills, Design, Processes and People Management, Education and Information Technology. Specific documentation for the actions of Instructional Design aid decision-making within the course creation process. These documents can be: script, storyboard, instructional matrix, instructional design, among others.Keywords: Instructional design, Instructional project, Instructional matrix, ADDIE model, Didactic material.


2021 ◽  
Vol 3 (1) ◽  
pp. 58-65
Author(s):  
Mustari S. Lamada ◽  
Ruslan Ruslan ◽  
Asmilah Putriani

Ketersediaan dan penggunaan media pembelajaran yang dapat menarik minat belajar siswa masih menjadi kendala di pihak guru sehingga saat ini. Penelitian ini bertujuan untuk mengembangkan multimedia interaktif berbasis Game-based Learning (GBL) pada mata pelajaran IPA di SMPN 5 Polongbangkeng Utara, Kabupaten Takalar. Model pengembangan yang digunakan dalam penelitian ini adalah model yang diadaptasi dari model pengembangan ADDIE yang terdiri atas lima langkah, yaitu: Analysis, Design, Development, Implementation, dan Evaluation. Data dikumpulkan melalui teknik observasi, wawancara, dokumentasi dan angket. Uji coba dilakukan melalui tiga tahapan uji coba, yaitu: uji coba perorangan, uji coba kelompok kecil dan uji coba lapangan. Untuk memperoleh data hasil uji coba, digunakan angket yang telah divalidasi. Data hasil angket dianalisis untuk mengetahui kesesuaian produk yang dikembangkan dengan tujuan khusus yang ingin dicapai. Berdasarkan pengujian validitas yang dilakukan oleh ahli materi dan ahli media dinyatakan bahwa media yang dikembangkan mendapat penilaian sangat baik dan dapat digunakan. Selain itu, hasil uji coba pada guru dan siswa mendapat respon sangat baik untuk digunakan dalam pembelajaran pada mata pelajaran IPA. The availability and use of learning media that can attract students’ learning interests is still an obstacle the teachers face until now. This research aims to develop an interactive multimedia with game-based learning (GBL) in the science subject in SMPN 5 State Junior High School of Polongbangkeng Utara, Takalar Regency. The development method used was a method adapted from ADDIE development model that is comprised of five steps, namely: analysis, design, development, implementation, and evaluation. All data were collected from observation, interviews, documentation, and questionnaires. The trial was conducted in three stages of testing: individual tests, small group tests, and field tests. Validated questionnaires were used to acquire the data of the trials’ results. The data from the questionnaires were then analyzed to determine whether the developed product is compatible with the specific objective that wishes to be achieved. Based on the validity test conducted by material experts and media experts, the developed media was deemed excellent and usable. Furthermore, the teachers and students responded very well in the trials when the media was used in the science subject.


2017 ◽  
Vol 9 (2) ◽  
pp. 19-27
Author(s):  
Muhammad Damris ◽  
Syamsurizal Syamsurizal ◽  
Eliza Yuliani

Chemical learning that is boring and unattractive makes students less interested in learning. For that developed multimedia learning by using software Swish Max 4. The purpose of this study was to develop multimedia learning using Swish Max 4 on radioactive and to know its impact on the learning experience of students at class XII IPA SMA N 8 Kota Jambi. This study is a development study that adapts the ADDIE model. Stage in the development research are analysis, design, development and evaluation. Instrument sheets used collecting data were questionnaire of student needs, media validation questionnaire,material validation questionnaire, teacher assessment questionnaire and students response questionnaire. The main result of this study is a multimedia learning on radioactive using Swish Max 4, that equipped with video and animation. This multimedia learning on radioactive is good based on validation results from media experts and material experts. From the results of product trials of chemistry teachers and students response at Class XII IPA SMA N 8 Jambi, this media can be used to help students in learning independently. Based on the results of study concluded that multimedia learning on radioactive using Swish Max 4 is good for use in learning and get student response to multimedia learning is very good with score 82,4%.  


Author(s):  
Sumadi Sumadi ◽  
Evita Anggereini ◽  
Upik Yelianti

The proper media will easy students to understand subject matter in class. This study aims to develop digital media in the form of encyclopedia for vertebrate as a source of student learning. The This research and development produce digital encyclopedias of vertebrate that is used as media in learning biology. The model used in this study is the ADDIE development model (Analysis, Design, Development, Implementation and Evaluation). Products that have been developed are then validated by material experts and media experts. The validation process by the two experts was carried out three times before finally the prouduct was declared feasible to be tested both for teachers and students. The response showed that biology teacher in the SMA 4 Muaro Jambi assesed the product as "very good". The results of the small group trials obtained a percentage value of 96.3% (very good category), while the large group trials obtained a percentage value of 84.6% (very good category). Based on the results of these trials, overall the digital encyclopedia of vertebrate animals based on Android Studio is categorized very good to be used as one of the learning resources in learning biology in high school.


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