scholarly journals Ultaco Game Development as a Media to Introduce Covid-19 Health Protocol in Early Childhood

2021 ◽  
Vol 13 (1) ◽  
pp. 485-496
Author(s):  
M. Fadlillah ◽  
Rendy Setyowahyudi

The most effective way to prevent the spread of Covid-19 is to comply with health protocols. However, this habit is still tricky for some Indonesians, including in early childhood. This study aimed to develop and test the Ultaco game's quality as a medium in introducing the Covid-19 health protocol to early childhood. The research and development (RD) method was used in this study. In developing the Ultaco game, three steps carried out, including planning, design, and development. Product quality testing was carried out using three techniques: alpha test, beta test, and final evaluation. This study showed that the Ultaco game is a kind of snakes and ladders game that contains the Covid-19 health protocol, including wearing a mask, maintaining distance, staying at home, washing hands, covering sneezes, exercising diligently, and eating nutritiously. The trial results showed that the Ultaco game is of good quality and is suitable for use as a medium for introducing the Covid-19 health protocol to early childhood. This is based on the average score of the alpha test score of 4.48, the beta test score of 3.41, and the final evaluation score of 3.64. This study implies that children can become accustomed to complying with the Covid-19 health protocol with attractive, fun, and fun game media.

2015 ◽  
Vol 5 (1) ◽  
pp. 132
Author(s):  
Tri Sunarmi ◽  
Amat Jaedun

Penelitian ini bertujuan untuk: 1) mengembangkan multimedia pembelajaran patiseri pada standar kompetensi mengolah kue pastry kontinental untuk siswa tingkat XI SMK yang layak dari aspek pembelajaran, materi, dan media; 2) mengetahui keefektifan multimedia pembelajaran patiseri yang dikembangan terhadap penguasaan kompetensi belajar mengolah kue pastry kontinental dilihat dari peningkatan skor tes hasil belajar. Jenis penelitian ini adalah penelitian dan pengembangan. Subyek penelitian adalah 36 siswa, untuk uji coba kelompok kecil dan uji coba lapangan. Validasi produk dilakukan oleh ahli materi dan ahli media. Selanjutnya data dianalisis dengan teknik analisis deskriptif.Hasil penilaian ahli materi dan ahli media menunjukkan bahwa kualitas multimedia “baik”. Penilaian siswa pada uji coba lapangan mengenai kualitas multimedia dari aspek pembelajaran, aspek materi dan aspek media “sangat baik“, dengan rerata skor dari ketiga aspek 4,49. Hasil pretes menunjukkan rerata sebesar 63,15 sedangkan rerata pada posttes sebesar 89,07. N-gain sebesar 0,72 termasuk kategori “tinggi”. Kesimpulannya: multimedia pembelajaran patiseri hasil pengembangan layak dignakan untuk media pembelajaran dan efektif untuk meningkatkan hasil belajar siswa. DEVELOPING PATISSERIE TEACHING MULTIMEDIA FOR GRADE XI STUDENTS OF SMKAbstractThe research aims to: 1) develop the patisserie teaching multimedia at the standard competency for continental pastry for eleventh grade vocational students in patisserie program which is appropriate in terms of teaching aspect, material aspect, and media aspet; 2) reveal the effectiveness of the developed patisserie teaching multimedia at the standard competency forcontinental pastry, which is seen from the increase in the learning achievement test score. This research is a research and development. The subjects of the research are 36 students.The students are devided into two groups: small group trials and field trials. The data were analyzed by using the discriptive technique.The results of the product validation from the material expert and media expert show that the quality of the developed patisserie teaching multimedia is “good”. The assessment of the students on the field trial of the quality of the multimedia from the teaching aspect, material aspect and media aspect get the score “very good”. This shows that the quality of the developed patisserie teaching multimedia is in a “very good” category. The average score from the three aspects is 4.49 and it can be used as a patisserie teaching multimedia. The students’ average score from the pretest is 63.25 while from the posttest is 89.07. Based on the pretest and posttest scores the n-gain is 0.72, and it is included in a “high category”. Therefore the patisserie teaching multimedia is effective to improve the students’ learning achievement.


2018 ◽  
Vol 5 (2) ◽  
pp. 129-139
Author(s):  
Erni Purwaning Hastuti ◽  
Sunaryo Soenarto

Penelitian ini bertujuan untuk: (1) menghasilkan produk multimedia pembelajaran teori musik untuk kelas X SMK Negeri 2 Kasihan Bantul yang berisikan tentang bentuk, nilai nada, dan sukat; (2) mengetahui kelayakan produk multimedia yang dihasilkan, (3) mengungkapkan keefektifan produk multimedia yang dihasilkan. Penelitian ini merupakan penelitian dan pengembangan yang diadaptasi dari model Alessi & Trollip, yang mencakup tahapan kegiatan sebagai berikut: perencanaan, desain, dan pengembangan. Hasil  penelitian ini adalah sebagai berikut (1) produk yang dihasikan adalah multimedia interaktif yang terdiri dari kompetensi, materi, rangkuman, dan evaluasi. (2) Berdasar validasi ahli materi, ahli media dan uji beta, produk multimedia pembelajaran teori musik yang dikembangkan layak digunakan untuk pembelajaran. Kelayakan dapat diperoleh berdasarkan hasil penilaian ahli materi dengan nilai 4,03 (Baik), ahli media dengan nilai 4,32 (Sangat Baik) dan uji beta dengan nilai 4,25 (Sangat Baik). (3) Berdasarkan hasil analisis skor rata-rata n-gain  dari pretest dan posttest sebesar 0,68 dengan kriteria sedang, maka disimpulkan produk multimedia pembelajaran teori musik kelas X ini efektif untuk meningkatkan pemahaman siswa tentang materi bentuk, nilai nada, dan sukat.Kata kunci: multimedia pembelajaran teori musik DEVELOPING TEACHING MULTIMEDIA OF MUSIC THEORY SUBJECT FOR CLASS X OF SMK NEGERI 2 KASIHAN BANTUL.AbstractThis research aimed: (1)  to develop music theory teaching multimedia for class X of SMK Negeri 2 Kasihan Bantul, containing the form, value and time signature;  (2)  to reveal the feasibility of the developed teaching multimedia; (3) to reveal the  effectiveness of the developed teaching multimedia. This research was research and development  adapted from  Alessi & Trollip  models that covered three-phase activities: planning, design, and  development. The result was as follows. (1) the product resulted was interactive multimedia that consist of competencies, materials, summary and evaluation. (2) The developed music theory teaching multimedia was advisable to use for teaching according to subject matter experts, media experts, and Beta test. The advisability could be obtained based on the subject matter experts’ appraisal score of  4.03 (good), media experts’ score of 4.32 (very good) and Beta test score of  4.25 (very good score). (3) Based on the analysis result of the  N-Gain mean score from the pretest and posttest 0,68 which fell,   in the average criteria, It was  concluded that the developed music theory  teaching multimedia off class X is  effective to elevate students’ comprehension on the  material of form note value, and time signature.Keywords: music theory teaching multimedia


Author(s):  
Indah Widuri Handayani ◽  
Anggraeni Anggraeni

Tujuan dari penelitian ini, yaitu 1) Menganalisis kebutuhan guru terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, 2) Mengetahui prosedur pengembangan media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, dan 3) Mengetahui hasil validasi ahli terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini yang dikembangkan oleh penulis.Penelitian ini menggunakan metode Research and Development (R&D) dengan lima tahapan, yaitu: 1) potensi dan masalah, 2) pengumpulan data, 3) desain produk, 4) validasi desain, dan 5) revisi desain.Berdasarkan hasil analisis kebutuhan, menunjukkan bahwa pendidik menghendaki adanya pengembangan media baru yang kreatif, inovatif dan efektif yang dilengkapi dengan permainan kecil di setiap halamannya. Hasil validasi oleh ahli materi mendapat nilai rata-rata keseluruhan 8,5 dengan skor 3 yang berarti media layak untuk digunakan, sedangkan hasil validasi oleh ahli media menunjukkan bahwa media pembelajaran berbentuk Busy Book mendapat nilai rata-rata keseluruhan 93.9 dengan skor 4 yang berarti media sangat layak untuk digunakan. Media kemudian diperbaiki sesuai saran perbaikan yang diberikan para ahli pada aspek-aspek tertentu.The purpose of this study, namely 1) Analyzing the needs of teachers for the Busy Book media of numerical themes to improve vocabulary mastery in early childhood, 2) Knowing the procedures for developing Busy Book media for numerical themes to improve vocabulary mastery in early childhood, and 3) Knowing the results expert validation of the Busy Book media theme of numbers to improve vocabulary mastery in early childhood developed by the author. This research uses the Research and Development (R&D) method with five stages, namely: 1) potential and problems, 2) data collection, 3) product design, 4) design validation, and 5) design revision. Based on the results of the needs analysis, it shows that educators want the development of new, creative, innovative and effective media that are equipped with small games on each page. The results of the validation by the material experts got an overall average score of 8.5 with a score of 3 which means the media was suitable for use, while the results of the validation by the media experts showed that the learning media in the form of Busy Book got an overall average score of 93.9 with a score of 4 which means the media very feasible to use. The media is then repaired according to the suggestions given by experts on certain aspects.


2021 ◽  
Vol 10 (1) ◽  
pp. 68
Author(s):  
Epritha Kurnia Wati ◽  
Widi Wulansari

This study aims to develop a learning media product, namely the LoP Game to improve the Mathematical-Logic Learning Ability of Early Childhood Beginning. This type of research is a Research and Development (R&D) using a model developed by Borg and Gall. There are 3 stages used in this study from 10 stages proposed by Borg and Gall. These stages include: research and information collecting, planning, and develop preliminary form of product. Data validity analysis was performed using the Aiken formula. The data is obtained from the results of the instrument assessment in the form of a questionnaire from material experts and media experts. The feasibility assessment is tested by 3 material experts and 3 media experts. From the results of the validity test, it can be seen that the expert judgment for the media in the LoP game is all valid with all aspects that have been previously described. Thus, it can be said that the LoP game is appropriate and suitable for the development of early childhood abilities, especially mathematical-logic abilities.


2019 ◽  
Vol 3 (2) ◽  
pp. 578
Author(s):  
Nur Ika Sari Rakhmawati ◽  
Rachma Hasibuan ◽  
Erni Lutfiyah

This study aims to develop and produce feasible and effective numerical domino game prototype used as learning to recognize symbols of number 1-10 for children aged 4-5 years. The design of study is research and development research adapted from Borg & Gall research and development using Single one shot case study and One Pretest-Posttest Design Group. But the writers used only 9 steps. The subject in this study are Group A children aged 4-5 years in 6 kindergartens in  Duduk sampeyan Subdistrict, Gresik District. Data were analyzed using descriptive quantitative. The results of this developmental research are numerical domino game prototype to develop 4-5 years old children’s ability to recognize number 1-10. The operational field testing stage shows The average score is 0.84, categorized as high. Therefore, it can be concluded that the numeric domino game is feasible and effective game used as learning to recognize the symbol of numbers 1-10 in children aged 4-5 years.


2019 ◽  
Vol 2 (2) ◽  
pp. 25-45
Author(s):  
Istianatun Nafi'ah

Early childhood who are in the preoperational stage have not been able to think logically and abstractly, but Islamic religious subjects that must be instilled in children from an early age especially the aspects of aqidah are included in the abstract material category, thus learning strategies are needed that can make it easier for students to understand abstract material the. This study aims to produce a learning strategy for the abstracting of PAI abstract material for early childhood in RA Perwanida 3 Palembang, knowing the results of expert validation, and knowing the effectiveness of the learning strategy for the abstracting of PAI abstract material for early childhood in RA Perwanida 3 Palembang. This research is research and development. The research and development stages are requirements analysis, planning, product design development, product validation and revision, trials and revisions, final product. The results of the study are: 1) the product developed in the form of a draft learning strategy design, 2) the learning strategy is assessed and validated based on the aspects of the suitability of the media and methods to the material, student characteristics, time allocation and infrastructure, the results of the assessment of learning strategies obtain an average score 4.62 with the category "very appropriate", 3) the average test score of 13 students before using the developed learning strategy is 6.3885 while after using the developed learning strategy the average student score is 7.3462. While the paired samples test obtained 0.000 significance less than the 0.05 significance level. Based on the results of the assessment, the learning strategy of abstracting PAI material in early childhood in RA Perwanida 3 Palembang is effective and feasible to use.  


Author(s):  
Amit B Patil ◽  
Bharath Kumar B ◽  
Ajay P Karnalli

Technology Transfer (TT) is vital action from drug development in Research and Development (R and D) Department to commercial manufacturing till the product discontinuation. This review is an attempt to give an insight about the transfer of pharmaceutical product from R and D to production including necessary documents required to review the supporting documents and execution procedures in production shop floor. TT is considered effective, if there is a documented evidence that the process and its parameters, repeatedly results in desired product quality which was established upon during TT between the transferee and transferor. For the execution of TT process, expertise from different department such as Engineering, R and D, QA, process analyst and production are teamed. the transmission comprises of arrangements procured in these flows of improvement to achieve the quality as planned throughout manufacture.


2021 ◽  
Vol 11 (2) ◽  
pp. 339-347
Author(s):  
Eylem PASLI GÜRDOĞAN

This study was conducted to determine the relationship between nursing students’ awareness and attitudes towards research and developments and their academic motivation levels. This descriptive and cross-sectional study was carried out with students from nursing department of faculty of health sciences of a university in Turkey (n=460). Data were collected using the questionnaire form which included the socio-demographic characteristics of those students, “Nursing Students’ Attitudes to and Awareness of Research and Development within Nursing Scale” and “Academic Motivation Scale”. Data were analyzed using percentage, mean, Pearson’s correlation analysis, Student’s t, and One Way Anova tests. The mean age of the students was 20.56±1.52. 81.1% were female and 28.7% were in their first year. The average score of the Nursing Students’ Attitudes to and Awareness of Research and Development within Nursing Scale was 120.54±17.46. The students’ mean score on intrinsic motivation subscale was 57.20±13.45, on extrinsic motivation subscale was 61.96±11.50 and on amotivation subscale was 10.12±5.87 in Academic Motivation Scale. The level of the students’ awareness and attitudes towards research and developments has a positive correlation with the levels of their intrinsic and extrinsic motivation and a negative correlation with the level of their amotivation (p<0.05). The average score of the Nursing Students’ Attitudes to and Awareness of Research and Development within Nursing Scale were statistically significantly different in the gender, the status of their following scientific publications and the positions they wanted to work after graduation (p<0.05). It has been determined that the students have high level of awareness and attitudes towards research and development, and their academic motivation levels affect their awareness and attitudes towards research and development.


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


Author(s):  
Fahmi Rifaldi ◽  
Panahatan .

AbstrakPenelitian ini bertujuan untuk : (1) mengembangkan media pembelajaran interaktif menggunakan software adobe flash cs6 pada mata pelajaran instalasi penerangan listrik; (2) untuk mengetahui kelayakan media pembelajaran interaktif pada mata pelajaran instalasi penerangan listrik. Penelitian ini menggunakan metode penelitian pengembangan (research and development). Langkah-langkah pengembangan media pembelajaran interaktif ini meliputi : (1) Analisis (Analysis); (2) Perencanaan (Design); (3) Pengembangan (Development); dan (4) Validasi. Metode pengumpulan data pada penelitian ini menggunakan angket yang berisi pertanyaan-pertanyaan. Validasi media melibatkan 4 orang ahli media dan 2 orang sebagai pengguna (uji coba awal). Hasil uji awal coba oleh  pengguna berdasarkan pada indikator Panduan, indikator Materi Multimedia, indikator Evaluasi, indikator Desain dan Fasilitas Media memperoleh skor rata-rata 4,75 (Sangat Layak). Hasil validasi ahli media berdasarkan panduan informasi, kinerja program,  dan sistematika memperoleh skor rata-rata 4,69 (Sangat Layak). Berdasarkan seluruh hasil yang penelitian yang disimpulkan bahwa media pembelajaran interaktif sangat layak digunakan sebagai media pembelajaran pada mata pelajaran instalasi penerangan listrik di SMK Negeri 13 Medan. Kata Kunci : Media Pembelajaran Interaktif, Adobe Flash CS6 AbstractEnglish translation. English translation. This aims research to: (1) develop interactive learning media using adobe flash cs6 software on electrical lighting installation subjects; (2) to find out the feasibility of interactive learning media in the subjects of electrical lighting installations. This research uses research and development methods. The steps of developing this interactive learning medium include: (1) Analysis; (2) Planning (Design); (3) Development; and (4) Validation. The data collection method in this study uses questionnaires that contain questions. Media validation involves 4 media experts and 2 people as users (initial trial). The results of the initial trial by users based on the Guide indicator, Multimedia Materials indicator, Evaluation indicator, Design indicator and Media Facility obtained an average score of 4.75 (Very Feasible). Media expert validation results based on information guidance, program performance, and systematics earned an average score of 4.69 (Very Decent). Based on all the results of the research concluded that interactive learning media is very suitable to be used as a learning medium in the subjects of electric lighting installation in SMK Negeri 13 Medan.  Keywords: Interactive Learning Media, Adobe Flash CS6


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