scholarly journals Pengembangan Modul Sharaf Dengan Pendekatan Deduktif Di Pondok Modern Madinah Lampung

Studi Arab ◽  
2020 ◽  
Vol 11 (1) ◽  
pp. 27-36
Author(s):  
Mezan Kesuma ◽  
Reni Puspita Sari

The objectives of this study are: 1) Developing the sharaf modules with the deductive approach, 2) Knowing the feasibility of the sharaf module with a deductive approach and 3) Knowing the effectiveness of the sharaf module with the deductive approach of class X students in Pondok Modern Madinah Labuhan Maringgai, East Lampung. The development model used the Borg and Gall model with seven stages, namely: preliminary study, research planning, design development, limited trials, limited revision of trial results, wider product testing, and wider revision of trial results. Observing the above statement, the results of this study show that: development of sharaf module with deductive approach is very feasible to use, the results of the material expert validation are 89% and the learning design expert validation results are 86%, the average score of the student's pretest is 54.16 and the posttest value is 84.16. Based on the results of calculations using the SPSS application 24, it is known that the value of to = 15.288 and ttable 1.69913 at a significance level of 5%, so it can be concluded that there is a difference between the pretest value t and posttest grade X students, because t0 15.288> ttable 1.69913, Ha accepted and Ho rejected

2019 ◽  
Author(s):  
I Komang Sudarma

This research and development study aimed at examining the quality of the multiple intelligence-oriented learning media by adapting Hannafin and Peck model, which consists of the following phases: need analysis, design, development and implementation. Data were collected by using questionnaires and the data obtained were analyzed descriptive quantitatively. Questionnaires were also given to two experts, one media expert and one learning design expert. There were three types of learning media as results of this study. The first ones were puppets, to develop students’ linguistics and spatial intelligences, the second one was a comic, to develop students’ kinesthetics and language intelligences, the third one was a counting box, to develop students’ logical/mathematics, spatial and language intelligences. The expert judgement showed that the score for the quality of the puppets was 99,09 (very good), the score for the quality of the comic was 96 (very good), and the score for the quality of the counting box was 97,99 (very good). The average score of the learning media was 97,00 (very good).


2018 ◽  
Vol 2 (2) ◽  
pp. 201
Author(s):  
Nurdyansah Nurdyansyah ◽  
Riska Sugiarto ◽  
Pandi Rais

The academic subject of fiqh is one of the branch in Islamic academic that used to drive muslim's students for acknowledging, understanding, and exercising the muslim's commandments. For that reason, this research take an interest on how lacking the fiqh's textbooks and how ineffective the current textbooks that available for students. The shortage of summary and exercises in many fiqh's textbooks also become another background of the problem of this research. This research has two objectives of the study: 1) to design and describe the worthiness of fiqh's textbooks on subject wudlu in form of magazines to seventh grade class MI Islamiyah Kedungpeluk, Candi, Sidoarjo. 2) to explain the significant improvement in using magazines form of textbooks fiqih on subject wudlu in seventh grade class of MI Islamiyah Kedungpeluk, Candi, Sidoarjo. This research  utilize the research and development model as the research method. The research also use the same development model as Walter Dick and Lou Carey did with 9 step of learning design.The development result of teaching book fulfilled valid criteria based on the validation result of the material expert 90% the validation result of design expert 90%, the validation result of languege expert 80%, the result of individual trial 100%, the small group trial 84% and the large group 91,25%. The result of the t test using SPSS 15 significance level of 0,05 showed the statistic p-value t test was 0.00, it meant (< 0.05), that Ho was rejected and Ha was accepted. There was influences which was significance of the average score of pretest and posttest.


2021 ◽  
Vol 1 (2) ◽  
pp. 175-187
Author(s):  
Novita Anggestia ◽  
Triani Ratnawuri ◽  
Meyta Pritandhari

  Learning media is one of the needs that must be fulfilled in the learning process. The results of the pre-survey of learning media used in the Aliyah Ma'arif 9 Kotagajah Madrasah, researchers found several problems, namely the use of learning media that were less innovative in learning and the limitation of images in teaching books, worksheets and powerpoints so that students were not attracting attention in the learning process . So that learning media are needed that can attract the attention of students such as android applications, android application software assisted ispring suite as an economic learning media arranged concisely, clearly, and made in a practical form so that students are more interested and enthusiastic in learning and can understand the material. The development model used in this development is the ADDIE development model which consists of several stages, namely (Analysis, Design, Development, Implementation, and Evaluation). Based on the results of the development of android applications assisted by software ispring suite as an economic learning media it is known the results of recapitulation of data that have been carried out by learning media material experts on android applications with an average score of 86% included in the very feasible category and declared valid, the results of recapitulation from media experts with scores on average 87% fall into the category of very decent and declared valid. Furthermore, the practicality test by IPS X grade 1 students of Aliyah Ma'arif 9 Kotagajah gets an average score of 92.2% and falls into the very practical category so that it is declared practical. research shows that economic learning media using this android application is suitable for use in learning. Thus it can be concluded that the learning media of android applications are learning media that are valid and practical to be used in the learning process.


2018 ◽  
Vol 1 (2) ◽  
Author(s):  
Benny Angga Permadi

  The Development of IPA Module based on Islamic and scientific integration to Increase the Result Study of the Students in the sixth class in MIN 2 Mojokerto. This development of IPA module based on Islamic and scientific integration in MIN 2 Mojokerto is based on gaps include; first, the IPA result studies of the sixth class students in MIN 2 shows that 30% of students have not reach KKM score which is established 70; second, the IPA teaching material which is used has not an interesting design and the concept based on Islamic and scientific integration; third, there is not a teaching material which guides the students to get IPA concept as a medium for them to increase their beliefs toward Allah SWT. According to the research problem which is explained before, so the development of IPA module based on Islamic and scientific integration becomes an important thing to do. This development is to produce the development of IPA module based on Islamic and scientific integration; to know the specification, the use of, the effectiveness, and the interesting thing of IPA module based on Islamic and scientific integration in MIN 2 Mojokerto. The development of this module uses ADDIE (Analysis, Design, Development, Implementation, dan Evaluation) development, model. These subject assessments for feasibility module are material expert, design expert, linguist, learning expert, and also the sixth class students in MIN 2 Mojokerto. The principal ways of this research are initial conditions analysis, the development of a planning module, a writing module, and an assessment module. The collecting data which are used include questionnaires, interview, and the result of studies.


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.


Author(s):  
Try Junita Wulandari ◽  
Sahat Siagian ◽  
Abdul Muin Sibuea

Abstrak: Penelitian ini bertujuan untuk: menghasilkan produk media pembelajaran berbasis multimedia interaktif yang layak digunakan, mudah dipelajari pebelajar dan dapat dipakai untuk pembelajaran individual. Jenis penelitian pengembangan model pengembangan produk Borg dan Gall model desain pembelajaran Dick dan Carey. Hasil penelitian menunjukkan: (1) uji ahli materi kualifikasi sangat baik (88,88%), (2) uji ahli desain pembelajaran kualifikasi sangat baik (87,77%), (3) uji ahli media pembelajaran kualifikasi sangat baik (84,44%), (4) uji coba perorangan kualifikasi sangat baik (84,12%), (5) uji coba kelompok kecil kualifikasi sangat baik (89,97%), dan (6) uji coba lapangan terbatas kualifikasi sangat baik (92,02%), dan layak untuk digunakan dalam proses pembelajaran Matematika. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan buku ajar dengan hasil belajar siswa yang dibelajarkan dengan menggunakan buku teks. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh thitung = 6,557 > ttabel= 2,024, dengan dk = (n1+n2-2) pada taraf signifikansi α =0,05. Disimpulkan bahwa hasil belajar kelompok siswa yang dibelajarkan dengan menggunakan buku ajar sebesar 78,38% lebih tinggi dari kelompok siswa yang dibelajarkan dengan menggunakan buku teks sebesar 65,71%. Kata Kunci: media pembelajaran, macromedia flash, matematika Abstract: This study aims to: produce interactive multimedia-based learning media products that are feasible to use, easily learned by students and can be used for individual learning. This type of research is developing the Borg and Gall product development model of Dick and Carey's learning design model. The results of the study showed: (1) the expert test was very good qualification (88.88%), (2) the learning design expert test was very good qualifications (87.77%), (3) the test media learning expert qualifications were very good (84 44%), (4) individual qualification trials are very good (84.12%), (5) small group trials of very good qualifications (89.97%), and (6) field trials are limited to very good qualifications (92 , 02%), and is suitable for use in the process of learning Mathematics. The results of hypothesis testing prove that there are significant differences between student learning outcomes learned by using textbooks with student learning outcomes learned by using textbooks. This is indicated by the results of data processing obtained by tcount = 6.557> t table = 2.024, with dk = (n1 + n2-2) at the significance level α = 0.05. It was concluded that the group learning outcomes of students who were taught using textbooks were 78.38% higher than the group of students who were taught using textbooks of 65.71%. Keywords: learning media, flash macromedia, mathematics


2018 ◽  
Vol 20 (2) ◽  
pp. 152-165
Author(s):  
Maria Dissriany Vista Banggur ◽  
Robinson Situmorang ◽  
Rusmono Rusmono

: The purpose of this study was to develop blended learning-based learning on multimedia etymology subjects. This research develops face-to-face learningcombined with online / offline learning and arranged using Edmodo platform. The method used is research and development, with a system approach referring to the Dick Carey and Carey model. The stage of product trials begins with material experts, media experts and learning design experts. Then the product was tested for XMM class students, namely one to one trials, small groups and large groups. The average score of the expert media was 3.52 or good, 4.00 material or very good and 3.73 learning design expert was good. In the testing phase for students the average score for one to one is 3.09, in the small group is 3.01 and in the large group is 3.40. The conclusion of the study is that blended learning-based learning in subjects of multimedia etymology is good and worthy of use.


2021 ◽  
Vol 2 (2) ◽  
pp. 237-253
Author(s):  
Arum Donna Safira ◽  
Iva Sarifah ◽  
Tunjungsari Sekaringtyas

Based on the needs analysis, it is necessary to develop interactive learning media. This research and development aims to produce products in the form of articulate storyline web-based interactive learning media for natural science learning and to find out the validation of web articulated storyline-based interactive learning media for science learning in grade V Elementary School. The samples in this study were 9 grade 5 elementary school students in the neighborhood around the researcher's house. The development model used in this study is the ADDIE development model (analyze, design, development, implementation and evaluation). Data collection techniques were carried out by interviews and questionnaires. Data analysis using Miles and Huberman model analysis. The trial results of developing interactive learning media based on web articulate storylines with media experts, materials experts, and learning design experts obtained an average value of 95% with the criteria "very feasible". The results of the one to one trial get an average score of 98.8% and the results of the small group trial get an average value of 99.4%. Referring to the results of data analysis of the Miles and Huberman’s model, the articulate storyline web-based interactive learning media is very suitable for use by fifth grade students in science learning in elementary schools.


Author(s):  
Nurul Ratnawati ◽  
Sukamto Sukamto ◽  
I Nyoman Ruja ◽  
Neni Wahyuningtyas

This article introduces a learning innovation called the Dota learning model. Dota (Defense of the Ancients) actually is a game or fortress defense game that is in great interest among various groups. This game inspires the researcher to adapt and adopt into a learning model. The Dota learning model provides an opportunity for students to train critical thinking, train cooperation, improve competitive spirit between teams, and be able to play the emotions of students. The research method used in this study is a research and development with an ADDIE (Analyze-Design-Development-Implementation-Evaluation) model. The feasibility of the Dota learning model is validated by learning design expert, educator, and students. The learning design validation score is 85%, the educator validation score is 95%, and the student’s validation score is 80%. Based on the result, it can be concluded that the Dota learning model that developed has been valid and feasible to use


2018 ◽  
Vol 1 (3) ◽  
pp. 227-235
Author(s):  
Intan Kurniasari ◽  
Rosida Rakhmawati ◽  
Jamal Fakhri

Abstract: This research is included in research and development that aims to produce e-module characterized by ethnomathematics on the matter of building a flat side space. Making this e-module using exe-learnig applications. This research use 4-D development model that is Define, Design, Development and Disseminate. The results obtained from the list of experts with an average score of 3,88 and media experts with an average score of 3,90 so that the product has met the eligibility criteria, while the teacher response to get an average score of 3,08 with interesting criteria and response learnes with an average score of 3,52 are included in very interesting criteria. So it can be concluded that the developed e-modue declared eligible for use. Abstrak: Penelitian ini termasuk dalam penelitian dan pengembangan yang bertujuan untuk menghasilkan e-module yang bercirikan etnomatematika pada materi bangun ruang sisi datar. Pembuatan E-module ini menggunakan aplikasi exe-learning. Penelitian ini menggunakan model pengembangan 4-D yaitu Define, Design, Development dan Disseminate. Hasil penelitian yang diperoleh dari  penilaian ahli materi dengan skor rata-rata 3,88 dan ahli media dengan skor rata-rata 3,90 sehingga produk dinyatakan telah memenuhi kriteria kelayakan, sedangkan untuk respon pendidik mendapatkan skor rata-rata  3,08 dengan kriteria menarik dan respon peserta didik dengan skor rata-rata 3,52 termasuk dalam kriteria sangat menarik. Sehingga dapat disimpulkan bahwa e-module yang dikembangkan dinyatakan layak untuk digunakan.


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