scholarly journals Technology of Physics Learning Media Based on Software Macromedia Flash to Enhance Problem Solving Capability in Passive Electronics Topics

The purpose of this research is to provide innovations to physics education lecturers in using physics learning media based on Macromedia Flash applications in lectures as a learning medium and students can improve their problem-solving abilities in solving problems in other fields.. Also, motivating physics education lecturers to use technology in conducting lectures in the room. The target of this research is in the form of products resulting from the development of learning media based on Macromedia Flash applications. The resulting product is expected to: (a) improve the ability of problem-solving in students, (b) motivate physics education lecturers to use technology in conducting lectures in the room. This research method is Reseach and Development by using a development model that consists of five stages : (1) preliminary investigation, (2) design, (3) realization/construction, (4) test, evaluation, and revision. Preliminary results of this study are the feasibility of developing learning media based on Macromedia Flash applications to improve students' problem-solving abilities on the subject matter of passive electronics can be seen based on the assessment or validity of the material experts obtained a mean score of 3.55 with a valid category. For the assessment or validity of the media, experts obtained an average of 3.63 with a valid category. The effectiveness of the results of the development of learning media based on Macromedia flash applications to improve students' problem-solving abilities on the subject matter of passive electronics can be seen based on inferential analysis using the test paired t–test was obtained tcount = 10.60 dan ttable = 2.05 with a significant level of 5%, df = 29. The results of these calculations show that tcount > ttable which means that the difference is due to the provision of different behaviours every time they conduct a pre-test evaluation before there is treatment and post-test after there is a treatment.

2020 ◽  
Vol 5 (2) ◽  
pp. 61
Author(s):  
Yoga Budi Bhakti ◽  
Irnin Agustina Dwi Astuti ◽  
Eva Yuni Rahmawati

The purpose of this research is to find out the problem-solving physics by using media-based videoscribe learning. Learning with the help of a video will make students more interactive and active because students can understand the concept of abstract and solve the problem of physics related to daily life. The method used in this research was the quasi-experimental method with the research design of The Randomized Post-Test Only Control Group Design, which involved 30 students as samples in Physics Education of Indraprasta PGRI University.The technique analysis of the research using the T-test. The results showed that by using learning media videoscribe could improve the ability of problem-solving physics. We found significant positive effects of the use of videoscribe in conveying physics lessons With the help of video scribe, learning is more efficient in physics learning. The students understand abstract physics material and are able to activate students in learning. These findings are consistent with studies on the improve of the student’s problem-sloving ability on physics learning.


2021 ◽  
Vol 1 (2) ◽  
pp. 150-162
Author(s):  
DANANG HADI NUGROHO

The development of the world of technology at this time has an influence and impact. The objectives of this research are (1) To produce a board game media product for mathematics, the subject matter of semester 1 of the 2013 curriculum for class VIII students of SMP Negeri 48 Jakarta. (2) To determine the effectiveness of the board game media product, the subject matter of the first semester of the 2013 curriculum for class VIII students of SMP Negeri 48 Jakarta. The development model used is the Research and Development (R&D) model because R&D development has more systematic and detailed steps at each stage. The data analysis technique in this study used a questionnaire, structured interviews and tests to determine the feasibility of the media. To determine the level of effectiveness using the t test analysis technique while for the feasibility of the Guttman analysis technique. The product feasibility data is determined through the analysis of the results of the validation of the material expert 100% which is included in the very good category, the media expert is 93.33% which is also included in the very good category, the learning design expert is 87.5% which is included in the very good category. good, the expert of the accompanying material is 95% which is included in the very good category. The trials that were carried out were both individual trials assessed that 91.11% was included in the very good category, small group trials assessed 83.33%, while large group trials were 94.4% and all were included in the very good category. From all the assessments and categories that have been assessed, it can be concluded that the development of a mathematical board game for the first semester of the 2013 curriculum for class VIII students of SMP Negeri 48 Jakarta, is suitable for use by students. and media experts as well as individual product trials, small groups, and large groups get a very good category, so that the board game media is feasible to be applied in learning mathematics, the subject matter of semester 1 class VIII curriculum 2013 in everyday life. Meanwhile, the results of the t-test data analysis and the researcher can conclude that the average result of the posttest trial is 83.52, which is higher than the average result of the pre-test, which is 56.17. Through the t-test calculation, it is known that the t-count result is 15.337. In addition, based on testing using a significant level of 5% db = 34-1 = 33, it was obtained ttable = 2.034. So the researcher can conclude that tcount is greater than ttable, namely 15.337 > 2.034. So that there is a significant difference between the pre-test and post-test and it can be concluded that the board game media is effectively used in learning mathematics for the first semester of the 2013 curriculum for class VIII students of SMP Negeri 48 Jakarta. ABSTRAKPerkembangan dunia teknologi pada saat ini memberikan pengaruh serta dampak yang Tujuan dari penelitian ini adalah (1) Menghasilkan produk media board game matematika materi pokok semester 1 kurikulum 2013 untuk peserta didik kelas VIII SMP Negeri 48 Jakarta. (2) Mengetahui keefektifan produk media board game matematika materi pokok semester 1 kurikulum 2013 untuk peserta didik kelas VIII SMP Negeri 48 Jakarta. Model pengembangan yang digunakan adalah model Reseach and Development (R&D) karena pengembangan R&D memiliki langkah-langkah yang lebih sistematis dan terperinci disetiap tahapannya. Teknik analisis data pada penelitian ini menggunakan angket, wawancara terstruktur dan tes untuk mengetahui kelayakan media. Untuk mengetahui tingkat efektifitas menggunakan teknik analisis uji t sedangkan untuk kelayakan teknik analisis guttman. Data kelayakan produk yang dihasilkan, ditentukan melalui analisis hasil validasi ahli materi 100% yang termasuk dalam kategori sangat baik, ahli media yaitu 93,33% dimana juga termasuk dalam kategori sangat baik, ahli desain pembelajaran yaitu 87,5% yang termasuk dalam kategori sangat baik, ahli bahan penyerta yaitu 95% yang termasuk dalam kategori sangat baik. Uji coba yang dilakukan baik uji coba perorangan menilai 91,11% termasuk dalam kategori sangat baik, uji coba kelompok kecil menilai 83,33%, sedangkan uji kelompok besar 94,4% dan semua termasuk dalam kategori sangat baik. Dari semua penilaian dan kategori yang sudah dinilai maka dapat disimpulkan bahwa Pengembangan board game matematika materi pokok semester 1 kurikulum 2013 untuk peserta didik kelas VIII SMP Negeri 48 Jakarta, layak untuk digunakan oleh peserta didik. dan ahli media serta uji coba produk perorangan, kelompok kecil, hingga kelompok besar mendapatkan kategori yang sangat baik, sehingga media board game layak untuk diterapkan dalam pembelajaran matematika materi pokok semester 1 kelas VIII kurikulum 2013 dalam kehidupan sehari-hari. Sedangkan hasil analisis data uji t dan peneliti dapat menyimpulkan bahwa hasil rata-rata uji coba posttest yaitu 83,52 lebih tinggi dibandingkan dengan hasil rata-rata pre-test yaitu 56,17. Melalui perhitungan uji t diketahui hasil thitung sebesar 15,337. Selain itu, berdasarkan pengujian menggunakan taraf signifikan 5% db = 34-1 = 33 diperoleh ttabel = 2,034. Jadi peneliti dapat menyimpulkan bahwa thitung lebih besar dari ttabel yaitu 15,337 > 2,034. Sehingga terjadi perbedaan yang signifikan antara pre-test dan post-test dan dapat disimpulkan bahwa media board game efektif digunakan pada pembelajaran matematika materi pokok semester 1 kurikulum 2013 untuk peserta didik kelas VIII SMP Negeri 48 Jakarta.


Author(s):  
Layla Fatimatutz Zahroh

<p>This research was conducted based on the researcher’s observation that every student and teachers had facilities for using e-learning system, but they couldn’t use it effectively. The aims of this research were 1) to explain the extent to which the product development needed to teach the writing of descriptive text; 2) to explain how the media potentially developed through Moodle e-learning media to teach descriptive text writing; 3) to explain the effectiveness of Moodle e-learning media to teach descriptive text writing. The subject of this research was students at tenth grade of SMK NU Ma’arif 01 Semarang. The scientific involved 47 students. 22 students were in the control class, and 25 students were in the experimental class. The data were collected through pre-test and post-test. The result of this research described as follow: 1) the extent needed of developing Moodle e-learning media is as follow: a) the students’ need analysis mentioned in the rate 96%, that students agreed toward Moodle e-learning media because it was very helpful. b) the total of validation result from expert validation 1 and 2 was 79.1% 2) The researcher developed Moodle e-learning media was done by using seven steps R and D research adapted by Borg and Gall. 3) the effectiveness of product supported by the results of students posttest that obtained 76.04. Based on those findings, this Moodle is valid to be implemented in an English learning process.</p>


Author(s):  
José Antonio González ◽  
Mónica Giuliano ◽  
Silvia N. Pérez

AbstractResearch on impact in student achievement of online homework systems compared to traditional methods is ambivalent. Methodological issues in the study design, besides of technological diversity, can account for this uncertainty. Hypothesis This study aims to estimate the effect size of homework practice with exercises automatically provided by the ‘e-status’ platform, in students from five Engineering programs. Instead of comparing students using the platform with others not using it, we distributed the subject topics into two blocks, and created nine probability problems for each block. After that, the students were randomly assigned to one block and could solve the related exercises through e-status. Teachers and evaluators were masked to the assignation. Five weeks after the assignment, all students answered a written test with questions regarding all topics. The study outcome was the difference between both blocks’ scores obtained from the test. The two groups comprised 163 and 166 students. Of these, 103 and 107 respectively attended the test, while the remainder were imputed with 0. Those assigned to the first block obtained an average outcome of −1.85, while the average in the second block was −3.29 (95% confidence interval of difference, −2.46 to −0.43). During the period in which they had access to the platform before the test, the average total time spent solving problems was less than three hours. Our findings provide evidence that a small amount of active online work can positively impact on student performance.


2019 ◽  
Vol 4 (1) ◽  
pp. 37
Author(s):  
Wardana, Zakiah

pplication quizlet is one of media-based learning android application that can be used to a limited extent to the students, that is, their use by teachers who provided the material is in the form of questions relating to the learning and grating exam questions that will be dihadapai by the students of classes VI MI DDI Seppange Bone. Granting of quizlet is done gradually so that absorption to the students can be more rapid and structured. Use of the media learning is very beneficial to students because it can be developed by entering (input) the subject matter in the form of questions that melingupi an important part of the sub a lesson. Quizlet apps is also a means of contracting the message and information learned. As well as the power tTarik learning using information technology is well designed to help learners in the digest and understand the subject matter. On dasarya this research uses Quasi Experimental Research method, by using the subject of research in the form of a group (class). Class VI MI DDI Seppange taken as the population because, this class was considered qualified and already have knowledge about android-based learning, this can be seen from the quizlet diajuan at the time of pre-test. Variables that are revealed in this research is a study of the response against the application of learning to the students ' quizlet klas VI students taught using quizlet and response application of their learning. Next design research is applied in this study isThe pre-test – post-test control group design.


2019 ◽  
Vol 4 (2) ◽  
pp. 90
Author(s):  
Sera Delta Tanjung ◽  
Ihsan Ihsan

In the curriculum informatics engineering program of South Aceh Polytechnic, functiom derivative is taught in the second semester. The derivative function is a mathematics concept who does manipulation toward a function, thus the function slope can be obtained quantitatively on the slanted point. The derivative function material is one of the difficult material faced by the students. Accordingly, the implementation of a learning model is a good thing to create students' interest on the subject. And the media also use to support teaching and learning process as software maple. The purpose of this research is to find out the students’ results who have taught by quantum teaching and also maple on derivative function and the students who have taught by conventional method, and also to know the students' responses after taught by quantum teaching and software maple on derivative material. Experimental method is used in this research by designing pre-test and post-test and control groups. The population is all of the second semester informatics engineering's students at South Aceh Polytechnic where they divided into two classes. The technique in gaining data is using two tests, they are written and questionnaire test. The result of data is analyzed by T-test, and questionnaire is analyzed by calculating the average scores which have set by Likert-scale. Research found that t-score > t-table that is 2.41>1,69. This showed that, the students' score on derivative material taught by quantum teaching by adopting media maple is better than the students' score taught by conventional method at informatics engineering of South Aceh Polytechnic. As for the students' responses, gainned the average of a proposed statements is 3.52. According to the specified criterias, the researcher concludes that the students' responses toward the implementation of quantum teaching by software maple on derivative function is very positive.


Kanigara ◽  
2021 ◽  
Vol 1 (1) ◽  
pp. 1-9
Author(s):  
Tri Astuti Arigiyati ◽  
Betty Kusumaningrum ◽  
Krida Singgih Kuncoro

The learning media used by teachers are still relatively simple, such as student worksheets and student books published by the Ministry of Education and Culture and PowerPoint and learning videos that are already on YouTube. Not yet found a teacher who uses VideoScribe and PowerPoint-based multimedia. The majority of PowerPoints are only used as a media presentation with simple features. Learning with the media used by teachers is still not too exciting for students' attention. Students assume that the learning media used by teachers have nothing new that makes students interested in understanding the subject matter. The impact that occurs is the lack of interest, motivation, and enthusiasm of students in participating in learning; consequently, student learning achievement is still below the KKM. The solution to the problem offered is related to the existing problem is the implementation of training activities and mentoring the development of learning media based on Sparkol VideoScribe for Muhammadiyah 4 Yogyakarta Middle School teachers. The effectiveness of this training was measured by the effectiveness questionnaire and the number of teachers who can use VideoScribe.


2020 ◽  
Vol 3 (2) ◽  
pp. 22
Author(s):  
Aulia Ramadhani ◽  
Beta Novia Rizky

Background: In this COVID-19 pandemic, dental care is one of the affected health treatments due to its high risk of exposure to the virus. This demotivates many parents to participate in regular dental visit, particularly in children with Down Syndrome, due to the high risk of exposure. Therefore, health education is needed for the parents to provide appropriate first aid in the event of dental health emergency in children with down syndrome. Purpose: To increase the knowledge of parents with Down Syndrome children towards Dental Emergency. Methods: This was a semi-research study using descriptive methods and comparison of the pre-test and post-test. This research involved 241 persons. The intervention carried out using modules and emergency dentistry procedures for children with Down Syndrome, packaged in an interactive webinar designed for parents and caregivers. We used paired t-test to determine the significance of the improvement in understanding of the subject matter. Results: There was a significant increase in the understanding of the subject matter from a mean of 5.9 to 9.5 (P <0.05). Conclusion: The program was effective in improving the understanding on the management of dental health emergency in children with down syndrome.


Author(s):  
Danil Febri ◽  
Putra Jaya ◽  
Yasnidul Huda

The objective of this study is to determine the effect of using CD interactive media on learning outcomes. The problem in this research contents is about the low value of the average grade of 75.00 compared with KKM Ocular Measurement Using Electricity Lesson at SMK 1 Lintau Buo. It is influenced by the teaching methods, learning models, and instructional media. Therefore an interactive CD learning media been used as the treatment. This research uses one shot experiment study model as analytical approach. The subject of this research is students of class X TAV SMK 1 Lintau Buo. Data collected by giving a pre - test and post – test, in order to determine the effectiveness of the treatment. Data collection was conducted in four times lessons. The research instrument that had been used is subjective test as much as 20 questions divided into 5 questions for each lesson. Data were analyzed using SPSS 15 computer program. As the result, the average value of pre-test for the whole meeting is 50.95 while the average post-test score of 81.72, with the difference of the two is 30.78. In the percentage calculation, it has gained the result for 60.41 %. It can be concluded that there is a significant improvement in student learning outcomes after getting treatment using Interactive CD as an instructional mediaKeywords : Interactive CD , pre-test , post -test and Learning Outcomes


Sign in / Sign up

Export Citation Format

Share Document