scholarly journals Pengembangan e-modul sebagai Sumber Belajar Mata Pelajaran Bahasa Indonesia Kelas X MAN 1 Lombok Tengah

Author(s):  
Farida Fitriani ◽  
I. Indriaturrahmi

Penelitian ini bertujuan untuk merancang bangun e-modul, mengembangkan serta menguji kelayakan e-modul mata pelajaran bahasa Indonesia. Penelitian ini dilakukan di MAN 1 Lombok Tengah dengan subjek penelitian sebanyak 32 orang kelas 10 semester I. Metode penelitian yang digunakan adalah penelitian dan pengembangan dengan model ADDIE (Analysis, Design, Development, Implementation And Evaluation). Uji kelayakan e-modul dilakukan oleh 2 orang ahli (1 ahli materi dan 1 ahli media) dan siswa. Ahli media menguji kelayakan aplikasi e-modul dan ahli materi menguji kedalaman materi bahasa indonesia, sedangkan siswa memberikan respon setelah menggunakan e-modul. Berdasarkan hasil uji kelayaakan maka diperoleh bahwa ahli media dan ahli materi menyatakan e-modul layak digunakan (ahli media= 87,5% dan ahli materi= 96,31%), sedangkan siswa merespon positif (87,7%). Berdasarkan hasil tersebut dapat disimpulkan bahwa e-modul mata pelajaran Bahasa Indonesia yang dikembangkan sangat layak sebagai sumber belajar untuk diterapkan pada siswa.Development of e-modules as Learning Resources for Indonesian Language Subjects Class X MAN 1 Central LombokAbstractThis research aims to design e-modules, develop and test the feasibility of e-modules for Indonesian subjects. This research was conducted in MAN 1 Central Lombok with 32 class 10 semester I research subjects. The research method used was research and development with the ADDIE model (Analysis, Design, Development, Implementation and Evaluation). The e-module feasibility test was conducted by 2 experts (1 material expert and 1 media expert) and students. Media experts test the appropriateness of e-module applications and material experts test the depth of Indonesian language material, while students respond after using e-modules. Based on the results of the feasibility test, it was found that the media expert and material expert stated that the e-module was appropriate (media expert = 87.5% and material expert = 96.31%), while students responded positively (87.7%). Based on these results it can be concluded that the e-module of Indonesian subjects developed is very feasible as a learning resource to be applied to students.

Author(s):  
Ni Made Sudiartini ◽  
I Gede Mahendra Darmawiguna ◽  
I Made Gede Sunarya

AbstrakPenelitian ini bertujuan untuk merancang dan mengimplementasikan hasil rancangan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Pengembangan aplikasi ini bertujuan untuk melestarikan salah satu cerita rakyat yang berasal dari Bali, yaitu Calon Arang.Metode yang digunakan adalah penelitian dan pengembangan (research and development), untuk mengembangkan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Model yang digunakan dalam membangun teknologi ini adalah Model ADDIE. Pada model ini memberikan kesempatan untuk melakukan evaluasi dan revisi secara terus menerus dalam setiap fase yang dilalui, sehingga produk yang dihasilkan menjadi produk yang valid. Adapun 5 tahapan dalam model ADDIE ini adalah Analysis (analisis), Design (desain), Development (pengembangan), Implementation (implementasi), dan Evaluation (evaluasi).Hasil akhir dari projek ini adalah berupa aplikasi yang berisikan tentang cerita calon arang berbasis augmented reality yang dapat diinstal pada smartphone android. Aplikasi ini mampu menampilkan animasi dalam bentuk 3 dimensi beserta narasinya dalam bahasa Indonesia dan bahasa Inggris. Hasil pengujian dari respon pengguna setelah menggunakan aplikasi menyatakan, aplikasi Markerless Augmented Reality Balinese Story “Calon Arang” sangat menarik dan dapat digunakan untuk melestarikan budaya Bali dengan presentase penilaian 86.66% yaitu sangat baik. Sehingga aplikasi ini dapat dijadikan sebagai media untuk memperkenalkan sekaligus melestarikan kebudayaan. Kata kunci: Cerita Rakyat, Calon Arang, Markerless Augmented Reality, 3 Dimensi, Android AbstractThis research aimed at designing and implementing the result of Markerless Augmented Reality Balinese Story “Calon Arang” application. The objective of this development was to preserve one of the Balinese story, namely Calon Arang.The method used was research and development, for developing the application of Markerless Augmented Reality Balinese Story “Calon Arang”. ADDIE model was used as the model in this research. This model gives opportunities to do evaluation and revision in each phase. Therefore it will produce valid product. There are 5 steps in ADDIE model, such as: Analysis, Design, Development, Implementation, and Evaluation.The result of this project was in the form of application which contain calon arang story based on augmented reality which can be installed on android smartphone. This application is able to show picturein the format three dimension and it narration in Indonesia and English. Testing result of the user response after using the application said, markerless augmented reality Balinese story “calon arang” application is very interesting and can be used to preserve the Balinese culture with a percentage vote 86.66% said it is very good. Therefore this application can be used for media in introducing and preserving culture. Keywords : Balinese Story, Calon Arang, Markerless Augmented Reality, 3 Dimension, Android


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. 


Biota ◽  
2017 ◽  
Vol 10 (1) ◽  
pp. 92-104
Author(s):  
Husnul Dani Budiatman Dani ◽  
Yahdi Yahdi ◽  
Hadi Kusuma Ningrat

This study aims to examine the quality of application of biology magazine as an alternative self-learning resource for 10th year students in MAN 1 Mataram on Virus Material. This is a research and development study using ADDIE model which consist of Analysis, Design, Development and Implementation as well as Evaluation. To assest the quality of Biology Magazine (BioMagz), This was determined by assessment sheets (questionnaire) covering components includes the material/ content feasibility, linguistic and presentation. This Biology Magazine (BioMagz) was applied to 15 students of the 10th year in MAN 1 Mataram. The result showed that there was a significant different in learning outcomes of students whom Biology Magazine (Biomagz) was applied compared to students whom was conventional resoursce applied. This was shown by assessments of content completeness which was excellent with scores 100%, and Media worthiness reached scores 96% which was excellent, while evaluation result of field trials was good with scores 77,5%. This study suggested that Biology Magazine (BioMagz) can be used as an alternative self-learning resource to learn virus material in school.  


2016 ◽  
Vol 13 (2) ◽  
Author(s):  
Ni Made Sudiartini ◽  
I Gede Mahendra Darmawiguna ◽  
I Made Gede Sunarya

AbstrakPenelitian ini bertujuan untuk merancang dan mengimplementasikan hasil rancangan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Pengembangan aplikasi ini bertujuan untuk melestarikan salah satu cerita rakyat yang berasal dari Bali, yaitu Calon Arang.Metode yang digunakan adalah penelitian dan pengembangan (research and development), untuk mengembangkan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Model yang digunakan dalam membangun teknologi ini adalah Model ADDIE. Pada model ini memberikan kesempatan untuk melakukan evaluasi dan revisi secara terus menerus dalam setiap fase yang dilalui, sehingga produk yang dihasilkan menjadi produk yang valid. Adapun 5 tahapan dalam model ADDIE ini adalah Analysis (analisis), Design (desain), Development (pengembangan), Implementation (implementasi), dan Evaluation (evaluasi).Hasil akhir dari projek ini adalah berupa aplikasi yang berisikan tentang cerita calon arang berbasis augmented reality yang dapat diinstal pada smartphone android. Aplikasi ini mampu menampilkan animasi dalam bentuk 3 dimensi beserta narasinya dalam bahasa Indonesia dan bahasa Inggris. Hasil pengujian dari respon pengguna setelah menggunakan aplikasi menyatakan, aplikasi Markerless Augmented Reality Balinese Story “Calon Arang” sangat menarik dan dapat digunakan untuk melestarikan budaya Bali dengan presentase penilaian 86.66% yaitu sangat baik. Sehingga aplikasi ini dapat dijadikan sebagai media untuk memperkenalkan sekaligus melestarikan kebudayaan. Kata kunci: Cerita Rakyat, Calon Arang, Markerless Augmented Reality, 3 Dimensi, Android AbstractThis research aimed at designing and implementing the result of Markerless Augmented Reality Balinese Story “Calon Arang” application. The objective of this development was to preserve one of the Balinese story, namely Calon Arang.The method used was research and development, for developing the application of Markerless Augmented Reality Balinese Story “Calon Arang”. ADDIE model was used as the model in this research. This model gives opportunities to do evaluation and revision in each phase. Therefore it will produce valid product. There are 5 steps in ADDIE model, such as: Analysis, Design, Development, Implementation, and Evaluation.The result of this project was in the form of application which contain calon arang story based on augmented reality which can be installed on android smartphone. This application is able to show picturein the format three dimension and it narration in Indonesia and English. Testing result of the user response after using the application said, markerless augmented reality Balinese story “calon arang” application is very interesting and can be used to preserve the Balinese culture with a percentage vote 86.66% said it is very good. Therefore this application can be used for media in introducing and preserving culture. Keywords : Balinese Story, Calon Arang, Markerless Augmented Reality, 3 Dimension, Android


2020 ◽  
Vol 4 (2) ◽  
Author(s):  
Arif Harun Nadzar ◽  
Edy Supriyadi

ABSTRACT:The purpose of this study were: (1) to develop Android-based learning media to assist the learning process of class X students of Electrical Power Installation Engineering also called TITL, (2) to determine the feasibility of learning media based on material and media aspects, (3) to determine the user's response to learning media. This is a research and development with the ADDIE model. The media feasibility test uses expert judgment. This research was implemented in vocational school at SMK N 1 Pundong. The research subjects were 38 students of class X TITL. The assessment instrument uses a questionnaire with a Likert scale of four choices. The data analysis technique used descriptive analysis. The results of this research and development were: (1) the product in the form of an android application "Electrical Component Database" as a learning media at SMK N 1 Pundong, (2) the results of the product feasibility test by material experts obtained a score of 64 out of 72 and categorised as "Very good", The results of the product feasibility test by media experts obtained a score of 71 out of 88 and categorised as " Good ", (3) students' responses to the product obtained a mean score of 115.2 out of 140 and categorised as " Very good ".ABSTRAK:Tujuan penelitian ini adalah: (1) mengembangkan media pembelajaran berbasis android untuk membantu proses belajar siswa kelas X Teknik Instalasi Tenaga Listrik (TITL), (2) mengetahui kelayakan media pembelajaran berdasarkan aspek materi dan media, (3) mengetahui respons pengguna terhadap media pembelajaran. Penelitian ini merupakan research and development dengan model ADDIE . Uji kelayakan media menggunakan expert judgment. Penelitian ini dilaksanakan di SMK N 1 Pundong. Subjek penelitian sebanyak 38 siswa kelas X TITL. Instrumen penilaian menggunakan kuisioner dengan skala likert empat pilihan. Teknik analisis data menggunakan analisis deskriptif. Hasil penelitian dan pengembangan ini adalah: (1) produk berupa aplikasi android “Database Komponen Listrik” sebagai media pembelajaran di SMK N 1 Pundong, (2) hasil uji kelayakan produk oleh ahli materi diperoleh skor 64 dari skor maksimal 72 dengan kategori “Sangat Layak”, hasil uji kelayakan produk oleh ahli media diperoleh skor 71 dari skor maksimal 88 dengan kategori “Layak”, (3) respons siswa terhadap produk diperoleh skor rerata 115,2 dari skor maksimal 140 dengan kategori “Sangat Layak”.


Kappa Journal ◽  
2021 ◽  
Vol 5 (1) ◽  
pp. 68-79
Author(s):  
Kiki Andila ◽  
◽  
Hadma Yuliani ◽  
Nur Inayah Syar ◽  
◽  
...  

This research aims to determine: 1) the procedure for teaching materials in the form of e-modules 2) the feasibility of teaching materials in the form of e-modules 3) the responses of students to the e-modules developed. This study uses the ADDIE Model Research and Development (R&D) method. The stages are needs analysis, design, development, implementation and evaluation. The results of this study are: 1) the procedure for making teaching materials in the form of e-modules, namely analysis, design of teaching materials by determining the format of teaching materials, development, namely the validation of teaching material products through validation of media experts, materials and learning, implementation to students through small group tests. 2) the feasibility of teaching materials in the form of e-module, the results of the media expert's assessment obtained a percentage of 75% with good and feasible criteria. The results of the material expert's assessment obtained a percentage of 76.2% with good and feasible criteria. The results of the learning expert's assessment obtained a percentage of 82% with good criteria and suitable for use. 3) The results of the students' responses obtained a percentage of 85% in the very good category.


2021 ◽  
Vol 7 (3) ◽  
pp. 458-463
Author(s):  
Muhammad Nazar ◽  
Ratu Fazlia Inda Rahmayani ◽  
Diwana Aida ◽  
Kana Puspita

This research aimed at developing e-poster as learning media, analyzing how students respond to the e-posters uploaded to Instagram. This R&D research utilized an ADDIE model of development consisting of five stages: analysis, design, development, implementation, and evaluation. The research took place during even semester at the Department of Chemical Education, Faculty of Education and Teacher Training, Universitas Syiah Kuala. A total of twenty-four students (4 male and 20 female) who enrolled in the course of "elements and compounds of primary groups" voluntarily took part in the research subjects. We collect the data using the following instruments: A validity assessment form, a questionnaire for students, and an active Instagram account necessary for uploading the contents and monitoring students' activity on the platform.  The results show that the validity score of e-posters was 97.5%, and 89 % of students responded positively to the media, and the vast majority of students would prefer to learn using e-posters in the future. The findings indicated that e-posters could contribute as alternative learning media to help students understand the concept of alkali group elements


2019 ◽  
Vol 2 (2) ◽  
pp. 162-167
Author(s):  
Widya Wati ◽  
Heti Istiqomah

Abstract: The purpose of this research and development is to develop mobile game physics based on program construct 2 which is a game designed to stimulate thinking power including increasing concentration and solving problems. This research method is research and development (R & D) based on the ADDIE model which consists of analysis, design, development, implementation, and evaluation. The method of retrieving data in this study is through the results of validation and testing of respondents. The validation results obtained from 5 validators with several aspects of assessment obtained an average of 3.70 with the category "feasible", so that from the results of validations obtained from experts, the educational game developed has better quality so that it is feasible to be implemented . The results of product trials on 30 students at Bandar Lampung Middle School 24 showed an average of 3.89 with the criteria of "very interesting". From the results of the trials of respondents the physics education game is very interesting to use as an enrichment media on temperature material and its changes. Abstrak: Tujuan penelitian dan pengembangan ini yaitu mengembangakan mobile game eduaksi fisika berbasis program construct 2 yang merupakan permainan yang dirancang untuk merangsang daya pikir termasuk meningkatkan konsentrasi dan memecahkan masalah. Metode penelitian ini adalah research and development (R&D) berdasarkan model ADDIE  yang terdiri dari analisis, design, development, implementation, and evaluation. Cara pengambilan data pada penelitian ini yaitu melalui hasil validasi dan uji coba responden. Hasil validasi yang didapat dari 5 validator dengan beberapa aspek penilaian didapatkan hasil rata-rata sebesar 3,70 dengan katagori ”layak”, sehingga dari hasil validasi yang diperoleh dari para ahli, game edukasi yang dikembangkan memiliki kualitas yang lebih baik sehingga layak untuk di implementasikan. Hasil uji coba produk pada 30 peserta didik di SMP 24 Bandar Lampung  didapatkan hasil rata-rata sebesar 3,89 dengan kriteria “sangat menarik”. Dari hasil uji coba responden game edukasi fisika ini sangat menarik digunakan sebagai media pengayaan pada materi suhu dan perubahannya.


2021 ◽  
Vol 7 (1) ◽  
pp. 19-31
Author(s):  
Meilia Tika Ayu Ningrum ◽  
Agus Purnomo ◽  
Idris Idris

Android-based learning media for Social Studies (SS) might reduce boredom and accelerate student learning because it conveys attractive, creative, and innovative learning materials that support independent learning. This study aims to develop android-based learning media for SS about the Kingdom and Relics of Hindu-Buddhist. It employed Research and Development (R&D) with Analysis, Design, Development, Implementation, Evaluation (ADDIE) model. Validation by material experts and linguists stated that the learning media was feasible with 61.5% and 70%. Results show that the learning media is suitable to use by 88.2%. The product trials resulted in practical products by 100% from educational practitioners, and 80.2% from students. This finding indicates that the media is effective, as can be seen, that 26 out of 32 students scored above the minimum grade. It is suggested that SS learning media are developed through further research by utilizing virtual reality technology. This may accelerate student understanding as the use of videos and pictures, and virtual reality to images and objects help depict things clearly.


Author(s):  
Andi Tenrisanna Syam

This research aimed to develop an appropriate module based on the writing needs of the learners. The author took the fourth-semester learners of the English Department at the State Islamic Institute of Palopo in the academic year 2018/2019. The author involved 40 learners as her participants. The method of the research was Research and Development. The author used the ADDIE model. The ADDIE model consisted of five stages, namely analysis, design, develop, implementation and evaluation. The instruments of the research were questionnaires and documents. The data were analyzed quantitatively qualitatively. The results of the content, the design, and the media experts validation showed that the module got good and very good category. The writing I module quality based on the learners’ response in the field try-out showed that 75% of learners very agree and 25% of learners agree with the materials presented in the module. The result of this research hopefully gives a contribution to some parties, especially to the writing I lecturers and to the other researchers.


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