scholarly journals PROBZI as an Innovative Learning Media in a Disruptive Era

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

2021 ◽  
Vol 6 (2) ◽  
pp. 213-222
Author(s):  
Yusup Maulana ◽  
Imas Eva Wijayanti ◽  
Solfarina Solfarina

This research aims to development a REACT-based e-worksheet that is feasible to use to stimulate the critical thinking, creativity, collaboration, communication (4C) skills and determine student response. The challenges of a dynamic era require students to have a 4C skills set critical thinking and problem-solving skills; creativity and innovation; communication; and collaboration. One of the tools that can be used in online learning to achieve this goal is to use the electronic Student Worksheet (E-Worksheet) which includes the student's 4C skill values with REACT strategies: Relating, Experiencing, Applying, Cooperating, and Transferring. The research chooses one of the topics in chemistry, which is introduction to chemistry and laboratories. This REACT-based e-worksheet was developed using the ADDIE development model which consists of five stages those are analysis, design, development, implementation, and evaluation. In addition, the study used a sample of 10 students of mathematic and natural science 12th grade MAN 4 Tangerang. Based on the results of validation and student response questionnaires, REACT-based e-worksheet to stimulate students' 4C skills was declared valid and obtained an average percentage of 91.8% with very good criteria.


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.


2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Nur Ummu Pratiwi Arifuddin ◽  
Hilda Karim ◽  
Adnan Adnan

Abstract. This study aims to develop learning media products in the form of interactive multimedia based on Mindjet MindManager which combines several media (text, images, animated videos and interactive quizzes) for biology of plantae material or plant world. This study uses the Research and Development (R & D) method using the ADDIE development model, namely analysis (analyze), design (design), development (implementation), implementation (implementation), and evaluation (evaluation). Mind manager-based Mindjet-based interactive multimedia products are focused on the varied learning process and the activity of students in learning. This development aims to produce interactive multimedia products that are valid and practical. The data collection tool used is in the form of validity assessment and practicality instruments. The assessment results from expert validators show that the products developed are feasible to use and obtain a validity value of 4.3 with a percentage value of 85% that meets the validity standard and can be used as a learning medium. Teachers and students also show a positive response to interactive multimedia. The practicality of the media obtained teacher responses with a value of 94.2% and responses of students with a value of 87.9% (very practical). Based on the results of the study it can be concluded that the interactive multimedia learning media developed are valid and practical, and feasible to be applied in the learning system.Keywords: interactive multimedia, mindjet mindmanager, ADDIE, valid, practical


2021 ◽  
Vol 1 (1) ◽  
pp. 94-99
Author(s):  
Impron Saputra ◽  
Yusuf Suharto ◽  
Rudi Hartono

The development of learning media is based on the problems that occur today, namely the lack of utilization of learning media in the learning process. The use of learning media at SMAN 1 is one of them. Most students use learning methods that are still monotonous, because there are still many who use monotonous and teacher-centered learning methods at school. The purpose of developing research is to produce innovative learning media products. The media intended to be an easy-to-use media in this case is the story map media. As per the development of the 21st century and the current 4.0 industrial revolution, which requires digital based media. The use of digital-based media in addition to being easy to use, also teaches students the usefulness of technology. The development model in this study follows the development model adapted from the ADDIE instructional design model which includes the analysis (design), design (development), development (implement) and evaluation stages. The results of the media feasibility trials in the field have a percentage of (75.9%) which states that it is feasible, while the percentage (24.1%) states that the media is very feasible. The results of the tests of understanding tests were obtained (82.7%) students were able to answer questions well. Based on the results of feasibility trials and understanding tests in the field stated that the media is feasible to use and effectively used to help the learning process at school. Pengembangan media pembelajaran ini didasarkan pada permasalahan yang terjadi saat ini yaitu kurangnya pemanfatan media pembelajaran dalam proses pembelajaran. Pemanfaatan media pembelajaran di SMAN 1 Tumpang salah satunya. Siswa kebanyakan menggunakan cara belajar yang masih monoton, karena di sekolah masih banyak yang menerapkan metode pembelajaran yang monoton dan terpusat pada guru. Tujuan dilakukannya penelitian pengembangan yaitu menghasilkan produk media pembelajaran yang inovatif. Media yang dimaksudkan merupakan media yang mudah digunakan dalam hal ini adalah media story map. Sesuai perkembangan abad 21 dan revolusi industri 4.0 saat ini, yang membutuhkan media berbasis digital. Kegunaan media yang berbasis digital selain mudah digunakan, juga mengajarkan kepada siswa kegunaan dari teknologi. Model pengembangan pada penelitian ini mengikuti model pengembangan yang diadaptasi dari model desain instruksional ADDIE yang meliputi tahap analisis (analysis), desain (design), pengembangan (development), implementasi (implement) dan evaluasi (evalutation). Hasil uji coba kelayakan media dilapangan didapatkan persentase sebesar (75,9%) yang menyatakan layak, sementara persentase (24,1%) meyatakan media sangat layak. Hasil dari uji coba tes pemahaman didapatkan hasil (82,7%) siswa mampu menjawab pertanyaan dengan baik. Berdasarkan hasil uji coba kelayakan dan tes pemahaman dilapangan menyatakan bahwa media layak digunakan serta efektif digunakan untuk membantu proses pembelajaran disekolah.


2021 ◽  
Author(s):  
Ainun Rubi Faradilla ◽  
Ratnawati Ratnawati

This study aimed to develop an anatomy atlas about selected hydrophyte and xerophyte structural strategies as an enrichment learning medium. The Analysis, Design, Development model was used. The participants included a material expert, a media expert, biology teachers, and students of SMA Negeri 1 Wonosari at Grade XI. Data were collected using material and media expert validation sheets and questionnaires conducted with teachers and students which had been modified from other research instruments. The results were analyzed qualitatively. The anatomy atlas that was developed received favorable results, with an average value of 88.53% validity rate. Based on these results, the developed anatomy atlas would be useful for enrichment programs. Keywords: atlas, anatomy, hydrophyte, xerophyte, enrichment


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.


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.


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):  
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.


2019 ◽  
Vol 2 (1) ◽  
pp. 40
Author(s):  
Lilik Ariyanto ◽  
Derisna Aditya ◽  
Ida Dwijayanti

Lack of innovative learning media that is interesting, practical and easy to use in learning such as listening to lesson modules or seeing powerpoint shows used by teachers, thus causing learning to be ineffective, unattractive, and slow to understand, this results in a lack of understanding of mathematical concepts. Because of this, researchers are trying to develop an interesting and interactive learning media. This type of research is development research that aims to produce learning media on Android-based discovery learning apps that are feasible to use and to improve understanding of mathematical concepts of seventh-grade students. The method used is the ADDIE method. Which consists of 5 stages, namely Analysis, Design, Development, Implementation, and Evaluation. Data analysis was carried out by normality, homogeneity, n-gain test, and right-sided t test. The results of this study can be concluded that (1) the results of the percentage of media expert validation amounted to 80.26%, material experts 86.36% and student response responses of 87.16% with the criteria of each very good. (2) the results of the n-gain test obtained that there is an increase in understanding of mathematical concepts of students who use learning media on Android-based discovery learning applications. (3) data from the field shows that student learning outcomes that obtain learning media android apps based on discovery learning are better than students who use conventional learning


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