scholarly journals PENGEMBANGAN MEDIA PEMBELAJARAN AUDIO VISUAL ANIMASI PADA MATERI PERISTIWA KEBANGSAAN SEPUTAR PROKLAMASI KEMERDEKAAN DALAM MUATAN IPS DI KELAS V SD

2022 ◽  
Vol 7 (02) ◽  
pp. 649-660
Author(s):  
Leila Nur Pajrina

The research aims to develop learning media in the form of animation video for grade V elementary school, especially the material on the incident of proclamation, to describe validity of learning media, to know response of user. The research used the method research R&D with ADDIE model. The results of research as follow : (1) the results of the validity test of the instructional media obtained 97,91% with the very good qualification, (2) the results of the validity test of the instructional material obtained 94,44% with the very good qualification, (3) the results of the instructional language obtained 93,75% with the very good qualification, (4) the results of individual trial obtained 93,33% with the very good qualification, (5) the results of small group trial obtained 90,62% with very good qualification. Thus, the audio visual animation media is suitable to use in process of learning.

2021 ◽  
Vol 3 (3) ◽  
pp. 955-961
Author(s):  
Ongku Desix B. Harahap

The aims of this study were to produce and to find out the effectivity of using the Macromedia Flash Profesional 8-based learning media as well. The type of this study was a Research and Development model adopted from ADDIE. The steps of ADDIE model were including Analyze, Design, Develop, Implement, and Evaluate. The trial subjects consisted of material experts of social science, learning design experts, learning media experts, three students of individual trial, nine students of small group trial, and also thirty students of main field trial. The data about the quality of this product was collected by using questionairres. The data was collected and analyzed by qualitative descriptive analysis. The results of Macromedia Flash Profesional 8-based learning media on the subject material of local environmental maps showed that:  the validation of the entire material experts showed that the media was extremely good (96.47%); the validation of the entire design experts showed that the media was extremely good (91.81%); the validation of learning media was extremely good (90.00%); the validation of individual trial was extremely good (88.59%); the validation of small group trial was extremely good (91.75%); and the validation of main field trial was extremely good (95.76%). Based on the result of hypothetical test proved that there was a significant difference between students’ learning  taught by Macromedia Flash Profesional 8  conventional learning.


2021 ◽  
Vol 11 (1) ◽  
pp. 1-15
Author(s):  
H. P.S. Muttaqin ◽  
Sariyasa ◽  
N.K. Suarni

The aim of this research was to obtain a valid and practical android-based interactive learning media for science subjects on animal reproduction for sixth grade elementary school students. This research was a development research which was carried out by using the ADDIE (Analyze, Design, Development, Implementation, Evaluation) model in five steps, namely: (1) analysis, (2) design, (3) development, (4) implementation, and (5) evaluation. The implementation step was not carried out in this research. The subject of this research are expert of subject content and instructional media, teacher, as well as a sixth grade elementary school student. The data collection method used was questionnaire method by providing assessment sheet to 2 lecturers as expert of subject content and instructional media and 3 teachers as the user (practitioner), and 10 students in a small-group trial which aims to obtain data on the level of validity and practicality of the media. The instrument used to measure the level of validity and practicality of android-based interactive learning media was rating scale of media assessment sheet by the material experts, media experts, and students. The obtained data then analyzed by using a mean formula to determine the average score validity and practicality of learning media as a result of development. The results of data analysis on android-based interactive learning media obtained an average validation score by expert of subject content was 4.8 from a maximum score of 5 with "Very Good" category, then expert of instructional media obtained an average score of 4.8 from a maximum score of 5 with "Very Good" category. Furthermore, the score on the small-group trial obtained an average of 4.5 from a maximum score of 5 which is in the "Very Good" category. Thus the validation results from material experts, media experts, and small-scale trials state that the android-based learning media development product is valid and practical. The results of this study provide insight to the Education study program that the use of technology that follows the times will have a positive impact in the field of education.


2020 ◽  
Vol 4 (1) ◽  
Author(s):  
Nurjani Nurjani

The problem of this research is motivated by the lack of students' ability in learning to write descriptions. Therefore the purpose of this research is to produce a syllabus for writing a description based on a valid, practical and effective media picture and picture. The model used in this study is the ADDIE model. The subjects in this study were students and teachers of SDN 01 Simabur. Validity data was taken from the learning syllabus validation sheet. Practicality data can be seen from the observation sheet of the implementation of the lesson plan, as well as the questionnaire of teacher and student opinions. The effectiveness data is seen from the results of students' writing learning. The results of the validity test by experts and practitioners are categorized as very valid namely 90% and 87%. The practicality of the syllabus is categorized as very practical, evidenced by observing the implementation of the RPP with a percentage of 89%, and supported by teacher and student responses of 90% and 91%. Finally, the effectiveness felt by students in writing descriptions is categorized to be very effective, which can improve students' ability to write descriptions. In short, that the development of syllabus writing description based on picture and picture media in grade IV elementary school can be declared valid, practical, and effective.


EDUDEENA ◽  
2018 ◽  
Vol 2 (1) ◽  
Author(s):  
Mochamad Desta Pradana

Abstract: One of the efforts to solve learning problems is by developing instructional resources. One of them is instructional tutorial. Based on the field observation, subject of photo media for Instruction (photography) in graduate program PBA of STAIN Kediri still employes instructional media (utilization). Thus, there is a need to develop media of instructional tutorial (by desaign) in order to overcome errors in delivering instructional messages. The aim of this study is to produce instructional media of subject of photo media for Instruction (photography) in the form of tutorial, lecturer guidance and students’ guidance which is expected to be able to help students gain knowledge of facts, concepts, and proper shooting procedures. The tutorial media is developed in terms of the study of the instructional technology which is based on the ADDIE model. The ADDIE model is a systematic instructional design model consisting of five phases: (1) analysis, (2) design, (3) development, (4) implementation, and (5) evaluation. Furthermore, the product of the development of the instructional interactive multimedia will be evaluated. There are six steps in the evaluation phase: (1) judgement of the matter expert/ the material expert, (2) judgement of the design expert, (3) judgement of the media expert, (4) individual trials, (5) small group trials, (6) large group trials/ field trials. The result of expert validation for this instructional media tutorial indicates that it is properly designed, 73%. The result of media expert validation shows that it is very properly designed, 83%. The result of design expert validation shows that it is very properly designed, 82%. Personal validation is on the proper category, 70%. Result of small group validation is on proper category, 70%. Moreover, the result for big group test or field test is on the very proper category, 95%. Suggestion proposed related with the use and developing of media tutorial is (1) lecturers should be more creative and innovative in delivering instructional messages contained in this tutorial in order to make learning to be more attractive, fun, and creative, (2) there is a need to develop instructional media for subject of photo media instruction (photography) or other subjects, (3) the use of designed in media tutorial should be more interesting to make learning more interactive and interesting


Author(s):  
Thessa Herdyana

This research is aimed to describe the development of smart card based media on the beauty of togetherness themes in class IV elementary school of 026609, South Binjai District. This research was carried out in stages from December to March. The subjects of this research were fourth grade students in elementary school of 026609, South Binjai District by taking as many as 28 students as a large group trial and 10 students for a small group trial. The object of the research is the smart card-based media which developed. This research found that the effectiveness of smart card-based media in improving student learning outcomes has been effectively used in learning, this can be seen from the results of the completeness of student learning in a classical manner on trial I or small group that obtained percentage of 90% and 76% of student response questionnaire and in trial II or large groups of learning outcomes is obtained a percentage of 86% and the results of student response questionnaire is obtained to 86.23%.


2020 ◽  
Vol 7 (2) ◽  
pp. 48
Author(s):  
I Putu Gde Caesar Renddy Wicaksana ◽  
Anak Agung Gede Agung ◽  
I Nyoman Jampel

Permasalahan yang terjadi di kelas V SD Negeri 5 Kampung baru adalah kurangnya minat belajar siswa pada materi Persiapan Kemerdekaan Indonesia dengan rata-rata hasil pretest minat belajar siswa 26,17 dari nilai maksimal yaitu 70. Penelitian ini bertujuan untuk (1) Untuk mendeskripsipkan rancang bangun pengembangan media e-komik, (2) Untuk mendeskripsikan hasil validasi pengembangan media e-komik, (3) Untuk mengetahui efektifitas media e-komik dengan model ADDIE untuk meningkatkan minat belajar siswa tentang perjuangan persiapan kemerdekaan indonesia di kelas V SD Negeri 5 Kampung Baru. Analisis data menggunakan analisis deskriptif kualitatif, kuantitatif dan statistik inferensial / induktif uji-t dan model pengembangan yang digunakan adalah model ADDIE. Validitas media telah diuji coba kepada ahli desain pembelajaran, media pembelajaran, uji coba perorangan, kelompok kecil dan uji coba lapangan Untuk hasil validitas pengembangan media e-komik untuk ahli desain pembelajaran, ahli media pembelajaran, uji coba perorangan, uji coba kelompok kecil dan uji coba lapangan secara berurutan yaitu 95,83%, 92,75%, 95%, 93,05%, dan 91,30%. Hasil uji efektivitas yang dianalisis dengan teknik statistik inferensial (uji-t) mendapatkan hasil rata-rata pretest (26,17) < hasil rata-rata posttest (63,96). Setelah dilakukan perhitungan secara manual dengan menggunakan uji-t didapatkan hasil yang menunjukkan thitung (51,49) > dari ttabel (2,45) sehingga H0 ditolak dan H1 diterima artinya Terdapat efektivitas dalam pemanfaatan E-komik Model ADDIE Tentang Persiapan Kemerdekaan Indonesia pada materi Persiapan Kemerdekaan Indonesia kelas V di SD Negeri 5 Kampung Baru tahun ajaran 2018/2019.Kata-kata kunci: pengembangan, e-komik, minat belajar  The aim of this result is about the problem in V class at SD Negeri 5 Kampung Baru is the lack of interest in learning of preparation for Indonesian independence with the result in pretest with average 26,17 from the maximal is 70. The aim of this result is (1) to describe the development of e-comic design, (2) to describe the validation result about the development of media e-comic design, (3) to know about the effectiveness of media e-comic with ADDIE model to increase the lack of learning about fighter of freedom in Indonesian in V class SD Negeri 5 Kampung baru. The analysis data using descriptive quantitative, qualitative and statistic inferensial/ inductive t-test and the development design using ADDIE design. The validation media already trying for the expert of the learning design, learning design, individual trials, small group and field trials for the validity result of the development of the e-comic design for the expert learning design, the expert learning design, individual trials, small group trial and field trials with the sequence is 95,83%, 92,75%, 95%, 93,05% and 91,30%. The result of the effectivity with the analysis in statistic technique inferential (ttest) is (26,17)< the average posttest result (63,96). After manual counting with t-test the result is (51,49)>from ttable (2,45) so that HO rejected and H1 accepted means there is activities in utilization E-comic models ADDIE about the preparation indonesian independent V class at SD Negeri 5 Kampung baru 2018/2019Keywords: development, e-comic, interest to learn


Author(s):  
Khoirun Nikmah ◽  
R Mursid ◽  
Samsidar Tanjung

Abstrak: penelitian ini bertujuan untuk: (1) mengembangkan bahan ajar kewirausahaan berbasis kontekstual pada siswa, (2) menggunakan bahan ajar kewirausahaan berbasis kontekstual dalam pembelajaran layak digunakan pada siswa. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg and Gall yang dipadu dengan model desain pembelajaran Dick and Carey. Metode penelitian terdiri dari tujuh langkah yaitu sebagai berikut : (1) analisis kebutuhan, (2) mengembangkan produk awal, (3) validasi ahli dan revisi, (4) uji coba perorangan, (5) uji coba kelompok kecil, (6) uji coba lapangan terbatas, dan (7) produk akhir. Hasil penelitian menunjukkan : (1) uji ahli materi berada pada kualifikasi sangat baik (90,58%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (82,89), (3) uji ahli media pembelajaran berada pada kualifikasi sangat baik (83,55), (4) uji coba perorangan berada pada kualifikasi sangat baik (92,94), (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (95,72), dan (6) uji coba lapangan terbatas  berada pada kualifikasi sangat baik(95,10). Dengan demikian, pengembangan bahan ajar berbasis kontekstual layak digunakan dalam pembelajaran kewirausahaan. Kata Kunci: bahan ajar kewirausahaan, kontekstual, siswa Sekolah Menengah Kejuruan  This study aims to: (1) develope contextual based instructional material in entrepreneurship for students, (2) use contextual based instructional material in entrepreneurship in effective instruction which is used by students. The type of this research is the research and development that used the product development model of Borg and Gall and combined with instructional design model of Dick and Carey. The research method consists of seven steps as follows: (1) need assessment, (2) to develop the initial product, (3) the expert validation and revision, (4) individual trial, (5) small group trial, (6) a limited field trial, and (7) final product. The result of this research showed: (1) the test of subject matter experts is at the excellent qualification (88.23%), (2) the test of the instructional design experts is at the excellent qualification (82.89%), (3) the test of the instructional media experts is at the excellent qualification (83.55), (4) the individual trial is at the excellent qualification (92.94%), (5) the small groups trial is at the excellent qualification (95.72%), and (6) the limited field trial is at the excellent qualification (95.10%). Thus, the development of contextual based instructional material is effective to be used in enterpreneurship instruction.  Keywords:  instructional material in entrepreneurship, contextual, student of Vocational High Scool


Author(s):  
Tri Septiana Islamiati ◽  
Rahmi Sofah ◽  
Harlina Harlina

This type of research is development research by using the ADDIE model. This research aimed to produce products of audio visual media which were valid, practical and effective. The research was conducted at SMA Srijaya Negara Palembang. This research consisted of 5 stages, namely 1) analysis (pre-test and interview with BK teacher), 2) design (making RPL and media manuscript), 3) development (making media, after the media was finished, the researcher conducted validation with three experts: material expert, media expert, language expert and small group test), 4) implementation (field test and post-test), 5) evaluation (strengths and limitations of the media). The results obtained at pretest with materials that can be updated in the future are 47.9% in the "moderate" category, which means that students still need improvement. From the comments and suggestions given by the three experts, the results of the media were valid and appropriate to be tested in a small group trial. The students gave comments and suggestions to improve the video, after which the researcher conducted a field test, the results obtained were 87% "very practical" and in the post-test 88.9% of the" high "category was obtained. The effectiveness of audio visual media obtained by N-Gain was 0.71 which "high" category. From the results of the research, it can be concluded that the classical audio visual service media developed has been valid, practical and effective used in classical service delivery on the career field of future orientation materials.


2021 ◽  
Vol 5 (3) ◽  
pp. 365
Author(s):  
Ni Luh Putu Jayanti Dewi ◽  
I Wayan Sujana

It is known that the implementation of learning during the Covid-19 pandemic causes students to become bored quickly and online learning multimedia is not yet available. To overcome this, development research is carried out to produce designs and learn multimedia that are suitable for use after going through the material expert test, learning media experts test, learning design experts test, individual trials, and small group trials. This research develops circumference and area of flat shapes for fourth-grade elementary school students based on RPG Maker MV by using the Hannafin and Peck model. The types of data used are qualitative and quantitative, with data collection methods and instruments namely questionnaires. Data analysis methods and techniques used are descriptive qualitative and descriptive quantitative analysis. The results of this development research are: 1) The design of learning multimedia based on RPG Maker MV is made for elementary students using the Hannafin and Peck model, 2) Feasibility of learning multimedia based on RPG Maker MV for circumference and area of flat shapes in elementary school students which include: (a) Material expert test get a percentage of 90% with very good qualifications (very feasible), (b) Learning media expert test get a percentage of 96.7% with very good qualifications (very feasible), (c) Learning design expert test get a percentage of 95% with very good qualifications (very feasible), (d) The individual trials get a percentage of 96.7% with very good qualifications (very feasible), (e) The small group trial get a percentage of 95.6% with very good qualifications (very feasible). So it can be concluded that the resulting learning multimedia is very feasible to be used in the learning process.


2018 ◽  
Vol 8 (3) ◽  
pp. 219-230 ◽  
Author(s):  
Fransina Thresiana Nomleni ◽  
Theodora Sarlotha Nirmala Manu

The purpose of the research is to produce teaching material of props from scrap materials for system human feasible and practical to be used as a medium of learning in enhancing students' understanding of the concept. The type of research was research and development. ADDIE model used in this reseach contained: 1) Analysis 2) Design 3) Development 4) Implementation and 5) Evaluation. Questionnaire and tests were used as the instruments in data collection. The data analysis in questionnaire forms were statistically using percentage and t test. Pre-test and Post test designed into two groups. Based on the evaluation from the content experts, the value of the material was 82%, 92.85% for instructional media, while instructional design was 87.5%. For the small group the media, it reached up to 84.25%, the field pre-experimment group was 87.89%, while the use of user guide was 87.5%, 85% of instructional media experts, instructional design experts 79.17 %%, the small group bievaluation 84.25%, compared to the experiment group in big number was 86.44%. the result for evaluation of the props materials used were catagorized as excellent. It means t-test for the use of teaching material was equal to 3,586 with sig. of α = 0.005, t = 2.704. The value of t arithmetic less than t table (3.586> 2.704). It was said that the props of scrap materials improved students' understanding of the concept. The indicator for the concepts include memorizing, understanding, and applied to show that there was increasing in the value of the pre-test and post-test the student.


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