scholarly journals DEVELOPMENT OF MULTIMEDIA LEARNING MEDIA USING CCY (CHANNEL AND YOUTUBE CONTENT)

2020 ◽  
Vol 2 (2) ◽  
pp. 53-60
Author(s):  
Ella H Tumaloto ◽  
Fikram Adiko

The research objective is to develop multimedia learning media by using the youtube channel on volleyball in SMP Negeri 10 Gorontalo and to determine the feasibility of multimedia learning media by using the youtube channel on volleyball at SMP Negeri 10 Gorontalo. The method used in this study is RD with a procedural development model because this model is descriptive, that is, research that is used to produce certain products, and test the effectiveness of these products. The number of research subjects was 223 students with a sample of 143 students consisting of 74 male and 69 female. Expert validation was carried out by 2 experts and one physical teacher. Based on the hypothesis test, a t-count of 16.75 is obtained so that it can be stated that the use of learning media CCY (Channel and Content Youtube) on the basic passing techniques in volleyball games in SMP Negeri 10 Gorontalo can be accepted and used in the learning process of Physical Education especially in basic technical material. passing in a volleyball game.

2020 ◽  
Vol 5 (1) ◽  
pp. 38
Author(s):  
Anderias Henukh ◽  
Haris Rosdianto ◽  
Sayaka Oikawa

This research was carried out at Musamus University in academic year 2019/2020 by taking a basic physics class I as a research sample. The purpose of this research is to determine the effectiveness of the implementation of Google classroom as multimedia learning. The research method used in this research is descriptive qualitative supported by quantitative data. The instrument used was a material and multimedia expert validation sheet, questions that had been validated to test the effectiveness of implementing Google classroom as learning multimedia. Based on the description above it can be concluded that the implementation of google classroom as multimedia learning with average results of multimedia expert validation of 82.5% and 87% of material experts have a good impact on the learning process and outcomes of students. This is evidenced by an increase in the value of each student with average of pre-test score is 62 and post-test score is 83. N-gain score is 0.75 (high category).


2020 ◽  
Vol 4 (3) ◽  
pp. 233
Author(s):  
Elyta Apriliani ◽  
Ana Nurhasanah ◽  
Zerri Rahman Hakim

In the learning process in the classroom, students often find it difficult to understand the material being taught because the use of learning media is not optimal. This study aims to develop pop-up book learning media and to determine the feasibility of the developed pop-up book learning media. The type of research used is Research and Development (R&D) with research and development procedures from Borg and Gall. The instrument used was a questionnaire sheet for expert validation and student responses. Based on the data analysis, the material expert's assessment was 95.6% in the "Very Good" category; the linguist's assessment of 87.5% is categorized as "Very Good"; the media expert's assessment of 94.3% is categorized as "Very Good" and the assessment of the response of students in class IV SD Negeri Secang by 99% is categorized as "Very Good". So that the pop-up book meets the criteria to be used as a learning medium.


2020 ◽  
Vol 1 (2) ◽  
pp. 15-25
Author(s):  
Ali Mahsun

Mathematics basically has basic abstract objects, which in the process of learning mathematics for children aged 7-12 years need the help of concrete objects that can be manipulated, thus helping students understand the material easily and create fun learning, especially multiplication material. So in this study, researchers developed the Multiplication Tape props for grade III students of Madrasah Ibtidaiyah. This research uses the R & D (Research and Development) design model of the Borg & Gall development model by taking 8 stages namely, potential and problems, collecting data, product design, design validation, design revisions, product trials, product revisions, trial use . Based on product development, validation results obtained, i.e. design validation obtained 80% value in the valid category, material expert validation obtained 100% value in the highly valid category, and learning expert validation obtained 72.7% in the valid category. Whereas in large group trials based on student assessments, the score was 93.3% in the excellent category. Thus it can be concluded that the Education Multiplication Props are effectively utilized in the learning process.


2021 ◽  
Vol 12 (1) ◽  
pp. 52
Author(s):  
Nikmatul Iza ◽  
Nila Kartika Sari

Abstract: This study analyzes textbooks based on research in biotechnology courses related to the principles of Forensic DNA discussion that need to be developed. The research method used in the development model Hanafin Peck (1988) at the beginning of the needs analysis. Research subjects were 45 biology education students who had taken Biotechnology courses. The instrument used consisted of a questionnaire distributed to students and lecturers supporting biotechnology courses and interview techniques. The results showed that in the learning process do not use textbooks and as much as 94% of students need the development of textbooks that are equipped with interesting pictures and practicum guides in them. Research results, so that the learning process becomes more directed, contextual and enjoyable Abstrak: Penelitian ini bertujuan menganalisis buku ajar berbasis hasil penelitian pada matakuliah bioteknologi terkait dengan pokok bahasan DNA Forensik yang perlu dikembangkan. Metode penelitian yang digunakan merujuk pada model pengembangan Hanafin Peck (1988) pada tahap awal yaitu analisis kebutuhan. Subjek penelitian adalah 45 mahasiswa pendidikan biologi yang telah mengambil matakuliah Bioteknologi. Instrumen yang digunakan berupa angket yang disebarkan kepada mahasiswa dan dosen pengampu matakuliah bioteknologi serta teknik wawancara. Hasil penelitian menunjukkan bahwa dalam proses pembelajaran belum menggunakan buku ajar dan sebanyak 94% mahasiswa menginginkan pengembangan buku ajar yang dilengkapi dengan gambar yang menarik dan petujuk praktikum yang didalamnya memuat hasil penelitian, sehingga proses pembelajaran menjadi lebih terarah, kontekstual dan menyenangkan.


Author(s):  
Lia Andryani ◽  
Abdul Hamid K ◽  
R Mursid

Abstrak: Tujuan penelitian ini untuk: (1) mengembangkan media pembelajaran multimedia interaktif berbasis CTL pada mata pelajaran Sejarah layak digunakan; dan (2) mengetahui keefektifan media pembelajaran multimedia interaktif berbasis CTL yang dapat meningkatkan hasil belajar sejarah. Penelitian ini dilakukan di SMA PAB 8 Saentis. Metode penelitian adalah model pengembangan Bord dan Gall dengan desain pembelajaran Model Dick dan Carey. Subjek penelitian terdiri dari 40 siswa kelas X. Untuk pengembangan produk menggunakan 2 orang ahli desain pembelajaran, 2 orang ahli materi, 2 orang ahli perangkat lunak, 3 orang siswa uji coba satu-satu, dan 9 orang siswa kelas kelompok kecil. Hasil penelitian diperoleh terdapat perbedaan yang signifikan dan berarti antara hasil belajar sejarah siswa yang diajarkan dengan menggunakan multimedia pembelajaran interaktif dengan rata-rata hasil belajar sejarah siswa yang diajarkan dengan menggunakan media pembelajaran. Keefektifan multimedia pembelajaran interaktif lebih tinggi dari pembelajaran dengan media pembelajaran powerpoint. Kata Kunci: multimedia interaktif, Sejarah, Berbasis Contextual Teaching Learning Abstract: The purpose of this study is to: (1) develop CTL-based interactive multimedia learning media on History subjects worthy of use; and (2) knowing the effectiveness of CTL-based interactive multimedia learning media that can improve the results of historical learning. This research was conducted in SMA PAB 8 Saentis. The research method is the development model of Bord and Gall with the learning design of the Dick and Carey Models. The research subjects consisted of 40 class X students. For product development using 2 learning design experts, 2 material experts, 2 software experts, 3 one-on-one students, and 9 small group students. The results showed that there were significant and meaningful differences between the historical learning outcomes of students who were taught using interactive learning multimedia with the average results of students' historical learning taught using learning media. The effectiveness of multimedia interactive learning is higher than learning with powerpoint learning media. Keywords: interactive multimedia, history, based on contextual teaching


2016 ◽  
Vol 2 (1) ◽  
pp. 35 ◽  
Author(s):  
Inur Tivani ◽  
Paidi Paidi

Penelitian ini bertujuan untuk menghasilkan LKS biologi berbasis masalah yang layak untuk topik perubahan lingkungan/iklim dan daur ulang limbah serta mengetahui keefektifan penggunaan LKS biologi berbasis masalah terhadap kemampuan pemecahan masalah dan karakter peduli lingkungan siswa. Penelitian ini merupakan penelitian dan pengembangan menurut model Borg & Gall. Data dikumpulkan melalui angket validasi LKS, angket karakter peduli lingkungan, soal kemampuan pemecahan masalah, lembar observasi penilaian produk daur ulang limbah dan lembar observasi keterlaksanaan pembelajaran. Hasil penelitian ini menunjukkan bahwa LKS biologi berbasis masalah layak untuk topik perubahan lingkungan/iklim dan daur ulang limbah dilihat dari hasil penilaian pada aspek kelayakan isi, kebahasaan, penyajian dan kegrafikan termasuk dalam kategori sangat baik, LKS biologi berbasis masalah efektif digunakan untuk meningkatkan kemampuan pemecahan masalah dan karakter peduli lingkungan siswa.Kata Kunci: LKS biologi berbasis masalah, kemampuan pemecahan masalah, karakter peduli lingkungan Developing Problem-Based Biology Worksheet to Improve Problems Solving Skills and Environment Care Character AbstractThe purposes of this research are to produce a proper problem-based biology worksheet for the topic of environment/climate changing and waste recycling and to know the effectiveness of using the problem-based biology worksheet on the students’ problem solving skill and environment care character. This research is research and development model according to Brog and Gall The data were collected through questionnaire of worksheet and environment care character validity, the test of problem solving skills, observation sheet of assessment in waste recycling product and observation sheet of learning process. The results of the research showed that problem-based biology worksheet was appropriate for the topic of environment/climate changing and waste recycling, in terms of the contain, the language, the presentation, and the graphic of the worksheet were included in were good category, problem-based biology worksheet was effective to increase the student problem solving skill and caring environment care character.Keywords: problem-based biology worksheet, problem solving skill, environment care character 


Author(s):  
Ita roza Ita roza

Abstract This study aims to determine the effectiveness of Android-based learning media on basic creativity learning subjects at SMK Negeri 7 Padang. This study uses research & development methods. The research subjects were 35 students of the Department of Dance. This study uses a development model (ADDIE model), with the development steps as follows. (1) Analyze, (2) Design, (3) Development, (4) Implementation and (5) Evaluate. The results of the assessment of the effectiveness test of 87.20% can be interpreted as Very Effective, The results of the assessment of the practicality test are 88.57%, can be interpreted as Very Practical to use. The results of the assessment of the effectiveness test of 87.20% can be interpreted as Very Effective to use. In conclusion, based on the assessment and expert input as well as the results of the field trial of the Android-Based Learning Media Application as a learning medium, it has been tested for its feasibility, excellence, and can be used in the learning process in the Basic Creativity subject for class X SMK N 7 Padang.


2020 ◽  
Vol 3 (2) ◽  
pp. 100
Author(s):  
Nurhaliza Nurhaliza ◽  
Laila Maharani ◽  
Rizki Wahyu Yunian Putra

The learning process is certainly not only limited to the increase in students' knowledge or cognitive abilities, but also includes better behavior and thinking abilities, and no less important is how the learning process makes students able to solve problems faced both in learning in school, as well as in the daily life they experience. The development of ICT technology has had an impact on the development of the games industry, which makes educators more creative in designing their learning processes. Some game designers have studied deeper about psychology or other sciences that study human motivation and behavior. The method in this research is research and development (R&D) with the ADDIE development model. Data collection instruments used were questionnaires given to material experts and media experts to find out the feasibility of the product, and given to students and educators, to find out the attractiveness of the products that have been developed as well as pretest and posttest test instruments. Based on the analysis of data obtained from material experts and media experts, it was stated that the teaching materials developed were feasible to be used, and the analysis of the data obtained from students and educators stated that the teaching materials developed were very interesting. The results of the analysis of the effectiveness of class data applied teaching material obtained and calculated with the formula Effect Size obtained is . E_s calculation results are then interpreted to see the effectiveness criteria, the magnitude of , which is in the range of , based on the category determined by the level of effectiveness of the magnitude of the class  applied to learning using module teaching materials with the Predict - Oberve learning model - Explain (POE) based on gamification on the material of SMP triangles is categorized quite effective with a classification classified as medium.


2021 ◽  
Vol 13 (3) ◽  
pp. 2293-2300
Author(s):  
Nurhikmah H ◽  
Abdul Hakim ◽  
M. Syakir Wahid

This study aims to develop interactive e-modules in the Multimedia Learning Course and to know the validity, practicality of the effectiveness of developing interactive e-modules in Multimedia Learning subject. This research method used Research and Development (R D), which focused on developing smartphone-based learning media, especially Android. The development model used the Alessi and Trollip development model, consisting of 3 stages: planning, design, and development. This research was conducted at Makassar State University with 45 students and one lecturer in multimedia learning. Interactive e-modules are used in multimedia learning courses to assist and facilitate lecturers in the learning process. Interactive e-modules were developed and validated by material experts and media experts, with the results of material validation obtained an average score of 4.9 (very valid) and media experts obtained an average score of 4.1 (valid) so that interactive e-modules can be tested in the field to determine the practicality and effectiveness with the results shown in the category of very practical and very effective. Based on the results found, it can be concluded that interactive e-modules are practical and effective in the learning process in multimedia learning courses at the Education Technology Study Program, Makassar State University


2020 ◽  
Vol 6 (2) ◽  
pp. 198
Author(s):  
Fittri Yani ◽  
Unggul Wahyono

This study aims to produce appropriate learning media in supporting the implementation of learning about disaster mitigation. The type of research used is Research and Development (R&D) and uses the 4D development model namely Define, Design, Develop and Disseminate. After becoming a product, it is then validated by material experts and media experts. The results of the material expert validation obtained an average score of 3,13 in the "good" category and the media expert validation obtained an average score of 3,50 with the "very good" category. The comic that has been validated by several experts is then revised by the researcher by referring to the advice given by the validator. To make this comic, researchers used the CorelDRAW X8 application. The subjects of this comic mitigation feasibility trial were class VIII students of SMP Negeri 10 Palu. The average score obtained is 3,56 with the category "strongly agree". The conclusion in this study is that the mitigation comics developed can be used as a media to support disaster learning integrated in physics learning.


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