scholarly journals DEVELOPMENT OF HURDLES MEDIA LEARNING

2020 ◽  
Vol 2 (2) ◽  
pp. 69-74
Author(s):  
Supriyanto Balango ◽  
Ruslan Ruslan

Learning facilities are often a problem in the learning process for athletic sports. The purpose of this study was to produce a product to develop a hurdling learning tool. The subjects of the small scale trial were class IV which assessed 28 students, and the subjects of the large scale trial were class V who were assessed 32 who were in SDN 70 Kota Tengah Kota Gorontalo. The method in this research is related to determining potentials and problems, design data, design validation, revised design, product testing, product testing, usage trials, product revisions, product testing. The results of this development research are in the form of a tool made from a rubber band with adjustable height support poles then poured out and packed into a book.

2021 ◽  
Vol 13 (2) ◽  
pp. 130
Author(s):  
Suprianto Kadir ◽  
Arief Ibnu Haryanto

This study aims to develop a speed test for Gyaku Tsuki and Mawashi Geri kicks in Karate. This research is development research with steps that include potential problems, data, product design, design validation, revision design, product testing, product revision, trial use and product revision. The small scale trial was carried out on 10 Karateka who actively participate in the training at the PPLP Gorontalo Province. Meanwhile, a large-scale trial was conducted on 30 Karateka who took part in the training at the PPLP Gorontalo Province. The development research resulted in a valid and reliable form of test, so it was feasible to use it to measure the speed of the Gyaku Tsuki shot and the kick speed of Mawashi Geri.


Author(s):  
Anggia Sekarini Yosanti

Purose of the study to find out the steps to delevlop videomedia making body pattern woman with draping system. Research development using team theory puslijaknov which includes 5 stages namely product analsyis to be developed, develop the intial product, validation exprest and revisions, small scale trials and revisions, large-scale trials and products end. Reserarch instruments use sheet use of media in learning. Techique descriptive analysis. Research result shows the development of video media learning through: product analysis that is requirements for the type of developments. Step observations to reveal the use of the syllabus analysis and analysis of developing media, the intial product is the process of making a video validation process for experst to find out the feasibility of the media, test small scale implementation of learning use video that was revoked 2 observer with good results, large scale test implementation of learning using video which was observed by observers with the results are very good.


Author(s):  
Rori Rachmadani ◽  
Sutarno Sutarno ◽  
Siti Umayaroh

Abstract: This study aims to produce media products in the form of e-comic on PPKN content with the theme of local culture of Malang City, class IV SD semester 2 at SDN Tasikmadu 1 Malang and SDN Tasikmadu 2 Malang which are valid and interesting. This research is a development research, which consists of (1) Analyze, (2) Design, (3) Development, (4) Implementation, (5) Evaluation. The test subjects were fourth grade students at SDN Tasikmadu 1 and SDN Tasikmadu 2 Malang. The small group trial subjects consisted of 10 students and the large group test subjects consisted of 45 students. The results of this study indicate that the developed media received a very valid and very interesting rating, according to experts and users. The results of the small-scale test showed a result of 0.93 which was stated to be very interesting and the large-scale test showed a result of 0.95. Abstrak: Penelitian ini bertujuan menghasilkan produk media berupa e-comic pada muatan PPKn bertemakan kebudayaan lokal Kota Malang kelas IV SD semester 2 di SDN Tasikmadu 1 Malang dan SDN Tasikmadu 2 Malang yang valid dan menarik. Penelitian ini merupakan penelitian pengembangan, yang terdiri dari (1) Analyze, (2) Design, (3) Development, (4) Implementation, (5) Evaluation. Subjek uji coba adalah siswa kelas IV SDN Tasikmadu 1 dan SDN Tasikmadu 2 Malang. Subjek uji coba kelompok kecil terdiri dari 10 siswa dan subjek uji coba kelompok besar terdiri dari 45 siswa. Hasil penelitian ini menunjukkan media yang dikembangkan ini mendapatkan penilaian yang sangat valid dan sangat menarik, menurut para ahli dan pengguna. Hasil dari uji skala kecil menunjukkan hasil 0,93 yang dinyatakan sangat menarik dan uji skala besar menunjukkan hasil 0,95.


Author(s):  
Shawon Ahmmed ◽  
Mizanur Rahman Washim ◽  
A. K. M. Shafiqul Alam Rubel ◽  
Md. Latiful Islam

Aims: The study investigated the impacts of COVID-19 on livelihood status of coastal Shrimp farmers using farm size, production and income of South-west Bangladesh. Study Design: This study is empirical in its design. Data on socio-economic factors were collected randomly from selected Shrimp farmers.  Both open and closed ended questionnaire and directed to the Shrimp farmers of South-west coastal region of Bangladesh. Place and Duration of Study: The present study was carried out at Khulna district (seven selected Shrimp farming locations; viz., Paikgacha, Lasker, Goroikhali, Lata, Kapilmuni, Amadi and Koyra) of Bangladesh for a period of five months during pandemic of COVID-19 (April-August, 2020). Methodology: The key data were collected from face to face interview of 120 respondents. A brief outline about the nature and aim of the study was given to each respondent before the interview was commenced. The information of the respondents were written in the questionnaire immediately after completing the interview. Collected data were tabulated and analyzed using Microsoft Excel (version 2016). Results: Most of the respondents were middle aged (68 %) and living in nuclear families (71 %). Majority of the Shrimp farmers were illiterate (53 %). A greater proportion (66 %) involved in small scale Shrimp farming as a primary occupation followed by moderate (27 %) and large scale (7 %) Shrimp farming. More than half of the respondents earned >20000 BDT (USD$ 1 = 85 BDT) in each month before the pandemic. The production activities were seriously hampered due to unavailability of inputs including aquamedicine, disinfectants, labor crisis, seed and feed, growing the price of production materials and interrupted communication etc. due to the pandemic. However the outbreak of COVID-19 pandemic reduced the production from their Shrimp ghers, drastically curtailed the market price, and consequently greatly compressed their income and livelihoods. Conclusion: The pandemic known as COVID-19 has had a catastrophic impact on human activities, with the Shrimp farming sector being no exception. This study revealed that the socio-economic and income status of the Shrimp farmers was noticeably vulnerable during the COVID-19 pandemic. Thus, large numbers of farmer families were unable to fulfill their minimum needs (food, income, and medical care).


Author(s):  
Marizal Sirumapea ◽  
Abdul Muin Sibuea ◽  
R Mursid

Abstrak: Penelitian bertujuan untuk mengembangkan media pembelajaran Contextual Teaching And Learning. Media pembelajaran interaktif berbasis CTL ini tentang materi Pembangunan Ekonomi dan Pertumbuhan Ekonomi dengan subjek penelitian pada SMA Negeri 20 Medan. Tahap perancangan media berupa naskah media yang akan dikembangakan. Tahap pengembangan dilakukannya penilaian pada hasil media kemudian diuji cobakan terhadap siswa skala kecil dan skala besar. Berdasarkan hasil penelitian pengembangan media pembelajaran media   interaktif   berbasis   CTL   sangat   layak   digunakan   dalam pembelajaran. Terbukti dengan penilaian oleh ahli materi mendapat nilai rata-rata 3,69 dengan tingkat kelayakan 74,00% dengan kategori “Layak”, ahli media mendapat nilai rata-rata 4,36 dengan tingkat kelayakan 89% dengan kategori “Sangat Layak”, ahli desain pembelajaran 4,00 dengan tingkat kelayakan 80% dengan kategori “Layak” dan guru ekonomi 3,87 dengan tingkat kelayakan 77,34% dengan kategori “Sangat Layak” serta pendapat siswa pada uji skala kecil 4,26 dengan tingkat kelayakan  85% dengan kategori “Sangat Layak” selanjutnya uji skala besar 4,30 dengan tingkat persentase kelayakan 86 % dengan kategori “Sangat Layak”. Kata Kunci : media belajar interaktif, contextual teaching and learning, ekonomi.  Abstract: Research aims to develop Contextual Teaching And Learning learning media. CTL-based interactive learning media is about the material of Economic Development and Economic Growth with research subjects at Medan State High School 20. The media design stage is in the form of a media script that will be developed. The stage of developing assessment on media results was then tested on small and large scale students. Based on the results of research on the development of CTL-based interactive media learning media it is very feasible to use in learning. Evidenced by the assessment by material experts got an average score of 3.69 with a feasibility level of 74.00% with the category "Eligible", media experts got an average score of 4.36 with an eligibility rate of 89% with the category "Very Worthy", experts 4.00 learning design with 80% feasibility level with "Eligible" category and economic teacher 3.87 with a feasibility level of 77.34% with "Very Eligible" category and student opinion on small scale test 4.26 with 85% feasibility level with the "Very Worthy" category then tested a large scale of 4.30 with a percentage level of 86% eligibility in the "Very Worthy" category. Keywords: interactive learning media, contextual teaching and learning, economics.


2020 ◽  
Vol 4 (01) ◽  
pp. 57-77
Author(s):  
Arifudin Arifudin

Abstract Many students have difficulty in learning to write which is caused by the absence of a representative learning media. This study aims to create a media that makes it easier for students to find forms of verb changes in Arabic. This research uses Research and development (R&D) design which consists of eight steps: (1) identification of potential and problems, (2) data collection, (3) product design, (4) validation, (5) product revision, (6) small-scale product trials, (7) product revisions, and (8) large-scale use trials. The research data were obtained using interview, documentation and observation techniques. The results of the experts' validation showed that the average percentage rating are 80.47% in terms of media and 84.44% in terms of material. Therefore, the Al-Af’al dictionary is considered very feasible to be used in learning. The results of large-scale trials indicate that Al-Af’al Dictionary media can improve learning outcomes. The results of statistical analysis show that the value of the T test is greater than the T table of 11.03: 2.059, which means there is a significant increase between pre-test and post-test learning outcomes through the use of the Al-Af’al Dictionary. Keywords: Learning Media, Learning Outcomes, Learning to Write


2021 ◽  
Vol 2 (2) ◽  
pp. 149-164
Author(s):  
Muhammad Yusuf Habibi ◽  
Asep Ardiyanto ◽  
Maftukin Hudah

This research method is development, (Research and Development). This research was conducted in 6 stages, namely: 1) and 2) Small-scale field trials practicing unopposed attack strategies, 3) and 4) Large-scale trials with a match system with one's own team, 5) and 6) Large-scale trials with match system with different teams. Based on the results of validation carried out by material experts and media experts, the final percentage is 93% (3-1 Easy), 95% (2-2 Normal), 93% (3-1 Difficult), 93% (3-1 Very Difficult) ). For a small scale player response questionnaire obtained a percentage of 90.6% (3-1 Easy), 83.7% (2-2 Normal), 90.6% (3-1 Difficult), 88.1% (3-1 Very difficult) and large scale get the percentage of 92.2% (3-1 Easy), 88.75% (2-2 Normal), 94.7% (3-1 Difficult), 93.4% (3-1 Very difficult) ). For the results of observations, small-scale researchers get a percentage of 100% (3-1 Easy), 100% (2-2 Normal), 100% (3-1 Difficult), 100% (3-1 Very difficult) and large scale get a percentage of 83 % (3-1 Easy), 42% (2-2 Normal), 83% (3-1 Hard), 83% (3-1 Very Hard). Based on the research results, it was found that the development product was 3-1 Easy Attack Strategy, 2-2 Normal, 3-1 Difficult, 3-1 Very difficult in the form of Storyboard Script and analysis video


2019 ◽  
Vol 5 (1) ◽  
pp. 117
Author(s):  
Kharisma Eka Putri ◽  
Susi Damayanti

In the world of education today must also be changed according to the development of science and technology for example in the E-learning education. Because with E-learning the delivery of information content is not only an educational goal, but with media E-learning, learning activities can be done anywhere at any time without being limited by space and time. But in the reality, on the courses of science basic concept 2, students conduct learning activities only in classrooms with considerable time and with the same activities. So that students tend to be bored. Based on these explanations, the purpose of this study was to develop E-learning (valid, practice and effective) using student learning portals in the science basic concepts  2 in the disruption era. The type model of development research in this development research is the modification of the Borg & Gall and Lee & Owen models with the stages of research and data collection, planning, product development, design validation, design revision, product testing, product revision, and usage testing . Based on the results of product testing, E-learning media using student learning portals on the courses of science basic consep 2 in the disruption era according to substance experts obtained a percentage validity score of 88%, 89% media experts, and 86% linguists with valid categories. Based on students' practicality response, this product obtained a score of 80% based on the user's practicality score of 90%. While the effectiveness of this product reaches 80% in the effective category. Based on these data it can be concluded that E-learning media is valid, practical, and effective. So that E-learning media using the student learning portal in the courses science basic concept 2 in the disruption era is feasible to use.


2021 ◽  
Vol 1 (1) ◽  
pp. 1-9
Author(s):  
Febi Fitria Nuraini ◽  
Lise Chamisijatin ◽  
Eko Susetyarini ◽  
Moch. Agus Krisno Budiyanto ◽  
Dwi Setyawan

The human digestive system is a difficult subject for high school students. The purpose of this research was to develop comics as a learning media on the human digestive system topic. The development of comics used the Sugiyono model which consists of the stages of identifying potentials and problems, data collection, product design, design validation, design revision, product testing, product revision, usage testing, and product revision. The participants involved in the product trial were seventh grade students of SMP Diponegoro and SMP Raden Fatah in Batu City. The data collection instruments used were validation sheets and test sheets. The results of the validation from content and media experts inform that comics were included in the appropriate category. The average of students' posttest results were always greater than the pretest, both on small-scale and large-scale trials. Student responses to comics were also categorized as very positive. In conclusion, the comics developed are effective and feasible to use.


2015 ◽  
Vol 3 (2) ◽  
pp. 25
Author(s):  
Riyanto Riyanto

<p>This study uses research and development (Research and Development <br />/ R &amp; D) method. Model development of instructional media used is a<br />Development model consisting of ten steps, but in this study only comprises<br />eight steps, namely: potential and problems, information gathering, product<br />design, design validation, the revised design, product testing, product revision,<br />and the final product.  Based on the results of the validation interactive module Genetics by matter experts and media experts shows that genetics interactive module is feasible used with a percentage of the average score of 90%. Based on the<br />results of the validation interactive CD genetics by material experts showed<br />that the decent used by a score of 96% while the results validator of media<br />experts with regard to the feasibility of an interactive CD genetics show that<br />decent used is by a score of 88% and an average rate of eligibility Interactive<br />CD showed that the decent genetics used is 92%, this indicates that the<br />interactive CD genetics can be applied in small scale to see the effectiveness of<br />the implementation of this genetic interactive CD.  Based on the results of a small-scale trial Genetics interactive module effectively used by students seen from the kognitive learning outcomes reached 85.3% and students' understanding of concepts of 87.2%.Based on the research results, it can be concluded that genetics developed interactive module gets adequate assessment of experts, as well as the effective use of learning by students of class XII, SMA Islam Batu with kognitive learning outcomes<br />reached 85.3% and students' understanding of concepts of 87.2%.</p>


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