scholarly journals PENGEMBANGAN PROSEDUR SISTEM PERKULIAHAN ONLINE YANG EFEKTIF DALAM MENINGKATKAN MINAT BELAJAR MAHASISWA SEKOLAH TINGGI TEOLOGI KRISTUS ALFA OMEGA SEMARANG

2020 ◽  
Vol 10 (2) ◽  
pp. 147-161
Author(s):  
Jon Jon

Research on the Development of Online Lecture Systems which is effective in increasing the learning interest of Sekolah Tinggi Teologi Kristus Alfa Omega students aims to describe the Development of the Online Lecture System into a valid, practical and effective product. The method used in this research is Research and Development with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Based on the results of the research that has been done, the Online Lecture System which is effective in increasing student interest in learning is valid for use in Sekolah Tinggi Teologi Kristus Alfa Omega, according to the results of the assessment of two expert teams, namely Waket 1 and Dir. Postgraduate Sekolah Tinggi Teologi Kristus Alfa Omega Semarang with 100 percentages each and the results of student responses were good, namely with a percentage of 81.4% and 81.2%

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. 


2020 ◽  
Vol 3 (3) ◽  
pp. 329-335
Author(s):  
Meri Yani ◽  
Sulthan Shahril ◽  
Rizki Wahyu Yunian Putra ◽  
Adolf T Simatupang

The aims of this study are to find out the view of the validator on learning Sparkol media, to find out the students’ views on learning the Sparkol media, to know the effectiveness of learning by using Sparkol learning media. This research and development used the ADDIE research model. Media development based on Sparkol Videoscribe using Research and Development with Addie model which has 5 stages: Analysis, Design, Development, Implementation, and Evaluation. Student responses to the feasibility of learning media with Sparkol show that this media is feasible and attractive to students. The effectiveness of learning using Sparkol Videoscribe-based mathematics learning media was tested in the range , this result shows that the category is quite effective.


2018 ◽  
Vol 1 (3) ◽  
pp. 385-393
Author(s):  
Dwi Fadila Rahmatika ◽  
Nining Ratnasari

This research and development aims to determine the feasibility, attractiveness of student responses, and the effectiveness of the development of videoscribe sparkol-based bilingual learning media. The type of research in this development is (Research and Development). The development model used is the ADDIE model with five research steps; Analysis (Analyze), planning (Design), development (Development), Implementation (Implementation), and Evaluation (Evaluation). Data collection techniques using questionnaire sheets and tests. The instrument used was in the form of a questionnaire to determine the feasibility and attractiveness of students' responses, as well as tests to determine the effectiveness of the products developed. Data analysis techniques used are quantitative descriptive and qualitative descriptive. Obtained the results of the average feasibility test for learning media by media experts, material experts, and linguists with a "very good (SB)". The results of the average attractiveness test on the response of students with the criteria "very good (SB)". It can be concluded that the product development of the generated videocribe sparkol bilingual learning media is feasible, interesting, and effective by providing good results in its implementation.


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.


Author(s):  
Putu Virgo Sastrawan . ◽  
I Ketut Resika Arthana, S.T., M.Kom . ◽  
I Gede Partha Sindu, S.Pd., M.Pd. .

Abstract - Penelitian ini bertujuan untuk merancang dan mengimplementasikan hasil rancangan video SOP Fakultas Teknik dan Kejuruan Berbasis Animasi. Pengembangan video ini bertujuan untuk memberikan informasi seputar Standard Operating Procedure (SOP) Fakultas Teknik dan Kejuruan kepada semua civitas akademika Fakultas Teknik dan Kejuruan. Metode yang digunakan adalah penelitian dan pengembangan (research and development), untuk mengembangkan SOP Fakultas Teknik dan Kejuruan Berbasis Animasi. 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 tahapan dalam model ADDIE ini adalah Analysis (analisis), Design (desain), Development (pengembangan), Implementation (implementasi), dan Evaluation (evaluasi). Hasil akhir dari projek ini adalah berupa video animasi yang berisikan tentang beberapa Standard Operating Procedure (SOP) yang telah di pilih untuk di buatkan video animasi. Video animasi ini mampu menampilkan animasi dalam bentuk 3 dimensi dan 2 dimensi. Video animasi ini juga bisa di jadikan sebagai media untuk penyampaian informasi menjadi lebih menarik. Kata Kunci : Kata kunci: Standard Operating Procedure (SOP) Fakultas Teknik dan Kejuruan, Video, Animasi 3 Dimensi, Animasi 2 Dimensi. Abstract--- This research aimed for designing and implementing the animation-based Standard Operating Procedure (SOP) video plan result of “Engineering and Vocational”. The development of this video intended to give information about standard operating procedure of “Engineering and Vocational” to all academicians in “Engineering and Vocational”. Method that is used in this research is (research and development) for developing animation-based Standard Operating Procedure (SOP) of FTK. The model that is used to develop this technology is “ADDIE” model. This model gives opportunity on continuous evaluation and revision in every phase, so the product which produced will become a valid product. The phases which is exist in this “ADDIE” model are Analysis, Design, Development, Implementation and Evaluation. The final result of this project is in form of animated video that contains some chosen Standard Operating Procedure (SOP). This animated video is able to show 3 dimensional and 2 dimensional animation. This animated video can also performed as a media of interesting information conveyor. keyword : Keyword: Standard Operating Procedure (SOP) Engineering and Vocational, Video, 3 dimensional animation, 2 dimentional animation.


2021 ◽  
Vol 2111 (1) ◽  
pp. 012043
Author(s):  
D Hariyanto ◽  
Zamtinah ◽  
T Triasih ◽  
M S Wati ◽  
G K Kassymova

Abstract This study aimed at determining the design stage of the augmented reality-based learning media for sensors and transducers course. This study employed the Research and Development method with the ADDIE model with the stages of analysis, design, development, implementation, and evaluation. This article focuses on the design stage during the process of media development. The developed learning media can be used among vocational students by visualizing the sensor and transducer components like in the real laboratory setting. The design of the developed learning media contained application storyboards and animation storyboards for practicing the six sensors. This augmented reality learning media is designed to support online learning and students’ autonomous learning in the practical course of sensors and transducers.


2017 ◽  
Vol 1 (2) ◽  
pp. 145
Author(s):  
Nadiyah El-Haq Diyanahesa ◽  
Sentot Kusairi ◽  
Eny Latifah

Preconception of the students influences to construct knowledge. They entered the classroom with conception formed from daily life. If their conception are not accordance with scientific concepts it’s  called misconceptions. Misconception is believed by students and used consistently. Teachers need to find out information on a student misconceptions by providing diagnostic tests immedietly. Diagnostic instrument that measure more accurately concepts understanding is isomorphic. Problem isomorphic composed of several question in different context and representation, but solved by the same principles. The goal of this study developing a multiple-choice diagnostic test instrument isomorphic to diagnose misconception of students on momentum and impulse. This study is research and development using ADDIE model (Analysis, Design, Development or Production, Implementation or Delivery and Evaluations). Development steps consist of: (1) Analysis, (2) Design, (3) Develop, and (4) Implement. Before  Implement steps, test instrument validated by lecture and two teachers. The instrument have been revised administered to students of class XI MIA 4 MAN Tlogo Blitar and  X MIA U1 MAN 1 Tulungagung. Results of this study are 15 items multiple choice diagnostic instruments isomorphic belongs five indicators. Based on the validation by two physics teachers and lecturers, instrument accordance used as a diagnostic instrument capable to distinguish between students misconceptions and naive concept. Around 67.8% of students who have answered the description are still misconceptions. Based on the test analysis accordance with open ended question instrument test diagnostic isomorphic produce higher accuracy by taking two of the three questions the answers provided.


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


2021 ◽  
Vol 6 (1) ◽  
pp. 40
Author(s):  
Ospa Pea Yuanita Meishanti

Augmented Reality is actually not something foreign to the general public, it's just that they don't know what Augmented Reality itself means, Augmented Reality cards can generally be found in some snacks, which the cards can be scanned through a special application available on the Playstore. However, currently researchers are making Augmented Reality for learning, in this case researchers are using bee metamorphosis, so learning becomes more interesting. This study aims to describe the feasibility of Augmented Reality media for bee metamorphosis and to determine student responses to the attractiveness of Augmented Reality media for bee metamorphosis. The development model used is the ADDIE model which includes: Analysis, Design, Development, Implementation and Evaluation. Products are validated by one media expert and one material expert. The attractiveness test was carried out on 5 students of MTs Al-Ihsan Kalijaring Jombang. Data obtained from media experts, namely 80% with proper qualifications, criteria from material experts, namely 88% with very decent qualifications, while from the data students get a score of 88.75% with qualifications strongly attractiveness. The results of the assessment of media experts, material experts and student responses show that the bee metamorphosis Augmented Reality can be used as a learning media.


2017 ◽  
Vol 6 (3) ◽  
pp. 315 ◽  
Author(s):  
Umi Khoiriyah ◽  
Swaditya Rizki

The objective of this research is to develop teaching materials of mathematical set based on Islamic values that are feasible, practical, and effective. This research type is Research and Development (R&D). The model used in this research is ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The instruments of data collection used the questionnaires and evaluation questions. The result of this research is the average of expert validation is 81,48% (very feasible). Then, based on the implementation of the student small group is obtained practicality percentage of 82%. While the result of the field trial in one class is obtained effectiveness percentage of 66,67%. Therefore, this research can be concluded that teaching materials of mathematical set based on Islamic values are feasible, practical, and effective.


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