scholarly journals How to Improve Students' Analytical Ability: Using Sparkol Videoscribe Assisted by PhET Simulation

2021 ◽  
Vol 14 (2) ◽  
pp. 76-86
Author(s):  
Siti Rofikoh ◽  
Siska Desy Fatmaryanti ◽  
Sriyono Sriyono

The Covid-19 pandemic caused the learning process to carried out online, and to improve students' analytical skills, it was necessary to have supporting media in the online learning process. So that this study aims to determine the feasibility of physics learning media using Sparkol Videoscribe assisted by PhET simulation to improve students' analytical skills in terms of the validity, practicality, and effectiveness of the media developed. This study uses the ADDIE research model, namely analysis, design, development, implementation, and evaluation. The subject of this research is the students of class X MIPA MA Syamsul Huda Kedungreja. Data collection techniques used are validation sheets, student response questionnaires, observation sheets, and learning outcomes tests. The results of this study indicate that: (1) the validation results obtained from the validator expert get a value of 3.84 by material experts and 3.85 by media experts include a very good category, so it can be said to be valid, (2) physics learning media using Sparkol Vvideoscribe is practical because it can be carried out in limited trials and broad trials well, and gets a positive response from students, (3) the results of the analytical ability test increase learning outcomes with an N-gain of 0.71 including the category high, so it is declared effective. Thus the physics learning media using sparkol videoscribe assisted by PhET simulation in this study is declared valid, practical, and effective so that it is feasible to use it to improve students' analytical skills

2019 ◽  
Vol 2 (1) ◽  
pp. 53
Author(s):  
Aquami Aquami ◽  
Muhamad Afandi ◽  
Andi Putra Sairi

The purpose of this reseach to describe the process of planning or designing, the level of practicality, and the effectiveness of applying ICT-based learning media using Macromedia Flash in class science subjects IV SD / MI. The method used in this study is research and development (R & D) using a four-dimensional model (4-D) including the definition, design, development and dissemination stages. Data collection methods using interviews, observations, expert validation questionnaires and respondents' questionnaires, as well as tests of learning outcomes. Data analysis in this study uses percentage analysis. The results of this study are as follows: (1) The design or design of the media includes the cover page, media, program, material (text, videos, exercises) and tests. (2) The level of practical application very practical average with a total average score of 87.5 on the response of teachers and learners answers obtained Total score 154 with a total average of 90.58 classified as very practical. (3) Effective use of the media is very effective in achieving student learning outcomes. The results of votes accumulated three cognitive, emotional and psychomotor aspects obtained the number of 1423 and an average of 83.70 with both categories. In addition, from the data value of all learners who are known to have reached a value of scientific subjects of completeness at least 100% classified as very effective.


2019 ◽  
Vol 7 (1) ◽  
pp. 62
Author(s):  
Aisyiyah Hidayah Ngurahrai ◽  
Siska Desy Farmaryanti ◽  
Nurhidayati Nurhidayati

Abstrak: Telah dilakukan penelitian pengembangan media pembelajaran pada materi momentum dan impuls berbasis mobile learning, dengan tujuan untuk menganalisis kelayakan media pembelajaran berbasis mobile learning yang dikembangkan, peningkatan kemampuan berpikir kritis siswa, dan efektivitas media yang digunakan dalam pembelajaran. Jenis penelitian yang digunakan ialah pengembangan yang mengacu pada model pengembangan ADDIE yaitu Analysis, Design, Development, Implementation, dan Evaluation. Penelitian ini dilakukan di SMA Negeri 5 Purworejo dengan subyek uji coba berjumlah 29 siswa. Instrumen yang digunakan dalam penelitian ini adalah lembar validasi, angket respon siswa, tes hasil belajar, dan lembar keterlaksanaan pembelajaran. Berdasarkan penelitian diperoleh data hasil validasi media pembelajaran berbasis mobile learning dari empat validator mendapatkan nilai secara keseluruhan sebesar 3,56, termasuk dalam kategori baik dan layak digunakan dalam pembelajaran. Peningkatan kemampuan berpikir kritis tahap penerapan diperoleh N-gain 0,61 dan termasuk kategori peningkatan sedang. Efektivitas media yang digunakan dalam pembelajaran ditunjukkan dengan angket tanggapan siswa mendapatkan persentase keseluruhan 84% dan termasuk kategori baik, serta ditunjukkan dengan lembar keterlaksanaan pembelajaran dengan persentase keseluruhan adalah 95,8% dan termasuk kategori sangat baik. Sehingga media pembelajaran berbasis mobile learning dapat digunakan sebagai media alternatif dalam pembelajaran untuk membantu meningkatkan kemampuan berpikir kritis siswa. Abstract: Research on the development of learning media has been carried out on momentum material and impulse based on mobile learning to determine the feasibility of mobile learning-based learning media developed, improvement of students' critical thinking skills, and the effectiveness of the media used in learning. The type of research used is a development that refers to the ADDIE development model, namely Analysis, Design, Development, Implementation, and Evaluation. This research was conducted in SMA Negeri 5 Purworejo with the subject of the trial amounting to 29 students. The instruments used in this study were validation sheets, student response questionnaires, learning outcomes tests, and learning implementation sheets. Based on the research, data obtained from the validation of mobile learning-based learning media from the four validators obtained an overall score of 3.56, included in the category of good and appropriate for use in learning. The increase in critical thinking skills in the application stage was obtained by N-gain of 0.61 and included in the medium improvement category. The effectiveness of the media used in learning is shown by questionnaires. Students' responses get an overall percentage of 84% and are included in the good category, and are indicated by the learning implementation sheet with an overall percentage of 95.8% and including very good categories. So that learning media based on mobile learning can be used as alternative media in learning to help improve students' critical thinking skills.


Author(s):  
Andi Ichsan Mahardika ◽  
Hana Pertiwi ◽  
Sarah Miriam

Penelitian ini bertujuan menghasilkan produk berupa EMORISH yang layak digunakan dalam pembelajaran Fisika untuk meningkatkan keterampilan pemecahan masalah peserta didik. Jenis penelitian yang digunakan adalah penelitian dan pengembangan melalui model ADDIE dengan desain uji coba one group pre-test post-test design. Subjek uji coba pada penelitian ini ialah 25 orang peserta didik kelas X program MIPA SMAN 6 Banjarmasin. Penilaian mengenai kelayakan produk yang dikembangkan ditinjau berdasarkan tiga aspek yang meliputi validitas, kepraktisan, dan efektivitas. Teknik pengumpulan data diperoleh melalui instrumen tes dan non-tes. Instrumen non-tes meliputi penilaian validator untuk mengukur validitas EMORISH dan angket respon peserta didik untuk mengukur kepraktisan EMORISH. Sementara instrumen tes meliputi penilaian hasil belajar peserta didik saat pre-test dan post-test untuk mengukur efektivitas EMORISH. Analisis data diperoleh melalui rata-rata uji validitas, rata-rata skor angket respon peserta didik, dan uji N-gain pada tes hasil belajar. Hasil penelitian menunjukkan bahwa EMORISH berkategori sangat valid dengan skor 3,54, EMORISH berkategori praktis dengan skor 2,86, EMORISH dinyatakan efektif berdasarkan perolehan n-gain dengan skor 0,37 dan berkategori sedang, sehingga EMORISH  layak digunakan dalam proses pembelajaran untuk meningkatkan keterampilan pemecahan masalah peserta didik.THE DEVELOPMENT OF EMORISH TO IMPROVE STUDENTS’ PROBLEM-SOLVING SKILLS IN PHYSICS LEARNING This research aims to produce EMORISH (electronic module on simple harmonic motion subject) which is eligible to be implemented in physics learning process to improve students' problem solving skills. This research used research and development through the ADDIE model within a one group pre-test post-test design. The research subjects in this study were 25 students X grade of MIPA program at Senior High School 6 Banjarmasin. The assessment of the eligibility of the product is based on three aspects including validity, practicality, and effectiveness. Data collection techniques were obtained through test and non-test instruments. Non-test instruments include validator assessments to measure EMORISH validity and student response questionnaires to measure EMORISH practicality. Meanwhile, the test instrument is student learning outcomes during pre-test and post-test to measure EMORISH effectiveness. Data analysis was obtained through the average validity test, students' questionnaire responses average score, and the N-gain score on learning outcomes test. The research showed that EMORISH was in the very valid category with a score of 3.54, EMORISH was in the practical category with a score of 2.86, EMORISH was declared effective based on the acquisition of n-gain with a score of 0.37 and was in the moderate category, so that EMORISH was eligible to be implemented in physics learning process to improve students' problem solving skills. 


2021 ◽  
Vol 5 (2) ◽  
pp. 107
Author(s):  
Rusdatul Nida ◽  
Abdul Salam M ◽  
Surya Haryandi

Kemampuan analisis peserta didik yang rendah mendorong diadakannya penelitian untuk melakukan variasi dalam kegiatan belajar mengajar. Tujuan penelitian adalah mendeskripsikan validitas dan kepraktisan bahan ajar elektronik berbasis multimodel yang dikembangkan untuk melatihkan kemampuan analisis peserta didik. Penelitian menggunakan tiga model pembelajaran yaitu model pengajaran langsung, model pembelajaran kooperatif (tipe STAD) dan model pembelajaran berbasis proyek. Penelitian yang dikembangkan adalah penelitian pengembangan dengan model pengembangan ADDIE. Akan tetapi, penelitian hanya bisa dilakukan sampai dengan tahap penggunaan (implement) dikarenakan adanya status pandemi Covid-19. Lembar validasi bahan ajar dan angket respon peserta didik digunakan sebagai teknik pengumpulan data. Teknik analisis data diambil secara deskriptif kuantitatif dan kualitatif. Diperoleh hasil sebagai berikut: RPP berkategori valid dan reliabel dengan nilai 3,26 dan 0,91; Tes Hasil Belajar (THB) berkategori valid dan reliabel dengan nilai 3,29 dan 0,97; bahan ajar tergolong valid dan reliabel dengan nilai 3,24 dan 0,90; bahan ajar elektronik tergolong praktis dengan nilai kepraktisan 2,84. Bahan ajar elektronik yang dikembangkan dinyatakan valid berdasarkan hasil penilaian akademisi dan praktisi terhadap RPP, bahan ajar elektronik dan THB yang berkategori baik. Selain itu, bahan ajar elektronik yang dikembangkan dinyatakan praktis berdasarkan instrumen angket respon peserta. Diperoleh kesimpulan bahwa bahan ajar elektronik yang dikembangkan layak digunakan sebagai penunjang dalam pembelajaran untuk melatihkan kemampuan analisis peserta didik. Implikasi dari penelitian adalah dapat menjadi bahan pertimbangan dalam menggunakan bahan ajar elektronik dengan menerapkan multimodel dalam pelaksanaan pembelajaran untuk melatihkan kemampuan analisis peserta didik dan sebagai salah satu informasi serta pandangan untuk penelitian yang lebih luas. Student’s low analytical skills encourage research to make variations in teaching and learning activities.  The research objective was to describe the validity, and the practicality of multimodel-based electronic teaching materials developed to train student’s analytical. The study used three learning models: the direct teaching model, the cooperative learning model (type STAD), and the project-based learning model.  The research developed is development research with the ADDIE development model.  However, analysis can only be carried out up to the implementation stage due to the Covid-19 pandemic status. Therefore, teaching material validation sheets and student response questionnaires were used as data collection techniques.  The data analysis technique was taken by descriptive quantitative and qualitative.  The following results were obtained: the lesson plans were categorized as valid and reliable with a value of 3.26 and 0.91;  learning outcomes test is ordered as valid and reliable with a value of 3.29 and 0.97: teaching materials are classified as valid and reliable with a value of 3.24 and 0.90;  electronic teaching materials are classified as practical with a practicality value of 2.84. Therefore, the developed electronic teaching materials are declared valid based on academics and practitioner’s assessment of lesson plan, electronic teaching materials and learning outcomes test categorized as good.  In addition, the electronic teaching materials developed are stated to be practically based on the student response questionnaire instrument.  The conclusion is that the developed electronic teaching materials are suitable to be used as a support in learning to train student’s analytical skills. Furthermore, this research implies that it can be used as material for consideration in using electronic teaching materials by applying multimodel in learning to train students’ analytical skills and information and views for broader research. 


2020 ◽  
Vol 1 (1) ◽  
pp. 34-42
Author(s):  
P Purwandari ◽  
Andista Candra Yusro ◽  
Endah Dwi Styani

This research is a research development which aims to 1) Develop a Physics game learning based on Android that is feasible to be used as a learning media on physics subjects. 2) Knowing students' responses to physics game learning based on Android as learning media 3) Knowing that physics game learning based on Android as learning media can improve students' ability to analyze in the chapter of momentum, impulse, and collision. This research uses the ADDIE development model. This research has been tested by 3 media experts and 3 material experts with the results of the assessment stating that the media is feasible to be used as a medium for physics learning. The subjects of this research were 11 students in class X of Industrial Chemistry at the Vocational School of Gula Rajawali Madiun. The results of this research development indicate that: 1) media physics game learning based on android meets the feasibility standard to be used as a learning medium on physics subjects. 2) The learning media of Physics game learning based on Android gets a very good response from students. 3) Physics game learning based on Android as learning media can improve students' analytical skills in the chapter of momentum, impulses, and collisions with an average N-Gain of 0.54 which is in the medium category. 


Author(s):  
Delismar Delismar

In classical learning approach, conventional lecture method is commonly used by teachers in implementing learning process in classes.  The teacher becomes the main source of learning.  The current student’s habit that tends to be passive and individualistic resulted in a passive and monotone learning.      To overcome these problems, I was interested to implement the model of numbered heads together in learning Physics in the Class VII B of SMP Negeri 5 Kota Jambi. The purpose of this learning approach is to enable students to develop cooperative skill and more active learning of physics and to improve learning results. This research is a class action research, which were performed in two cycles.  All students’ activities in the class were observed and recorded in observation sheet, consisting of teacher observation sheet and student observation sheet. To find out the learning outcomes, formative test was performed using a written instrument form.  The results show the increase of students’ discipline, cooperation, liveliness, timeliness in learning Physics.  In addition, the learning model also increases the students’ learning outcomes. The average learning results increased to 75.38 (increase 3.25 points).  To conclude, the implementation of Number Head Together increase students’ discipline, cooperation, activities, and timeliness.  The model also increase the Physics learning outcome of student in SMP Negeri 5 Kota  Jambi.


2020 ◽  
Vol 3 (1) ◽  
pp. 50
Author(s):  
Linda Sekar Utami ◽  
Johri Sabaryati ◽  
Ni Wayan Sri Darmayanti ◽  
Eka Fitriani

Abstract:  This study aims to find out the results of physics learning between students who follow the learning with simple folding comic Physics with students who follow conventional learning in grade IX B students at MTs Nurul Ishlah Gegelang. This type of research is included in experimental quasi design research. The population used is all grade IX students in MTs Nurul Ishlah Gegelang. In this study, two classes were taken as a sample of research divided into experimental classes and control classes. obtained samples are class IX B MTs Nurul Ishlah Gegelang as an experimental group and class IX A MTs Nurul Ishlah Gegelang as a control group. Research data in the form of physics learning results in the cognitive sphere was collected using a test of learning results, this research using the design of Pretest-Posstes. The collected data were then analyzed using t-related tests to determine significant differences in learning outcomes between the two sample classes. Based on the results of the study obtained the initial ability of students for both groups is homogeneous shown by Fhitung < Ftabel (1.07 < 2.14) and the differences between the two groups are insignificant on the subject of energy changes with units and the final ability test ruler shown by thitung > ttabel (3,134 > 2,005), so Ha was accepted.Abstrak: Penelitian ini bertujuan untuk mengetahui pngaruh hasil belajar fisika antara siswa yang mengikuti pembelajaran dengan komik lipat sederhana Fisika dengan siswa yang mengikuti pembelajaran konvensional pada siswa kelas kelas IX B di MTs Nurul Ishlah Gegelang. Jenis penelitian ini termasuk dalam penelitian quasi eksperimental design. Populasi yang dipergunakan adalah seluruh siswa kelas IX di MTs Nurul Ishlah Gegelang. Pada penelitian ini diambil dua kelas sebagai sampel penelitian yang terbagi dalam kelas eksperimen dan kelas kontrol. diperoleh sampel yaitu kelas IX B MTs Nurul Ishlah Gegelang sebagai kelompok eksperimen dan kelas IX A MTs Nurul Ishlah Gegelang sebagai kelompok kontrol. Data penelitian berupa hasil belajar fisika pada ranah kognitif dikumpulkan menggunakan tes hasil belajar, Penelitian ini menggunakan desain Pretest-Posstes. Data yang terkumpul selanjutnya dianalisis menggunakan uji-t related untuk mengetahui perbedaan hasil belajar yang signifikan antara kedua kelas sampel. Berdasarkan hasil penelitian diperoleh kemampuan awal siswa untuuk kedua kelompok adalah homogen yang ditunjukkan dengan Fhitung < Ftabel (1,07 < 2,14) serta perbedaan yang dimiliki antara kedua kelompok tidak signifikan pada pokok bahasan perubahan energi dengan satuan dan pengkuran  tes kemampuan akhir yang ditunjukkan dengan thitung  > ttabel (3,134 > 2,005), sehingga Ha diterima.


2021 ◽  
Vol 2 (1) ◽  
pp. 46-54
Author(s):  
Risky Tri Amelia ◽  
Muhammad Nuruddin

Developments in the field of technology, especially education, are very influential in life. Educators as one of the main factors in supporting the quality of education must be able to utilize the types of media in an effort to carry out learning innovation strategies. The type of media that can support learning activities is the androidbased quiz game media using quizizz. This quiz game research is a development research. The android-based quiz game using quizziz has the purpose of knowing the design of android-based quiz game development using quizizz, the application of android-based quiz game products using quizizz, and the effectiveness of androidbased quiz games using thematic subjects. This research procedure uses a 4D model, namely define, design, development, and dissemination. SDN Catakgayam 1 Mojowarno was the location chosen to carry out research on a large scale, with 15 students enrolled in the 2020/2021 academic year. The techniques used in this study include media expert validation, material expert validation, RPP expert validation, student response expert validation, and documentation. Analysis of the data used is descriptive analysis. The results of the research on the application of quiz games obtained a total score of 87% which was validated by media experts, material experts and RPP experts. The validation contains media expert validation with a value of 92% which is very good, material expert validation 84% which is very good, RPP expert validation gets a score of 86% which is very good. Meanwhile, the effectiveness of the android-based quiz game obtained a total score of 82% which included student understanding with a value of 81.6% which was very good and student interest obtained a score of 82.5% which was very good. So it can be concluded, that an android-based quiz game using quizizz is stated to be very effective in supporting the learning activities of fourth grade students at SDN Catakgayam 1 Mojowarno.


2020 ◽  
Vol 8 (1) ◽  
pp. 33-42
Author(s):  
Riskawati R ◽  
Dewi Hikmah Marisda

Experimentation is one of the learning process activities that is very instrumental in increasing the success of the teaching and learning process, especially in science subjects. Learning methods with practicum can be used as alternative learning that can encourage students to learn independently and actively so that they can reconstruct their learning outcomes. This study aims to determine the effect of the experimental method on student physics learning outcomes. The type of research used is true experimental research with posttest only control design. The population in this study were students of X-MIA 9 grade at SMA Negeri 9 Makassar. Samples were taken by cluster random sampling technique, obtained X-MIA 9 as the experimental class 1 and X-MIA 6 as the control class, with each consisting of 28 students. Learning outcomes obtained by students 'physics show a comparison of the scores of students' physics learning outcomes taught by using the dominant experimental method in the medium category while the results of the physics learning outcomes for students taught by using the discussion method as conventional learning dominant are in the low category. Based on the results of the study it can be concluded that learning by using the experimental method can affect students' physics learning outcomes..Keywords: Experimental Method, Physics Learning OutcomesEksperimen merupakan salah satu kegiatan proses pembelajaran yang sangat berperan dalam meningkatkan keberhasilan proses belajar mengajar khususnya dalam mata pelajaran sains. Metode pembelajaran dengan praktikum dapat digunakan sebagai alternatif pembelajaran yang dapat mendorong peserta didik untuk belajar mandiri dan aktif sehingga dapat merekonstruksi hasil belajarnya. Penelitian ini bertujuan untuk mengetahui pengaruh metode eksperimen terhadap hasil belajar fisika peserta didik. Jenis penelitian yang digunakan yaitu penelitian true eksperimen dengan desain posttest only control design. Populasi dalam penelitian ini adalah siswa kelas X-MIA 9 SMA Negeri 9 Makassar. Sampel diambil dengan teknik cluster random sampling, diperoleh X-MIA 9 sebagai kelas eksperimen 1 dan X-MIA 6 sebagai kelas kontrol, dengan masing-masing terdiri dari 28 peserta didik. Hasil belajar yang diperoleh fisika peserta didik memperlihatkan perbandingan skor hasil belajar fisika peserta didik yang diajar dengan menggunakan metode eksperimen dominan berada pada kategori sedang sedangkan hasil skor hasil belajar fisika peserta didik yang diajar dengan menggunakan metode diskusi sebagai pembelajaran konvensional dominan berada pada kategori rendah. Berdasarkan hasil penelitian dapat disimpulkan bahwa pembelajaran dengan menggunakan metode eksperimen dapat mempengaruhi hasil belajar fisika peserta didik.Kata kunci: Metode Eksperimen, Hasil Belajar Fisika


2018 ◽  
Vol 8 (1) ◽  
pp. 6
Author(s):  
Nurlia Ali ◽  
Sulasmi Anggo

Abstract: This study is a research and development, which aims to produce instructional media, based MindManager that valid, practical and effective. The subjects were eighth grade students of SMP 27 Makassar by the number of students 39 people. This study uses the research and development according to Borg and Gall. Data collection techniques used in this research is the data on validation results obtained from the validation instrument sheet filled out by the valuator, the data for practicality level obtained from questionnaires that filled out by the valuator and practitioners, the data for effectiveness obtained from questionnaire of students' responses and mastery of student learning outcomes by intructional media based on MindManager. The data obtained from the study were analyzed using the criteria of validity, practicality and effectiveness by Hobri. The research results of development instructional media based on MindManager shows that the total value of the validation results by valuator are 4.42 and included in the valid category. The average level of practicality by valuator questionnaire was 91.33% and 90.66% by practitioners. The effectiveness of the media based on the student response was 96.6% gave a positive response and mastery of learning outcomes is 89.7% of the subjects achieved a minimum level of mastery of the material. Based on these results it can be concluded that the instructional media based MindManager developed by validity, practicality and effectiveness criteria.


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