scholarly journals Pengembangan Media Komik Untuk Pembelajaran Materi Logika dan Algoritma Komputer

2021 ◽  
Vol 3 (1) ◽  
pp. 11-19
Author(s):  
Ulfa Rahmatin ◽  
Muhammad Rifai Katili ◽  
Lillyan Hadjaratie ◽  
Sitti Suhada

Upaya meningkatkan minat belajar siswa melalui pengembangan media pembelajaran yang menarik masih menjadi kendala dan tantangan utama yang dihadapi oleh guru pada materi Logika dan Algoritma Komputer di SMK Negeri 1 Suwawa. Penelitian ini bertujuan untuk mengembangkan media pembelajaran komik untuk materi Logika dan Algoritma Komputer yang dapat menarik minat belajar siswa kelas X. Metode yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan model pengembangan Hannafin dan Peck yang terdiri dari 3 fase, yaitu: analisis kebutuhan, desain, serta pengembangan dan implementasi. Media pembelajaran yang dikembangkan telah memperoleh penilaian oleh ahli materi, dan ahli media serta telah di uji respon dari siswa sebagai pengguna kelayakan dengan kategori kelayakan sangat layak. Hasil penelitian menunjukkan media pembelajaran komik yang dikembangkan dinyatakan valid dan praktis untuk digunakan dalam proses pembelajaran materi Logika dan Algoritma Komputer. Efforts to increase students’ learning interests by developing an attractive learning media is the primary challenge for teachers of Logic and Computer Algorithm at SMK Negeri 1 Suwawa Senior High School. This research aims to develop comics as a learning medium for Logic and Computer Algorithm that may stimulate tenth-grade students’ learning interests. This R&D study, employing Hannafin and Peck’s development model, consisted of three stages, namely: needs assessment, design, and development and implementation. Material experts and media experts have assessed the developed learning media. It also has been tested on students as eligible users; they responded that the media was feasible. The research showed that comic as the developed learning media was declared as valid and practical to be used in Logic and Computer Algorithm subject’s learning process.

2019 ◽  
Vol 8 (2) ◽  
pp. 151-158
Author(s):  
I Dewa Putu Nyeneng ◽  
◽  
Afif Rahman Riyanda ◽  
Kartini Herlina ◽  
◽  
...  

This study explores Android-based mobile learning media design on electrical content. The Media is designed to contain electrical content that is abstract and can not be seen with the naked eye. The content is depicted in a tangible and easily understood by students. The methods used in the development of the research media are Research and Development (R&D), and the development model conducted in this study is the IDI (Instructional Development Institute) Model of research results shows that the media Learning on electrical content is considered valid and the media is easy to use for students and teachers in the learning process. Keywords: learning Media, Mobile Learning, Android, electricity


2020 ◽  
Vol 3 (1) ◽  
pp. 64-67
Author(s):  
Devri Ramdhan Apriyus ◽  
Kasman Rukun ◽  
Asrul Huda ◽  
Satria Ami Marta

This research is motivated by the need for the media to learn that promote interaction and understanding of learning. The purpose of this research was: 1) to produce interactive learning media on Basic Graphic Design subjects at vocational high school. 2) Determining the validity of interactive learning media on Basic Graphic Design subjects at vocational high school. The method used is a Research and Development (R & D). The development Model used is 4-D (Four-D). The 4-D consists of four stages, namely discovering, designing, developing and disseminating. The subjects of research conducted were material experts and media experts. The instrument used to measure the form of validity is the questionnaire responses. The validity of interactive learning media is assessed from two aspects namely media feasibility and feasibility aspects of the matter. The results of this research indicate that interactive learning media on Basic Graphic Design subjects is considered valid as seen from the average value of media validation by 0.87 and the average result of 0.85 material validation. Based on the results of the validation of the interactive learning media on Basic Graphic Design subjects are feasible for use in assisting the learning process.


2021 ◽  
Vol 1 (8) ◽  
pp. 1081-1094
Author(s):  
Meladia Aqidatul Izzah ◽  
Ali Ma’sum

Abstract: The development of digital comic media is encouraged by creative and innovative learning media that have not been developed yet in learning Arabic of Almaarif Singosari Islamic Senior High School (MA). In addition, teachers have not maximized the use of technology as a learning medium. In the learning process the teacher still uses the media used in general, such as laptops, projectors, books, and blackboards. In qira’ah learning the teacher more often uses books from the ministry of religion and powerpoint as learning media. This research aims to develop a product of digital comics in Arabic as a medium for learning Arabic subjects regarding Maharah Qira'ah for grade X of Almaarif Singosari Islamic Senior High School (MA) students. After the product has been developed, it is then validated by material experts, media experts, teachers, and students to understand the feasibility of the digital comic media. The method used in this research was Research and Development using the ADDIE model. As for the results of validation by material experts, media experts, teachers, and students as a whole obtained a percentage 83,9%. From this percentage it can be concluded that digital comic media is stated to be very valid or suitable to use as a medium for learning Arabic related to Maharah Qira'ah for grade X of Islamic Senior High School (MA) students. Keywords: comic, Arabic, qira’ah, learning media Abstrak: Pengembangan media komik digital ini dilatarbelakangi oleh belum dikembangkannya media pembelajaran yang kreatif dan inovatif dalam pembelajaran bahasa Arab di MA Almaarif Singosari. Di samping itu, guru belum memaksimalkan penggunaan teknologi sebagai media pembelajaran. Dalam proses pembelajaran guru masih menggunakan media yang monoton, seperti laptop, proyektor, buku, dan papan tulis. Pada pembelajaran qira’ah guru lebih sering menggunakan buku dari KEMENAG serta powerpoint sebagai media pembelajaran. Penelitian ini bertujuan untuk mengembangkan produk berupa komik digital berbahasa Arab sebagai media pembelajaran bahasa Arab untuk maharah qira’ah kelas X MA Almaarif Singosari. Setelah produk selesai dikembangkan, kemudian divalidasi oleh ahli materi, ahli media, guru, dan siswa untuk mengetahui kelayakan media komik digital. Metode yang digunakan dalam penelitian ini adalah Research and Development dengan menggunakan model pengembangan ADDIE. Adapun hasil validasi produk oleh ahli materi, ahli media, guru, dan siswa secara keseluruhan memperoleh persentase sebesar 83,9%. Dari persentase tersebut dapat disimpulkan bahwa produk komik digital berbahasa Arab dinyatakan sangat valid dan layak digunakan sebagai media pembelajaran bahasa Arab maharah qira’ah untuk siswa kelas X MA Almaarif Singosari. Kata kunci: komik, bahasa Arab, qira’ah, media pembelajaran


2018 ◽  
Vol 7 (2) ◽  
Author(s):  
Guna Suprapta ◽  
Agus Adiarta ◽  
Nyoman Santiyadnya

This research aims to find out 1) the design of interactive CD-based multimeter learning media, 2) the feasibility level of interactive CD-based multimeter learning media 3) student responses after using interactive CD-based multimeter learning media. This research was a type of Research and Development (R & D) and measurement of the feasibility level for media using the Linkert scale. This research was conducted on tenth grade (X) TAV 2 students at Singaraja State Vocational High School 3. The results of the research on the media were obtained: 1) interactive CD-based multimeter learning media can be made, 2) the percentage level of media feasibility from the media validator is 95.71% with very feasible qualifications and the percentage level of media feasibility from the material validator is 98.57% with very feasible qualifications, 3) getting a response from students with very good qualifications, that is getting the percentage of student responses in small groups is 89.07% with very good qualifications and the percentage of students responses in large groups is 92.93% with very good qualifications. Based on the results of the analysis, interactive CD-based multimeter learning media on Basic Electrical and Electronics subjects can be used as learning media for tenth grade (X) TAV students at Singaraja State Vocational High School.


Author(s):  
Eko Anis Setyorini ◽  
Lilik Bintartik ◽  
Sumanto Sumanto

Abstract: This research and development is to produce a puzzle media based on audio-visual material on the sub-theme "Indahnya Persatuan dan Kesatuan Negeriku" in class IV SDN Kauman 1 Blitar City that is valid, practical, and interesting. This study uses a research and development model or research and development. The results of audio visual based puzzle media validation obtained a value of 93.3 percent, a very valid category by material experts, media experts and users. For practicality and attractiveness audio visual based media is obtained based on the results of student responses during product trials and field trials. The attractiveness of the media scored 97.3 percent in the very interesting category. Practicality of the media scored 84.4 percent in the category of very practical. So it can be concluded that the audio visual media based puzzle is very worthy used in the learning process in the sub-theme "Indahnya Persatuan dan Kesatuan Negeriku". Abstrak: Penelitian dan pengembangan ini yaitu menghasilkan media puzzle berbasis audio visual materi pada subtema “Indahnya Persatuan dan Kesatuan Negeriku” di kelas IV SDN Kauman 1 Kota Blitar yang valid, praktis, dan menarik. Penelitian ini menggunakan model penelitian dan pengembangan atau research and development. Hasil validasi media puzzle berbasis audio visual memperoleh nilai 93,3 persen kategori sangat valid oleh ahli materi, ahli media dan pengguna. Untuk kepraktisan dan kemenarikan media puzzle berbasis audio visual diperoleh berdasarkan hasil dari respon siswa pada saat uji coba produk dan uji coba lapangan. Kemenarikan media memperoleh nilai 97,3 persen kategori sangat menarik. Kepraktisan media memperoleh nilai 84,4 persen kategori sangat praktis. Sehingga dapat disimpulkan bahwa media puzzle berbasis audio visual sangat layak digunakan dalam proses pembelajaran pada subtema “Indahnya Persatuan dan Kesatuan Negeriku”.


2020 ◽  
Vol 4 (3) ◽  
pp. 493
Author(s):  
Budi Kurniawan ◽  
Nuriyah Nuriyah

This research including development research (Research and Development) aims to Communication, Collaborative, Critical Thinking, and Creativity (4C)-based Ice Breaking Learning Media Developed on Integrative Thematic Learning. The subjects in this study were students and fifth grade teachers of MIS Nurul Huda, Kupang. The development model used in this study is the Four D development model which consists of 4 stages: (1) define, (2) design, (3) develop, and (4) disseminate. This 4C-based Ice Breaking learning media developed media has carried out a trial process consisting of one-on-one trials of 10 people, small group trials of 12 people and class trials of 34 students. The 4C-based Ice Breaking learning media developed have been validated by the Validator and has undergone revisions so that it gets very feasible and practical results to be used in learning because based on the research results of the Guidelines for Making 4C Ice Breaking Media and 4C Ice Breaking LKPD, and all the media in the latest book, including: puzzles, flipcharts, leaflets, sketches, and learning videos meet very valid criteria so they are very feasible and very practical to be used in the learning process. 


2021 ◽  
Vol 1 (9) ◽  
Author(s):  
Nita Mahdiana ◽  
M. Shohibul Kahfi

The research was aimed to develop and to know the feasibility student’s worksheet based on guided discovery learning on trigonometric ratio on a right triangle for tenth grade of Islamic Senior High School Kepanjen. The development model oriented to the Plomp (2013) development model which consists of three stages: preliminary research, prototyping phase, assesment phase. The results showed that student’s worksheet was declared valid with a validity student’s worksheet was 3.21, the validity score of the student response questionnaire was 3.16, the validity score of observation sheet of student activities was 3.50 and the validity score of test was 3.33. The student worksheets also meet the practical criteria based on the results of students questionnaire with the practicability score that is 3.17 and observation sheet of student activities with the practicability score that is 3.78. The student’s worksheet developed also fulfills the effective criteria with a percentage of 81.81 percent of students getting a score above the KKM. Thus, the developed worksheet was feasible tu use because meets the criteria of valid, practical, and effective. Penelitian ini bertujuan untuk mengembangkan dan mengetahui kelayakan LKS berbasis penemuan terbimbing pada materi perbandingan trigonometri pada segitiga siku-siku kelas X SMA Islam Kepanjen. Model pengembangan mengacu pada model pengembangan Plomp (2013) yang terdiri dari 3 tahap: preliminary research, prototyping phase, dan assesment phase. Hasil penelitian menunjukkan bahwa LKS dinyatakan valid dengan skor kevalidan LKS 3,21, skor kevalidan angket respon siswa 3,16, skor kevalidan lembar observasi kegiatan siswa 3,50 dan skor kevalidan soal tes 3,33. LKS juga memenuhi kriteria praktis berdasarkan hasil angket respon siswa dengan skor kepraktisan 3,17 dan lembar observasi kegiatan siswa dengan skor kepraktisan 3,78. LKS yang dikembangkan juga memenuhi kriteria efektif dengan presentase 81,81 persen siswa mendapat nilai di atas KKM. Dengan demikian, LKS yang dikembangkan layak untuk digunakan karena memenuhi kriteria valid, praktis, dan efektif.


2017 ◽  
Vol 6 (2) ◽  
pp. 187 ◽  
Author(s):  
Ismu Wahyudi

E-learning gives alternative solution for some educational problems, with the function which can adjust as necessary, as a supplement, complement, and substitution teaching-learning.  The learning process by online used e-learning can make the students learn will independently so that teaching-learning can change the students centered learning. This research was conducted to develop teaching-learning in physics senior high school, based e-learning on technology in Lampung. The research design used to research and development model started with doing need assessment, identification of resources, identification product specification, product development, internally tested to see validation of product, external tested to see the use of the product, and the last stage production. The result of the tested the product showed that had validated by an expert, proper to used and interested (3,25); easy to use (3,24); and useful (3,31). The product was effectively tested to use in teaching learning with percentage 88,82%.E-Learning memberikan solusi alternatif bagi permasalahan pendidikan, dengan fungsi yang dapat disesuaikan dengan kebutuhan, baik sebagai suplemen, komplemen, serta substitusi kegiatan pembelajaran. Proses pembelajaran secara online menggunakan E-Learning dapat melatih peserta didik untuk belajar secara mandiri, sehingga pembelajaran dapat beralih kepada pembelajaran yang berpusat pada siswa. Penelitian ini dilakukan untuk  mengembangkan program pembelajaran fisika SMA berbasis e-learning dengan schoology di Lampung. Desain penelitian  menggunakan model penelitian dan pengembangan, yang dimulai dengan melakukan analisis kebutuhan, identifikasi sumber daya, identifikasi spesifikasi produk, pengembangan produk, uji internal untuk melihat kelayakan produk, uji eksternal untuk melihat kebermanfaatan produk, dan tahap terakhir produksi. Hasil dari uji produk menunjukkan bahwa produk tervalidasi ahli, layak digunakan dan menarik (3,25); mudah digunakan (3,24); dan bermanfaat (3,31). Produk teruji efektif digunakan dalam pembelajaran dengan persentase mencapai 88,82%.


2021 ◽  
Vol 6 (2) ◽  
pp. 1
Author(s):  
Arya Setya Nugroho ◽  
Wahyuni Wahyuni

Abstrak: Pengembangan wayang ini dimaksudkan untuk pemenuhan ketersidaan media yang memberikan kemudahan dalam pengelolaan proses belajar mengajar. Model metode penelitian ini merupakan model R&D (Research and Development), namun hanya menggunakan lima tahapan ialah potensi dan masalah, pengumpulan data, desain produk, validasi desain serta revisi desain. Hal tersebut disesuaikan dengan kebutuhan penelitian dan kondisi pandemi saat ini. Hasil valid serta layak diperoleh dari validasi media serta materi dari pakar validator kemudian dapat diaplikasikan dalam kegiatan pembelajaran. Hasil validitas atas pakar materi 1 diperoleh nilai 20 atau 80% dan ahli materi 2 memperoleh skor 22 atau 88%, sedangkan hasil validitas dari pakar media 1 mendapatkan nilai 43 atau 91% dan validasi pakar media 2 memperoleh 41 atau 95,5%. Pengembangan wayang tersebut diharapkan mampu memenuhi perangkat pembelajaran salah satu nya media sebagai penunjang keterlaksanaan proses belajar mengajar.DEVELOPING WAYANG BASED NATIONAL HEROES FOR THE 4th GRADE ELEMENTARY SCHOOL’S TEACHING MEDIAAbstract: The development of puppets is intended to fulfill the availability of media which provides convenience in managing the teaching and learning process. The research method model used is the R&D (Research and Development) model, but it only uses five stages, namely potential and problems, data collection, product design, design validation and design revision. This is adjusted to the needs of research and the current pandemic conditions. The results of media validation by media and material expert validators obtained valid results and were feasible to be applied in the teaching and learning process. The results of the validity of the material expert 1 obtained a score of 20 or 80% and the material expert 2 obtained a score of 22 or 88%, while the results of the validity of the media expert 1 got a value of 43 or 91% and the validation of the media expert 2 got 41 or 95.5%. The development of puppets is expected to be able to fulfill learning tools, one of which is the media to support the implementation of the teaching and learning process.


2019 ◽  
Vol 8 (1) ◽  
Author(s):  
Ketut Candra Kurniartha ◽  
Putu Suka Arsa ◽  
Gede Ratnaya

This research aims to made autoplay based interactive learning media which can be used to support teaching and learning process, to know the feasibility level of learning media and students respond after using this autoplay based interactive learning media. This study was research and development study (R & D ) the data of this study were collected using questionnaire as an instruments by a content expert (material expert), expert of media and students. This study was conducted at tenth grade (X) TAV student of SMK Negeri 3 Singaraja. The results showed that: 1) the percentage of the media feasibility level from media validator is 90% with very feasible qualifications, 2) the percentage of the media feasibility level from material validator is 90% with very feasible qualifications, 3) test result of small group the percentage is 87% with very feasible qualifications 4) test result of large group the percentage is 91,37%. Based on the result of the analysis the feasibility level and students respond autoplay based interactive learning media on logic gate material for tenth grade (X) TAV student of SMK Negeri 3 Singaraja proper to use as learning media.


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