scholarly journals Game Based Learning: Design a Multimedia with DDD-E Model for Mathematics Education

Author(s):  
Nina Ikhwati Wahidah ◽  
Wiwin Rita Sari ◽  
Ike Festiana ◽  
Nasir Nasir

The purpose of this article is to provide insight into how to design game-based learning. In the 21st century learning focuses on the process of skills in applying materials using technology, and collaborating. Mathematics learning is learning that requires students to not only memorize and read but also be directly involved in the process of finding concepts. Learning media is an alternative to creating interactive and fun learning. In this study the research design adaptation of the multimedia development research model: Decide, Design, Development and Evaluation (DDD-E). The results of this study are in the form of conceptual and procedural models of steps in developing game-based learning for mathematics subjects using the DDD-E model design.

2021 ◽  
Vol 6 (2) ◽  
pp. 93-104
Author(s):  
Aisyah Amini ◽  
Riri Okra

ALKI is an e-module that serves as a learning medium for grade X students majoring in MIA at SMAN 1 MAPAT TUNGGUL. E-module ALKI was created with the aim of assisting teachers in delivering materials and helping students understand more about chemical materials by repeating lessons, working on exercises, and strengthening memory by playing flashcards. The thing behind the design of alki e-module is the lack of motivation to learn students, difficulty and the absence of internet network in Mapat Tunggul area, students should not take home the package book, the smartphone owned by students is not used to study, and when doing homework with the help of the internet most students just copy the answer without understanding the origin of the answer. This research method is Research and Development (R&D) with a 4-D research model (four-D) that is with define, Design, Development, and Disseminate stages. In the Development stage, the development stage of ALKI e-module media is carried out. The media development model used in this study is MDLC(Multimedia Development Life Cycle) luther-sutopo version which consists of 6 stages, namely conception, design, material collection, manufacturing process, testing and distribution. The result of the research is a mobile-based ALKI e-module product. With 0.81 validity test results declared valid,0.93 Practicality test results are practiced very practically,and 0.80 effectiveness test results are declared very effective. So, it can be concluded that alki e-module based on mobile application as a learning medium has been valid, practical and effective.


2021 ◽  
Vol 11 (6) ◽  
pp. 277
Author(s):  
Andi Kristanto ◽  
. Sulistiowati ◽  
Hirnanda Dimas Pradana

The learning model is a collection of activities that occur during the teaching and learning process with the objective of achieving the set goals. The brain-based online learning model developed is a solution to the students' learning problems. The majority of students struggle to interpret all of the learning materials they receive. This resulted in students' dissatisfaction with the learning materials. The purpose of this research is to develop a brain-based online learning process design based on the aforementioned problems. The Lee & Owens model of development was used in this development research. The stages of the Lee & Owens development model are analysis, design, development, implementation, and evaluation. The development research findings are as follows: (1) the media experts' assessment, which resulted in an 89.35% score with a valid category. (2) The assessment of the developed learning materials by material experts resulted in a score of 91.23% with a valid category. (3) expert evaluation, with an overall score of 86.35% for having a valid category. (4) The results of individual trials produced a percentage score of 88.5% with a valid category. (5) The results of small group trials indicated an overall percentage score of 81.60% of valid categories. (6) Field trials are classified as valid when they receive a percentage of 79.89%. The results of the development indicate that the brain-based online learning design is feasible for use.   Received: 11 August 2021 / Accepted: 27 October 2021 / Published: 5 November 2021


Author(s):  
Oktavianus Bumma ◽  
Nia Wahyu Damayanti ◽  
Muhammad Baidawi

Learning tools are one important aspect to determine the success of a learning design. Student worksheet is one of the learning tools. The purpose of this study is as follows. 1) to find out how to develop a mathematics learning worksheet in the form of comics based on guided discovery on linear program material, 2) to find out the validity and practicality of a mathematics learning worksheet in the form of comics based on guided discovery on linear program material. In this research the method used is the development method. So the research explained that what was developed was a comic-based worksheet based on guided findings on linear program metrics. The subjects in this study were students of class XI Vocational School Wisnuwardhana Malang. Based on the LKS development research results that have been obtained that the validity results assessed by three validator experts are 1) material expert validator, 2) media expert validator, and 3) linguist validator reaches a percentage of 72.20%. In this criterion, the worksheets that were developed were good (valid) and the results of practicality were obtained from the student questionnaire responses and obtained an average value of 3.3 which in this criterion was declared good (practical). From the development of LKS in the form of comics based on guided discoveries on linear program material, it was concluded that the development of LKS is valid and practical so that it is suitable to be used in mathematics learning.


Author(s):  
Ratih Puspasari

Latar belakang penelitian ini adalah selama proses perkuliahan Teori Graf berlangsung buku yang digunakan oleh mahasiswa mengacu pada berbagai buku teks yang beredar di pasaran namun urutan penyampaiannya tidak seragam dan terstruktur. Buku teks khusus teori graf sangat jarang sekali ada. Kalaupun ada, seringkali masuk pada sub bab matematika diskrit, sehingga dosen sering mengalami kesulitan untuk meramu materi yang sesuai dengan silabus dan RPS. Ketidaktersediaan buku Teori Graf yang dijadikan acuan sebagai sumber belajar menyebabkan mahasiswa sulit memahami konsep. Tujuan dari penelitian ini adalah menghasilkan buku ajar kompilasi Teori Graf yang berkualifikasi baik dan layak diterapkan dalam perkuliahan teori graf oleh dosen dan mahasiswa di STKIP PGRI Tulungagung. Penelitian ini merupakan penelitian dengan model ADDIE yang terdiri dari analisis, perancangan, pengembangan, implementasi, dan evaluasi. Metode pengumpulan data menggunakan kuesioner. Hasil validasi buku ajar teori graf menunjukkan bahwa ahli isi/materi menilai buku ajar berkualifikasi baik, ahli desain pembelajaran menilai buku ajar berkualifikasi baik, dan ahli media pembelajaran menilai buku ajar berkualifikasi baik. Rerata hasil uji pada kelompok kecil baik dosen maupun mahasiswa menunjukkan bahwa buku ajar yang dihasilkan berada pada kualifikasi baik. Hasil penelitian pengembangan adalah buku ajar kompilasi teori graf berkualifikasi baik, layak, dan siap digunakan oleh dosen dan mahasiswa di STKIP PGRI Tulungagung. Kata kunci: buku ajar kompilasi, teori graf, model ADDIE.   ABSTRACT The background of this research is, during the Graph Theory lecture, the books used by students are textbooks on the market which have an unstructured contents and order. Special textbooks on graph theory are very rare, even if they are often included in the sub-chapter of discrete mathematics, so that lecturers often have difficulty compiling material that is in accordance with the syllabus and lesson plans. The unavailability of the graph theory book as learning sources has made the lack of students’ understanding the concept. The purpose of this study is to produce good quality and feasible text theory compilation textbooks in lectures on graph theory by lecturers and students at STKIP PGRI Tulungagung. This research is a development research. The development model used in this study is the ADDIE model, which includes five steps: analysis, design, development, implementation, and evaluation. Data is collected using questionnaire. The results of the validation of graph theory textbooks are content/material experts assess textbooks as well qualified, learning design experts assess textbooks as well qualified, and learning media experts assess textbooks as well qualified. The average test results in small groups both lecturers and students indicate that the textbook is in good qualification. Thus the development research stated that the textbook compilation of qualified graph theory is good, feasible, and ready to be used by lecturers and students at STKIP PGRI Tulungagung. Keywords: compilation textbook, graph theory, ADDIE model.


2019 ◽  
Vol 15 (1) ◽  
pp. 34
Author(s):  
Muhammad Assaibin ◽  
Hamzah Upu ◽  
Muhammad Darwis

The research was Development Research with limited test which aimed to develop Mathematics learning devices with Cooperative Model with The Combination Of Experiences, Language, Pictorial, Symbol, Application (ELPSA) and Scientific Approach in Inequality Absolute Value, Fraction, and Irrational material which covered Lesson Plan, Students Book, and Students Worksheet. The subjects of the research were the students of class X at SMAN 2 Polewali Mandar District with the total of 35 students. The Development procedure of the research employed Thiagarajan Model (4-D) which covered four stages, namely defining, design, development, and dissemination. The result of limited test showed that (1) the average score obtained by the students in learning result test is 75.42 from ideal score by 100 with deviation standard 8.69 where 29 from 35 students or 82.85% met individual completeness which shows that classical completeness had been reached; (2) by using Mathematics learning devices with Cooperative Model with the Combination Of Experiences, Language, Pictorial, Symbol, Application  (ELPSA) and Scientific Approach, the students are more active in the learning process; (3) in general, the students gave good responses on the learning devices used; and (4) the level of teacher’ abilities in managing learning process of Cooperative Model with the Combination Of Experiences, Language, Pictorial, Symbol, Application  (ELPSA) and Scientific Approach is in good category, meaning that the teachers’ performances can be maintained. Based on the results of the research, it can concluded that Mathematics learning devices with Cooperative Model with the Combination Of Experiences, Language, Pictorial, Symbol, Application  (ELPSA) and Scientific Approach developed has met the requirement of valid, effective, and practical criteria.


2020 ◽  
Vol 6 (2) ◽  
Author(s):  
Fikri Yandi Kurniawan ◽  
Sardianto Markos Siahaan ◽  
Hartono Hartono

AbstrakMultimedia pembelajaran berbasis adventure game telah berhasil dikembangkan pada pembelajaran materi prinsip animasi di Sekolah Menengah Kejuruan. Pengembangan Multimedia interaktif menggunakan model pengembangan ADIIE Lee dan Owens dan langkahnya dari Aldoobie, mengetahui kevalidan, kepraktisan, dan efektifitas multimedia interaktif terhadap mata pelajaran prinsip animasi. Tahapan Penelitian pengembangan ini terdiri dari tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Multimedia interaktif yang telah dikembangkan kemudian diuji kevalidan oleh ahli, diuji kepraktisan oleh peserta didik, dan diuji efektifitas dengan mengimplementasikan multimedia interaktif di SMK Negeri 5 Palembang. Sementara untuk data penilaian terhadap multimedia interaktif ditujukan kepada ahli materi, ahli desain pembelajaran dan ahli media, juga peserta didik sebagai pengguna multimedia interaktif. Dari penelitian pengembangan ini didapatkan bahwa (1) multimedia interaktif teruji kevalidan dengan penilaian oleh ahli media terhadap multimedia interaktif sebesar 5 dengan kategori sangat valid, penilaian oleh ahli materi sebesar 4,45 kategori valid, dan penilaian ahli desain pembelajaran sebesar 4,52 kategori valid; (2) multimedia di uji one to one oleh 3 siswa dengan kemapuan tinggi sedang dan rendah memberikan tindak lanjut, selanjutnya multimedia interaktif teruji kepraktisannya dengan dengan penilaian Small Group menggunakan 2 kelompok yang terdiri dari 4 orang siswa memahami materi dan 4 orang siswa yang belum begitu memahami materi prinsip animasi dengan hasil efektifitas kelompok 1 nilai N-gain 0,69 kategori sedang dengan praktikalitas 4,61 kategori praktis dan kelompok 2 nilai N-gain 0,51 degan praktikalitas 4,54 kategori praktis; (3) multimedia interaktif teruji efektifitas meningkatkan hasil belajar peserta didik dilihat dari adanya gain sebesar 0,70 yang termasuk kedalam kategori tinggi.Kata kunci: adventure game, multimedia interaktif, prinsip animasi AbstractInteractive multimedia adventure game based has successfully developed for materials principal of animation in Vocational High School. Interactive Multimedia Development using the ADDIE Lee and Owens development model and steps from Aldoobie, to know validity, practicality, and effectiveness interactive multimedia on the subject matter of principal animation. This research development stages consists of the analysis, design, development, implementation, and evaluation phase. Interactive Learning that has been developed and then tested validity by experts, tested practicality by students, and tested for effectiveness by implementation interactive multimedia in SMK Negeri 5 Palembang. As for the assessment data of interactive multimedia which is addressed to subject matter experts, learning design experts and media experts, as well as the students as the interactive multimedia users. From this research development, it was found that (1)the interactive multimedia tested with media experts on interactive multimedia of 5 with a very valid category, the assessment by material experts is 4.45 valid categories, and learning design expert judgment at 4.52 valid categories; (2) multimedia was tested one by one by 3 students with moderate to high and low ability to provide andthen interactive multimedia proven practicality with the Small Group assessment using 2 groups consisting of 4 students understand the material and 4 students who do not really understand the principles of animation with the results of group 1 effectiveness N-gain is 0.69 in the medium category with a practicality of 4.61 in the practical category and group 2 N-gain values 0.51 with practicality of 4.54 practical categories; (3) interactive multimedia has been effectiveness tested to improving students learning outcomes seen from gain of 0.70 included into high category.Keywords: adventure game, interactive multimedia, principal of animation


Author(s):  
Neni Rifatul Afiah ◽  
Heni Pujiastuti

The objective of the research is to develop a valid and practical learning media using google forms for material on the limit of algebraic functions. The type of research is Research and Development (R & D) using the ADDIE model in the process of developing a learning media. The ADDIE model development procedure is Analysis, Design, Development, Implementation, and Evaluation in validation results of development research involved six students at SMAN 11 Pandeglang and six teachers who are media experts and material experts. The results of this study are (1) Produce mathematics learning media using google forms with good qualifications on the material limit of algebraic functions, (2) Media expert assessments of well-qualified learning media products, and (3) Average results of validation by students on media products with good qualifications. Keywords: learning media, e-learning, google forms, limits of algebraic functions.


2021 ◽  
Vol 10 (2) ◽  
pp. 12-22
Author(s):  
Jauhar Ali

This research aims to find out and describe the development of pocketbooks for Arabic vocabulary learning (mufradât) based on anti-radicalism for students majoring in Arabic Language Education (PBA) FTIK IAIN Pekalongan. This study's results are expected to make a real contribution to the advancement or development of Arabic vocabulary learning media (mufradât) based on anti-radicalism and add scientific insight into the development of Arabic vocabulary learning media (mufradât) based on anti-radicalism. This development research uses analysis, design, development, implementation, and evaluation (ADDIE) models. The results showed: (1) The resulting product form in the form of pocketbook Arabic vocabulary  (mufradât) based on anti-radicalism size 11 cm x 15cm with a total of 61 pages. The first section contains an introduction (foreword and table of contents), the second part of the material's content, the Arabic vocabulary (mufradât) based on anti-radicalism, and the last page a list of libraries. This book is made practically and interestingly to make it easier for users and not dull for students. This pocketbook media can be reproduced easily so that every student can have it personally; (2) Based on the assessment of experts, it can be concluded that this pocketbook medium is worthy of use in Arabic vocabulary (mufradât). The material expert rated the results 71 in the category of "Very Worthy" or very good, while the media expert rated the 67 products in the category "Worthy" or acceptable. The student questionnaire results on the assessment of pocketbooks as a medium of Learning Arabic received a score of 79.95 in the category of "Very Worthy" or Very Good.


2020 ◽  
Vol 1 (1) ◽  
pp. 29
Author(s):  
Suhono Suhono ◽  
Defika Andriana Sari

This article was development students’ worksheet based educational comic for eleventh grade of vocatational high school (SMK) agriculture in Bumi Nabung.The development research model used is 4D which stands for Define, Design, Development and Disseminate. Based on the data analysis of the research obtained an average final score by media experts of 69 that is very worth category, on average by material experts of 44 that is worth category, average by language expert of 36 that is worth category, as well as testing students' worksheets conducted on 5 students obtained an average value of 71,6 that is very worth category. This shows that the developed teaching materials are suitable to be used as teaching materials in teaching and learning activities. Keywords : Developing, Students' Worksheets, Educational Comic


2020 ◽  
Vol 5 (3) ◽  
pp. 401
Author(s):  
Yusni Anisa ◽  
Wahyudi Siswanto ◽  
Yuni Pratiwi

<div align="center"><table width="645" border="1" cellspacing="0" cellpadding="0"><tbody><tr><td valign="top" width="439"><p class="Abstract"><strong>Abstract:</strong> This development research aims to produce a product in the form of teaching materials for writing short stories containing character values through family film media for class XI students and producing supplementary guidelines for using short story writing teaching materials for teachers and students. This development research model uses the 4D development model which consists of four steps, viz define, design, development, and disseminate. Validation test results of expert and practitioners in terms of content, presentation, language, and appereance with qualifications worth implementing. Effectiveness test results are normally distributed&gt; 0.05 and the significance obtained is 0.00 &lt;005.</p><p class="Abstract"><strong>Abstrak:</strong> Penelitian ini bertujuan untuk menghasilkan produk bahan ajar menulis cerpen bernilai karakter melalui media film keluarga untuk siswa SMA kelas XI dan menghasilkan panduan pelengkap penggunaan produk bahan ajar menulis cerpen bagi guru dan siswa. Model penelitian yang digunakan adalah model pengembangan 4D (<em>four D model</em>) terdiri atas empat langkah, yaitu <em>define</em>, <em>design</em>, <em>development</em>, dan <em>disseminate</em>. Hasil uji validasi ahli dan praktisi dari segi isi, penyajian, bahasa, dan tampilan dengan kualifikasi layak diimplementasikan. Hasil uji keefektifan terdistribusi normal &gt;0,05 dan signifikansi yang diperoleh sebesar 0,00&lt;005.</p></td></tr></tbody></table></div>


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