scholarly journals Virtual Reality for Learning Fish Types in Kindergarten

Author(s):  
Gede Thadeo Angga Kusuma ◽  
I Made Agus Wirawan ◽  
I Ketut Resika Arthana

<p class="0abstractCxSpFirst">This research aimed at developing a virtual reality based learning media application on the introduction of types of fish. The development of this application intended to facilitate the learning process in the kindergarten concerning on the introduction of aquatic animals, and specifically about fish. There were 10 types of saltwater fish and 10 types of freshwater fish which would be introduced to the kindergarten students. The development of this application is expected to attract children's learning enthusiasm about the types of fish in our environment.  </p><p class="0abstractCxSpLast">The development of this virtual reality-based learning media application used the ADDIE model. This ADDIE model comprises of 5 stages, namely <em>Analysis, Design, Development, Implementation, </em>and <em>Evaluation. </em>With the consideration of this model, the developed product could be finalized within fine quality. It could be achieved since this model allows the developer to perform evaluation and revision during every completed stage.</p>The result of the user’s experience testing was 89.8 %, indicating that this virtual reality-based learning media application was considered excellent. Therefore, this application could be used as a supporting media to introduce types of fish in the teaching and learning process conducted in the kindergarten, concerning the theme of aquatic animals with the subtheme of fish

2021 ◽  
Vol 7 (1) ◽  
pp. 19-31
Author(s):  
Meilia Tika Ayu Ningrum ◽  
Agus Purnomo ◽  
Idris Idris

Android-based learning media for Social Studies (SS) might reduce boredom and accelerate student learning because it conveys attractive, creative, and innovative learning materials that support independent learning. This study aims to develop android-based learning media for SS about the Kingdom and Relics of Hindu-Buddhist. It employed Research and Development (R&D) with Analysis, Design, Development, Implementation, Evaluation (ADDIE) model. Validation by material experts and linguists stated that the learning media was feasible with 61.5% and 70%. Results show that the learning media is suitable to use by 88.2%. The product trials resulted in practical products by 100% from educational practitioners, and 80.2% from students. This finding indicates that the media is effective, as can be seen, that 26 out of 32 students scored above the minimum grade. It is suggested that SS learning media are developed through further research by utilizing virtual reality technology. This may accelerate student understanding as the use of videos and pictures, and virtual reality to images and objects help depict things clearly.


2020 ◽  
Vol 4 (3) ◽  
pp. 515
Author(s):  
Arnelia Dwi Yasa ◽  
Ketut Suastika ◽  
Nur Vita Wahyu Ningtyas

The results of the analysis of the learning process show that the teacher does not use attractive learning media and students do not pay attention to the teacher during the lesson. This result in students often experiencing misconceptions about the material of adding fractions, so there is a need for the development of learning media in the form of unloading shading boards that can support the learning process. The purpose of this study was to determine the validity, practicality, and effectiveness. This research method was a development research by adapting the ADDIE model with 5 stages, namely: Analysis, Design, Development, Implementation, and Evaluation. The test subjects in this study were media expert lecturers, material expert lecturers, teachers and fourth grade students of SDN Ngembul 03, Blitar Regency. The data analysis technique used descriptive qualitative and quantitative. The data collection instrument used in this study was a questionnaire. The loading and unloading shading board based on the results of material validation obtained a score of 79.15% in the feasible category, the results of media validation obtained 75% with the feasible category. The results of the validation of the teacher's practicality got 83.65% in the very good category, the results of the student's practicality got 86.66% with the very good category and the results of the student's effectiveness got 81% with the very good category. The unloading shading board can be used by the teacher in the learning process to make it more interesting and fun. Provide a reference for other researchers in developing interesting and fun learning media for loading and unloading shading boards.


2017 ◽  
Vol 5 (1) ◽  
pp. 1
Author(s):  
Bq Azmi Syukroyanti ◽  
Wirawan Putrayadi

The development of learning media is very important to support teaching and learning in the classroom because abstract concepts in physics are difficult to understand. This study aims to Develop Animation Media using Macromedia Flash Application On Static Electric Material. This research uses the development of ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Data collected by Questionnaire. Questionnaire is used to measure program indicators relating to the content of learning media, program display, and program technical quality. Questionnaire uses a four-point response from Likert scale, where the response alternative is excellent (4 points), good (3 point), less good (2 point) and bad (1 point)


2019 ◽  
Vol 3 (1) ◽  
pp. 35 ◽  
Author(s):  
Rahmat Arofah Hari Cahyadi

Instructional material are an important part in determining the quality of learning. The design of the development of instructional material needs to pay attention to the development model to ensure the quality of instructional material in supporting learning effectiveness, because the development of instuctional material is basically a linear process with the learning process. One of the designs for the development of instructional material that is often used is the ADDIE Model through 5 stages; Analysis, Design, Development, Implementation and Evaluation. The ADDIE model is a learning system design model that shows the basic stages of a learning system that is easy to do. 


IZDIHAR ◽  
2020 ◽  
Vol 3 (3) ◽  
pp. 181-196
Author(s):  
Nuriyatul Hidayah ◽  
Nur Anisah Ridwan ◽  
Hanik Mahliatussikah ◽  
Moch Wahib Dariyadi ◽  
Bendine Bekhoula

Indonesia is a country that is familiar and closely related to Arabic. Therefore, learning this language becomes an important thing. This research was aimed to explain the development process and the validity level of Application of Arabic-Indonesian Expression Dictionary for Deaf (Akuarintar) as a media in Arabic teaching and learning for students at SMALB YPTB Malang. This research and development method used the ADDIE model which included Assessment/Analysis, Design, Development, Implementation, and Evaluation. The results of the validity test were the language validation test showed the proportion of 83%. The results of material validation were 89%, while the results of media design validation were 87%, and the results of teacher validation were 87%. The results of the Wilcoxon Rank Tests analysis obtained a significance value of p = 0.001 and z = -3.453, which means that the students score of Arabic learning significantly increased after using the Akuarintar application. So, it can be concluded that Akuarintar is very suitable as a media for teaching and learning Arabic for the deaf.


2020 ◽  
Vol 2 (2) ◽  
pp. 113-130
Author(s):  
Frandy Karundeng

The learning process in accounting courses often becomes boring and even intimidating for students because the material is often considered difficult or involves a lot of calculations that the learning situation becomes rigid and students cannot enjoy the learning process. For this reason, lecturers must prepare an alternative media for learning that is more interesting, for example by using games. The game in this research is based on the Instagram filter as most students have an Instagram account and spend a lot of time on that photo-sharing platform. The game was developed using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). In the development stage, this game was validated by material expert and information technology expert, and was then implemented to 100 accounting students. Based on the evaluation results, this game was declared to be very feasible in terms of software, display, and learning design aspects. Moreover, this Instagram filter-based accounting educational game was declared a fun learning media for students, and was able to motivate students to study accounting as indicated by the average total score of 4.48 or "very high" for the learning motivation aspect.


2020 ◽  
Vol 10 (5) ◽  
pp. 126
Author(s):  
Ji-Yun Kim ◽  
Hyunsong Chung ◽  
Eun Young Jung ◽  
Jin-Ok Kim ◽  
Tae-Wuk Lee

This study aimed to raise awareness of maker education for pre-service teachers and discuss maker education in their major subjects by developing and applying a maker education course for pre-service teachers with various majors based on novel engineering (NE), a teaching and learning method that combines humanities and engineering. Accordingly, the course was developed following the procedure of the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) model, and the educational effectiveness was investigated using test tools. The educational effect and difficulties were also examined through the analysis of reflective journals written by 20 pre-service teachers with various majors who participated in the course. To investigate the educational effectiveness of the developed course, the science, technology, engineering, arts, and mathematics (STEAM) literacy of the participants—before and after the course—was measured, with the results demonstrating a statistically significant improvement. Analysis of the reflective journals identified a recognition of sharing effectiveness, the joy of making, and an in-depth understanding of maker education as education effects, and a lack of understanding of techniques, the burden of prototype fabrication, and the limitation of majoring subjects as difficulties experienced during the activities. This study verified that NE could be used as a significant maker education measure for pre-service teachers with various majors. Based on this verification, this study also proposes a strategy to develop more effective NE-based maker education.


2021 ◽  
Vol 7 (1) ◽  
pp. 136-147
Author(s):  
Ika Wahyu Nurdiana ◽  
Abdulloh Hamid ◽  
Winarto Eka Wahyudi

Based on the criteria of learning al-Qur'an Hadith with the material of surah az-Zalzalah, it can be said that it is valid and effective for grade IV students of Madrasah Ibtidaiyah. To compile and produce learning, it is necessary to research the development of e-learning media through edmodo. Can increase the creativity of students in learning al-Qur'an Hadith about surah az-Zalzalah using e-learning media through edmodo. This type of research is the ADDIE model that has been used in the development of Al-Qur'an Hadith learning through edmodo e-learning media. There are 5 stages in the ADDIE model, namely analysis, design, development, application and evaluation. Has been validated by 3 lecturers as validator experts, media and instruments on e-learning media through edmodo. The subjects in development research were 30 grade students for the 2020-2021 school year. Learning al-Qur'an Hadith surah az-Zalzalah can be said to be good and meet the requirements with a rating of 78.34% through the edmodo e-learning media. However, students can respond to the learning media with a rating of 82.36% and have been declared good. Thus, all aspects of e-learning media through edmodo in learning al-Qur'an Hadith surah az-Zalzalah can be categorized as good and feasible to be used in the learning process.


2018 ◽  
Vol 1 (2) ◽  
pp. 21
Author(s):  
Hedia Rizki ◽  
Kamid Kamid ◽  
Saharudin Saharudin

This research is aimed at describing the development of students’ worksheet of a mathematics subject for deaf students and finding out the effectivity of mathematics worksheet for deaf students toward the learning process. Multiplication is selected due to its ability to represent mathematics subject which will be developed for deaf students. This research uses research and development method (R&D) with 6 deaf subjects in grade V in special needs education Sri Soedewi Masjchun Sofwan Jambi. This research applies the ADDIE model, analysis, design, development, implementation, and evaluation. The data collected are qualitative and quantitative. Qualitative data are collected from media expert validity and learning design, material expert validity, teachers’ respond from deaf class, and questionnaire result of students’ perception of learning media which has been created. Meanwhile, quantitative data are collected from the final test. Valid students’ worksheet is based on the questionnaire administered to the validator. 79% of students’ responds show positive respond and 83,3% of learning completion. It shows that mathematics worksheet developed feasible to use in the learning process. Keywords: Students’ worksheet (LKPD), deaf students, multiplication Penelitian ini bertujuan untuk mendeskripsikan pengembangan LKPD matematika untuk siswa tunarungu dan mengetahui keefektivan LKPD matematika untuk siswa tunarungu terhadap pembelajaran. Materi perkalian dipilih karena dipandang mampu untuk mewakili materi matematika yang akan dikembangkan bagi anak tunarungu. Penelitian ini menggunakan metode Research and Development (R&D) dengan subjek 6 orang siswa tunarungu kelas V di SLB Negeri Sri Soedewi Masjchun Sofwan Kota Jambi. Penelitian ini menggunakan model pengembangan ADDIE, analisis,desain, pengembangan, pelaksanaan,dan evaluasi. Jenis data yang diambil yaitu data kualitatif dan data kuantitatif. Data kualitatif diperoleh dari hasil angket oleh validator ahli media dan desain pembelajaran, ahli materi, tanggapan dari guru kelas tunarungu, dan hasil angket persepsi siswa terhadap media pembelajaran yang telah dibuat. Sedangkan kuantitatif diperoleh dari  hasil belajar siswa dan tes akhir. Hasil penelitian diperoleh LKPD yang valid berdasarkan angket yang diberikan kepada validator. Untuk respon siswa diperoleh respon positif dengan hasil persentase sebesar 79% dan persentase ketuntasan belajar 83,3%. Hal ini menunjukkan bahwa LKPD matematika yang dikembangkan layak digunakan dalam proses. Kata Kunci: Lembar Kerja Peserta Didik (LKPD), siswa tunarungu, perkalian


Author(s):  
Mukhamad Murdiono ◽  
Suyato Suyato ◽  
Elly Nur Rahmawati ◽  
Muhammad Abdul Aziz

The study has developed an android-based mobile application that can assist in the teaching-learning process of civic education in senior high schools. As a research-and-development activity, it employed the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Based on validation by material experts, the developed application was very feasible to use (89.04%), and the media experts concurred with this assessment (90.78%). During the large-group trials, the application scored between 3.96 and 4.68, meaning that it provides an excellent media or platform with high feasibility for the teaching-learning process of civic education in senior high schools.


Sign in / Sign up

Export Citation Format

Share Document