scholarly journals PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS VIDEOSCRIBE SPARKOL PADA MATERI KEKONGRUENAN DAN KESEBANGUNAN DI SMP PGRI 2 BOGOR

Author(s):  
Ardistya Puspita Sari ◽  
Indra Martha Rusmana

This study aims to determine the feasibility of using learning media based on Videoscribe Sparkol on congruence and similarity material at SMP PGRI 2 Bogor. The method used in this study is the Research and Development method using ADDIE development procedures, namely (Analysis, Design, Development, Implementation, and Evaluation). The data collection method used an expert test validation questionnaire. The results of data analysis in the media validation process included media experts, namely 4.00 meaning "good", material experts, namely 4.00 intention "good", and development experts, namely 4.25 meaning "very good". It can be concluded that the average feasibility of learning media based on Sparkol videoscribe is feasible because the intermediate results are promising. This media development was carried out until expert testing and was not carried out in the field due to the Covid-19 pandemic in 2020

2021 ◽  
Vol 9 (3) ◽  
pp. 292-306
Author(s):  
Ani Rohma ◽  
Ummu Sholihah

The purpose of this study is to determine the validity, practicality, and effectiveness of audio-visual media based on the canva application for pyramids in VIII grade SMP Islam Al Azhaar Tulungagung with 27 students. The approach used in this study is R&D with ADDIE steps; Analysis, Design, Development, Implementation, and Evaluation. The data collection method used is a questionnaire and test. The results of the material expert validation were 3.40 (good criteria) and the media expert validation 3.50 (very good criteria). So that it can be categorized as a criteria. The practicality test of students with an average of 89.25 of the criteria is very practical. Based on the percentage of students’ effectiveness of 92.59% the criteria is very good. Based on the validation process, practicality, and effectiveness test of audio-visual media based on the canva application the pyramid material is valid, practical, and effective. The developed media can increase students’ learning motivation. So it can be used to support the implementation of direct or online learning for VIII grade Junior High School.


Author(s):  
Rina Wijayanti ◽  
Siti Napfiah

This research aims to produce products such as module, which supporter statistics courses in IKIP Budi Utomo Malang institutions. It can be used to enhance the students' ability to solve problems. This research development method using ADDIE models which include analysis, design, development, implementation, evaluation. Methods of data collection in this study include legibility test. Results of this study we concluded the step wrote statistics module that determining competency standards, specify the title of the module, arrange the contents of the module, cover design, legibility test, revision and production. Based on the conclusion that thelegibility test for aspects of language, presentation, and graphic declared valid while the worthiness aspect of the module is very valid. So based on student legibility test module does not need to be revised. 


2019 ◽  
Vol 2 (3) ◽  
pp. 241-247
Author(s):  
Eka Aprilia ◽  
Nanang Supriadi

This study aims to develop learning media in the form of pop-up boxes that are effective and in accordance with the criteria for autistic children. This type of research used in this research is research and development (Research and Development). In this study using ADDIE research methods, namely Analysis, Design, Development, Implementation, Evaluation. Data collection techniques used were test and non-test instruments, data analysis techniques to calculate the validity of the media, students' responses and the effectiveness of instructional media. Validation in this research is based on the validation of media experts and students to determine the response and effectiveness of the resulting media. The results of validation by media experts are 2.67 with the criteria of "quite valid". The response of students 3.27 with very interesting responses. The results of the effectiveness test with a percentage of 66% with effective criteria. Based on the data obtained shows that learning media is feasible to use and effectively applied in learning


2020 ◽  
Vol 15 (1) ◽  
pp. 79
Author(s):  
Mukhammad Luqman Hakim

This research aims to produce multimedia learning and provide understanding to students of the importance of paying zakat in accordance with applicable regulations. The research subjects are 33 students of class VII.I at SMPN 7 Kediri. This study uses research and development method of Lee and Owen’s model. The procedures in research and development are needs analysis, design, development, implementation and evaluation. The data analysis uses a closed questionnaire with a Likert scale. This research and development received positive responses from experts and stated that interactive learning multimedia was feasible to use and did not require revision. A whole responses from students stated that this learning multimedia provides a new learning experience and fosters a sense of awareness of the importance and benefits of paying zakat.


2018 ◽  
Author(s):  
Asmar Yulastri ◽  
Syaiful Islami ◽  
Ganefri

This article aims to reveal the validity of the entrepreneurship module based-product in vocational education. Based on the observation, the existing problem is the unavailability of entrepreneurship module that causes the learning process has not been maximized. The method used is Research and Development with development model Analysis, Design, Development, Implementation, and Evaluation (ADDIE). The validation process is accompanied by a discussion or direct interview with the expert on improvements to be made. The design of a product-based entrepreneurial module is consulted first with experts or experts and counselors. Then, the design is judged by the competent people who have understood the module development principle. Data collection instrument in the form of a questionnaire. The results obtained are a valid product-based entrepreneurial module on aspects of content, aspects of the format and presentation aspects.


2018 ◽  
Vol 3 (2) ◽  
pp. 121-129
Author(s):  
Ridwan Oktavian Hananta ◽  
Thomas Sukardi

This study aims to examine the development and the usability of a video-based learning media on the subject of lathe metric threading. The study was carried out in class XI of Machining program study. This research is a Research and Development using ADDIE (Analysis-Design-Development-Implement-Evaluation) learning design. Data collection techniques that was used were questionnaires and research documentation. The development process of video models is carried out by observation and validation from material experts, media experts and subject teachers. The development of the media resulted in the video-based learning media products in the form of an mp4 video formats. The evaluation of the video media resulted in an average usability of 78.85%, which lies in the ‘very good’ category. In conclusion, the video-based learning media can be used in the teaching and learning process.Penelitian ini bertujuan untuk mengetahui pengembangan dan kelayakan media pembelajaran berbasis video pada proses pembuatan ulir metris dengan menggunakan mesin bubut pada kelas XI Teknik Pemesinan. Penelitian ini merupakan Research and Developtment menggunakan desain pembelajaran ADDIE (Analyze-Design-Development-Implement-Evaluate). Teknik pengumpulan data penelitian ini menggunakan angket serta dokumentasi penelitian Proses pengembangan model media video dilakukan dengan cara observasi dan melalui validasi dari ahli materi, ahli media dan guru mata pelajaran. Hasil pengembangan media diperoleh produk media pembelajaran berbasis video berbentuk mp4 pada materi pembuatan ulir metris dengan proses pembubutan. Hasil evaluasi produl media video diperoleh persentase kelayakan rata-rata sebesar 78.85% yang termasuk dalam kategori sangat baik. Dengan demikian media pembelajaran berbasis video pada pembelajaran praktik pemesinan bubut dinyatakan layak digunakan pada proses pembelajaran.


2019 ◽  
Vol 1 (1) ◽  
pp. 22-33
Author(s):  
Ahmad Fahrudin

The purpose of this study is to determine the effect of the use of learning media book summarizationof physics-based smartphone applications for the achievement of learning elasticity in class XI SMA N 2Lubuklinggau. This research uses two methods of development method (research and development) andquasi-experimental method (quasi-experimental design). Development method using ADDIE developmenton analysis, design, development, implementation, and evaluation. The place of study was conducted in SMAN 2 Kota Lubuklinggau with a sample of 64 students, divided into two experimental classes and controlclass. The objective test was used for data collection in this study. The test is given twice before treatmentand after treatment. The analysis test used parametric statistic with a t-test. The result of the research showsthat there is an increase of learning achievement in the experimental class that shows the minimumcompleteness criteria (KKM) which reaches the learning completeness 93,75% and the learningcompleteness improvement is 75,00% from the pretest value of 18,75%.


2015 ◽  
Vol 1 (1) ◽  
pp. 10
Author(s):  
Violin Paramita ◽  
Agung Permana Budi

Soybean residue (Okara) is a good material which be reused and it has been described as having a great potential ingredient and higher economic value, such as dried Okara. Dried Okara has a component that can still be maintained, more durable and can be formulated and processed into a variety of bakery products. This study aims to understand the utilization of dried Okara as a flour mixture of bread-making. Product research and development conducted on March-May 2015 at International Bali Institute of Tourism Pastry and Bakery Kitchen Laboratory. The research method used is the ADDIE Model, namely: Analysis, Design, Development, Implementation, and Evaluation. Implementation of research is done through Phase: 1) Collecting the recipes, 2) Selection of recipe, 3) Design of the product, 4) Products manufacture test, 5) Assessment by panelists, 6) Evaluation. Assessment by panelists is made using an instrument test, which then performed the data analysis. Data analysis was performed by calculating the score given by the panelists based on texture, taste, color and aroma. The results obtained were: Utilization of 10% dried Okara has the highest score, 82.8% of the expected, so the maximum amount of dried Okara as a flour mixture is 10% of the flour used in bread-making.


2021 ◽  
Vol 19 (2) ◽  
pp. 275
Author(s):  
Elviana Febrianti ◽  
Neni Wahyuningtyas ◽  
Nurul Ratnawati

<p><strong>Abstrak </strong></p><p>Tujuan penelitian adalah mengembangkan multimedia interaktif “SCRIBER”<em> </em>(<em>Social Studies Learning-Based Articulate Storyline)</em> tentang Potensi Sumber Daya Alam dan Kemaritiman Indonesia yang valid dan efektif untuk digunakan dalam pembelajaran. Penelitian menggunakan metode penelitian dan pengembangan (R&amp;D) dengan model pengembangan penilaian dan analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian yaitu 2 dosen dan 32 peserta didik. Validasi instrumen menggunakan angket validasi dan angket respons peserta didik yang menunjukkan produk yang dikembangkan layak. Teknik analisis data menggunakan deskriptif kualitatif dan kuantitatif dengan perhitungan skor menggunakan skala Likert dan Guttman. Hasil penelitian menunjukkan bahwa ahli media menyatakan bahwa produk yang dikembangkan termasuk pada kriteria sangat layak, penilaian materi termasuk pada kriteria sangat layak, respons peserta didik terhadap produk yang dikembangkan termasuk pada kriteria sangat baik, dan efektif digunakan dalam proses pembelajaran.</p><p> </p><p><strong><em>Abstract</em></strong></p><p><em>The research aimed to develop interactive multimedia “SCRIBER” (Social Studies Learning-Based Articulate Storyline) about the Potential of Indonesian Maritime and Natural Resources valid and effective for use in learning. The research used the research and development (R&amp;D) method with the analysis, design, development, implementation, and evaluation development model. The research subjects were 2 lecturers and 32 students. The validation of the research results was carried out by expert validators and students. The data analysis technique used descriptive qualitative and quantitative with the calculation of scores using the Likert and the Guttman scale. The results showed that the media experts stated that the developed product was included in the very feasible criteria, the material assessment included the very feasible criteria, the student's responses to the developed product included the very good criteria and the effectiveness obtained from the posttest results was higher than the pretest results.</em></p>


At- Tarbawi ◽  
2021 ◽  
Vol 13 (1) ◽  
pp. 16-27
Author(s):  
Suratiningsih Suratiningsih

The research aims to describe the puzzling media as a solution to increase the learning motivation of elementary /MI student. This research is library research. It is a method that the data which is needed in completing research comes from library sources i.e. include books, encyclopedias, dictionaries, journals, documents, magazines, etc as well as various sources on the internet. The data collection technique used in this research is documentation. Documentation means looking for data about things in the form of notes, books, papers, articles, journal, and so on. Then, the data analysis technique used in this study is content analysis. In this analysis, the process of selecting, comparing, and combining various meanings will be found to be relevant. The media is an intermediary or introduction. Puzzle media can improve the students’ motivation to keep trying to solve problems. It is fun for students because it can be repeated. The challenges in the puzzle game will give you an addictive effect to always try and try until they are successful.


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