scholarly journals The Development of Batak and Malay Batik Motif Stilation in Improving the Creative Industry in Indonesia

2021 ◽  
Vol 2 (4) ◽  
pp. 416-427
Author(s):  
Farihah Farihah ◽  
Dina Ampera ◽  
Halimul Bahri ◽  
Yudhistira Anggraini ◽  
Bakhrul Khair Amal

The purpose of this study was to determine the stylization of Batak and Malay batik motifs by developing the shape of a typical Batak batik motif with a typical Malay batik motif and to determine the process of developing a Batak and Malay batik motif design. The target of the research is to create and produce designs of stylized Batak and Malay batik motifs and to conduct batik trials on fabrics with motifs that have been developed, so as to produce textile products in the form of a blend of batik cloth between two tribes in North Sumatra. The research method used is the development research method (R&D). The research model is the IDI (instructional, development, Institute) development model, which includes three stages: define, develop, evaluate. The define stage includes: identifying problems, needs analysis, motive characteristic analysis, design concept analysis. The develop stage includes: development of motif designs and validation of product results by experts (validators). The results showed that Batak and Malay batik products deserve to be developed as a creative industry. The first validation gave a score of 0.89, the second validation got a score of 0.86 and the third validation obtained a score of 0.94. The average value of the validation results is 0.89, so the results of research on the development of stylized Batak and Malay batik motifs are included in the appropriate category and can improve the creative industry in Indonesian.

2020 ◽  
Vol 4 (2) ◽  
pp. 78-88
Author(s):  
Andar Gunawan Pasaribu

This study aims to develop strategies learning motivational from the repository for student learning outcomes.  . This research was conducted on IAKN Tarutung students by using the development research method. Development is carried out through stages, namely symbol, development tools, ease of accessing the repository.  completeness of lecture materials, and the Effective repository.   The results of testing the use of applications repository with an average value of 88%. 


2019 ◽  
Vol 2 (2) ◽  
pp. 105-117
Author(s):  
Novia Indriani ◽  
Aan Subhan Pamungkas ◽  
Trian Pamungkas Alamsyah

This research aims to develop mathematics student activity sheets on cube and rectangle box volume material, to determine the quality of mathematicsl activity sheets developed and to find out the user's response to mathematics activity sheets, and to understand students' understanding after using a sheet of mathematics activity. The development research method used in this study refers to the research design of the 4D model developed by Thiagarajan which consists of 4 stages of development namely Define, Design, Develop, and Disseminate. The subjects of this study were 30 fifth grade students at Panancangan Elementary School 2. The results of the study were (1) the average level of feasibility of the mathematics activity sheet reached 84.6% which was included in the category of "very feasible", obtain an average percentage of 97% which is included in the category of "very good", (3) the teacher's response to the sheet of mathematics activity gets an average percentage of 83% which falls into the category of "very good" and (4) understanding test students obtain an average value of 86.03 which shows students' understanding in the "very good" category so that it can be concluded that the mathematics activity sheet was successfully developed into a better teaching material because it has been prepared according to the design and is able to provide learning benefits.


2019 ◽  
Vol 3 (2) ◽  
pp. 103-107
Author(s):  
Thoha Firdaus ◽  
Ida Hamidah ◽  
Wawan Setiawan ◽  
Ida Kaniawati

A video analysis experiment guide has been made on kinematics material using the pro logger program for prospective physics teachers. This study aims to see the results of the feasibility of an experimental guide. This research method uses design and development research (DDR). The guide is validated by user experts and material experts with an average value that can be sequentially 79.69% and 87.5%. So it can be concluded that this video analysis guide is acceptable and feasible to be used by students.


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


Author(s):  
Mila Sri Devi ◽  
Thamrin Thamrin

The purpose of this study was to determine the feasibility of using the learning module of the Electronic Electronics Series on the subject of Basic Electricity and Electronics in class X Electronics Engineering at SMK Negeri 1 Bukittinggi. This research method uses the development of Instructional Development Institute with three stages, namely define, development, and evaluation. The research instruments were in the form of questionnaires on validity, reliability and practicality of the module. Based on the results of 3 validators obtained an average of 0.82 from the rating scale 1, which exceeds the achievement level of 0.667, so the module is declared valid. In the module reliability test the Cronbach Alpha value was 0.804, which means the reliability of the module in the category is very high. In the module practicality test by the teacher obtained an average value of 85.83%, so it is in the practical category. While the module practicality test by students obtained an average value of 87%, so it is in a very practical category. Based on the results of the three tests it can be concluded that the learning module is suitable for use in the learning process.Keywords:Module, Electronics Digital, instructional Development Institute


2021 ◽  
Vol 8 (2) ◽  
pp. 180-192
Author(s):  
Meyshi Ziya Dwi Putri ◽  
Febrina Dafit

The purpose of this research is to develop animated video learning media on theme 9 sub-theme 2 class V, make it easier for teachers to deliver learning materials. This research method uses development research with ADDIE development model. This research was conducted in three stages: 1) the analysis phase consisted of curriculum analysis, teacher and student analysis, and media analysis; 2) the design stage, namely the design of animated video learning media using the kinemaster application; 3) the development stage, namely producing learning media that have been designed at the design stage. In addition to media production, the researcher also developed a research instrument, namely a validation sheet. The results of this study indicate that the animated video learning media meets the very feasible criteria, in learning 1 the results are 94,85%, in learning 2, the results are 95% and in learning 3, the results are 95%. Abstrak Tujuan pelitian ini yaitu untuk mengembangan media pembelajaran video animasi pada tema 9 subtema 2 kelas V, mempermudah guru dalam menyampaikan materi pembelajaran. Metode penelitian ini menggunakan penelitian pengembangan dengan model pengembangan ADDIE. Penelitian ini dilakukan dengan tiga tahapan yaitu 1) tahap analisis terdiri dari analisi kurikulum, analisis guru dan siswa, dan analisis media; 2)tahap desain yaitu rancangan media pembelajaran video animasi dengan menggunakan aplikasi kinemaster; 3) tahap pengembangan yaitu memproduksi media pembelajaran yang telah dirancang pada tahap desain. Selain produksi media, peneliti juga menyusun instrumen penelitian yaitu lembar validasi. Hasil penelitian ini menunjukkan bahwa media pembelajaran video animasi memenuhi kriteria sangat layak, pada pembelajaran 1 memperoleh hasil 94,85%, pembelajaran 2 memperoleh hasil 95% dan pembelajaran 3 memperoleh hasil 95%. Kata Kunci:Media pembelajaran, video animasi, tema 9


2018 ◽  
Vol 20 (1) ◽  
pp. 43-59
Author(s):  
Muldiyana Muldiyana ◽  
Nurdin Ibrahim ◽  
Suyitno Muslim

This study aims to produce a product in the form of Printing Module and Networking Printing Productive Computer for students of class X SMK. The research methodology uses R & D method. The model used is Derek Rowntree model which consists of three stages: planning, preparation of writing, writing and editing. The product testing phase begins with the validation of several material experts and media experts. Validation results by experts show the average test of material experts obtained 4.74 and media experts obtained 4.3, means the print module products are feasible and very well used. The next product tested to a number of students of class X with small group stage that is 3 respondents with face-to-face method get the overall average value 3,48, and large group trial 25 respondents with field evaluation test method obtained an average value of 4, 2 Conclusion Print module productive subjects of computer engineering and network SMK Negeri 2 Watampone good and feasible to use.Keywords: Development Research, Crane Rowntree Model, Printed material, Printed media and module Computer Asissted Instruction (CAI).


2020 ◽  
Vol 4 (2) ◽  
pp. 114-123
Author(s):  
Ganjar Setyo Widodo ◽  
Layli Hidayah

Abstract: This study aims to develop E-Learning of “Mata Kuliah Profesi Keguruan” to be Blended Learning subjects. The method used in this research is the development research method using the ADDIE (Analysis-Design-Develop-Implement-Evaluate) model. Based on the results of the study, it can be concluded that e-learning of “Mata Kuliah Profesi Keguruan” has met the validity criteria with a value of 97.093% from expert validators. The product trial results with students obtained a positive response that is equal to 90% with the criteria of "very good". Abstrak: Penelitian ini bertujuan untuk mengembangkan E-Learning pada Mata kuliah Profesi Keguruan  menjadi mata kuliah  Blended Learning. Metode yang digunakan dalam penelitian ini yaitu metode penelitian pengembangan dengan model ADDIE (Analysis-Design-Develop-Implement-Evaluate). Berdasarkan hasil penelitian, dapat disimpulkan bahwa e-learning mata kuliah Profesi Keguruan telah memenuhi kriteria kevalidan dengan nilai 97,093% dari validator ahli. Hasil uji coba produk dengan mahasiswa diperoleh respon yang positif yaitu sebesar 90% dengan kriteria “sangat baik”.


2020 ◽  
Vol 4 (2) ◽  
pp. 134-144
Author(s):  
Ayi Solihat ◽  
Nana Hendracipta ◽  
Rina Yuliana

Abstract: Books as a medium of literacy are presented normally, making students less interested. Developing puppet media needs to be done. This research aims to develop Puppet Book media. This research method, R&D with Borg and Gall research design. The results of the study were in the form of a one-horned rhinoceros puppet learning media complete with books and audio attached to the puppets. The results of the validation of media experts (average value 90.285%), linguists (average value 99.167%), material experts (average value 92.105%). The results of validation (media, language, material) with a very decent category. The results of the questionnaire responses of students in field trials showed 96.41% with very good criteria. Based on these results, the final product in the form of a puppet book based on multiliteration learning is suitable for the learning activities of fourth grade elementary school students. Abstrak: Buku sebagai media literasi yang disajikan biasa, membuat peserta didik kurang tertarik. Pengembangkan media puppet perlu dilakukan. Penelitian ini bertujuan untuk mengembangkan media Puppet Book. Metode penelitian ini, R&D dengan desain penelitian Borg and Gall. Hasil penelitian berupa media pembelajaran puppet badak bercula satu yang dilengkapi buku serta audio yang terpasang pada puppet. Hasil validasi ahli media (nilai rata- rata 90,285%), ahli bahasa (nilai rata- rata 99,167%), ahli materi (nilai rata- rata 92,105%). Hasil validasi (media, bahasa, materi) dengan kategori sangat layak. Hasil angket respon siswa pada uji coba lapangan menunjukan 96,41% dengan kriteria sangat baik. Berdasarkan hasil tersebut, produk akhir berupa puppet book berbasis pembelajaran multiliterasi layak digunakan untuk kegiatan belajar siswa kelas IV SD.


2020 ◽  
Vol 16 (1) ◽  
pp. 8-15
Author(s):  
Latifah Larassati ◽  
Tejo Nurseto

Abstrak: Penelitian ini bertujuan untuk: 1) mengembangkan media pembelajaran kartu uno sebagai alat evaluasi pembelajaran ekonomi kelas X; dan 2) mengetahui kelayakan media pembelajaran. Penelitian ini menggunakan metode penelitian pengembangan menggunakan model pengembangan ADDIE. Subjek penelitian ini adalah ahli media, ahli materi, praktisi pembelajaran dan peserta didik kelas X IPS 1 SMA N 1 Wates. Hasil penelitian menunjukan bahwa: 1) mengembangkan media pembelajaran kartu uno sebagai alat evaluasi pembelajaran melalui lima tahapan, yaitu tahap analisis, tahap desain, tahap pengembangan, tahap implementasi, dan tahap evaluasi; 2) Media pembelajaran Kartu Uno dinyatakan layak digunakan sebagai alat evaluasi pembelajaran ekonomi dan termasuk dalam kriteria sangat baik, berdasarkan dari: a) ahli materi memperoleh rata-rata skor akhir 3,82 (kriteria baik), b) ahli media memperoleh rata-rata skor akhir 4,325 (kriterwia sangat baik), c) praktisi pembelajaran memperoleh rata-rata skor akhir 4,818 (kriteria sangat baik), dan tanggapan peserta didik dari kelompok kecil memperoleh rata-rata skor akhir 4,552 (kriteria sangat baik) dan uji coba pemakaian memperoleh rata-rata skor 4,637 (kriteria sangat baik).Abstract: This study aims to: 1) develop uno card learning media as a learning tool for class X economic learning; and 2) learning the feasibility of learning media. This research uses the development research method using the ADDIE development model. The subjects of this study were media experts, material experts, learning and students of class X IPS 1 of SMA N 1 Wates. The results showed that: 1) developing card learning media as a learning evaluation tool through five stages, namely, analysis, design, development, development, and implementation; 2) Uno Card Learning Media is declared appropriate to be used as an evaluation tool for economic learning and is included in an excellent assessment, based on a) material experts get an average score of 3.82 (right criteria), b) media experts get an average final score of 4,325 (excellent criteria), c) agreed to learn an average final score of 4,818 (excellent criteria), and students' responses from small groups obtained an average final score of 4,552 (excellent criteria) an average score of 4,637 (excellent criteria).


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