scholarly journals PENGEMBANGAN MODUL PEMROGRAMAN WEBSITE CONTENT MANAGEMENT SYSTEM UNTUK MENINGKATKAN KEMAMPUAN GURU DALAM PENGELOLAAN WEBSITE SEKOLAH SMA NEGERI 1 CEPOGO BOYOLALI

2021 ◽  
Vol 12 (1) ◽  
pp. 135-148
Author(s):  
Putri Utami ◽  
Dian Hidayati

The development and advancement of science and technology can provide effectiveness and interactivity in the world of education. The school website is a technology product that must be used by schools. This study aims to develop and determine the feasibility of a website programming module to improve teachers' abilities in managing school websites. This research is a Research and Development (RnD) development research using the ADDIE development method. Data collection techniques using interviews and questionnaires then analysed using qualitative and quantitative data. The subjects of this study were media experts, teachers and operators at SMA Negeri 1 Cepogo. The results of this study indicate that research and development have carried out using the ADDIE model steps, namely (Analysis, Design, Development, Implementation, Evaluation). The average assessment by the score expert validation test obtained was 87.1 included in the "Very Good" category, the response of the phase 1 field test teacher and stage 2 field test obtained an average value of 81.8 in the "Very Good" category. The quantitative data analysis took the average results of the assessment of expert validation tests and user trials. The score is 84.45 with the category "Very Good" and shows that the website programming module is suitable for use by teachers in managing school websites.

2020 ◽  
Vol 16 (2) ◽  
pp. 61-68
Author(s):  
Nurul Lailia

Abstrak: Penelitian ini bertujuan untuk menganalisis 1) pengembangan Permainan Question Card sebagai media pembelajaran untuk meningkatkan keterampilan berpikir kritis siswa, 2) efektivitas Permainan Question Card pada sebagai media pembelajaran untuk meningkatkan keterampilan berpikir kritis siswa.Penelitian ini dilakukan di kelas X IPS 1 SMAN 1 Kota Mojokerto dengan 20 siswa sebagai subjek penelitian. Jenis penelitian yang digunakan adalah penelitian pengembangan (research and development) dengan model pengembangan ADDIE yang terdiri dari lima tahap, yaitu Analysis, Design, Development, Implementation, dan Evaluation. Desain ujicoba penelitian ini menggunakan desain Pre-Experimental bentuk One Grup Pretest-Posttest. Jenis data dalam penelitian ini meliputi data kualitatif dan kuantitatif, dengan instrumen pengumpulan data berupa lembar telaah dan lembar validasi. Dari hasil penelitian ini, menunjukkan bahwa presentase yang didapat dari ahli evaluasi adalah 93% dengan kriteria sangat layak dan ahli media 88,86% dengan kriteria sangat layak. Hasil efektivitas Permainan Question Card yang diujicobakan secara terbatas menunjukkan peningkatan keterampilan berpikir kritis peserta didik melalui uji N-gain dengan nilai rata-rata sebesar 0,6 dengan kriteria sedang.Abstract: The purpose of the research is to analyze 1) the development of the Question Card Game as learning media to increase student’s critical thinking, 2) the effectiveness of the Question Card Game as learning media to increase student’s critical thinking. This study is conducted in class X Social 1 of State Senior High School 1 of Mojokerto City with 20 students as subjects research. The type of research is research and development with ADDIE development model that consists of five steps, namely Analysis, Design, Development, Implementation, and Evaluation. The trial design of this research is the Pre-Experimental design One Group Pretest-Posttest type. The type of data in this research is qualitative and quantitative data with data collection instruments in the form of study sheets and validation sheets. They show that the percentage received from the evaluation expert is 93% with the criteria very feasible and media expert is 88,86% with criteria very feasible. The result of the effectiveness of the Question Card Game as learning media showed an increase in student’s critical thinking through the N-gain test with an average value of 0,6 with criteria medium


2020 ◽  
Vol 4 (3) ◽  
pp. 668
Author(s):  
Sugianto Sugianto ◽  
Yenita Roza ◽  
Maimunah Maimunah

This research aims to develop learning mathematics media using proven validity-PMR approach, practicality and effectiveness in improving HOTS of Junior High School students class VIII. This type of research was the development of ADDIE model consisting of analysis, design, development, implementation and evaluation. The tests were carried out in four phases, expert test, limited test, field test, and effectiveness test. The subjects in this study were teachers and students. The instruments used were validation sheet, student’s questionnarie, observation sheet and instrument test. The results show the learning media developed has fulfilled validity, practicality and effectiveness aspect. (1) The validity result shows the developed learning media in the category very valid with the average value on syllabus 3.81. While the learning plane (RPP) is 3.62, and student worksheet (LKPD) is 3.51, and test instrument is 3.45. (2) Limited test results shows the developed mathematical learning media in very practical category with score of 3.41. (3) Field test result shows the learning media developed is very practical, on teacher learning implementation observation sheet 3.62, on the student’s questionnaire 3.44. Finally, the developed learning media can be ready to use in the school.


EDUDEENA ◽  
2018 ◽  
Vol 2 (1) ◽  
Author(s):  
Mochamad Desta Pradana

Abstract: One of the efforts to solve learning problems is by developing instructional resources. One of them is instructional tutorial. Based on the field observation, subject of photo media for Instruction (photography) in graduate program PBA of STAIN Kediri still employes instructional media (utilization). Thus, there is a need to develop media of instructional tutorial (by desaign) in order to overcome errors in delivering instructional messages. The aim of this study is to produce instructional media of subject of photo media for Instruction (photography) in the form of tutorial, lecturer guidance and students’ guidance which is expected to be able to help students gain knowledge of facts, concepts, and proper shooting procedures. The tutorial media is developed in terms of the study of the instructional technology which is based on the ADDIE model. The ADDIE model is a systematic instructional design model consisting of five phases: (1) analysis, (2) design, (3) development, (4) implementation, and (5) evaluation. Furthermore, the product of the development of the instructional interactive multimedia will be evaluated. There are six steps in the evaluation phase: (1) judgement of the matter expert/ the material expert, (2) judgement of the design expert, (3) judgement of the media expert, (4) individual trials, (5) small group trials, (6) large group trials/ field trials. The result of expert validation for this instructional media tutorial indicates that it is properly designed, 73%. The result of media expert validation shows that it is very properly designed, 83%. The result of design expert validation shows that it is very properly designed, 82%. Personal validation is on the proper category, 70%. Result of small group validation is on proper category, 70%. Moreover, the result for big group test or field test is on the very proper category, 95%. Suggestion proposed related with the use and developing of media tutorial is (1) lecturers should be more creative and innovative in delivering instructional messages contained in this tutorial in order to make learning to be more attractive, fun, and creative, (2) there is a need to develop instructional media for subject of photo media instruction (photography) or other subjects, (3) the use of designed in media tutorial should be more interesting to make learning more interactive and interesting


2021 ◽  
Vol 2111 (1) ◽  
pp. 012043
Author(s):  
D Hariyanto ◽  
Zamtinah ◽  
T Triasih ◽  
M S Wati ◽  
G K Kassymova

Abstract This study aimed at determining the design stage of the augmented reality-based learning media for sensors and transducers course. This study employed the Research and Development method with the ADDIE model with the stages of analysis, design, development, implementation, and evaluation. This article focuses on the design stage during the process of media development. The developed learning media can be used among vocational students by visualizing the sensor and transducer components like in the real laboratory setting. The design of the developed learning media contained application storyboards and animation storyboards for practicing the six sensors. This augmented reality learning media is designed to support online learning and students’ autonomous learning in the practical course of sensors and transducers.


Author(s):  
Ni Made Sudiartini ◽  
I Gede Mahendra Darmawiguna ◽  
I Made Gede Sunarya

AbstrakPenelitian ini bertujuan untuk merancang dan mengimplementasikan hasil rancangan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Pengembangan aplikasi ini bertujuan untuk melestarikan salah satu cerita rakyat yang berasal dari Bali, yaitu Calon Arang.Metode yang digunakan adalah penelitian dan pengembangan (research and development), untuk mengembangkan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Model yang digunakan dalam membangun teknologi ini adalah Model ADDIE. Pada model ini memberikan kesempatan untuk melakukan evaluasi dan revisi secara terus menerus dalam setiap fase yang dilalui, sehingga produk yang dihasilkan menjadi produk yang valid. Adapun 5 tahapan dalam model ADDIE ini adalah Analysis (analisis), Design (desain), Development (pengembangan), Implementation (implementasi), dan Evaluation (evaluasi).Hasil akhir dari projek ini adalah berupa aplikasi yang berisikan tentang cerita calon arang berbasis augmented reality yang dapat diinstal pada smartphone android. Aplikasi ini mampu menampilkan animasi dalam bentuk 3 dimensi beserta narasinya dalam bahasa Indonesia dan bahasa Inggris. Hasil pengujian dari respon pengguna setelah menggunakan aplikasi menyatakan, aplikasi Markerless Augmented Reality Balinese Story “Calon Arang” sangat menarik dan dapat digunakan untuk melestarikan budaya Bali dengan presentase penilaian 86.66% yaitu sangat baik. Sehingga aplikasi ini dapat dijadikan sebagai media untuk memperkenalkan sekaligus melestarikan kebudayaan. Kata kunci: Cerita Rakyat, Calon Arang, Markerless Augmented Reality, 3 Dimensi, Android AbstractThis research aimed at designing and implementing the result of Markerless Augmented Reality Balinese Story “Calon Arang” application. The objective of this development was to preserve one of the Balinese story, namely Calon Arang.The method used was research and development, for developing the application of Markerless Augmented Reality Balinese Story “Calon Arang”. ADDIE model was used as the model in this research. This model gives opportunities to do evaluation and revision in each phase. Therefore it will produce valid product. There are 5 steps in ADDIE model, such as: Analysis, Design, Development, Implementation, and Evaluation.The result of this project was in the form of application which contain calon arang story based on augmented reality which can be installed on android smartphone. This application is able to show picturein the format three dimension and it narration in Indonesia and English. Testing result of the user response after using the application said, markerless augmented reality Balinese story “calon arang” application is very interesting and can be used to preserve the Balinese culture with a percentage vote 86.66% said it is very good. Therefore this application can be used for media in introducing and preserving culture. Keywords : Balinese Story, Calon Arang, Markerless Augmented Reality, 3 Dimension, Android


2020 ◽  
Vol 4 (1) ◽  
pp. 34-40
Author(s):  
Imas Ratna Ermawati ◽  
Andita Andita ◽  
Aisyah Fitriana ◽  
Andryastuti Andryastuti ◽  
Hani R

This study aims to develop E-fotonovela media for deaf students in SMLB-B. The research method used is the Research and Development (R & D) method with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The subjects of the study were deaf students of high school level (SMLB-B), which were conducted in two schools namely SLB N 6 Jakarta and SLB N 7 Jakarta. Research and development produces E-fotonovela media in the form of books with Android-assisted, magnetic materials that are suitable for use based on an average expert judgment of 98% with very good criteria. The assessment of the effectiveness of the media obtained a percentage of 94% with very good criteria, and based on the effectiveness of learning outcomes obtained a value of 74.5% good criteria, which means that the photonovela media on magnetic material is suitable for use as a learning medium in SMAL-B (deaf). While the characters obtained after using E-fotonovela with the thunkecable android application are shown by the overall average score for the 6 principle characters of users at a high level of honest average = 8,189; average discipline = 7.834; average curiosity = 6,545; creative average = 8.037; average cooperation = 8,500 and average responsibility = 8,310.


2020 ◽  
Vol 9 (3) ◽  
pp. 475-486
Author(s):  
Yesica Yesi Rachma ◽  
Danang Setyadi ◽  
Helti Lygia Mampouw

AbstrakMatematika merupakan salah satu pelajaran yang penting untuk dikuasai siswa di sekolah khususnya pada materi pemahaman bentuk dan ruang, meskipun demikian masih banyak siswa yang mengalami kesulitan dalam mempelajari materi tersebut. Hal inilah yang mendorong peneliti untuk mengembangkan suatu aplikasi Mobile learning pada materi Bangun Ruang Sisi Lengkung. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model ADDIE. Langkah-langkahnya terdiri dari: Analysis, Design, Development, Implementation, dan Evaluations. Hasil penelitian menunjukkan bahwa media yang dikembangkan valid dan praktis. Hasil uji coba terhadap 10 siswa menunjukkan bahwa media masuk dalam kategori baik. Selain itu Mobile learning mampu meningkatkan hasil belajar siswa, hal ini dapat dilihat dari hasil pretest dan posttest yang menunjukkan nilai signifikan. Mobile learning dapat membantu siswa memahami bentuk dan ruang pada materi Bangun Ruang Sisi Lengkung.  The Expansion of Mobile Learning Barusikung Base Android on Solid GeometryAbstractMathematics is one of the important subjects that students having to do in school especially to know shapes and geometry, although it is important to learn, many students still have difficulties in studying the material. It promotes the researcher to encourage an application of Mobile learning to solid geometry. This research is research and development using the ADDIE model. The step consists of Analysis, Design, Development, and Evaluations. The results show that the developed media is valid and practical. The trial results to ten students show that the media is good. The other than Mobile learning can increase students learning, it can be seen by pretest and posttest results that show significant value. Mobile learning can help students understand the form and space in the material of solid geometry. 


2017 ◽  
Vol 6 (3) ◽  
pp. 315 ◽  
Author(s):  
Umi Khoiriyah ◽  
Swaditya Rizki

The objective of this research is to develop teaching materials of mathematical set based on Islamic values that are feasible, practical, and effective. This research type is Research and Development (R&D). The model used in this research is ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The instruments of data collection used the questionnaires and evaluation questions. The result of this research is the average of expert validation is 81,48% (very feasible). Then, based on the implementation of the student small group is obtained practicality percentage of 82%. While the result of the field trial in one class is obtained effectiveness percentage of 66,67%. Therefore, this research can be concluded that teaching materials of mathematical set based on Islamic values are feasible, practical, and effective.


Author(s):  
Rengga Nofrianti ◽  
Muhammad Anwar Anwar

This study explains how the learning module is developed on basic programming of Computer Network Engineering students. This study aims to determine the validity, practicality, and effectiveness of the basic programming module of Computer Network Engineering class X at SMK N 5 developed by problem solving strategy. This study is Research and Development (R & D) research by 4D modul implementation. The Development of instructional module using ADDIE model which consist of five stages such as Analysis, Design, Development, Implementation and Evaluation. There were three instruments that is used to collect the data in this research like validity questionnaire, practicality questionnaire and and effectiveness sheets. Based on the result carried out, this research has shown that the score for module validity from expert of learning material development is 0,82 and expert of learning media development is 0,77. Then for practicality, based on teacher responses the average score of 87% and 88% for students responses. So instead, it can be concluded that the module on basic programming is effective based on the average scores of experimental class that it was 80, compared by the average score of control class of 72.  Keywords: Module, Basic Programming, Research and Development, ADDIE.


2021 ◽  
Vol 12 (1) ◽  
pp. 8
Author(s):  
Sri Haerina Lailatul Janah ◽  
I Dewa Ayu Made Budhyani ◽  
I Gede Sudirtha

Penelitian ini bertujuan untuk mengetahui penilaian media moodboard berbantuan aplikasi pengolah gambar pada pembelajaran desain busana melalui uji ahli media, uji ahli isi, dan uji subjek sasaran. Jenis penilitian ini merupakan penelitian dan pengembangan (research and development) adapun model yang digunakan dalam penelitian ini yaitu model ADDIE yang terdiri dari analyze, design, development, implemenation, dan evaluation. Teknik analisis data dalam pengambilan data pada penelitian ini yaitu angket. Hasil penelitian menunjukkan penilaian media moodboard berbantuan aplikasi pengolah gambar berdasarkan uji ahli materi memperoleh rerata presentase 99 % termasuk kategori sangat baik, ahli media memperoleh rerata presentase 92% (sangat baik), dan subjek sasaran memperoleh rerata persentase 94% (sangat baik). Kata Kunci : Media, Moodboard, aplikasi pengolah gambar, Desain Busana This study aims to determine the assessment of moodboard media assisted by image processing applications in clothing design learning through the media expert test, content expert test, and target subject test. This type of research is research and development. The model used in this study is the ADDIE model which consists of analyze, design, development, implementation, and evaluation. The data analysis technique in collecting data in this study is a questionnaire. The results showed that the assessment of moodboard media assisted by image processing applications based on the test of material experts obtained an average percentage of 99% including the very good category, media experts obtained an average percentage of 92% (very good), and the target subject received an average percentage of 94% (very good). DAFTAR RUJUKANKeywords: Media, Moodboard, image processing application, Fashion DesignAnggrini, Anggi.2020. “ Alternatif Model Penyusunan Moodboard sebagai Metode Berfikir Kreatif dalam Pengembangan Konsep Visual” Vol 1 Juli 2020Ayu, Anggra Rucitra.2020. “ Merumuskan Konsep Dasar Interior“ Volume 5 No.1Bestari, Afif. 2016. “Pengaruh Penggunaan Media Moodboard Terhadap Pengetahuan Desain Busana Pada Mahasiswa Pendidikan Teknik Busana” Volume 3 No.2.Haryati, Siti. 2015. “Pengembangan Media pembelajaran Fliipbook Fisika Untuk Meningkattkan Hasil Belajar Peserta Didik”. Volume 4 Oktober 2015.Tegeh, Made I. Pengembangan Bahan Ajar Metode Penelitian Pendiidikan dengan Model ADDIE.SE Nomor 4 Tahun 2020 Tentang Kebijakan Pendidikan Dalam Masa Darurat Penyebaran covid-19, kementerian pendidikan IndonesiaSuciati. 2008. Moodboard. Prodi Pendidikan Tata Busana. Bandung: Universitas Pendidikan IndonesiaSugiyono. 2006. Metode Penelitian Bisnis. Bandung: Alfabeta.Sugiyono. 2019. Metode Penelitian dan Pengembangan. Bandung: Alfabeta.


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