scholarly journals PENGEMBANGAN MODUL BERBASIS PENEMUAN TERBIMBING PADA MATA KULIAH GEOMETRI TRANSFORMASI

Intersections ◽  
2021 ◽  
Vol 6 (1) ◽  
pp. 43-53
Author(s):  
Rina Febriana

Based on the results of observations, the learning process still uses conventional methods and the textbooks used in the lecture process have not been able to lead to finding a concept. The aim of the study was to design a guided discovery-based module in the transformation geometry course at STKIP PGRI West Sumatra. This type of research is development research using the Plomp model which consists of 3 phases, namely preliminary research, prototyping phase, and assessment phase (Plomp, 2013: 19). The preliminary research stage consists of interviews with students and teachers, syllabus analysis, and textbook analysis. The prototyping phase is designing systematics and module structures, developing prototypes, and expert reviews. The results obtained at the preliminary research stage were based on interviews with lecturers and students who did not understand the basic concepts of geometry and were less able to prove the proposition. In the analysis of the syllabus and literature that was carried out was that the material taught was in accordance with the syllabus. The results of the module validity from the experts show that the guided discovery-based module is quite valid in the category.

2018 ◽  
Vol 6 (2) ◽  
pp. 299-304
Author(s):  
Sefrida Nengsih ◽  
Tika Septia

AbstrakPenelitian ini dilatarbelakangi oleh adanya siswa yang belum memahami materi peluang dan penyajian materi pada LKS belum membimbing siswa menemukan konsep secara mandiri. Penelitian ini bertujuan untuk menghasilkan LKS berbasis penemuan terbimbing pada materi peluang untuk siswa kelas XI IPA SMA Adabiah 2 Padang yang valid, praktis dan efektif. Jenis penelitian ini adalah penelitian pengembangan dengan menggunakan model Plomp yang terdiri atas 3 fase yaitu preliminary research, prototyping phase, dan assessment phase. Tahap preliminary research terdiri dari wawancara kepada siswa dan guru, analisis silabus, dan analisis buku teks. Tahap prototyping phase yaitu merancang sistematika dan struktur LKS, penyusunan prototipe, evaluasi diri, tinjauan ahli, evaluasi satu-satu dan evaluasi kelompok kecil. Tahap assessment phase yaitu uji kelompok besar terhadap satu kelas yaitu kelas XI IPA 3 sebagai kelas ekperimen.Hasil penelitian menunjukkan LKS berbasis penemuan terbimbing valid, praktis, dan efektif dalam meningkatkan hasil belajar dan memotivasi siswa.Kata Kunci: Pengembangan, Lembar Kegiatan Siswa, Penemuan Terbimbing.AbstractThis research is motivated by the existence of students who do not understand the material opportunities and presentation of the material on the LKS has not lead the students find the concept independently. This study aims to produce LKS based on guided discovery on the material opportunities for students of class XI IPA SMA Adabiah 2 Padang valid, practical and effective. This type of research is a development research using a plomp model consisting of 3 phases, namely preliminary research, prototyping phase, and assessment phase. The preliminary research stage consists of interviews to students and teachers, syllabus analysis, and textbook analysis. Phase prototyping phase is designing LKS systematics and structures, prototype arrangement, self-evaluation, expert review, one-to-one evaluation and small group evaluation. The assessment phase phase is a large group test of one class that is class XI IPA 3 as the experimental class. The result of the research shows that LKS based on the discovery of guidance is valid, practical, and effective in improving learning outcomes and motivating students.Keyword: Development, Student Activity Sheet, Guided Discovery.


2020 ◽  
Vol 3 (1) ◽  
pp. 220-229
Author(s):  
Veta Fitriani ◽  
Lusi Eka Afri

This study aims to produce valid guided discovery-based math worksheets on rectangular material. This type of research is development research. This research consists of three stages of development, definition, design, and development. This study's subjects were class VII students of SMP Negeri 3 Rambah Hilir in the second semester of the 2019/ 2020 school year. The instrument used in this study was a validation questionnaire sheet. Discovery-based worksheets guide the results of this study. Based on the validity test of the guided discovery-based student worksheet carried out on three validators with several revisions and improvements, the average score of the guided discovery-based student worksheet validation was 3.73 with a very valid category. So it can be concluded that guided discovery-based worksheets are very valid.


2021 ◽  
Vol 14 (1) ◽  
pp. 11-22
Author(s):  
Sania Salsabila ◽  
Abd. Kholiq

During the Covid-19 pandemic that swept the world including Indonesia, and to improve students' critical thinking skills, it is necessary to have supporting media in the learning process as an edutainment website. This study intends to determine the validity of the edutainment website developed in physics lessons to improve student's critical thinking skills. The research method used is development research with the DDD-E model. This research was only limited to media development, and no practicality and effectiveness tests were carried out. In this study, the validity data were obtained from the results of validation by expert and were analyzed by descriptive quantitative using the category of Likert scale percentage. If the percentage of each aspect is ≥ 61%, then the edutainment website developed can be declared valid. The results of this study are the percentage of validity in the learning aspect of 90.30%, the material aspect of 90.56%, the media aspect of 88.65%, and the critical thinking aspect of 84.70%. Based on this, it can be concluded that the edutainment website is very valid so that it can be used as a physics learning media to improve students' critical thinking skills. The edutainment website can be an alternative learning media by utilizing information technology and hopefully in further research, it can apply edutainment website and perform practicality and effectiveness tests for learning both in class and distance learning


2018 ◽  
Vol 2 (2) ◽  
Author(s):  
Mukhaiyar Mukhaiyar ◽  
Z Mawardi Effendi ◽  
Zul Amri

One of the aspects that determine the success of the learning process is teaching materials.  This research aimed to develop the effectiveness of contextual material for teaching English at Madrasah Aliyah.  The design of this research is development research by using ADDIE model. The product consists of two books, (teacher's book and students'book) the title is “English For Us”.  Subjects in this research were all students of grade X. Sample were 87 persons and it was selected by using the purposive technique. The instrument used to collect data was a survey, questionnaires, and an interview. Data analysis was used the qualitative and quantitative technique. The practicalities of the teacher’s book were 82.54   and students’ book showed an average  84.63 score. The effectiveness of a product is measured through pre-test is 68,00  and post-test is 75.44.  It can be concluded that the contextual material for teaching English at Madrasah Aliyah was effective


2020 ◽  
Vol 11 (1) ◽  
pp. 79-87
Author(s):  
Ghullam Hamdu ◽  
Nur Itsna Rostiana

This study aims to find the right design that can be used by students in achieving 4C abilities (communication, collaboration, critical thinking, and creativity).This research is a Research and Development research with this research stage starting from needs analysis, drafting design, validation, testing and final revision. This research was conducted at two different elementary schools in the City of Tasikmalaya. The LKS test was conducted by describing the changes in the results of the LKS entries by grade 5 students in groups at two different elementary schools in the city of Tasikmalaya, West Java. The resulting design is a LKS that is based on the STEM learning stages and the revision LKS is based on the results of student entries in the LKS. The results of this LKS become an indication of how students can complete assignments by understanding the various commands or activities contained in the LKS in writing.


2020 ◽  
Vol 10 (1) ◽  
pp. 73-84 ◽  
Author(s):  
Krisma Widi Wardani ◽  
Danang Setyadi

One of the computer-based mathematics learning media developed is Macromedia Flash-based learning media. Macromedia Flash-based learning media that have been available so far have not been students to be actively involved in using the media. This has encouraged researchers to develop new Macromedia Flash-based media. This research is development research. The development model used in 4D, namely Defines, Design, Develop and Disseminate. The subjects consisted of 60 students in grade 4 at SD Mardirahayu 01 and 02 Ungaran. The research instrument consisted of media validation sheets, material validation sheets, student response sheets, and motivation questionnaires. Research data were analyzed qualitatively and quantitatively. The results showed that the media developed were valid and could increase students' motivation in learning mathematics in a broad and mobile material.


Author(s):  
Ayu Wulandari ◽  
Theresia Pinaka Ratna Ning Hapsari

<p>This study aims to describe the steps of developing Sindoro Sumbing Legend pop-up media based on local wisdom as a student literacy media. This type of research is development research (R &amp; D). This research was conducted at SDN Nguwet Kranggan, Temanggung Regency, Central Java, with a research subject of 35 class V students. The research instrument used in this study was a questionnaire. Questionnaires were filled in directly by respondents and validated by experts. The respondents who filled out the survey were teaching material experts, learning tool experts, and students. Data analysis techniques in this study used descriptive analysis. The results of this study are that Media Pop-Up developed is a Pop-Up folk tale or legend by linking local story elements in Temanggung Regency. This is due to the developed Pop-Up Book media based on local wisdom so that relevant stories are chosen, namely the Sindoro Sumbing Legend. Pop-Up Media Legend of Sindoro Sumbing based on domestic intelligence was developed with stages (1) research and data collection, (2) product manufacturing planning, (3) product draft development, and (4) limited implementation test. The results of the implementation tests in schools include individual tests, limited, and extensive tests obtaining scores in a row 4.25; 4.48; and 4.77, which means that the Pop-Up Legenda Sindoro Sumbing media is worthy of being used as a media for student literacy.</p>


2016 ◽  
Vol 4 (1) ◽  
pp. 34
Author(s):  
Muna Aprilianto ◽  
Tomoliyus Tomoliyus

Penelitian ini bertujuan untuk menghasilkan buku pedoman bermain sepakbola untuk meningkatkan aspek psikologis (semangat, gembira, dan disiplin) anak usia 12-13 tahun di Yogyakarta. Penelitian ini merupakan penelitian dan pengembangan yang terdiri atas dua tahapan yaitu tahap penelitian pendahuluan terdiri dari kajian literatur, kajian penelitian relevan, studi lapangan dan tahap pengembangan terdiri perencanaan, validasi ahli, uji skala kecil, dan uji skala besar. Peneliti ini mengambil sampel dari sekolah sepakbola di Yogyakarta. Teknik sampling yang digunakan adalah purposive sampling. Pada uji coba skala kecil dilakukan di SSB Real Madrid melibatkan 10 siswa dan satu orang pelatih. Pada uji coba skala besar dilakukan di dua tempat yaitu di SSB Real Madrid dan SSB Bina Putra Jaya Sleman melibatkan 38 siswa dan dua pelatih. Analsis data dalam penelitian ini menggunakan teknik analisis deskriptif kuantitatif dan kualitatif. Hasil validasi menunjukkan model bermain sepakbola anak usia 12-13 tahun layak untuk diuji cobakan. Berdasarkan Hasil pelaksanaan pada uji coba skala kecil dan besar secara substansi isi dan pelaksanaan tergolong sangat baik. Hasil penilaian efektivitas model tehadap psikologis anak berupa semangat, gembira, dan disiplin mengalami peningkatan: nilai pertemuan kedua lebih tinggi dari pertemuan pertama. Dapat disimpulkan model bermain sepakbola anak usia 12-13 tahun efektif untuk meningkatkan aspek psikologis berupa semangat, gembira, dan disiplin siswa dalam melakukan latihan sepakbola.Kata Kunci: model, bermain, psikologis, sekolah sepakbola Development a playing soccer model to improve the psychological aspects of 12-13 years old children in Yogyakarta AbstractThis research aims to develop a playing soccer model to improve the psychological aspects (spirit, joy, and discipline) of 12-13 years old children in Yogyakarta. This study is a research and development which consists of two stages. The Preliminary research stage and development stage. The Preliminary research stage consisted of a literature review, relevant research studies and field studies. The Development stage consisted of planning, validation expert, small-scale test, and test large scale. The Validation involve three people experts. The sampel of take it from soccer school in Yogyakarta. The small-scale tryout was conducted on 10 students and one coach of Real Madrid Soccer School in Yogyakarta. The large-scale trials were conducted with two soccer school on 38 students and two coach of Yogyakarta Real Madrid Soccer School and Sleman Bina Putra Jaya Soccer School. The resul is a playing soccer model for children aged 12-13 years with the title "Playing Soccer in Practice to Improve Psychological Aspects". Based on the small-scale tryout and the small-scale tryout content implementation aspects are in an excellent category. The Psychological development of students assessment resulting in the form of passion, joy, and discipline in playing soccer show improvement: score of the second meeting is greater than the average score of the first meeting, thus it can be concluded thaat the playing soccer model for children age 12-13 years is effective to improve students’ psychological aspects, including the aspects of spirit, joy, and discipline in doing soccer practice.Keywords: models, play, psychological, soccer school


Author(s):  
Muhammad Suhairi ◽  
Moch. Asmawi ◽  
James Tangkudung ◽  
Achmad Sofyan Hanif ◽  
Firmansyah Dlis

<p class="0keywords"><strong>—</strong><em> </em>SMASH's skill is a technique that can be done by a person in a hard swooping towards your opponent to produce numbers. Interactive multimedia technology is expected to be a guideline for athletes in looking at more variation models of SMASH. The aim of development research is to produce an interactive multimedia volleyball playing skill training model. The method used in this research is development research design by Borg and Gall. The approach used in this study is a qualitative and quantitative approach. This study is hoped to improve volleyball skills by looking at the interactive multimedia volleyball playing practice model. This study concludes that interactive multimedia-based volleyball skill playing model can be used in the actual application of exercises.</p>


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