scholarly journals Perancangan Media Pembelajaran Fisika Berbasis Android

Author(s):  
M Ikhbal ◽  
Hari Antoni Musril

Abstrak: Media pembelajaran merupakan sarana penyalur pesan atau informasi belajar yang hendak disampaikan oleh sumber pesan kepada sasaran atau penerima pesan tersebut. Penggunaan media pengajaran dapat membantu pencapaian keberhasilan belajar. Penelitian perancangan media pembelajaran fisika berbasis android di jurusan teknik komputer dan jaringan SMK Negeri 1 Tanjung Raya merupakan sebuah program bantu untuk memudahkan guru dalam menjelaskan pelajaran serta memudahkan siswa untuk memahami pelajaran yang di ajarkan. Jenis penelitian yang penulis gunakan adalah penelitian Research and Development (R&D). Menggunakan model pengembangan versi 4-D (four D). 4D terdiri dari define, design, develop, dessiminatte. Model pengembangan sistemnya menggunakan model pengembangan multimedia Luther – Sutopo. Dari uji produk yang penulis lakukan memperoleh uji validitas dengan rata-rata nilai 0,85 yaitu valid, uji praktikalitas penulis mendapatkan rata-rata 0,92 dengan kategori sangat tinggi, dan pada uji efektivitas penulis mendapatkan rata-rata nilai 0,92, berdasarkan hasil uji produk ini, dapat membantu mahasiswa, guru atau dosen yang akan melakukan penelitian dalam bidang pendidikan agar penelitian dapat dilanjutkan untuk melihat keberhasilan penggunaan media ini kepada siswa dan para calon guru maupun guru dapat mengembangkan materi dari desain yang telah di rancang ini.   Kata Kunci : Adobe Flash CS6, Adobe Air, Android, Luther-Sutopo, Media Pembelajaran.   Abstract:  Learning media is a means of channeling messages or learning information to be conveyed by the source of the message to the target or recipient of the message. The use of teaching media can help achieve successful learning The research design of Android-based physics learning media in the department of computer engineering and networking at SMK Negeri 1 Tanjung Raya is an assistive program to facilitate teachers in explaining lessons and make it easier for students to understand the lessons taught. The type of research the author uses is Research and Development (R&D) research. Using the 4-D (four D) version development model. 4D consists of define, design, develop, dessiminatte. The system development model uses the Luther - Sutopo multimedia development model. From the product test that the author did, obtained a validity test with an average value of 0.85 that is valid, the practicality test of the writer got an average of 0.92 with a very high category, and on the effectiveness test the writer got an average value of 0.92, based on the results of this product test, can help students, teachers or lecturers who will conduct research in the field of education so that research can be continued to see the successful use of this media to students and prospective teachers and teachers can develop material from this design that has been designed.   Keywords : Adobe Flash CS6, Adobe Air, Android, Luther-Sutopo, Learning Media.

2020 ◽  
Vol 4 (2) ◽  
Author(s):  
Muhammad Zakir ◽  
Hari Antoni Musril

ABSTRACT:This study aims to develop Android-based learning media in the XI class of Creative Products and Entrepreneurship subjects. The type of research used is Research and Development (R&D) research. Using the 4-D (four D) version of the development model. Consists of 4D define, design, develop, disseminate. The system development model uses the Luther - Sutopo multimedia development model. The results of this study indicate that Android-based learning media developed on the subject. Class XI Creative and Entrepreneurship Products are appropriate for use in learning by teachers and students. Based on several stages of the trial, the learning media is categorized as valid with the feasibility level of the validity test with an average value of 0.90 in a very valid way, the practicality test of the writer gets an average of 1.0 with a very high category, and in the effectiveness test the writer gets an average - The average value of 0.98 in the very effective category, based on the test results of this product, can be useful for teachers, students, and advanced researchers.ABSTRAK:Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis android pada mata pelajaran Produk Kreatif dan Kewirausahaan kelas XI. Jenis penelitian yang penulis gunakan adalah penelitian Research and Development (R&D). Menggunakan model pengembangan versi 4-D (four D). 4D terdiri dari define, design, develop, dessiminatte. Model pengembangan sistemnya menggunakan model pengembangan multimedia Luther – Sutopo. Dari hasil penelitian ini menunjukkan bahwa media pembelajaran berbasis android yang dikembangkan pada mata pelajaran Produk Kreatif dan Kewirausahaan kelas XI sudah layak untuk digunakan dalam pembelajaran oleh guru dan siswa. Berdasarkan beberapa tahapan uji coba, media pembelajaran dikategorikan valid dengan tingkat kelayakan uji validitas dengan rata-rata nilai 0,90 yaitu sangat valid, uji praktikalitas penulis mendapatkan rata-rata 1,0 dengan kategori sangat tinggi, dan pada uji efektivitas penulis mendapatkan rata-rata nilai 0,98 dengan kategori sangat efektiv, berdasarkan hasil uji produk ini, dapat bermanfaat bagi guru, siswa dan peneliti lanjutan.


2019 ◽  
Vol 13 (2) ◽  
pp. 68-88
Author(s):  
Abdy Windiartha

This research is taken from the lack of basic futsal technique that makes players tend to be fatigue in training which is given by the coach. Therefore, the development about basic training media, such as adobe flash player is necessary in learning process. This research focuses on the development of media in learning by using adobe flash player.This study is research and development. The development model of this research is adapted from the development model of Borg & Gall. Borg & Gall's development research stages are: (1) research and data collection, (2) planning, (3) product draft development, (4) first field test, (5) revise test results, (6) field test, (7) result field product test improvement, (8) field test implementation, (9) final product improvement, also (10) dissemination and implementation.This product contains material on futsal basic engineering practice. Media development using Adobe Flash CS6 Professional software. The material presented is (1) basic futsal technique, (2) brief futsal, (3) futsal rules, also (4) field size, line, goal and futsal ball. Based on the stages adapted from the development model of Borg and Gall then obtained the following results: Assessment and validation of the material experts showed that the medium of learning both with a mean value of 3.87. Assessment and validation of media experts showed that the medium of learning both with the average value 4. The results of small group trials showed very good result that is average 4.42. The results of large group trials showed excellent results with a mean of 4.55. In operational test and product effectiveness, pre test and post test of 2 groups were applied. The first group was given media influence, and the second group as the control group. Operational test results pretest value 73.92 seconds into the category enough, and for the average post-test value of 58.25 seconds into the category enough. The effectiveness test shows that the interactive learning media has significant effectiveness with t count value > t table that is 123,922 > 1,70329 and p value (significance) 0.000 < 0,05 meaning that the media is effective. As the final conclusion stated that the product proved effective. For the posttest average value of 58.25 seconds into the category enough. As the final conclusion stated that this product proved effective.ABSTRAK Penelitian ini dilatarbelakangi oleh minimnya model latihan teknik dasar futsal, sehingga pemain cenderung jenuh dengan materi latihan teknik dasar yang diberikan pelatihnya. Oleh karena itu, perlu adanya pengembangan mengenai media latihan teknik dasar futsal yang tadinya bersifat konvensional menjadi media yang berbasis adobe flash player. Penelitian ini bertujuan menghasilkan produk berupa media pembelajaran interaktif berbasis adobe flash player. Konten dalam media ini berisikan pengembangan materi latihan teknik dasar futsal untuk pembina/pelatih ekstrakurikuler futsal di SMA/SMK sederajat di Kabupaten Banjarnegara.Jenis penelitian ini merupakan penelitian dan pengembangan (research and development). Model pengembangan dalam penelitian ini diadaptasi dari model pengembangan Borg & Gall. Adapun langkah-langkah penelitian pengembangan yang dilakukan Borg & Gall yakni: (1) penelitian dan pengumpulan data, (2) perencanaan, (3) pengembangan draf produk, (4) uji coba lapangan awal, (5) merevisi hasil uji coba, (6) uji coba lapangan, (7) penyempurnaan produk hasil uji lapangan, (8) uji pelaksanaan lapangan, (9) penyempurnaan produk akhir, serta (10) desiminasi dan implementasi.Produk ini memuat materi tentang latihan teknik dasar futsal. Pengembangan media menggunakan software Adobe Flash CS6 Professional. Materi yang disajikan adalah (1) latihan teknik dasar futsal, (2) sejarah singkat futsal, (3) peraturan futsal, serta (4) ukuran lapangan, garis, gawang, dan bola futsal. Berdasarkan tahapan-tahapan yang diadaptasi dari model pengembangan Borg and Gall maka didapatkan hasil sebagai berikut: Penilaian dan validasi ahli materi menunjukkan bahwa media pembelajaran baik dengan nilai rerata 3,87. Penilaian dan validasi ahli media menunjukkan bahwa media pembelajaran baik dengan nilai rerata 4. Hasil uji coba kelompok kecil menunjukkan hasil sangat baik yaitu rerata 4,42. Hasil uji coba kelompok besar menunjukkan hasil sangat baik dengan rerata 4,55. Pada uji operasional dan efektifitas produk, diberlakukan pre-test dan post-test terhadap 2 kelompok. Kelompok pertama yang diberikan pengaruh media, dan kelompok kedua sebagai kelompok kontrol. hasil uji coba operasional nilai pre-test 73,92 detik masuk ke dalam kategori cukup, dan untuk nilai rata-rata post-test 58,25 detik masuk ke dalam kategori cukup. Uji efektifitas menunjukan bahwa media pembelajaran interaktif memiliki keefektifan yang signifkan dengan nilai t hitung > t tabel yaitu 123,922 > 1,70329 dan nilai p (signifikansi) 0,000 < 0,05 yang berarti bahwa media tersebut efektif. Sebagai simpulan akhir dinyatakan bahwa produk terbukti efektif. untuk nilai rata-rata post-test 58,25 detik masuk ke dalam kategori cukup. Sebagai simpulan akhir dinyatakan bahwa produk ini terbukti efektif.


2018 ◽  
Vol 6 (2) ◽  
pp. 93
Author(s):  
Lia Angela ◽  
Riko Aprianto

<p>Modul adalah salah satu bahan ajar yang dapat digunakan peserta didik dalam proses pembelajaran. Untuk meningkatkan hasil belajarnya, peserta didik membutuhkan modul pembelajaran biologi yang berbasis <em>contextual Taeching Learning</em> (CTL). Tujuan penelitian ini adalah untuk menghasilkan modul yang valid dan praktis. Penelitian ini merupakan penelitian <em>Research and development </em>(R&amp;D) dengan menggunakan model pengembanan 4-D (<em>four D</em>) terdiri dari tahap define, design dan develop, sedangkan tahap dessiminate tidak dilakukan. Hasil penelitian ini menunjukkan modul yang dikembangkan memiliki nilai rata-rata kevalidan yaitu 3,51 dengan kriteria sangat valid. Nilai rata-rata kepraktisan modul oleh peserta didik yaitu 3,49 dengan kategori praktis.</p><p> </p><p>Modules are one of the teaching materials that students can use in the learning process. Students need a biology learning module based on contextual learning (CTL) to increase their learning achievement. The purpose of this study was to produce a valid and practical module. This research was a Research and development (R&amp;D) study using the 4-D (four-D) development model consisting of define, design and development stages, while the disseminate stage was not carried out. The results of this study indicate that the module developed has an average value of validity 3.51 or on very valid criteria. The average value of the practicality of the module was 3.49 or on the practical category</p>


2021 ◽  
Vol 3 (9) ◽  
pp. 720-729
Author(s):  
Muhammad Rifqi Mafatikhul Huda ◽  
Ari Wibowo Kurniawan

Abstract: Learning media is a means used to improve the learning process, the delivery of material content by educators to students by using assistive devices. The purpose of this research is to develop learning media for variations of badminton games for KKG PJOK elementary school teachers for grade IV which is packaged in an attractive way in the form of an articulate storyline application 3. The method used in this study uses the Lee and Owen research and development model, by following 5 procedures. stages. The results of data analysis showed that 91 percent of media experts, 75 percent of PJOK experts, 75 percent of learning experts, 95 percent of game experts, and 95 percent of badminton experts stated that the product was good. The results of the overall product trial involved 33 KKG teachers with 8 percentages of small group trials (81.3 percent) and 25 percentages of large group trials (82.1 percent). Based on these data, it can be concluded that this product is valid and suitable for use by PJOK teachers at SD Sananwetan District, Blitar City. Abstrak: Media pembelajaran merupakan sarana yang digunakan untuk menyempurnakan proses pembelajaran, penyampaian isi materi oleh pendidik kepada peserta didik dengan menggunakan alat bantu. Tujuan dari penelitian ini adalah untuk mengembangkan media pembelajaran variasi permainan bulutangkis untuk guru KKG PJOK SD kelas IV yang dikemas secara menarik dalam bentuk aplikasi articulate storyline 3.  Metode yang digunakan dalam penelitian ini menggunakan model pengembangan research and development Lee and Owen, dengan mengikuti 5 prosedur tahapan. Diperoleh hasil analisis data yang menunjukkan 91 persen ahli media, 75 persen ahli PJOK, 75 persen ahli pembelajaran, 95 persen ahli permainan, 95 persen ahli bulutangkis menyatakan bahwa produk baik. Hasil uji coba keseluruhan produk melibatkan 33 guru KKG dengan pembagian uji coba kelompok kecil 8 persentase (81,3 persen) dan uji coba kelompok besar 25 persentase (82,1 persen).  Berdasarkan data tersebut dapat disimpulkan bahwa produk ini valid dan layak digunakan oleh guru PJOK SD Kecamatan Sananwetan Kota Blitar.


2018 ◽  
Vol 1 (1) ◽  
pp. 271
Author(s):  
Lilis Retno Sundari ◽  
Suroso Suroso ◽  
Yustinus Yustinus

Abstrak:: Penelitian ini bertujuan 1)mengembangkan multimedia interaktif menggunakan Adobe Flash CS3 Profesional untuk meningkatkan hasil belajar IPS Kelas 4 SD. 2) pengembangan multimedia interaktif menggunakan Adobe Flash CS3 Profesional dapat meningkatkan hasil belajar IPS Kelas 4 SD. Penelitian ini menggunakan jenis penelitian pengembangan dengan Model pengembangan ASSURE. Hasil validasi pakar materi 70% (tinggi) dan validasi pakar media 92% (sanggat tinggi). Kemudian Rata-rata nilai tahun 2017 dan tahun 2018 mengalami kenaikan  74 menjadi 81. Hasil uji T diperoleh taraf signifikansi α 0,017. Berdasarkan perolehan hasil belajar siswa setelah menggunakan multimedia interaktif lebih tinggi dari sebelum menggunakan multimedia interaktif. Abstrak:: This study aims to 1) develop interactive multimedia using Adobe Flash CS3 Professional to improve learning outcomes IPS Class 4 SD. 2) development of interactive multimedia using Adobe Flash CS3 Professional can improve learning result of IPS Class 4 SD. This study uses a type of development research with ASSURE development model. Expert material 70% (high) material validation and media experts validation 92% (high conformity). Then the average value of 2017 and 2018 increased 74 to 81. T test results obtained significance level α 0.017. Based on the acquisition of student learning outcomes after using interactive multimedia is higher than before using interactive multimedia.


2019 ◽  
Vol 7 (3) ◽  
pp. 99
Author(s):  
I G Adi Aryana ◽  
L.J.E. Dewi ◽  
I.N Pasek Nugraha

Penelitian ini bertujuan untuk: 1) Mengetahui pengembangan media pembelajaran berbasis video animasi Software Solidworks 2014 dan Adobe Flash CS3, pada mata pelajaran Teknologi Dasar Otomotif (TDO) materi Motor Bakar. 2) Mengetahui kelayakan media pembelajaran berbasis video animasi Software Solidworks 2014 dan Adobe Flash CS3, pada mata pelajaran Teknologi Dasar Otomotif (TDO) materi Motor Bakar kelas X TBSM di SMK Negeri 3 Singaraja. Penelitian ini menggunakan jenis penelitian (R&D) Research and Development, dengan model pengembangan 4D (Four D models), yang terdiri dari 4 tahap yaitu tahap pendefinisian (define) tahap perancangan (design) tahap pengembangan (development) dan penyebaran (deseminate). Pada penelitian ini baru dilakukan 3 tahap, Hasil validitas dari 1) Ahli materi yaitu sangat layak dengan persentase 85.33%, 2) Ahli media memberikan hasil dengan persentase sebesar 90% sehingga kriteria dari segi media sangat layak, 3) Uji coba kelompok kecil memperoleh persentase sebesar 86.5%, sehingga dapat dinyatakan dalam kriteria sangat layak, 4) Uji coba kelompok besar mendapatkan kriteria sangat layak dengan persentase sebesar 89.2%. Berdasarkan hasil pembahasan dari penelitian dan pengembangan ini dapat dinyatakan sangat layak dari segi materi, dan media serta tanggapan dari siswa, sehingga media ini dapat dinyatakan sangat layak digunakan untuk pembelajaran. Kata Kunci: Media Pembelajaran, Video Animasi, Solidworks 2014, Adobe Flash CS3, Motor Bakar.This study aims to: 1) determine the development of instructional media Based on Animation Video of Software Solidworks 2014 And Adobe Flash CS3 in Eyes of Automotive Basic Technology (ABT) Theory of Combustion Engine. 2) determine the feasibility of learning media based On Animation Video of Software Solidworks 2014 And Adobe Flash CS3 in Eyes of Automotive Basic Technology (ABT) Theory of Combustion Engine for Class X TBSM in SMK Negeri 3 Singaraja. This study uses a type of research (R&D) Research and Development, with a 4-D development model (Four D model), which consists of 4 stages, namely the stage of defining, the design phase of development and the development of deseminate). In this research, only 3 stages have been carried out. The results of the validity of 1) Theory experts are very decent with a percentage of 85.33%, 2) Media experts give results with a percentage of 90% so that the criteria in terms of the media are very feasible, 3) Small group trials get a percentage of 86.5%, so that it can be stated in very feasible criteria, 4) Large group trials get a very feasible criterion with a percentage of 89.2%. Based on the results of the discussion of this research and development can be declared very feasible in terms of material, and the media and responses from students, so that this media can be declared very feasible to use for learning. Keywords: Learning Media, Animation Video, Solidworks 2014, Adobe Flash CS3, Combustion Engine.


2020 ◽  
Vol 8 (3) ◽  
pp. 157
Author(s):  
Lutfiyanti Fitriah

The research aims to describe the religious character and cognitive competence of physics prospective teachers when they used textbook containing Quranic verses. The Quranic verses were relevant to heat and temperature concept then also relevant to local wisdom of South Kalimantan. The research used to research and development, with the development model of ADDIE. The subjects of this research were 18 students of the 2019/2020 academic year who learned heat and temperature topic in Fundamental of Physics 1 course. The data were obtained through a self-evaluation inventory sheet, observation sheet, and test. The data were analysed quantitatively and qualitatively. The result of the research showed that the religious characters of physics prospective teachers from A1 to A5 domain have average score 4.69 which are in very good category and their cognitive competence of C2 to C6 domain improve quite effectively with average normalised gain 0.68. The conclusion of this research is the textbook can be used to train physics prospective teachers to do religious behaviour.


2020 ◽  
Vol 5 (2) ◽  
pp. 157-167
Author(s):  
Wiwit Putriana Sari ◽  
Riri Okra

This research is motivated by the need for a verse deposit system by students to PA lecturers, students in depositing surah to PA lecturers do not need to carry a deposit card anymore, and do not need to buy into the photo copy building anymore, usually in paragraph deposits students always carry a deposit card every time. want to deposit verses to the PA lecturer, so that sometimes students forget to bring their deposit cards. The purpose of this study was to produce a database of verse deposit storage performed by students to PA lecturers. The type of research used in this research is Research and Development (R&D) research, which is a method used to produce a system, the R&D model used is the 4D version, namely, Define, design, develop, and disseminate, with the system development model using the System Development Life Cycle (SDLC), by applying the waterfall model consisting of, Communication, Planning, Modeling, Construction, and Deployment. Based on the results of the research conducted by the researchers, the researcher succeeded in making a product of the verse deposit system in Iain Bukittinngi. The results of the validity test conducted by computer experts show that this product is very valid with a value of 0.78. The results of the practicality test conducted by PA lecturers showed that this product was declared very practical with a value of 0.96 and the results of the effectiveness test conducted with students showed that this product was very effective with a value of 0.82.


2020 ◽  
Vol 3 (1) ◽  
pp. 64-67
Author(s):  
Devri Ramdhan Apriyus ◽  
Kasman Rukun ◽  
Asrul Huda ◽  
Satria Ami Marta

This research is motivated by the need for the media to learn that promote interaction and understanding of learning. The purpose of this research was: 1) to produce interactive learning media on Basic Graphic Design subjects at vocational high school. 2) Determining the validity of interactive learning media on Basic Graphic Design subjects at vocational high school. The method used is a Research and Development (R & D). The development Model used is 4-D (Four-D). The 4-D consists of four stages, namely discovering, designing, developing and disseminating. The subjects of research conducted were material experts and media experts. The instrument used to measure the form of validity is the questionnaire responses. The validity of interactive learning media is assessed from two aspects namely media feasibility and feasibility aspects of the matter. The results of this research indicate that interactive learning media on Basic Graphic Design subjects is considered valid as seen from the average value of media validation by 0.87 and the average result of 0.85 material validation. Based on the results of the validation of the interactive learning media on Basic Graphic Design subjects are feasible for use in assisting the learning process.


Author(s):  
Winarti Agustina

Fun educational learning media rarely exist in the elementary school environment . So this study aims to develop educational learning media snake ladder with plant theme for firist grade elementery school. This research was conducted in three elementery schools in Bekasi. The method used is a research and development model with Borg & Gall. The results show aspects of media needs only 25% of teachers using games in learning media. While as many as 83% of teachers think the learning material in the book is very supportive theme to use instructional media. Researchers also conduct tests to students about the concept of living things, especially plants with an average value of 43.33 which enter into the category of "less". Based on these findings, the researchers conducted the development of instructional media educational ladder snake plant subthemes. This medium-sized 2x3.5 m where each field contains information about the plant concepts that are tailored to the learning curriculum. Students also are directly involved with being pawns and dice made from flannel made safe with the size 30x30cm.


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