scholarly journals PENGEMBANGAN KOMIK DIGITAL CHLOROPHYL SEBAGAI MEDIA PEMBELAJARAN PEDULI LINGKUNGAN SISWA SMA

2022 ◽  
Vol 2 (1) ◽  
pp. 57-63
Author(s):  
BACHTIAR ADI SAPUTRA

The loss of a sense of responsibility that students have towards protecting and preserving nature is also a bad impact of the progress that has occurred in the present era. Therefore, the researchers took the initiative to develop a valid and practical "chlorophyll" digital comic-based learning media to be used in instilling concern for the surrounding environment. The method used in this research is developing research using ADDIE (Analyze, Design, Development, Implementation, and Evaluation) procedures. The development of this digital Chlorophyl comic consists of 12 pages starting from the opening page about the introduction of the main character, problems to solutions that can be done to protect the environment. Chlorophyl digital comics can be said to be valid with an average of 3.58 and have good criteria so that they can be used in the field with a few revisions that have been adapted to suggestions from experts. In addition, based on input from the validator with several notes of improvement and the assessment of student responses to chlorophyll digital comics, it was stated that it was very practical with a positive response of 80.59%. The conclusion obtained is that the digital chlorophyll comic that was developed is said to be valid with a value of 3.5 and stated to be very practical with a positive response of 80.59%. ABSTRAKHilangnya rasa tanggung jawab yang dimiliki para pelajar terhadap menjaga dan melestarikan alam juga menjadi dampak buruk dari kemajuan yang terjadi pada era masa kini. Oleh karena itu, peneliti bernisiatif untuk mengembangkan media pembelajaran berbasis komik digital chlorophyl yang valid dan praktis untuk digunakan dalam menanamkan kepedulian terhadap lingkungan sekitar. Metode yang digunakan dalam penelitian ini adalah penelitian mengembangkan dengan prosedur ADDIE (Analyze, Design, Development, Implementation, and Evaluation). Pengembangan komik digital Chlorophyl ini terdiri atas 12 halaman mulai dari halaman pembuka tentang perkenalana tokoh utama, permasalahan hingga solusi yang bisa dilakukan untuk menjaga lingkungan hidup. Komik digital Chlorophyl dapat dikatakan valid dengan rata-rata yaitu 3,58 dan memiliki kriteria baik sehingga dapat digunakan di lapangan dengan sedikit revisi yang telah disesuaikan dengan saran dari para ahli. Selain itu berdasarkan masukan dari validator dengan beberapa catatan perbaikan dan penilaian angket respon siswa terhadap komik digital chlorophyl dinyatakan sangat praktis dengan respon positif sebanyak 80,59%. Kesimpulan yang didapatkan adalah komik digital chlorophyl yang dikembangkan dikatakan valid dengan nilai 3,5 dan dinyatakan sangat praktis dengan respon positif sebanyak 80,59%.

2019 ◽  
Vol 2 (1) ◽  
pp. 12
Author(s):  
Pratiwi Rosita Noer ◽  
Prabowo Anggit

Development of Funnel Counting media is very necessary because there is no learning media that can help students learn about number operations. This condition has an impact on students' numeracy skills which are still low. To overcome this problem there needs to be an appropriate solution. One of them is by developing media that attract students in the form of a Calculating Funnel media. This study aims to determine the steps for developing and the feasibility of media Counting Funnels. This research is research and development (R & D) with the development model of 4D (Four-D), namely Define, Design, Development, Disseminate. The subject of this study was the first grade students of SD Muhammadiyah Bleber with a total of 18 students. The instruments of data collection are questionnaires, interview guides, tests, and documents. The data analysis technique used is qualitative analysis and quantitative analysis. The results of validation research media experts get a value of 93.75 (Very Good), validation of material experts get 85.41 (Very Good), validation of learning experts get 85.41 (Very Good), the results of expert validation get comments and suggestions as a reference for doing product revision. The results of a small group trial with 8 students scored 87.50 (very good). The teacher's assessment received a score of 94.11 (very good). Student responses got a value of 95.83 (very good). While the usage trial with 18 students got a value of 86.50 (very good). The teacher's response to the use trial received a score of 97.50 (very good). students' responses get a score of 97.50 (very good). Overall, from the Funnel Counting media validation test, it is feasible to use it in grade 1 elementary mathematics learning.


2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Nur Ummu Pratiwi Arifuddin ◽  
Hilda Karim ◽  
Adnan Adnan

Abstract. This study aims to develop learning media products in the form of interactive multimedia based on Mindjet MindManager which combines several media (text, images, animated videos and interactive quizzes) for biology of plantae material or plant world. This study uses the Research and Development (R & D) method using the ADDIE development model, namely analysis (analyze), design (design), development (implementation), implementation (implementation), and evaluation (evaluation). Mind manager-based Mindjet-based interactive multimedia products are focused on the varied learning process and the activity of students in learning. This development aims to produce interactive multimedia products that are valid and practical. The data collection tool used is in the form of validity assessment and practicality instruments. The assessment results from expert validators show that the products developed are feasible to use and obtain a validity value of 4.3 with a percentage value of 85% that meets the validity standard and can be used as a learning medium. Teachers and students also show a positive response to interactive multimedia. The practicality of the media obtained teacher responses with a value of 94.2% and responses of students with a value of 87.9% (very practical). Based on the results of the study it can be concluded that the interactive multimedia learning media developed are valid and practical, and feasible to be applied in the learning system.Keywords: interactive multimedia, mindjet mindmanager, ADDIE, valid, practical


Educatio ◽  
2022 ◽  
Vol 16 (2) ◽  
pp. 121-132
Author(s):  
Dariani Dariani ◽  
◽  
Asri Arbie ◽  
Muhammad Yusuf ◽  
◽  
...  

This research was conducted at SMA Negeri 1 Telaga Biru and aimed to produce quality physics learning tools using the Team-Based Learning (TBL) learning model. The device was developed using the 4D development model developed by Thiagarajan Semel and Semel. The research results on the device show that the developed device is of high quality. Learning tools are said to be valid for use with slight revisions. This can be seen based on the average validation results with a value of 3.5 and 3.6. The level of effectiveness of learning devices is seen in the increase in student learning outcomes consisting of the cognitive domain at the first meeting until the third meeting, N Gain iRat is 0.46 with n criteria of moderate gain, at tRat is N Gain 0.5, in the attitude domain with an average the percentage of 80.240%, the results of observing student activities for 3 meetings are 80.890% with good criteria and the psychomotor aspect an average percentage of 80.128%, and the practicality of the developed device seen from the observation sheet on the implementation of learning 93.650% and the teacher's response questionnaire and student responses with an average percentage of 81.653% and 79.752%. Get a positive response.


2020 ◽  
Vol 5 (2) ◽  
pp. 263
Author(s):  
Emi Sulistri ◽  
Eti Sunarsih ◽  
Erdi Guna Utama ◽  
Usinah Robert Moseki

Many factors cause low student scientific literacy, one of which is due to the inappropriate use of the selected learning media in the learning process. This study aims to produce ethnoscience-based digital pocketbooks that are feasible and attractive to use by students and are effective in improving students' scientific literacy. The ADDIE model research procedure used includes five stages, namely: Analysis, Design, Development, Implementation, and Evaluation. The sample consisted of 141 fifth grade students in three Singkawang City Public Elementary Schools. Data collection techniques in the form of interviews, validation, questionnaires, and scientific literacy tests. Based on the results of the analysis stage, it was found that the KI and KD were related to cultural elements and local wisdom of the city of Singkawang. The design stage is obtained by designing a book framework, presentation of material, instruments. The development stage obtained material, graphic, and linguistic feasibility. Phase I validation was 3.25 with a percentage of 81.41% and stage II was 3.72 with an eligibility percentage of 92.92%. The results of the practitioner validator were 3.8 with a percentage of 95% and were classified as valid. Implementation stage, validation of the attractiveness of student and student responses to linguistic aspects of 3.31 and 3.46, respectively. While the material and graphic aspects of the student's response have a value of 3.23 and 3.22 respectively in the attractive criteria and student responses have a value of 3.33 and 3.39 respectively in the very interesting category. This means that ethnoscience-based digital pocketbooks are generally feasible, easy to understand, and interesting to use because they have a new display concept that is coherently integrated with local culture and a design that is in line with developments. Students' scientific literacy skills increased with an effect size value of 0.621 with moderate criteria at 73% presentation. It can be concluded that ethnoscience-based digital pocketbooks can effectively improve students' scientific literacy skills.


2020 ◽  
Vol 1 (1) ◽  
pp. 1-10
Author(s):  
Evi Rahmawati ◽  
Irnin Agustina Dwi Astuti ◽  
N Nurhayati

IPA Integrated is a place for students to study themselves and the surrounding environment applied in daily life. Integrated IPA Learning provides a direct experience to students through the use and development of scientific skills and attitudes. The importance of integrated IPA requires to pack learning well, integrated IPA integration with the preparation of modules combined with learning strategy can maximize the learning process in school. In SMP 209 Jakarta, the value of the integrated IPA is obtained from 34 students there are 10 students completed and 24 students are not complete because they get the value below the KKM of 68. This research is a development study with the development model of ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The use of KPS-based integrated IPA modules (Science Process sSkills) on the theme of rainbow phenomenon obtained by media expert validation results with an average score of 84.38%, average material expert 82.18%, average linguist 75.37%. So the average of all aspects obtained by 80.55% is worth using and tested to students. The results of the teacher response obtained 88.69% value with excellent criteria. Student responses on a small scale acquired an average score of 85.19% with highly agreed criteria and on the large-scale student response gained a yield of 86.44% with very agreed criteria. So the module can be concluded receiving a good response by the teacher and students.


Author(s):  
Dewi Febrianty ◽  
Risnita Risnita ◽  
Afreni Hamidah

Practical performance assessment is an important part of the learning process, but several obstacles are found in its implementation. The objectives of this study are (1) to develop constructivism-based performance assessment instruments for class VII Yunior High School in  Life Organization subject,  (2) to describe aspects that need to be made in constructivism-based practical performance assessment instruments, and (3) to describe teacher responses in using constructivism-based practical performance assessment instruments. This research is a development research using a 4D model, the stages are defining, design, development and distribution. The trial subjects in this study consisted of 10 students for small group trials and 40 students for large group trials. The indicators used in the study include aspects related to the development of constructivist life-based practicum assessment instruments. Instrument used was a questionnaire to reveal the response of teachers and students to practical performance assessment instruments. The results of the data analysis showed that the content feasibility value is 86.31% at the intervals of 48.33 which means it is feasible to use. Most students gave a positive response to the assessment sheet given (96.67%), a small portion gave a negative response (33.3%). Because the average positive response of students is more than 75%, the performance assessment instrument is considered feasible to be applied.


2019 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Dewi Prabasari ◽  
Vera Yuli Erviana

The aim of this study; 1) to find out the steps to develop MacromediaFlash 8 Professional Based on the Character of Love of the Motherland in My Cultural Diversity Subtema for 4th grade students; 2) To find out the feasibility of MacromediaFlash 8 Professional Based on Land Love; 3) To find out student responses and teacher assessments of the quality of MacromdiaFlash 8 Professional that was developed. This study is a development research using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The research subjects were class IV C students in a small group trial of 10 students and class IV B students in a large group trial. Techniques for collecting expert data collection (media experts, learning experts, material experts), on product trials using teacher assessment questionnaires and student responses as suggestions and input for the feasibility of MacromediaFlash 8 Professional Based on Love Characters Homeland that researchers developed. The results of the study showed that the assessment of media experts received a 77.7 score in the category "Eligible". Assessment of learning experts received a score of 86.5 with the category "Very Worthy". The assessment of material experts scored 81.6 with the "Very Worthy" category. In evaluating product trials (small groups) scored 91.85 in the "Very Worthy" category. In the assessment of usage trials (large groups) scored 91.60 in the "Very Worthy" category. The conclusion of use.


2021 ◽  
Vol 2 (1) ◽  
pp. 46-54
Author(s):  
Risky Tri Amelia ◽  
Muhammad Nuruddin

Developments in the field of technology, especially education, are very influential in life. Educators as one of the main factors in supporting the quality of education must be able to utilize the types of media in an effort to carry out learning innovation strategies. The type of media that can support learning activities is the androidbased quiz game media using quizizz. This quiz game research is a development research. The android-based quiz game using quizziz has the purpose of knowing the design of android-based quiz game development using quizizz, the application of android-based quiz game products using quizizz, and the effectiveness of androidbased quiz games using thematic subjects. This research procedure uses a 4D model, namely define, design, development, and dissemination. SDN Catakgayam 1 Mojowarno was the location chosen to carry out research on a large scale, with 15 students enrolled in the 2020/2021 academic year. The techniques used in this study include media expert validation, material expert validation, RPP expert validation, student response expert validation, and documentation. Analysis of the data used is descriptive analysis. The results of the research on the application of quiz games obtained a total score of 87% which was validated by media experts, material experts and RPP experts. The validation contains media expert validation with a value of 92% which is very good, material expert validation 84% which is very good, RPP expert validation gets a score of 86% which is very good. Meanwhile, the effectiveness of the android-based quiz game obtained a total score of 82% which included student understanding with a value of 81.6% which was very good and student interest obtained a score of 82.5% which was very good. So it can be concluded, that an android-based quiz game using quizizz is stated to be very effective in supporting the learning activities of fourth grade students at SDN Catakgayam 1 Mojowarno.


Author(s):  
Eris Oktaria ◽  
Chumi Fitriyah ◽  
Zetty Finnaly

AbstractThis research was conducted in class IV of Kepatihan Elementary School 01 Jember with 38 research subjects. The purpose of this study is to describe the process and find out the results of the development of audio visual as learning media with the theme of my residence area on the 4th grade students at SDN Kepatihan 01 Jember. This type of research is research and development. This development research uses ADDIE model type (Analyze, Design, Development, Implementation, Evaluation). The data analysis technique in this study used a validation sheet of audio visual learning media by the media expert validator and the material expert validator, and student learning outcomes assessment sheets and student responses. The results of the research data analysis showed the effectiveness of the results of the validation carried out by the two validators obtained results of 81,7 while the results obtained from the student learning outcomes test were 94,7% and student responses amounted to 73,7% so that it can be concluded that the audio visual learning media has very fasible and effective criteria try out. Keywords: audio visual media, effectiveness of learning outcomes and responses


Biosfer ◽  
2021 ◽  
Vol 14 (2) ◽  
pp. 285-305
Author(s):  
Adi Hartono ◽  
Indayana Febriani Tanjung ◽  
Irwan Syahputra

Nowadays, the world is being hit by a Corona virus outbreak which has an impact on every line of life including the field of Education which encourages students to take online learning. This study aims to develop a Virtual Laboratory of Andaliman Network Culture integrated with Islamic values as an interactive learning media to overcome problem obstructions in practicum activities as well as to strengthen the internalization of Islamic values and insights into the local potential of students in The State Senior High School 11 Medan, North Sumatera, Indonesia. This research was conducted using Research and Development (R & D) with the ADDIE approach (Analysis, Design, Development, Implementation, Evaluation). The results showed that the percentage of media validity by Material Expert validators was 98.61%, Islamic Values Material Expert validators were 90.62%, Virtual Laboratory Expert validators were 93.96%, and Field Practitioner Expert validators (Biology Teachers) were 93.75% with the category of evaluation of all validators as very good. Meanwhile, the percentage of student responses to the media reached 63.88% in the good category. Thus, it is highly recommended to use the Virtual Laboratory which was developed because it has tested validly to increase understanding about mechanism Plant Tissue Culture with Islamic Values and Local Potential. 


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