scholarly journals PENGEMBANGAN BUKU PANDUAN PELAKSANAAN KONSELING KELOMPOK DENGAN TEKNIK ASSERTIVE TRAINING UNTUK MENINGKATKAN PERILAKU ASERTIVITAS SISWA KORBAN PERUNDUNGAN SIBER

2021 ◽  
Vol 7 (2) ◽  
pp. 55-61
Author(s):  
Ferisa Maharani ◽  
Rahmawati Rahmawati ◽  
Arga Satrio Prabowo

This research was conducted using R D (Research and Development) approach or development research that produces a product. This study aims to know the quality and describe the procedure of developing implementation manuals, to address the behavior of students victims of cyber abuse. The resulting development product is an implementation manual. In the initial development process, the developer consults with media experts, material experts, as well as practitioners (guidance and counseling teachers) to get input and advice on the products developed. This research instrument is a questionnaire of asertive behavior. The results of the assessment are analyzed using descriptive percentage analysis techniques. The results of the research obtained from the validation of expert tests and practitioner tests (guidance and counseling teachers) showed that the implementation manual is classified as a good category and scored 4.1. Thus the product is declared worthy to be used as a medium in information services to improve the behavior of students victims of cyber abuse.Keywords: research and development, guidebooks, assertive training, victims of cyber bullying 

Jurnal PenSil ◽  
2019 ◽  
Vol 8 (1) ◽  
pp. 24-30
Author(s):  
Gilang Mawardi ◽  
Tuti Iriani ◽  
Daryati Daryati

This research is a type of research and development that aims to produce products in the form of multimedia powerpoint-based learning media in Learning Competency courses. This development research is a Research and Development research method with the 4D (four-D) model. This research is basically done through four main stages, namely define process, design process, develop process, and disseminate process. However, the research only reaches the stage of the development process. This study uses a questionnaire as a tool to test the feasibility of the media through the validation of media experts and material experts. The results of development are multimedia powerpoint-based learning media products. Assessments by material expert lecturers get scores 4,27 categorized as "Very Good". An assessment by a media expert lecturer got a score of 3.31 which was categorized as "Quite Good". The results of the average assessment from material and media experts get the value "3,79" means that multimedia-based learning media is categorized as "Good.".


2019 ◽  
Vol 2 (3) ◽  
pp. 241-247
Author(s):  
Eka Aprilia ◽  
Nanang Supriadi

This study aims to develop learning media in the form of pop-up boxes that are effective and in accordance with the criteria for autistic children. This type of research used in this research is research and development (Research and Development). In this study using ADDIE research methods, namely Analysis, Design, Development, Implementation, Evaluation. Data collection techniques used were test and non-test instruments, data analysis techniques to calculate the validity of the media, students' responses and the effectiveness of instructional media. Validation in this research is based on the validation of media experts and students to determine the response and effectiveness of the resulting media. The results of validation by media experts are 2.67 with the criteria of "quite valid". The response of students 3.27 with very interesting responses. The results of the effectiveness test with a percentage of 66% with effective criteria. Based on the data obtained shows that learning media is feasible to use and effectively applied in learning


2020 ◽  
Vol 5 (1) ◽  
pp. 86
Author(s):  
Irfan Dita Pratama ◽  
Tubagus Herlambang ◽  
Buyung Kusumawardhana ◽  
Ibnu Fatkhu Royana

Go Pong: Learning Media for Basic Techniques of Table Tennis Based on AndroidThis research used development research which was Research and Development (R&D) with 8 stages. The subject of this study was the eighth grade students of Junior High School of 1 Juwana. The data analysis techniques used were test and non-test techniques in the form of interview, observation, questionnaire, and documentation. The results showed the effectiveness test of Go Pong media on learning outcomes that obtained an n-gain index was 0.486 and 0.374 with moderate criteria. While learning outcomes used book got the results 0.263 and 0.07 with moderate criteria. The percentage of Go Pong media completeness was superior at 60% while using books was only 40%. The conclusion of this study is that Go Pong media is very effective to be used for learning compared to book media.Keywords: learning outcomes, Go Pong media, basic techniques of table tennis. Penelitian ini menggunakan penelitian pengembangan Research and Development (R&D) dengan 8 tahap. Subyek penelitian ini adalah siswa kelas VIII SMP Negeri 1 Juwana. Teknik analisis data yang dilakukan adalah teknik tes dan nontes berupa wawancara, observasi, angket, dan dokumentasi. Hasil penelitian menunjukkan uji keefektifan media Go Pong terhadap hasil belajar yang memperoleh indeks n-gain sebesar 0,486 dan 0,374 dengan kriteria sedang. Sedangkan hasil belajar menggunakan buku mendapatkan hasil 0,263 dan 0,07 dengan kriteria sedang. Presentase ketuntasan media Go Pong lebih unggul yaitu 60% sedangkan memakai buku hanya 40%. Simpulan penelitian adalah media Go Pong sangat efektif digunakan untuk pembelajaran dibandingkan menggunakan media buku.Kata kunci: hasil belajar, media Go Pong, teknik dasar tenis meja.


2021 ◽  
Vol 3 (7) ◽  
pp. 519-532
Author(s):  
Ari Hakiim Putra ◽  
Ari Wibowo Kurniawan ◽  
Mu’arifin Mu’arifin

Abstract: This research and development aims to develop application learning media about variations of volleyball games for the KKG PJOK Elementary Schools in Senduro District, Lumajang Regency. The method used is the Research and Development approach with a development research model with the steps (1) needs analysis, (2) doing product design (design), (3) product development (development), (4) implementation or (implementation), and (5) product evaluation (evaluation). The results of the whole product trial involved 22 teachers of KKG PJOK, Senduro District, Lumajang Regency. The results of the study showed the product was included in the very valid category with a percentage of 80.2 percent in small group trials with 8 activity participants and 80 percent in large group trials with 14 activity participants. So it is concluded that the product development of learning media variations of volleyball games based on the articulate storyline application has very valid criteria and is suitable for use in learning activities. Abstrak: Penelitian dan pengembangan ini bertujuan untuk mengembangkan media pembelajaran aplikasi tentang variasi permainan bola voli untuk KKG PJOK Sekolah Dasar di Kecamatan Senduro Kabupaten Lumajang. Metode yang digunakan yaitu pendekatan Research and Development dengan model penelitian pengembangan dengan langkah-langkah (1) Analisis kebutuhan (analysis), (2) melakukan desain produk (design), (3) pengembangan produk (development), (4) pelaksanaan atau (implementation), dan (5) evaluasi produk (evaluation). Hasil uji coba keseluruhan produk melibatkan 22 guru KKG PJOK Kecamatan Senduro Kabupaten Lumajang. Hasil dari penelitian menunjukan produk termasuk dalam kategori sangat valid dengan hasil persentase 80,2 persen pada uji coba kelompok kecil dengan jumlah 8 peserta kegiatan dan persentase 80 persen pada uji coba kelompok besar dengan jumlah 14 peserta kegiatan. Sehingga disimpulkan bahwa produk pengembangan media pembelajaran variasi permainan bola voli berbasis aplikasi articulate storyline memiliki kriteria sangat valid serta layak dipakai pada kegiatan pembelajaran.


2020 ◽  
Vol 8 (1) ◽  
pp. 61-70
Author(s):  
Imelda Dian Pertiwi ◽  
Bambang Indiatmoko ◽  
Teguh Supriyanto

Understanding the contents of the exposition text about the traditional mantu is one of the basic competencies contained in the standard content of Javanese language subjects. Students are expected to fulfill completeness in learning traditional mantu ceremonies. This makes students feel bored and lack an understanding of the material well. The purpose of this study is 1) to find out the needs of students and teachers regarding the development of android-based mantu traditional ceremonial learning media, 2) to develop learning media for android-based mantu traditional ceremonies, and 3) to make prototypes for developing traditional ceremonies based on android. This research uses a development (Research and Development) approach. The procedure of this study is 1) analysis of potential and problems, 2) collecting data, 3) product design, 4) design validation/expert testing, and 5) revisions. Data obtained using 1) interview, and 2) questionnaire. The data analysis technique in this study used qualitative descriptive techniques. The results of the validation test for prototypes of traditional ceremonial learning based on Android are appropriate and appropriate for students and teachers. This media is packaged or printed in the form of an android application.  


AL MURABBI ◽  
2020 ◽  
Vol 5 (2) ◽  
pp. 17-21
Author(s):  
Nella Kusuma

This Development Research aims to develop a teaching material for vocational skills in fashion design designed to enhance student skills, as well as reveal the validity, practicality and effectiveness of the media. This study uses a Research and development development model that focuses on the IDI Method. Data analysis techniques used qualitative data through questionnaires and analyzed statistically. The results obtained from this research and development are as follows: (1) The learning module is a printed module for deaf students in Class X Semester 1 in the Vocational Fashion Dress subject. (2) Practicality of fashion skills skills module for deaf students in Class X Semester 1 based on the teacher's response after going through practicality was declared practical with an average total of 69.6%. (3) Practicality of fashion skills skills modules for deaf students in class X semester 1 based on students' responses after going through practicality was declared practical with an average total of 65%.


2021 ◽  
Vol 2 (1) ◽  
pp. 158-167
Author(s):  
Mayrina Eka P

This research aims to produce a digital parenting e-booklet which discusses ways to prevent gadget addiction in early childhood. This research is a development research (Research and Development) with the ADDIE model. The stages in the study consisted of analysis, design, development, implementation and evaluation.The data collection methods were interview and questionnaire. The data were analyzed using descriptive statistics. The results showed that the digital parenting ebooklet product which discusses ways to prevent gadget addiction was successfully created through the development process (Research and Development) with the ADDIE model. Through the validation process, there were scores of 52 (86.67%) %) from two material experts, 122 ( 90.37%) scores of two media experts, and 44,125 (88.25%) of the eight parents who were used as users. Based on the results of validation of the material, media experts and users in trials can conclude that theparenting digital e-booklet media is appropriate to be used as a medium of information for parents of early childhood.


2021 ◽  
Vol 4 (1) ◽  
pp. 8-18
Author(s):  
Lulu Fajar Wati ◽  
Agusti Efi

The purpose of this research is to produce a valid e-modules based on discovery learning, and effective in basic food subjects. This e-modules based on discovery learning is designed to improve student’s understanding so that it can improve students learning outcomes. The method in this study uses Research and Development (R&D) with 4-D development procedures (Define, Design, Develop, Desseminate). The data of analysis technique uses descriptive analysis techniques to describe the validity, practicality, and effectiveness of e-modules based on discovery learning. The results obtained of this development research: The validity of e-modules based on discovery learning is declared valid on the media and material aspects. The practicality of e-modules based on discovery learning  from teacher and student responses is stated to be very practical. The effectiveness of e-modules based on discovery learning is stated to be effective in improve to learn the outcomes. Based on the findings of this study it is concluded that the e-modules based on discovery learning is valid, practical, and effective to be used as a learning aid in basic food subjects.


2021 ◽  
Vol 3 (7) ◽  
pp. 533-542
Author(s):  
Muhammad Fahmi Amiruddin ◽  
Ari Wibowo Kurniawan

Abstract: This research and development aims to develop massage therapy learning media based on the articulate storyline application which can later be used in learning in the PJKR FIK UM department and can make it easier for students to understand massage therapy material. The method used is the Research and Development approach with a development research model with the steps (1) needs analysis, (2) doing product design (design), (3) product development (development), (4) implementation or (implementation), and (5) product evaluation (evaluation). The test results of the whole product involved 60 students of PJKR FIK UM. Based on the results of data analysis obtained from trials with aspects of ease, clarity, attractiveness, suitability, and usefulness, the average result is 95 percent in small group trials with 10 students as subjects and 90 percent in large group trials with 50 students as subjects. Based on the results of data analysis, it can be concluded that the product of developing massage therapy learning media based on the articulate storyline application can be said to be suitable for use as massage therapy learning media for students majoring in PJKR FIK UM. Abstrak: Penelitian dan pengembangan ini bertujuan untuk mengembangkan media pembelajaran terapi masase berbasis aplikasi articulate storyline yang nantinya dapat digunakan dalam pembelajaran di jurusan PJKR FIK UM dan dapat mempermudah mahasiswa dalam memahami materi terapi masase. Metode yang digunakan yaitu pendekatan Research and Development dengan model penelitian pengembangan dengan langkah-langkah (1) Analisis kebutuhan (analysis), (2) melakukan desain produk (design), (3) pengembangan produk (development), (4) pelaksanaan atau (implementation), dan (5) evaluasi produk (evaluation). Hasil uji coba keseluruhan produk melibatkan 60 mahasiswa PJKR FIK UM. Berdasarkan hasil analisis data yang diperoleh dari uji coba dengan aspek kemudahan, kejelasan, kemenarikan, kesesuaian, dan kegunaan mendapatkan hasil rata-rata sebesar 95 persen pada uji coba kelompok kecil dengan jumlah subjek 10 mahasiswa dan 90 persen pada uji coba kelompok besar dengan jumlah subjek 50 mahasiswa. Berdasarkan hasil analisis data dapat disimpulkan bahwa produk pengembangan media pembelajaran terapi masase berbasis aplikasi articulate storyline dapat dikatakan layak digunakan sebagai media pembelajaran terapi masase untuk mahasiswa jurusan PJKR FIK UM.


Author(s):  
Agrianur Rahman ◽  
Farida Aryani ◽  
Abdullah Sinring

The research aims to (1) the description of development needs of Guidance and Counseling  Video Media to Reduce Bullying Behavior, (2) the prototype  of Guidance and Counseling  Video Media to Reduce Bullying Behavior which is valid and acceptable, (3) the acceptance of Guidance and Counseling  Video Media to Reduce Bullying Behavior in SMAN 5 Makassar. The research was development  research or research and development which was based on research stages by Borg and Gall. The research employed collecting data technique through interview and scale. The results of research revealed that (1) the description of needs level of Guidance and Counseling  Video Media to Reduce Bullying Behavior showed that the video media very important and needed, (2) the prototype of Guidance and Counseling  Video Media developed was already valid and acceptable to Reduce Bullying Behavior, (3) the acceptance of Guidance and Counseling Media Video which was given to 10 students in small group test showed that there was change of bullying behavior level before and after viewing Guidance and Counseling Video Media. This meant that  guidance and counseling media video could reduce bullying behavior.


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