scholarly journals The Development of Audio-Visual Media for News Text Learning at SMP Negeri 2 Lawang Kidul Tanjung Enim

Author(s):  
Desta Lingga Sari ◽  
Missriani Missriani ◽  
Arif Ardiasnyah

This study aims to determine and identify the development of audio-visual media for  news text learning at SMP Negeri 2 Lawang Kidul Tanjung Enim, to find out and identify the results of the validation of audio-visual media for news texts learning for students of SMP Negeri 2 Lawang Kidul Tanjung Enim, and to find out and identify the results of news text learning for students of SMP Negeri 2 Lawang Kidul Tanjung Enim after the application of audio-visual media. The design of audio-visual media for learning news text for students of SMP Negeri 2 Lawang Kidul Tanjung Enim which has been accepted by the experts is feasible to be tested. This study used research and development methods. The research and development steps consist of 10 stages which includes problem identification, data collection, product design (Initial Draft), expert validation, design improvement, small group trials, product revisions, large group trials, product revisions, and final production The results of the validation of media experts, material experts and language experts on the development of audio-visual media products for learning news texts for students at the State Junior High School 2 Lawang Kidul Tanjung Enim are in the very good category. Applied audio-visual media has increased the criteria for being very effective.

2020 ◽  
Vol 8 (1) ◽  
pp. 71-79
Author(s):  
Meyla Nur Hayati ◽  
Yusro Edy Nugroho ◽  
Sucipto Hadi Purnomo

The objectives of this study are (1) to describe the needs of Javanese junior high school language students and teachers in Banyumas on the Banyumasan dialogue text enrichment book based on sublime pupuh Gambuh, (2) to make a prototype draft Banyumasan dialogue text enrichment book based on sublime pupuh Gambuh, and (3 ) describe the results of the prototype validation of Banyumasan dialogue text enrichment book based on sublime pupuh Gambuh. The method used in this study is the Research and Development (R & D) method. The development phase of the Banyumasan dialog text enrichment book based on the subline pupuh gambuh picture refers to the steps of Sugiyono (2010: 409) which are tailored to the research needs, namely: (1) potential and problems, (2) data collection, (3) product design, (4 ) product validation, and (5) product revisions. This study produced a Banyumasan dialog text enrichment book based on the advice of pupuh gambuh.


2020 ◽  
Vol 8 (1) ◽  
pp. 41-45
Author(s):  
Nur Izza Fadhliani ◽  
Bambang Indiatmoko ◽  
Agus Yuwono

Objectives of the research are (1) to know the necessity of learning Javanese speech, (2) to know the prototype development of media pepipak video, (3) to know the product validation of media pepipak video for speech learning. This research uses the research and development approach. The development of this media is through five steps, i.e (1) potential problems, (2) data collection, (3) product design, (4) test expert validation, (5) design improvement. The instrument of this research is the nontest instrument in the form questionnaire. Based on the analysis results, the necessity of learning Javanese speech shows the teacher and the students need media pepipak video. The prototype results of media pepipak video have duration 04.18 minutes which consist of: (1) opening of media, (2) content of media, (3) closing of media. The test expert validation of the materials and media are obtained percentage 71.76% and 78,82% which includes a good category with some revisions, that is on the opening of media which is added the identity of the media maker.    


2019 ◽  
Vol 5 (1) ◽  
pp. 10-22
Author(s):  
Khalida Ulfa ◽  
Lia Rozalina

This research was aims to developed, feasibility and compare differences in learning out-comes before and after used Monopoly Games Smart (MGS) learning media on digestive system topic in junior high school IBA Palembang. Research applies Research and Development methods with steps, namely define, design, and development. Egibility was based on the evaluation of media expert and small scale trials. Data collection in this study used interviews, questionnaire and documentation. Analysis tehcnique were including analysis of product data.. The results show that the Monopoly Games Smart (MGS) learning media has significant effect in improving the mastery of concept. Based on students mastery of concept showed that the implementation of learning using Monopoly Games Smart (MGS) is better than convensional. The learning process in the digestive system topic is more effective and student centered which makes students more active in learning and makes the learning process more meaningful. If the learning response is good, mastery of the concept will be good.


2020 ◽  
Vol 7 (2) ◽  
pp. 28-33
Author(s):  
Vindi Putri Ardiyana

ABSTRAK Penelitian ini bertujuan untuk (1) mendeskripsikan karakteristik kebutuhan guru dan siswa terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur untuk pembelajaran bahasa Jawa di SMP Kota Semarang,  (2) membuat prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur, dan (3) mendeskripsikan hasil validasi ahli mengenai prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Penelitian ini menggunakan metode penelitian pengembangan (Research and Development) dengan tahapan yaitu (1) potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validasi desain, dan (5) revisi desain. Data pada penelitian ini adalah amanat dari Serat Wulangreh Pupuh Pangkur dan kebutuhan terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Sumber data dari penelitian ini adalah Serat Wulangreh Pupuh Pangkur, guru dan siswa. Teknik pengumpulan data menggunakan wawancara dan penyebaran angket. Analisis data pada penelitian ini adalah deskriptif kualitatif. Penelitian ini menghasilkan buku cerita bergambar berjudul Sinau Wulangreh Pupuh Pangkur. Setelah buku tersebut disusun, selanjutnya dilakukan uji validasi oleh ahli materi dan ahli media untuk mendapatkan saran dan perbaikan buku. Saran dan perbaikan dari ahli mencakup aspek materi, penyajian dan kegrafikaan.  Kata Kunci : buku cerita bergambar, Serat Wulangreh Pupuh Pangkur, pengembangan.   ABSTRACK The aims of this research are to (1) describe the characteristics of teachers and students’ need to a picture book with Serat Wulangreh Pupuh Pangkur base for Javanese Language learning process in SMP Kota Semarang, (2) to make a picture book prototype with Serat Wulangreh Pupuh base, and (3) describe the expert validation outcome about a picture book prototype with Serat Wulangreh Pupuh Pangkur base. This research uses research and development. The research stages were potential and problems, data collection, product design, design validation and design revisions. The data in this study are mandated by Serat Wulangreh Pupuh Pangkur and the need for a picture book based on Serat Wulangreh Pupuh Pangkur. Sources of data from this study are Serat Wulangreh Pupuh Pangkur, teachers and students. The technique of collecting data uses interviews and questionnaires. Data analysis in this study is descriptive qualitative. This research produces a picture book entitled Sinau Wulangreh Pupuh Pangkur as teachers and students’ need. After this book is created, there would be a validity test by the material and media experts to have suggestion and revision. The scope of suggestion and revision by the experts are material, serving, and graphics. Keywords: a picture book, Serat Wulangreh Pupuh Pangkur, development.


2020 ◽  
Vol 4 (1) ◽  
pp. 32
Author(s):  
Desy Cobena Manurung

This research aims to create an interactive learning media with mind map concept in Video Processing subject Method used in this research was research and development with 5 steps, (1) problem and potency analysis, (2) data collection, (3) product design, (4) design validation, and (5) design improvement. Media’s advisibility, which had developed,  in percentage are 89% from media expert, 92% from material expert, 85% from users (limited) and 87% from users (expanded). It can be concluded that the design of learning media is “very appropriate”.The benefits of the learning media are: (1) interactive and fun, (2) equipped with videos tutorial, (3) equipped with exercises which able to scored and able to see the correct answers.


2019 ◽  
Vol 4 (9) ◽  
pp. 1177
Author(s):  
Ian Rizky Maulana ◽  
Sapto Adi ◽  
Eko Hariyanto

<div align="center"><table width="645" border="1" cellspacing="0" cellpadding="0"><tbody><tr><td valign="top" width="439"><p class="Abstrak"><strong>Abstract:</strong> The purpose of this research and development is to produce a physical education learning product for large ball material for 7th grade junior high school. The development of physical education for large ball material for 7th grade junior high school researchers used a multimedia development model developed by Lee &amp; Owen. The results of the study on the validation of physical education learning experts obtained a percentage of 76.12% is quite valid, quite effective, quite complete, can be used but need minor improvements. The results of the research on material expert validation obtained a percentage of 94.70% very valid. While the overall average of media expert validation obtained a percentage of 94.38% is very valid. For small group trials conducted by distributing questionnaires to 20 students of Lumajang Middle School 5. The results of small group trials found that the average percentage of 94.63% was very valid. The large group trial was conducted by distributing questionnaires to 90 students of SMP Negeri 1 Lumajang, SMP 1 Sukodono and SMP Negeri 5 Lumajang. The results of a large group trial found that the average percentage of 90.02% was very valid. Overall, the research and development products are very valid and can be used as learning media.</p><p class="Abstrak"><strong>Abstrak:</strong> Tujuan penelitian dan pengembangan ini adalah untuk menghasilkan sebuah produk pembelajaran Pendidikan Jasmani materi bola besar untuk SMP kelas VII. Pengembangan pembelajaran Pendidikan Jasmani materi bola besar untuk SMP kelas VII, peneliti menggunakan model pengembangan multimedia yang dikembangkan oleh Lee &amp; Owen. Hasil penelitian pada validasi ahli pembelajaran Pendidikan Jasmani diperoleh persentase 76,12% cukup valid, cukup efektif, cukup tuntas, dapat digunakan namun perlu perbaikan kecil. Hasil dari penelitian pada validasi ahli materi diperoleh persentase 94,70% sangat valid. Rata-rata keseluruhan dari validasi ahli media diperoleh persentase 94,38% sangat valid. Uji coba kelompok kecil dilakukan dengan penyebaran kuesioner kepada 20 siswa SMP Negeri 5 Lumajang. Hasil dari uji coba kelompok kecil didapat persentase rata-rata sebesar 94,63% sangat valid. Uji coba kelompok besar dilakukan dengan penyebaran kuesioner kepada 90 siswa SMP Negeri 1 Lumajang, SMP Negeri 1 Sukodono dan SMP Negeri 5 Lumajang. Hasil dari uji coba kelompok besar didapat persentase rata-rata sebesar 90,02% sangat valid. Secara keseluruhan, produk penelitian dan pengembangan ini sangat valid dan dapat digunakan sebagai media pembelajaran.<strong></strong></p></td></tr></tbody></table></div>


Author(s):  
Indah Widuri Handayani ◽  
Anggraeni Anggraeni

Tujuan dari penelitian ini, yaitu 1) Menganalisis kebutuhan guru terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, 2) Mengetahui prosedur pengembangan media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, dan 3) Mengetahui hasil validasi ahli terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini yang dikembangkan oleh penulis.Penelitian ini menggunakan metode Research and Development (R&D) dengan lima tahapan, yaitu: 1) potensi dan masalah, 2) pengumpulan data, 3) desain produk, 4) validasi desain, dan 5) revisi desain.Berdasarkan hasil analisis kebutuhan, menunjukkan bahwa pendidik menghendaki adanya pengembangan media baru yang kreatif, inovatif dan efektif yang dilengkapi dengan permainan kecil di setiap halamannya. Hasil validasi oleh ahli materi mendapat nilai rata-rata keseluruhan 8,5 dengan skor 3 yang berarti media layak untuk digunakan, sedangkan hasil validasi oleh ahli media menunjukkan bahwa media pembelajaran berbentuk Busy Book mendapat nilai rata-rata keseluruhan 93.9 dengan skor 4 yang berarti media sangat layak untuk digunakan. Media kemudian diperbaiki sesuai saran perbaikan yang diberikan para ahli pada aspek-aspek tertentu.The purpose of this study, namely 1) Analyzing the needs of teachers for the Busy Book media of numerical themes to improve vocabulary mastery in early childhood, 2) Knowing the procedures for developing Busy Book media for numerical themes to improve vocabulary mastery in early childhood, and 3) Knowing the results expert validation of the Busy Book media theme of numbers to improve vocabulary mastery in early childhood developed by the author. This research uses the Research and Development (R&D) method with five stages, namely: 1) potential and problems, 2) data collection, 3) product design, 4) design validation, and 5) design revision. Based on the results of the needs analysis, it shows that educators want the development of new, creative, innovative and effective media that are equipped with small games on each page. The results of the validation by the material experts got an overall average score of 8.5 with a score of 3 which means the media was suitable for use, while the results of the validation by the media experts showed that the learning media in the form of Busy Book got an overall average score of 93.9 with a score of 4 which means the media very feasible to use. The media is then repaired according to the suggestions given by experts on certain aspects.


2019 ◽  
Vol 4 (2) ◽  
pp. 97-105
Author(s):  
Basori Basori ◽  
Desy Yanty Cobena

 Learning achievement determined by acceptance of students' understanding of learning material. Therefore, a media that makes it easy for students to receive learning materials is needed. This research aims to create an interactive learning media with mind map concept in Video Processing subject.  Method used in this research was research and development with 5 steps, (1) problem and potency analysis, (2) data collection, (3) product design, (4) design validation, and (5) design improvement. Media’s advisability, which had developed, in percentage are 89% from media expert, 92% from material expert, 85% by users (limited) and 87% from users (expanded). It can be concluded that the design of learning media is “very appropriate”. The benefits of the learning media are: (1) interactive and fun, (2) equipped with videos tutorial, (3) equipped with exercises which able to scored and able to see the correct answers.


2021 ◽  
Vol 9 (4) ◽  
pp. 501-513
Author(s):  
Kunalfi Reza Luthfiana ◽  
Abdurrahman Abdurrahman ◽  
Rezi Ariawan, ◽  
Dedek Andrian

The purpose of this research is to produce a mathematics learning tool in the form of the lesson plan and student's worksheet using the guided discovery method on the circle material of class VIII junior high school which has been tested valid. This development refers to the Research and Development (R&D) model which includes 10 stages, namely potential and problems, data collection, product design, design validation, design revisions, product trials, design revisions, usage trials, product revisions, and mass production. Modified according to the needs of this research into 6 stages, namely potential and problems, data collection, product design, design validation, design revision, and final product. The data analysis technique used is the descriptive analysis technique. The validation sheet was used as a data collection instrument in this research. The validation sheet is filled out by 3 validators consisting of 2 lecturers of the mathematics education study program FKIP UIR and 1 mathematics teacher. Based on the results of the lesson plan validation, a percentage of 85.6% was obtained with very valid criteria, while the students’ worksheet validation results were 82.6% with fairly valid criteria. This research concludes that mathematics learning tools have been obtained using the guided discovery method in class VII junior high school on the circle material which has been tested valid.


2015 ◽  
Vol 27 (1) ◽  
pp. 50-54
Author(s):  
Deky Yudha Saksono ◽  
Sutama Sutama

This study aims to describe the mathematicsbased learning management Qur’an conducted in Junior High School Kendal district, Central Java. This study uses the approach of research and development. Data collection techniques, observation, interviews, and documentation. Validity of data with triangulation techniques and triangulation of sources. Results of the study: (1) The management of learning that has been done is still using school math learning in general, (2) Management based math learning the Qur’an through the stages of the addition of paragraph choices on the subject matter has not been made, (3) based learning management Qur ‘an has not been effective so no link between mathematics and the Qur’an.


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