scholarly journals Pengembangan Multimedia E-Learning Berbasis Aplikasi Kekinian pada Pembelajaran Geometri untuk Siswa Kelas XII MIPA SMAN 4 Kota Tangerang

2022 ◽  
Vol 12 (1) ◽  
pp. 1-11
Author(s):  
Dwi Mulyo

Abstract. The industrial revolution 4.0 gave birth to an education era 4.0 which demands the use of cyber technology in the learning process, so that output matches the needs and demands of the times. The existence of abstract concepts and difficulty imagining spatial aspects become obstacles for students of class XII MIPA at SMAN 4 Kota Tangerang in learning to paint slices of space. Therefore, it takes the development of learning media that is able to help students learn it easily but is packaged in an interesting, exciting, fun way and in accordance with the direction of education 4.0. This research is a development research that aims to develop and determine the feasibility of multimedia e-learning based on Screencast O Matic and Powerpoint assisted by Geogebra and Kahoot in learning geometry for XII MIPA of  SMAN 4 Kota Tangerang students . Using the Four-D development model which includes the define, design, develop, and disseminate stages, the developer does not do the dissemination stage because what is done is only a product feasibility test. At the develop stage, an expert assessment was carried out consisting of an assessment of aspects of the content, media, language, and teacher / practitioner assessment and finally a development test. Based on the expert's assessment, the average score for the content aspect is 4.52 (Very Feasible), the media aspect is 4.22 (Very Appropriate), and the language aspect is 4.23 (Very Feasible). Based on the students' responses to the development test, it was obtained that the material aspects were 4.29 (very feasible), the media aspects were 4.11 (feasible), and the language aspects were 4.1 (feasible).

2017 ◽  
Vol 13 (2) ◽  
pp. 158-174
Author(s):  
Ati Sulastri ◽  
Izzatul Mardhiah ◽  
Yusuf Ismail

This study aims to find out how to develop media ice breaker talking pen and media feasibility on the subjects of PAI. The research method used is Borg and Gall development model which includes requirement analysis, validation test, and test phase. The result of this development research is ice breaker talking pen media product which consists of command card and music developed through data collection, planning, product development, and validation and testing. Based on the validation results obtained the average score of the material experts of 4.75 (very good), and from the media experts of 3.78 (good), and the results of student responses about this media amounted to 4.39 or very good category. Therefore the ice breaker talking media on the eyes of learning PAI class X is declared eligible for use with very good category. Keywords: Development Model  Study, Ice Breaker Talking Pen, PAI Abstrak Penelitian ini bertujuan untuk mengetahui cara mengembangkan media ice breaker talking pen dan kelayakan media tersebut pada mata pelajaran PAI. Metode yang digunakan adalah model pengembangan Borg dan Gall yang meliputi analisis kebutuhan, tahap validasi dan tahap uji coba. Hasil penelitian pengembangan ini adalah produk media ice breaker talking pen yang terdiri dari kartu perintah dan musik yang dikembangkan melalui tahap pengumpulan data, perencanaan, pengembangan produk, serta validasi dan uji coba. Berdasarkan pada hasil validasi didapat skor rata-rata dari ahli materi sebesar 4,75 (sangat baik), dan dari ahli media sebesar 3,78 (baik). Serta hasil dari tanggapan siswa mengenai media ini sebesar 4,39 atau kategori sangat baik. Maka dari itu media ice breaker talking pen pada mata pelajaran PAI kelas X dinyatakan layak untuk digunakan dengan kategori sangat baik. Kata Kunci : Pengembangan Model Pembelajaran, Ice Breaker Talking Pen, PAI


Author(s):  
Apri Damai Sagita Krissandi

This study aims to develop book approach, method, and model of learning Indonesian. This type of research includes research development (Research and Development). This study aims to develop and produce a specific product and test the validity of the resulting product. The development model used is a development model adapted from Borg and Gall development research steps (1983: 775). The development procedure is through the following stages: (1) determining the study of competency standards and learning materials, (2) needs analysis, (3) producing books, (4) product validation, and (5) revision of the final product. From the results of the recapitulation score, obtained the following details: 1) the score of the media expert is 4.7 with very good criteria; 2) score of Indonesian lecturers 4.8 with very good criteria; and 3) the mean of student validation score is 4.9 with very good criteria. Therefore, it can be concluded that the book approach, method, and model of learning Indonesian in primary school get an average score of 4.8 with the category of "Very Good".


Author(s):  
Nilam Permatasari Munir

Abstract:This study aims to determine the validity and practicality of developing a trigonometry textbook based on constructivism theory with e-learning media at Mathematics Tadris Study Program of IAIN Palopo. This research is a type of R & D (Research and Development) research by adopting the ADDIE development model which consists of five stages, namely (1) physical analysis; (2) design (3) development (4) Implementation; (5) evaluation. The target of this study were students at Mathematics Tadris study program of IAIN Palopo who programed trigonometry courses in the even semester of 2017/2018 school year. The results of this study indicate that the textbook products developed have fulfilled validity and practicality category, the average acquisition score for material expert validation is 82 on the very valid category and the average acquisition of instructional media experts is 87 on the very valid category, while the average score of practicality by ten students is 75 on the practical category.Abstrak:Penelitian ini bertujuan untuk mengetahui validitas dan paktikalitas dari pengembangkan buku ajar tigonometri berbasis teori konstruktivisme dengan media e-learning pada Pogram Studi Tadris Matematika IAIN Palopo. Penelitian ini merupakan jenis penelitian R & D (Research and Development) dengan mengadopsi model pengembangan ADDIE yang terdiri atas lima tahapan yaitu (1) tahap analisis (analyze); (2) tahap perancangan (design); (3) tahap pengembangan (development); (4) tahap implementasi (Implementation); (5) tahap evaluasi (evaluation). Sebagai sasaran dalam penelitian ini adalah mahasiswa program studi Tadris Matematika IAIN Palopo yang memprogram mata kuliah trigonometri pada semester genap tahun ajaran 2017/2018. Hasil penelitian ini menunjukkan bahwa produk buku ajar yang dikembangkan telah memenuhi kriteria kevalidan dan kepraktisan, rata-rata skor perolehan untuk validasi ahli materi adalah 82 berada dalam kategori sangat valid dan rata-rata perolehan dari ahli media pembelajaran adalah 87 berada dalam kategori sangat valid, sedangkan rata-rata skor perolehan praktikalitas oleh sepuluh orang mahasiswa adalah 75 berada dalam kategori praktis.


2018 ◽  
Vol 1 (2) ◽  
pp. 33-42
Author(s):  
Maharani Eka Pratiwi ◽  
Kunto Imbar Nursetyo ◽  
R.A Murti Kusuma Wirasti

The development research aims to produce a guidelines for designing e-learning content in general and spesific in Totara platform.  The guides are packed in a printed book and leaflet. This guidelines is meant to be used by lecturer in FIP UNJ. This development research is referring to Rowntree’s model that consists of three major stages; planning; preparation of writing; writing and editing. The evaluation on this  development research was conducted through expert review and face-to-face tryouts. The evaluation involving one subject matter expert, one media expert, and three users. The average value obtainded from the expert review by the subject matter expert was 3,6 overall excellent. The average value obtainded from the expert review by the media expert was 3,1 overall good. In face-to-face tryouts, obtained the average score 3,8 which signifies the overall guidance is excellent and can be used to guide lecturer in designing e-learning content, spesifically in Totara platform.


2019 ◽  
Vol 2 ◽  
pp. 111
Author(s):  
Jhoni Lagun Siang ◽  
Bahrudin Hasan ◽  
Lukman Tamhir

The purpose of this study is to: (1) produce video lessons that are feasible to be applied as learning media. (2) knowing the feasibility of learning videos so that they are feasible to be applied to learning media. Development of this learning video uses research and development methods or Research & Development which produces learning videos. This development research uses Allesi and Trollip method, which includes 3 steps of development, namely (1) planning: determining needs and goals, gathering resources, and generating ideas. (2) design: create flowcharts, create storyboards, and prepare scripts. (3) development: producing video and audio, programming material, preparing supporting components, evaluating and revising. The results of this development research are learning video products that have been tested for their feasibility by media experts, material experts, and students as users of the media. The overall results of the trial showed results, good namely obtaining a Worthy category with details: (1) the material expert test obtained an average yield of 3.55 which was categorized as feasible (2) the media expert test obtained an average yield of 3.5 which was categorized as feasible (3) scale test small by students get 3.5 average results which are categorized as feasible, (4) large-scale test by students get an average yield of 3.19 which is categorized as feasible. Based on the results of the media feasibility test, it can be concluded that the video is learning feasible to use.


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.


2019 ◽  
Vol 2 (2) ◽  
pp. 217-226
Author(s):  
Fira Amanta ◽  
Indra Gunawan ◽  
Wan Jamaluddin

Abstract: This study aims to produce products through the development of Frezi-based physics learning media on business materials and energy at the VIII grade of junior high school level, knowing the feasibility of the media according to the validators and knowing the responses of students to the media. This research is R & D research. The types of data produced are quantitative and qualitative data which are analyzed by the guideline of assessment criteria to determine product feasibility. This study resulted in Frezi-based learning media products on business materials and energy at the junior high school class VIII the final product produced had shown to be very feasible with an average score of material expert assessment 81%, media experts with an average score of 80%. learning media obtained in small group trials are very good with an average score of 87%. In the field trials obtained very good criteria with an average score of 88.33%. This frezi-based physics learning media has been qualified to use as a learning mediaAbstrak: Penelitian ini bertujuan untuk menghasilkan produk melalui pengembangan media pembelajaran fisika berbasis Frezi pada materi usaha dan energi tingkat SMP kelasVIII, mengetahui kelayakan media menurut para validator dan mengetahui respon peserta didik terhadap media. Penelitian ini merupakan penelitianR&D. Jenis data yang dihasilkan adalah data kuantitatif dan kualitatif yang dianalisis dengan pedoman kriteria penilain untuk menentukan kelayakan produk. Penelitian ini menghasilkan produk media pembelajaran berbasis Frezi pada materi usaha dan energi tingkat SMP kelas VIII produk akhir yang dihasilkan telah menunjukan sangat layak dengan skor rata-rata dari penilaian ahli materi 81%, ahli media dengan skor rata-rata 80% Respon peserta didik terhadap media pembelajaran yang diperoleh pada uji coba kelompok kecil yaitu sangat baik dengan skor rata-rata 87%. Pada uji coba lapangan diperoleh kriteria sangat baik dengan skor rata-rata sebesar 88,33%. Media pembelajaran fisika berbasis Frezi ini sudah terkualifikasi digunakan sebagai media pembelajaran.


Author(s):  
Dedi Rahman ◽  
P Wayan Arta Suyasa ◽  
Dessy Seri Wahyuni

The purpose of this study were (1) Produced a design and implemented the development of e-learning learning media with Edmodo-based Flipped Classroom model in Informatics subject of class VII in SMP Negeri 2 Mengwi, (2) Determined the subject teacher and students’ responses towards the development of e-learning learning media with Edmodo-based Flipped Classroom model in Informatics subject of class VII in SMP Negeri 2 Mengwi. The study was a Research and Development (R&D) research with ADDIE development model. This study involved students from VII A class and teacher of Informatics subject in SMP Negeri 2 Mengwi. The method of data collection was questionnaire. The result of the study showed that (1) The design and the implemented e-learning media were success implemented based on validity test from content experts, design experts, and learning media experts with Aiken's V coefficient average score  0,89 and very valid, (2) The teacher and students’ responses showed the average score were 40 for the teacher and 61,8 for the students, meaning that it was included in very positive category with very practical criteria. 


2019 ◽  
Vol 8 (2) ◽  
pp. 151-158
Author(s):  
I Dewa Putu Nyeneng ◽  
◽  
Afif Rahman Riyanda ◽  
Kartini Herlina ◽  
◽  
...  

This study explores Android-based mobile learning media design on electrical content. The Media is designed to contain electrical content that is abstract and can not be seen with the naked eye. The content is depicted in a tangible and easily understood by students. The methods used in the development of the research media are Research and Development (R&D), and the development model conducted in this study is the IDI (Instructional Development Institute) Model of research results shows that the media Learning on electrical content is considered valid and the media is easy to use for students and teachers in the learning process. Keywords: learning Media, Mobile Learning, Android, electricity


Author(s):  
Bayu Selo Aji ◽  
Cucu Kurniasih ◽  
Berlin Fanta Rosiani ◽  
Caraka Putra Bhakti

This scientific work aims to provide creative innovations in guidance and counseling services using the BK media to explore student careers. Entering the era of the Industrial Revolution 4.0, students today must have the ability and skills to predict a rapidly changing future, especially concerning career problems. Guidance and Counseling Teachers here play an essential role in developing students' potential, and one way is to optimize the role of Guidance and Counseling in schools by optimizing services about career exploration. For support services on career exploration,  BK (Guidance and Counseling) media needed to improve students' understanding of the services provided. One of them uses DEAR (Digital Exploration Career) based media as an alternative and innovation that can use to explore students' careers. DEAR (Digital Exploration Career) is a hypermedia-based BK media. Each use of this media in service delivery also pays attention to students' needs, materials, entertainment, and evaluations so that the media is effective in service delivery even though sometimes without face to face. So that this media provides a new atmosphere and innovation in the provision of BK services so that they can run dynamically by the times. Then DEAR (Digital Exploration Career) Hypermedia-Based Bk Media Innovation is one solution that can use to explore students' careers in the industrial revolution era 4.0


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