product effectiveness
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2021 ◽  
Vol 12 (05) ◽  
pp. 339-351
Author(s):  
Lesmana Lesmanaumar ◽  
Iman Sulaiman ◽  
Hernawan

The purpose of this research is to produce a futsal defense system model for 14-16 years olds and to test the effectiveness of the futsal defense model for 14-16 years olds. The method used in this research is research and development. Data collection techniques used, interviews, tests, and field observations. The results of the product effectiveness test by comparing the two groups. the treatment group using the product development, and the control group using the pretest and posttest designs. The mean score of each group based on the test is that the effectiveness of the experimental group is higher than that of the control group. The improvement of the futsal defense system for ages 14-16 years at the time of the pre-test showed t-count = 22, 219,> t-table = 1.70329, df = 27 and p-value = 0.00 <0.005. Based on the comparison of the test results. the increase in test results for the experimental group increased significantly than that of the control group. The subjects in this study were MC Utama athletes aged 14-16 years. It is hoped that this research can provide benefits for sports practitioners, especially in the sport of futsal. Key words : Futsal, a futsal defense system model  


2021 ◽  
Vol 5 (2) ◽  
pp. 261-270
Author(s):  
Risdal Yosli ◽  
◽  
Hasan Maksum ◽  

The method of delivering learning by orally as well as giving a note in the form of copy or note, is less successful in time and is not maximally obtained by a student. The purpose of this research is to produce practical and effective learning media used by teacher and student at vocational high school. Web-based learning media using model 3.11.3+, which is applied to the domain and hosting. The type of this research is R&D (research & development), and the product development models are 4D; define, design, develop and disseminate. The instruments used are questionnaire, material, practically and English questions. The subjects of research are teacher and student of SMK Pratama Padang. Data analysis techniques are product validity testing, practical analysis technique and product effectiveness analysis technique. The levels of practicality of the product are 85 (teacher’s respondent) in the practical category and 81.99 (student’s respondent) in the very practical category. The level of product effectiveness based on the gain score reached 0.45, in the medium category.


2021 ◽  
Vol 6 (3) ◽  
pp. 421-432
Author(s):  
Carles Nyoman Wali ◽  
Widiyanto

The lack of training models and training creativity in creating traditional game-based training models for kenshi to improve the basic techniques of kempo becomes problems in this study. The purpose of this research is to produce a model of basic martial arts techniques of kempo through traditional games for kenshi beginners. This research is a research and development (R&D) research which was adapted into 8 steps in research: 1). Field news collection 2). Breakdown of the news that has been collected 3). Elaborating initial creation 4). Expert validation and revision 5). Small scale trial 6). Large-scale trial 7). Making the final product 8). Product effectiveness test. The small-scale trial subjects of 20 beginners kenshi were taken from 2 dojos, namely the Panjatan Junior High School dojo and the Amikom dojo. The large-scale test subjects totaling 45 beginners kenshi were taken from 3 dojos, namely Balong, Triharjo, and SD Gunung Kidul. The subjects in this study came from 5 dojos in Perkemi DIY. Data were collected through interviews, distributing questionnaires, field notes, evaluation, and assessment rubrics for beginner kenshi. The results of this study are in the form of training models for basic techniques of kempo martial arts through traditional games for beginner kenshi, and there are five training models: 1. gobak sodor, 2. yeye, 3. pahtil catfish, 4. zogdag, 5. stick dance. Based on the results of this study, it can be concluded that the traditional game-based kempo martial arts training model for kenshi beginners is feasible to use. The author's recommendation to other prospective researchers is to examine traditional games in an approach with other disciplines and use professional research subjects in other sports.


2021 ◽  
Vol 7 (SpecialIssue) ◽  
pp. 175-179
Author(s):  
Aris Doyan ◽  
Muhammad Matori Rahman ◽  
Sutrio Sutrio

This development research aims to produce a product in the form of student worksheets based on a multi-representation approach to improve students' mastery of the sound wave concept that is valid, and effective. The product developed is student worksheets. The research design used is a 4D model consisting of Define, Design, Develop and Disseminate. Data collection techniques used validation sheets and concept mastery evaluation tools. Device validity data were analyzed using a Likert scale. Product effectiveness data were analyzed using Gain standards. Product validity was assessed by three expert validators and three practitioner validators. The assessment by the expert validator is 3.50 and by the practitioner validator it is 3.70 with valid criteria. The average result of the N Gain test for mastery of Sound Wave concepts is 0.73 in the high category. So, it can be concluded that student worksheets based on a multi-representation approach to improve students' mastery of sound wave concepts are valid and effective


2021 ◽  
Vol 4 (3) ◽  
pp. 274-286
Author(s):  
Nurul Chidayati ◽  
I Wayan Distrik ◽  
Abdurrahman Abdurrahman

The aim of this research is to develop a practical and effective STEM-oriented e-module to improve students' higher order thinking skills. This research uses research and development method with ADDIE model. Data collection techniques used test and non-test instruments by analyzing the feasibility, practicality, and effectiveness of the product. The results showed that the average value of content validity was 82.2% and the average value of construct validity was 83.9%, thus indicating that this product is suitable for use as teaching materials. Based on the results of the practicality test, the average value of the practicality of this product is 76.3%. Meanwhile, based on the results of the product effectiveness test, 27 students gave a score of 77.8%, which means this product is effective for use as teaching materials. The N-Gain score from the application of this product is 0.45 which means there is an increase in the moderate category. Based on the results of the study, it was concluded that this STEM-oriented e-module is feasible, practical, and effective to be used as a stimulus to train students' higher-order thinking skills during the covid-19 pandemic.


IBTIDA' ◽  
2021 ◽  
Vol 2 (2) ◽  
pp. 124-132
Author(s):  
Eli Mufidah ◽  
Nikmatul Khori

The general objective of this research and development is to produce a product in the form of an Articulate Storyline learning media that is feasible and effective to improve the learning outcomes of elementary school students during the covid 19 pandemic. The form of research used by the researcher is descriptive with qualitative and quantitative data analysis. This type of research is Research and Development, which refers to the Borg and Gall model, with media development specifications covering 10 stages. The results of the research on the development of the Articulate Storyline learning media show that the qualification level of the Articulate Storyline learning media product meets the very valid criteria with the results of the material expert test of 90%, the learning media expert test of 84.7%, the practicality test by the learning practitioner of 88.8% and field trial by 95%. Meanwhile, the qualification level of the Articulate Storyline learning media product effectiveness level in improving student learning outcomes meets the high criteria. This shows that the product developed has a qualification level of feasibility and effectiveness according to the student's condition, so that this media is feasible and effective to use in distance learning (PJJ).


Materials ◽  
2021 ◽  
Vol 14 (15) ◽  
pp. 4090
Author(s):  
Marta Dąbrowska ◽  
Izabela Nowak

One possibility of improving active ingredient penetration into deeper skin layers to enhance the cosmetic product effectiveness, is the application of lipid nanoparticles. The aim of the study presented in this paper was to evaluate the potential of hydrogel formulations enriched with iridoid glycosides-loaded lipid nanoparticles. Lipid nanocarriers were produced using an emulsification-ultrasonication method based on multiple emulsions. The encapsulation efficiency was determined at the level of 89% and 77% for aucubin and catalpol, respectively. The next stage was the incorporation of the obtained dispersions of lipid nanoparticles into hydrogel formulations, followed by determination of their physicochemical properties, shelf-life stability, and application properties (in vivo tests). The introduction of lipid nanoparticles increased the stabilization of the consistency of the obtained hydrogel formulations, and was confirmed by viscosity measurements. No effect of lipid nanoparticle incorporation on shelf-life stability of the hydrogels was detected. In vivo studies showed improvements in moisture content of the epidermis, transepidermal water loss, skin topography, and macrorelief parameters. In particular, a synergistic effect of the active ingredients and lipid nanoparticles on the anti-wrinkle effect, moisturizing effect, and regeneration of the protective barrier of the stratum corneum was evidenced. The attractiveness of aucubin and catalpol as cosmetic raw materials in hydrogel formulations was evidenced, especially when the iridoid glycosides were applied in the form of lipid nanoparticles.


2021 ◽  
Vol 13 (2) ◽  
pp. 101-110
Author(s):  
Fifit Fitriansyah

The condition of the Covid-19 pandemic has made learning that was originally face-to-face turning online, of course, brings new problems in learning, especially in practical learning. One of the efforts was to fulfill needs learning is through the use of media who had played a role as a tool or an intermediary that support the teaching process .In relation to this matter one of the media learning that can be used is a video. This study aims to develop PNPR 2 learning videos to facilitate learning by producing various independent learning resources in the form of instructional videos that can be used according to learning needs. The research method used is Research and Development (R & D) using the Derek Rowntree product development model with three stages, namely: a) the planning stage; b) the development stage (development); c) the evaluation stage (formative evaluation). Product effectiveness testing is carried out by providing advice and input from colleagues (one to one person). The results of this study indicate that (1) the development of instructional videos that was much as 87% is considered clear and effective for use in the learning process more broadly. Meanwhile, to measure the effectiveness of using PNPR 2 learning videos is to conduct performance tests on full stop, as such it was found that the percentage of student learning outcomes after using PNPR 2 learning videos was that 89% of students to display good performance, 11 % poor practice well or said wrong. Thus the PNPR 2 learning video is considered effective to be used in the learning process.


Author(s):  
Abdiel Ginting ◽  
Harun Sitompul ◽  
Keysar Panjaitan

Abstrak: Penelitian ini bertujuan untuk Untuk menghasilkan media video pembelajaran perakitan personal komputer yang berkualitas dan layak dijadikan acuan bagi siswa, mudah dipelajari, dipahami dan dapat digunakan secara individual, Untuk mengetahui keefektifan penggunaan media video pembelajaran pada mata pelajaran Produktif Teknik Komputer dan Jaringan pada materi perakitan komputer. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg and Gall yang dipadu dengan model desain pembelajaran dari Dick and Carey. Hasil penelitian menunjukkan: uji ahli materi berada pada kualifikasi sangat baik (92,27%), uji ahli desain pembelajaran berada pada kualifikasi sangat baik (93,53%), uji ahli media pembelajaran berada pada kualifikasi sangat baik (92,67 %), uji coba perorangan berada pada kualifikasi sangat baik (89,58%), uji coba kelompok kecil berada pada kualifikasi sangat baik (91,11%), dan uji coba pada lapangan terbatas berada pada kualifikasi sangat baik (97,28%). Produk akhir dari pengembangan video ini dilanjutkan dengan uji keefektifan produk. Penelitian dilakukan pada peserta didik kelas X. Metode yang digunakan dalam penelitian ini adalah metode kuasi eksperimen. Sampel penelitian sebanyak 70 peserta didik yang terdiri dari 35 peserta didik sebagai kelas eksperimen yang diajar menggunakan video, dan 35 peserta didik lainnya sebagai kelas kontrol yang diajarakan tanpa menggunakan media video. Hasil pengujian hipotesis menunjukkan bahwa terdapat perbedaan yang signifikan antara hasil belajar peserta didik yang dibelajarkan menggunakan video dengan hasil belajar peserta didik yang dibelajarkan tanpa menggunakan video. Hal ini ditunjukkan berdasarkan hasil pengolahan data diperoleh thitung = 8,77 > ttabel = 1,99, dengan dk = (n1 + n2 – 2) pada taraf signifikansi a 0,05. Dari hasil tersebut dapat disimpulkan bahwa hasil belajar peserta didik yang dibelajarkan dengan menggunakan video sebesar 83,66% lebih tinggi dari pada peserta didik yang dibelajarkan tanpa menggunakan video sebesar 69,46%..Kata Kunci: pengembangan media video pembelajaran, media pembelajaran, teknik komputer dan jaringan, hasil belajar merakit komputer Abstract :This study aims to produce video learning media of personal computer assembly that is qualified and deserves to be used as a reference for students, easy to learn, understood and can be used individually, To know effectiveness of using video learning media on subjects Productive Computer Engineering And Network on computer assembly materials. This type of research is a development research using the Borg and Gall product development model combined with the instructional design model from Dick and Carey. The result of the research shows that: the material expert test is in very good qualification (92.27%), the test of the learning design is in very good qualification (93,53%), (92.67%), individual trials are in excellent qualifications (89.58%), small group trials are in excellent qualifications (91.11%), and Trials on limited field are in excellent qualification (97.28%). The end product of this video development is followed by product effectiveness test. The research was conducted on class X students. The method used in this research is quasi-experimental method. The sample of the study were 70 students consisting of 35 students as experimental class taught using video, and 35 other students as control class which was taught without using video media. The result of hypothesis testing shows that there is a significant difference between the learners' learning result which is learned by using the video with the learning result of the learners which is learned without using video. This is shown based on the result of data processing obtained tcont = 8,77 a  ttable = 1,99, with dk = (n1 + n2 - 2) at significance level a 0,05. From these results can be concluded that the learning outcomes of learners who were taught by using the video of 83.66% higher than the learners who were taught without using video of 69.46%.Keywords : development of learning video media, instructional media, computer and networking techniques, learning result of assembling computer


Author(s):  
Ike Wahyuni ◽  
Pargito Pargito ◽  
Risma Margaretha Sinaga

This study developed a textbook for the Local History of Tulang Bawang to improve the historical thinking skills of eleventh-grade social science students. This study is development research employing the ADDIE model as its development design with the following stages: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The trial subjects consisted of expert trials consisting of material experts, media experts, and small group trials involving 6 students. Then, field trials were carried out in the eleven-social-one class as a treatment class. The data were collected through questionnaires, observation, and documentation. The obtained data were analyzed using qualitative and quantitative analysis. Product effectiveness was tested by comparing the historical thinking skills of students in eleven science one class as the experimental class and eleven science two as the control class. The results of the study found that 1) the local history textbook of Tulang Bawang was developed using the ADDIE model steps. 2) The local history textbook of Tulang Bawang was able to improve historical thinking skills. After using development products, there was a difference in learning outcomes of 0.50 with moderate criteria indicating that the development product is effective in improving students’ historical thinking skills. 3) The learning activities of eleven social one class which used the Tulang Bawang local history textbook were more effective than the eleven social two class which did not use the Tulang Bawang local history textbook.


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