product trial
Recently Published Documents


TOTAL DOCUMENTS

171
(FIVE YEARS 89)

H-INDEX

21
(FIVE YEARS 0)

2022 ◽  
Vol 6 (1) ◽  
pp. 234-247
Author(s):  
Armi Parlusi Putri ◽  
Susda Heleni ◽  
Atma Murni

This research is a development research (R&D) with the aim of producing an interactive mathematics learning media based on Articulate Storyline that meets the valid and practical requirements to assist grade IX students of SMP/MTs in understanding geometry transformation material and facilitating student learning independence. This development research uses the Borg and Gall development model which consists of ten stages, but in this study only reached stage seven, namely: (1) potential and problems; (2) data collection; (3) product design; (4) design validation; (5) design revision; (6) product trial; and (7) product revision. Researchers explore potentials and problems through interviews, observations, questionnaires, and literature studies. Learning media and guidebooks were validated by three validators. The instrument used was a learning media validation questionnaire and a learning media guide book validation questionnaire. The average value of learning media validation is 3.37 with a very valid category and the average value of guide book validation is 3.52 with a very valid category. The learning media was tested on six students of class IX SMP, the instruments used were student response questionnaires and student learning independence questionnaires. The product trial result was 0.96 with a very practical category and very well facilitated student learning independence of 84.33%.


2021 ◽  
Vol 5 (1) ◽  
pp. 198-209
Author(s):  
Moh Rufron ◽  
Muhammad Muhyi ◽  
Harwanto Harwanto

This study aims to determine the level of validity, practicality, and effectiveness of teaching materials for learning PJOK ACTIVE (Fun, Character, Measurable, Innovation, and Fit) at SMP Negeri III Kamal Bangkalan. The benefits of this research are expected to increase students' understanding and students' abilities in PJOK learning practices. This research is a type of development research. There are 10 stages in the product development process starting from the preliminary study stage, planning stage, initial product design stage, field test stage, revision stage, main field test stage, product revision stage, group test stage, final product revision stage, and dissemination stage. The research was conducted at SMPN 3 Kamal Bangkalan from January to May 2021 with a total of 137 students. The data were analyzed using the percentage of the product trial results. The results of the study showed that the results of the product development of teaching materials for ACTIVE PJOK learning for students of SMPN 3 Class 1 in Kamal Bangkalan were declared feasible, very helpful, and could support the implementation of PJOK learning in schools. The results of product development that have been produced can be used as a reference in PJOK learning and besides that it can be developed according to needs.


2021 ◽  
Vol 28 (2) ◽  
pp. 65
Author(s):  
Euis Indah Kesuma Ningsih ◽  
Auffah Yumni ◽  
Riris Nurkholidah Rambe

<p>This study aims to determine the validity, practicality, and effectiveness of the development of audio-visual teaching media based on Graphic Organizer to improve students’ ability to find the main idea of a paragraph at the fifth grade of MIN 2 in Labuhanbatu Selatan. This study follows the Research and Development (R &amp; D) developed by Borg and Gall and has been modified by Sugiyono. This includes nine steps, namely; Potential and Problems, Gathering Information, Product Design, Design Validation, Design Revision, Product Trial, Revision Product, Trial of Use, and Revision of Final Products. The data were collected from interviews, observation, and questionnaires. There were three instruments used, namely preliminary instruments, product development instruments, and product testing instruments. The data were analyzed using descriptive qualitative and quantitative analysis to describe the results of product development. The findings of this study indicate that 1) the validity of assessment made by the material experts of the product media was found to be 80%. The media expert’s assessment of product media obtained a percentage of 86.6%; 2) In terms of the practicality of the product, the percentage of responses given by small-scale students shows 97.6% and the percentage of responses given by large-scale students is 98.4%. Meanwhile, the results of the questionnaires filled by the teacher is 100%, which is adjusted to the practicality criteria table; 3) the average score for the effectiveness before using the product is 76.87%. Meanwhile, the average score for the effects after using the product is 94.37</p>


2021 ◽  
Vol 2 (2) ◽  
pp. 76-82
Author(s):  
Yulius Agung Saputro ◽  
Ayub Tatya Admaja

The objectives of the research were to: (1) produce a prototype design of tools in training for beginner and advanced male woodball athletes, (2) test the design of a prototype tool that could be effectively used by athletes to improve skills in training at night, (3) the prototype could used to anticipate training schedule constraints for woodball athletes. The steps used in the development procedure are: (1) Potential and Problems, (2) Develop the initial product, (3) Product Design, (4) Design Validation 2 woodball experts and 2 equipment experts, (4) Design improvement, (5) Product Trial for 6 athletes, and (6) Usage Trial for 10 athletes. The final product is a prototype model of an exercise aid (glow in the dark gate and ball) that can be used for training at night. The results of tool validation from the assessment rubric of woodball experts and equipment experts can answer complaints about the tight schedule of activities for athletes, while the effectiveness of the tool model can help coaches in maximizing training programs with experimental assessments by woodball experts on small-scale trials and large-scale trials getting an average score average after doing the test.


2021 ◽  
Vol 4 (2) ◽  
pp. 237-248
Author(s):  
Hendro Welas Setiawan ◽  
Muchlas Muchlas

The objectives of this study were to: (1) develop a blended learning model using Android-based learning media for basic electrical electronics subjects; and (2) determine the effectiveness and level of student satisfaction with the developed model. This study used the Research and Development method with the ADDIE development model which consisted of defining, designing, developing, implementing and evaluating stages. The research subjects consisted of 2 media expert validators, 2 material expert validators, and 31 product trial students. The research instrument used a questionnaire for media experts and material experts, as well as tests and questionnaires for students. The level of student satisfaction with the developed model was determined by the percentage technique, while the product testing was carried out with an experimental design (before-after) and a one group pretest-posttest pattern. This study produces a blended learning model using educational game media based on android for basic electrical electronics subjects. The results showed that the product developed obtained a validity score of 82.5% from media experts who were on valid criteria and a score of 93.7% from material experts was in very valid criteria. The model developed can be used effectively for basic learning of electronic electricity in vocational schools, which is shown by the post-test average score of 80.97, which is higher than the pre-test average score of 64.09. The level of student satisfaction with the product developed was very good with an average score of 85.8 on a scale of 100.  


2021 ◽  
Vol 4 (3) ◽  
pp. 502
Author(s):  
Ni Luh Sukareni ◽  
Adrianus I Wayan Ilia Yuda Sukmana

There are still many teachers who have difficulty using technology to develop teaching materials that can facilitate students' learning. This has an impact on student learning outcomes are low. This study aims to develop E-module with problem-based learning model. This type of research is development using the ADDIE model. The subject of the expert test consisted of 3 people, namely 1 subject expert, 1 learning design expert, and 1 learning media expert. The product trial subjects consisted of 9 students. The methods used in collecting data are observation, interviews, and questionnaires. The instrument used in collecting data is a questionnaire. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The results of the study were the assessment given by the subject matter expert, which was 96.47 (very good). The assessment of learning design experts is 93.33% (very good). The assessment of learning media experts is 97.5% (very good).Individual trial results, that is 95.53% (very good), and the result of small group trial is 95.53% (very good). It can be concluded that E-modules with problem-based learning models are valid and feasible to be applied in the learning process. The implication of this research is that the E-module with the PBL model can be used by teachers in learning.


2021 ◽  
Vol 6 (2) ◽  
pp. 207-219
Author(s):  
Nusa Intan Asy Syifa ◽  
Nukhbatul Bidayati Haka

Students with special needs require specific education services different from other students in general. This research aims to develop Islamic value-based biology smart cards media for students with hearing and visual impairments. Furthermore, this research also seeks to determine the feasibility and effectiveness of the developed learning media in improving students' learning motivation. This research employed the research and development method (R & D) with the development procedure proposed by Borg and Gall, which consists of nine stages. The research involved three experts in validating the product: a media expert, a material expert, and a language expert. Ten students with hearing impairment and ten students with visual impairment were selected as the research subjects. The validation findings from media experts are 98.5 percent, material experts' validation results are 97.32 percent, and linguists' validation results are 98.12 percent. The findings of the paired sample t-test were 0.00 < 0.05. As a result of the product trial, it can be determined that the developed Islamic value-based biology smart card media are feasible and effective in enhancing eleventh-grade special school students' motivation with hearing and visual impairments.


2021 ◽  
Vol 2 (1) ◽  
pp. 1-10
Author(s):  
Lenon Debiya ◽  
Ratih Asmarani

Process in SD level requires learning media to attract students' enthusiasm for learning. activities in classroom can follow the development without reducing moral education and student creativity. Introduction of local culture is necessary in the learning process so that students can understand the culture around them. This study to determine the development of media by Lectora inspire with cultural in country for the fourth grade of SD, and to find the quality of media in learning SD. This research was carried out at SD Kepanjen 2 Jombang in May 2020/2021 using R&D (Research and Development) but refers to design of ADDIE and its acronym is Analyze, Design, Development, Implementation, and Evaluation. The subjects of the media trial were 20 from class IV-A SD Kepanjen 2 Jombang. The research instrument used a validation sheet and questionnaire with quantitative data analysis techniques and qualitative data. The results of the study in validity percentage is 94.775%. (very valid also worthy of use without improvement), with each material expert rating of 91.55% (very valid also eligible to be used without improvement), and media experts of 98% (very valid also eligible to be used without improvement). The product trial from students obtained an overall percentage assessment of 90.45% (very interesting), while the educator's assessment of 91.7% Lectora inspire-assisted learning media was very interesting and very suitable for use in elementary learning. So it can be concluded that the interactive media developed is very valid and can also be used in learning.


2021 ◽  
Vol 5 (4) ◽  
pp. 547
Author(s):  
Andi Mariono ◽  
Bachtiar Syaiful Bachri ◽  
Andi Kristanto ◽  
Utari Dewi ◽  
Alim Sumarno ◽  
...  

Students and lecturers cannot do direct learning. It is an obstacle in the delivery of material by the lecturer. The purpose of this research is to develop learning in the Digital Learning Learning Media course. This research uses development research—the model development used by ADDIE (Analyze, Design, Development, Implementation, Evaluation). The research subjects are three experts, which include material experts, media experts, learning design experts. The subject of the product trial is students. The methods used to collect data are observation, questionnaires, and tests. The instruments used to collect data are questionnaires and test sheets. The technique used to analyze the data is descriptive qualitative, quantitative, and statistical analysis. The results of the material expert test are 90% with the "very good" category. 90% "very good" learning design expert test, 90% media expert test in the "very good" category, and 95% student trials in the "very good" category. Based on data analysis, learning media for learning media is proven to be effective in learning. This finding proves a difference between the control class tcount value which is smaller than the experimental class tcount (3,558 < 5,610). The development of online learning can be helpful for students in carrying out learning caused by the limitations of distance and time. This bold course has innovative values, including independent online practice tests using camera simulators equipped with audio and video to make learning more interactive.


Author(s):  
Kardo Simanjuntak ◽  
Panahatan Sitorus

Abstract This study aims to determine how the process of developing a Microcontroller Trainer as a learning medium and producing a Microcontroller trainer that has been developed is feasible as a learning medium. This research uses research and development methods. The steps for developing the Arduino Nano trainer include: (1) Potential and Problems; (2) Data Collection; (3) Product Design; (4) Design Validation; (5) Design Revision; (6) Product Trial; (7) Product Revision; (8) Trial of Use; (9) Product Revision; (10) Determination of Trainer Eligibility. The object of this research is the Arduino Nano Microcontroller Trainer. The data collection method in this study used a trainer requirements test validation questionnaire and a trainer validation test. The trainer requirement test was conducted on the Expert Practitioners and the trainer validation test was conducted on the Media Expert. Technical analysis of the data used in this study is descriptive qualitative, quantitative and descriptive statistics. The result of this research is the Arduino Nano Microcontroller Trainer which consists of IR sensor input devices, light sensors and output devices such as LEDs, LCD Matrix, Dot Matrix, Seven Segment Displays, Relays, DC Motors and Buzzers. The results of the trainer requirements test by Expert Practitioners are 92.5% (very feasible) and the results of the trainer validation test by Media Experts are 91.25% (very feasible). Based on the total scores of the trainer requirements test results and the results of the media validation test, it was concluded that the Arduino Nano-Based Microcontroller Trainer was very suitable to be used as a learning medium for class XI TAV at SMK N.1 Lubuk Pakam. Keywords: Learning Media Trainer, Arduino Nano, AbstrakPenelitian ini bertujuan untuk mengetahui bagaimana proses pengembangan Trainer Mikrokontroler sebagai media pembelajaran dan Menghasilkan trainer Mikrokontroler yang telah dikembangkan layak sebagai media pembelajaran. Penelitian ini menggunakan metode penelitian pengembangan (research and development). Langkah-langkah pengembangan trainer Arduino Nano ini meliputi : (1) Potensi Dan Masalah; (2) Pengumpulan Data; (3) Desain Produk; (4) Validasi Desain; (5) Revisi Desain; (6) Uji Coba Produk; (7) Revisi Produk; (8) Uji Coba Pemakaian; (9) Revisi Produk; (10) Penetapan Kelayakan Trainer. Objek pada penelitian ini adalah Trainer Mikrokontroler Arduino Nano. Metode pengumpulan data pada penelitian ini menggunakan angket validasi uji persyaratan trainer dan uji validasi Trainer. Uji persyaratan trainer dilakukan terhadap Ahli Praktisi dan uji validasi trainer dilakukan terhadap Ahli Media. Teknis analisis data yang digunakan pada penelitian ini adalah deskriptif kualitatif, kuantitatif dan statistik deskriptif. Hasil penelitian in adalah Trainer Mikrokontroler Arduino Nano yang terdiri dari piranti input sensor IR, Sensor cahaya dan piranti output seperti LED, LCD Matriks, Dot Matriks, Peragah Seven Segmen, Relay, Motor DC dan Buzzer. Hasil uji persyaratan trainer oleh Ahli Praktisi sebesar 92,5% (sangat layak) dan hasil uji validasi trainer oleh Ahli Media sebesar 91,25% (sangat layak). Berdasarkan jumlah skor hasil uji persyaratan trainer dan hasil uji validasi media disimpulkan bahwa Trainer Mikrokontroler Berbasis Arduino Nano sangat layak digunakansebagai media pembelajaran untuk kelas XI TAV di SMK N.1 Lubuk Pakam. Kata Kunci : Media Pembelajaran Trainer, Arduino Nano


Sign in / Sign up

Export Citation Format

Share Document