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2022 ◽  
Vol 16 (1) ◽  
pp. 16-21
Author(s):  
Tuti Kurniati

Teachers must have competency standards in carrying out their duties. The competencies that must be possessed by professional teachers are pedagogic competence, professional competence, personal competence and social competence. In order for students to master the four competence and basic skills of teaching it is necessary to develop modul materials based on instructional approach learning. The purpose of this research is to develop modul materials. Ths research following 3D model of Thiagarajan which consists of the definition stage, the design stage and the development stage.  The result of the research shows are the validity of the material aspect is 97.5% and the media is 87.5% in valid criteria. Practicality based on the value of the student response questionnaire in the individual trial was 95.8% and the small group test wa 89.6% which was considered very practical.


2022 ◽  
Vol 7 (02) ◽  
pp. 649-660
Author(s):  
Leila Nur Pajrina

The research aims to develop learning media in the form of animation video for grade V elementary school, especially the material on the incident of proclamation, to describe validity of learning media, to know response of user. The research used the method research R&D with ADDIE model. The results of research as follow : (1) the results of the validity test of the instructional media obtained 97,91% with the very good qualification, (2) the results of the validity test of the instructional material obtained 94,44% with the very good qualification, (3) the results of the instructional language obtained 93,75% with the very good qualification, (4) the results of individual trial obtained 93,33% with the very good qualification, (5) the results of small group trial obtained 90,62% with very good qualification. Thus, the audio visual animation media is suitable to use in process of learning.


2021 ◽  
Vol 19 (2) ◽  
pp. 304
Author(s):  
Andini Rahmawati ◽  
Retno Triwoelandari ◽  
Muhammad Kholil Nawawi

<p class="StyleAuthorBold"><strong>Abstrak</strong></p><p>Penelitian bertujuan mengembangkan media iSpring pada pembelajaran IPA berbasis STEM untuk mengembangkan kreativitas siswa. Metode penelitian menggunakan penelitian dan pengembangan atau <em>research and development </em>(R&amp;D). Model pengembangan yang digunakan adalah model ASSURE. Teknik analisis data yang digunakan yaitu analisis data kualitatif dan kuantitatif. Instrumen penelitian berupa angket dan lembar observasi. Penilaian produk berupa angket yang diberikan kepada ahli materi, bahasa, dan media. Uji coba produk yang dilakukan yaitu uji coba perorangan diberikan kepada 3 siswa, uji coba kelompok kecil diberikan kepada 8 siswa, dan uji coba kelompok besar diberikan kepada 15 siswa. Hasil penelitian diperoleh persentase kelayakan dari aspek materi dengan kategori valid, aspek bahasa dengan kategori valid, dan aspek media dengan kategori sangat valid. Berdasarkan hasil penelitian tersebut, disimpulkan bahwa media iSpring pada pembelajaran IPA berbasis STEM untuk mengembangkan kreativitas siswa layak untuk digunakan.</p><p> </p><p class="StyleAuthorBold"><strong><em>Abstract</em></strong></p><p><em>The research aimed to develop iSpring media on STEM-based IPA learning to develop student creativity. This research method used research and development (R&amp;D). The development model used the ASSURE model. The data analysis techniques used qualitative and quantitative data analysis. Research instruments used questionnaires and observation sheets. Product assessment in the form of questionnaires given to material, language, and media experts. The individual trial was given to 3 students, the small group trial was given to 8 students, and the large group trial was given to 15 students.  The results of the research obtained a percentage of eligibility from material aspects with valid categories, language aspects with valid categories, and media aspects with very valid categories. Based on the results, iSpring media on STEM-based science learning to develop students' creativity was feasible to use.</em></p>


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 8 (1) ◽  
pp. 65-71
Author(s):  
Muh Ahadi ◽  
Phil Ihwan Azhari ◽  
Anita Yus

The aims of this study were to produce the traditional games-based teaching materials that were suitable for use in thematic learning and to determine its effectiveness in improving students’ social competence for the fourth grade students. The study applied the ADDIE developmental model. The results showed that: (1) a validation of design expert was 88% (excellent), a material expert regarding the language feasibility was 95.53% (excellent), a social studies expert was 84% (excellent), a science expert was 85.8 (excellent), (2) the students’ responses on the traditional games-based teaching materials in the individual trial of 3 students were 81.66% (excellent), small group trial of 9 students were 87.77% (excellent), field trial of 17 students were 86.21% (excellent), and (3) there was an improvement of students’ social competence after conducting the learning activity with the traditional games-based teaching materials. This has proven that traditional games-based teaching materials were very suitable for the use in thematic learning of the fourth grade students. Keywords: Thematic Teaching Materials, Traditional Games, Social Competence.


2021 ◽  
Vol 11 (1) ◽  
pp. 40-50
Author(s):  
N. Simbolon ◽  
I.K. Suartama ◽  
L.P.P. Mahadewi

The problem in this research is by the low of the students’ learning outcomes in Craft subject and the unavailable interactive media in supporting that vocational learning. Therefore, this research aimed to develop the interactive media and to know the validity of the interactive media in Craft learning. This development research used ADDIE (Analysis, Design, Development, Implementation, Evaluation) research model . Validity result of the product was Valid with each assessment, a) the results of the review of learning content experts with a percentage of 97.5% with a very good category, b) the results of the review of learning design expert with a percentage 88.57 %  with a good category, c) the results of the review of learning media expert with a percentage 84.44% with a good category, d) the results of the review of individual trial with 93.33% with a very good category,e) the results of the review of small group trial with a percentage 94.58 % with a very good category. Based on the results, this Craft learning interactive media is worth it to use as a learning source.


PLoS ONE ◽  
2021 ◽  
Vol 16 (9) ◽  
pp. e0256953
Author(s):  
Jumpei Yamashita ◽  
Hiroki Terashima ◽  
Makoto Yoneya ◽  
Kazushi Maruya ◽  
Hidetaka Koya ◽  
...  

Our daily activities require vigilance. Therefore, it is useful to externally monitor and predict our vigilance level using a straightforward method. It is known that the vigilance level is linked to pupillary fluctuations via Locus Coeruleus and Norepinephrine (LC-NE) system. However, previous methods of estimating long-term vigilance require monitoring pupillary fluctuations at rest over a long period. We developed a method of predicting the short-term vigilance level by monitoring pupillary fluctuation for a shorter period consisting of several seconds. The LC activity also fluctuates at a timescale of seconds. Therefore, we hypothesized that the short-term vigilance level could be estimated using pupillary fluctuations in a short period and quantified their amplitude as the Micro-Pupillary Unrest Index (M-PUI). We found an intra-individual trial-by-trial positive correlation between Reaction Time (RT) reflecting the short-term vigilance level and M-PUI in the period immediately before the target onset in a Psychomotor Vigilance Task (PVT). This relationship was most evident when the fluctuation was smoothed by a Hanning window of approximately 50 to 100 ms (including cases of down-sampled data at 100 and 50 Hz), and M-PUI was calculated in the period up to one or two seconds before the target onset. These results suggest that M-PUI can monitor and predict fluctuating levels of vigilance. M-PUI is also useful for examining pupillary fluctuations in a short period for elucidating the psychophysiological mechanisms of short-term vigilance.


Geriatrics ◽  
2021 ◽  
Vol 6 (3) ◽  
pp. 85
Author(s):  
Rossella Rizzo ◽  
Silvin Paul Knight ◽  
James R. C. Davis ◽  
Louise Newman ◽  
Eoin Duggan ◽  
...  

The Sustained Attention to Response Task (SART) has been used to measure neurocognitive functions in older adults. However, simplified average features of this complex dataset may result in loss of primary information and fail to express associations between test performance and clinically meaningful outcomes. Here, we describe a new method to visualise individual trial (raw) information obtained from the SART test, vis-à-vis age, and groups based on mobility status in a large population-based study of ageing in Ireland. A thresholding method, based on the individual trial number of mistakes, was employed to better visualise poorer SART performances, and was statistically validated with binary logistic regression models to predict mobility and cognitive decline after 4 years. Raw SART data were available for 4864 participants aged 50 years and over at baseline. The novel visualisation-derived feature bad performance, indicating the number of SART trials with at least 4 mistakes, was the most significant predictor of mobility decline expressed by the transition from Timed Up-and-Go (TUG) < 12 to TUG ≥ 12 s (OR = 1.29; 95% CI 1.14–1.46; p < 0.001), and the only significant predictor of new falls (OR = 1.11; 95% CI 1.03–1.21; p = 0.011), in models adjusted for multiple covariates. However, no SART-related variables resulted significant for the risk of cognitive decline, expressed by a decrease of ≥ 2 points in the Mini-Mental State Examination (MMSE) score. This novel multimodal visualisation could help clinicians easily develop clinical hypotheses. A threshold approach to the evaluation of SART performance in older adults may better identify subjects at higher risk of future mobility decline.


2021 ◽  
Vol 5 (2) ◽  
pp. 307
Author(s):  
Dewa Ayu Made Manu Okta Priantini ◽  
Ni Luh Gede Karang Widiastuti

The problem behind this research was the lack of learning resources for students in science subjects so that learning outcomes are less than optimal. This research was a research and development (research and development). The research trial subjects were fourth grade students. The data collection instrument used was in the form of an evaluation sheet (questionnaire). The data analysis used qualitative descriptive analysis and quantitative descriptive analysis. The results of the assessment of the e-module product were carried out based on six aspects, namely: content aspects of the field of study / with a percentage of achievement level of 86.00% with a predicate worthy; In terms of the learning design aspect, the percentage of achievement level is 87.60%, predicate worthy; In terms of the learning media aspect with the achievement level percentage of 89.00%, the predicate is feasible; in terms of the individual trial aspect, with the percentage level of achievement of 92.50% the predicate is very feasible; small group trial, with the percentage of achievement level of 94.50%, the predicate is very feasible, and in terms of the field trial aspect, the percentage of the achievement level is 95.50%, the predicate is very feasible. Thus the product in the form of e-module has a good level of validity and is suitable for use in the learning process on the subject force material of science subjects.


Author(s):  
Khoirun Nikmah ◽  
R Mursid ◽  
Samsidar Tanjung

Abstrak: penelitian ini bertujuan untuk: (1) mengembangkan bahan ajar kewirausahaan berbasis kontekstual pada siswa, (2) menggunakan bahan ajar kewirausahaan berbasis kontekstual dalam pembelajaran layak digunakan pada siswa. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg and Gall yang dipadu dengan model desain pembelajaran Dick and Carey. Metode penelitian terdiri dari tujuh langkah yaitu sebagai berikut : (1) analisis kebutuhan, (2) mengembangkan produk awal, (3) validasi ahli dan revisi, (4) uji coba perorangan, (5) uji coba kelompok kecil, (6) uji coba lapangan terbatas, dan (7) produk akhir. Hasil penelitian menunjukkan : (1) uji ahli materi berada pada kualifikasi sangat baik (90,58%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (82,89), (3) uji ahli media pembelajaran berada pada kualifikasi sangat baik (83,55), (4) uji coba perorangan berada pada kualifikasi sangat baik (92,94), (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (95,72), dan (6) uji coba lapangan terbatas  berada pada kualifikasi sangat baik(95,10). Dengan demikian, pengembangan bahan ajar berbasis kontekstual layak digunakan dalam pembelajaran kewirausahaan. Kata Kunci: bahan ajar kewirausahaan, kontekstual, siswa Sekolah Menengah Kejuruan  This study aims to: (1) develope contextual based instructional material in entrepreneurship for students, (2) use contextual based instructional material in entrepreneurship in effective instruction which is used by students. The type of this research is the research and development that used the product development model of Borg and Gall and combined with instructional design model of Dick and Carey. The research method consists of seven steps as follows: (1) need assessment, (2) to develop the initial product, (3) the expert validation and revision, (4) individual trial, (5) small group trial, (6) a limited field trial, and (7) final product. The result of this research showed: (1) the test of subject matter experts is at the excellent qualification (88.23%), (2) the test of the instructional design experts is at the excellent qualification (82.89%), (3) the test of the instructional media experts is at the excellent qualification (83.55), (4) the individual trial is at the excellent qualification (92.94%), (5) the small groups trial is at the excellent qualification (95.72%), and (6) the limited field trial is at the excellent qualification (95.10%). Thus, the development of contextual based instructional material is effective to be used in enterpreneurship instruction.  Keywords:  instructional material in entrepreneurship, contextual, student of Vocational High Scool


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