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AL-TA LIM ◽  
2021 ◽  
Vol 28 (3) ◽  
pp. 248-260
Author(s):  
Rahmiati Rahmiati ◽  
Muhammad Zubir ◽  
Muhiddinur Kamal ◽  
Muhamad Rezi ◽  
Muhammad Zainuddin Bin Arriafdi

Learning is the most significant activity in education. Through learning activities, the goals of education are achieved. Students’ success in learning mostly depends on their mastery to learn independently and on how they manage their study. The research aims to develop learning model at Madrasah Tsanawiyah, to make the learning process triggers students to be more creative and study better. The method used in the research refers to the nature of Research and Development. The steps of the study are preliminary study, development, and product test. The study found that the development of a jurisprudential inquiry-based learning model for learning Fiqh helps students to improve their learning outcomes. The model has significantly proven effective to support students’ behavior change, thus their achievement increases.


2021 ◽  
Vol 3 (3) ◽  
pp. 162-168
Author(s):  
Titik Muntiani ◽  
M. Busyro Karim ◽  
Fikri Nazarullail

This research aims to develop Mehe's video-based learning animation "Aku Anak Disiplin" to introduce discipline in children aged 4-5 years. Subject in this research and development that is children 4-5 years in Early childhood education institution Anna Husada Bangkalan. Research and development this using the model Borg and Gall. Data techniques using questionnaire (media experts questionnaire, material experts questionnaire, and child question response). Media's feasibility based on the results of the media experts is obtaining the percentage 83.5%, based on the results of the experts of the material obtained a percentage of 85%. Media's feasibility based on product test results obtained a percentage of 96%. So, it can be concluded that media learning video animation "Aku Anak Disiplin" worth it is used to introduced discipline in children aged 4-5 years.


2021 ◽  
Vol 2 (1) ◽  
pp. 75-83
Author(s):  
Intan Rohmatul Laili ◽  
Ratih Asmarani

The development of this diorama media was motivated by several gaps, including: 1) students had never received interesting education about covid-19, 2) diorama media did not teach students to understand covid-19, 3) general students did not understand about covid-19 yet, so the development of three dimensions model media and their implementation was carried out at Mundusewu Primary School 3 Jombang. Based on the problems that have been described, this development aims to determine the process of developing diorama media for fourth grade students at Mundusewu Primary School 3 Jombang and understand the implementation of it. The research method used is research and development, modified by the Sugiyono and Borg and Gall models as needed. The assessment of the diorama media is carried out by material experts, media experts, users or educators and fourth grade students. The results of the research showed the percentage of media experts was 79.41%. In stage I, the percentange of material experts was 86.11%. Then, in stage 2 the percentange of material expert became 88.88%. In addition, the results of users or educators are 94.4%. The product test resulted 6 students were in the category of very attractive with a percentage of 92.59%, and the usability test for 15 students reach a percentage of 98.45% which is included in the very attractive category. Based on the results of data analysis in general, it can be concluded that the diorama media is feasible to be developed as a learning media.


2021 ◽  
Vol 5 (4) ◽  
pp. 537
Author(s):  
Rini Kristiantari

The learning process that occurs at this time is not optimal. The provision of stimulation to improve children's development is carried out in a straightforward, general way, without enjoyable media stimulation. Students tend to be left to play alone in the schoolyard. It causes students to feel bored in following the lesson. This study aims to develop hand puppets and serial pictures as stimulation media for early childhood. This type of research is development. The research design used research development (R&D) about Borg and Gall with modified stages. The product test subjects studied were kindergarten students individually. The research data was collected using a questionnaire method, then the data collected was analyzed descriptively qualitatively concerning the theory of Miles and Huberman. The results of the media expert test on the five components/indicators rated for serial image media 89.2%, hand puppets 97.2%. The results of the material expert test on five elements/valuable indicators of hand puppets are 100%, and the picture series is 100%. Design expert test results obtained 93% for hand puppets and 80% for serial images. The percentage received shows that both media are feasible to be used to stimulate the growth and development of early childhood language skills. This research implies that teachers can apply the media of hand puppets and serial pictures to increase motivation and learning outcomes of early childhood.


2021 ◽  
Author(s):  
Y.H. Chan ◽  
S.H. Goh

Abstract Narrowing design and manufacturing process margins with technology scaling are one of the causes for a reduction in IC chip test margin. This situation is further aggravated by the extensive use of third-party design blocks in contemporary system-on-chips which complicates chip timing constraint. Since a thorough timing verification prior to silicon fabrication is usually not done due to aggressive product launch schedules and escalating design cost, occasionally, a post-silicon timing optimization process is required to eliminate false fails encountered on ATE. An iterative two-dimensional shmoo plots and pin margin analysis are custom optimization methods to accomplish this. However, these methods neglect the interdependencies between different IO timing edges such that a truly optimized condition cannot be attained. In this paper, we present a robust and automated solution based on a genetic algorithm approach. Elimination of shmoo holes and widening of test margins (up to 2x enhancements) are demonstrated on actual product test cases. Besides test margin optimization, this method also offers insights into the criticality of test pins to accelerate failure debug turnaround time.


Author(s):  
Riza Aqilah Silmy ◽  
Henny Indreswari ◽  
Muslihati Muslihati

Abstract: This research has the objective to obtain biblioeducation guidance to enhance respect among junior high students. The guidance consists of a series of activities and materials which are arranged systematically for counsellor and students. This development research adapted Borg and Gall steps. Tests required comprise early product and limited site tests. Early product test conducted by a Guidance and Counseling theory and media expert. While, limited site conducted by counsellor. The result assessment of this guidance book in terms of function reached each score 84, 87, 8, and 83 with average score 3,65, 3,76, 4, and 3,60 which conclude as very functional. In terms of ease, it reached scores 66, 64, 28, and 45 with average scores 3,47, 3,37, 4, and 3,45 which conclude as very easy. In terms of precision, it reached scores 44, 41, 47, and 69 with average 3,38, 3,15, 3,91, and 3,63 which conclude as very precise. Based on theory expert I and II in terms of interest, it reached score 6 with average 3 which conclude as interesting. While based on media expert and personal usage, it reached score 12 and 8 with average score 4 which conclude as very interesting. Therefore, this guidance is allowed to be used by counsellor to provide Guidance and Counseling practice. Abstrak: Penelitian ini bertujuan menghasilkan panduan biblioedukasi untuk meningkatkan sikap respek pada siswa SMP. Panduan ini berisi serangkaian kegiatan dan materi yang disusun secara sistematis untuk konselor dan siswa. Penelitian pengembangan ini mengadaptasi langkah-langkah dari Borg dan Gall. Uji coba yang dilakukan terdiri dari uji coba produk awal dan uji coba lapangan terbatas. Uji coba produk awal ini dilakukan oleh ahli materi BK dan ahli media sedangkan uji coba lapangan terbatas dilakukan oleh konselor. Hasil penilaian buku panduan ini pada aspek kegunaan memperoleh skor total masing-masing 84, 87, 8, dan 83 dengan skor rata-rata 3,65, 3,76, 4, dan 3,60 termasuk dalam predikat sangat berguna. Pada aspek kemudahan memperoleh skor total 66, 64, 28, dan 45 dengan skor rata-rata 3,47, 3,37, 4, dan 3,45 termasuk dalam predikat sangat mudah. Pada aspek ketepatan memperoleh skor total 44, 41, 47, dan 69 dengan skor rata-rata 3,38, 3,15, 3,91, dan 3,63 termasuk dalam predikat sangat tepat. Pada ahli materi I dan II aspek kemenarikan memperoleh skor total 6 dengan skor rata-rata 3 termasuk dalam predikat menarik sedangkan pada ahli media dan pengguna masing-masing memperoleh skor total 12 dan 8 dengan rerata 4 termasuk dalam predikat sangat menarik. Dengan demikian, panduan ini dapat digunakan konselor dalam pemberian layanan bimbingan dan konseling.


2021 ◽  
Vol 11 (1) ◽  
pp. 26-39
Author(s):  
W.S. Sembiring ◽  
I.G.W. Sudatha ◽  
A.H. Simamora

There are still many teachers who are not able to create interactive learning resources. This causes students to not fully understand and master the material so that it has an impact on low student learning outcomes. The purpose of this study is to create an E-module in science lessons for 8th grade high school students. This type of research is development research. The model used in developing the media is ADDIE (analysis, design, development, implementation, and evaluation). The product test subjects consisted of 1 learning material expert, 1 learning design expert, and 1 learning media expert. The product trial subjects were 12 students. The methods used to collect data are questionnaires and tests. The instruments used in collecting data are questionnaires, and test questions. The data analysis technique used is descriptive qualitative analysis and descriptive quantitative statistical analysis. The results of the study are the assessments given by subject matter experts get a percentage of 100% so that they get very good qualifications. Assessment by learning design experts is 92.8% (very good). The assessment by learning media experts is 95.8% (very good). The assessment of the individual trial is 91% (very good), and the small group trial is 93.5% (very good). It can be concluded that the E-module that has been developed is valid and feasible to be applied in the learning process. The implication of this research is that the developed E-module can be used by teachers in the learning process, so that it can help students in independent learning.


2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Liza Efriyanti ◽  
Agus Nur Khomarudin ◽  
Rina Novita

Proses pembelajaran model simulasi yang dilakukan di Prodi Pendidikan Teknik Informatika dan Komputer IAIN Bukittinggi secara umum sudah menerapkan student centered learning di kelas lewat diskusi kelompok dan menerapkan  berbagai  model pembelajaran lainnya. Akan tetapi kondisi pembelajaran yang berjalan saat ini masih terbatas oleh tempat dan waktu serta keterbatasan buku cetak dan non cetak di perpustakaan sebagai referensi pembelajaran jika dibandingkan dengan jumlah mahasiswa yang akan meminjam. Permasalahan lainnya adalah penggunaan smartphone yang sangat pesat saat ini dikalangan mahasiswa belum dimanfaatkan untuk mengakses materi perkuliahan seperti: sumber referensi, tutorial, dan lain sebagainya. Rata-rata mahasiswa menggunakan smartphone hanya untuk mengakses media sosial. Metode dalam penelitian ini adalah metode penelitian dan pengembangan (Research and Development) dengan versi ADDIE (Analyze, Design, Develop, Implement, Evaluate). Penelitian ini bertujuan untuk menghasilkan sebuah produk yaitu multimedia berbasis mobile learning dalam pembelajaran model simulasi. Hasil uji produk penelitian didapatkan bahwa hasil uji validitas produk bernilai 0,828 dengan kategori valid, hasil uji praktikalitas bernilai 85,61 dengan kategori sangat praktis dan hasil uji efektifitas bernilai 0,797 yang tergolong dalam efektifitas tinggi. Berdasarkan hasil uji produk yang didapatkan maka dapat dinyatakan bahwa produk penelitian ini layak untuk digunakan dalam pembelajaran model simulasi.Development of mobile learning-based multimedia in simulation model learning in computer scienceAbstractThe learning process of the simulation model carried out at the IAIN Bukittinggi Computer and Informatics Engineering Study Program has generally implemented student-centered learning in class through group discussions and applying various other learning models. However, the current learning conditions are still limited by the time and place and the limited printed and non-printed books in the library as learning references compared to the number of students who will borrow. Another problem is that the current very rapid use of smartphones among students has not been used to access lecture materials such as reference sources, tutorials, etc. the average student uses smartphones only to access social media. This research is the research and development method with the ADDIE version (Analyze, Design, Develop, Implement, Evaluate). This research produces a product in the form of multimedia learning based on mobile learning in a simulation model course. The results of the research product test showed that the product validity test results were worth 0.828 with a valid category, the practicality test results were worth 85.61 in the very practical category, and the effectiveness test results were 0.797, which were classified as high effectiveness. Based on the product test results obtained, it can be stated that the product of this research is suitable for use in learning simulation models. 


Author(s):  
Alpiyah Alpiyah ◽  
Alben Ambarita ◽  
Pargito Pargito

This study aims to produce an environment-based picture storybook to increase the reading interest of fourth-grade elementary school students and obtain the results of book product testing until the suitable book used as reading learning for elementary school students is obtained. This research is development research which consists of three stages, which include (1) Preliminary Study, (2) Product Development, (3) Product Test. The subjects of this study were fourth-grade students of SDN 1 Rajabasa Raya, Rajabasa Sub District, Bandar Lampung City, Lampung Province. The data analysis technique in this study adopted a qualitative descriptive technique. Data collection was carried out using questionnaires and interviews. The product validity was tested by learning material and learning media experts. Based on the research conducted, it was found that: (1) environmental-based picture storybooks can increase students' reading interest; (2) environmental-based picture storybooks are suitable to be used as learning resources in learning to read for elementary school students. The results of this study found that the level of validity of the development of picture storybook learning media products in increasing reading interest in fourth-grade elementary school students was very good.


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