expert validation
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2022 ◽  
Vol 197 ◽  
pp. 103352
Author(s):  
Natacha Motisi ◽  
Pierre Bommel ◽  
Grégoire Leclerc ◽  
Marie-Hélène Robin ◽  
Jean-Noël Aubertot ◽  
...  

2022 ◽  
Vol 2 (1) ◽  
pp. 31-37
Author(s):  
Nuryadi Nuryadi ◽  
Ahmad Fitriadhy ◽  
Nafida Hetty Marhaeni

Education and culture play an important role in developing the noble values of a nation that have an impact on the formation of human character. However, the reality is that cultural values and character are increasingly eroding based on current phenomena. For this reason, it is necessary to have teaching materials that integrate character and cultural education to prevent this from being eroded. One that can bridge between culture and character-based education is ethnomathematics. For this reason, this study aims to develop teaching materials in the form of the friend app application to improve student character education through good quality puppet characters seen from the criteria of validity and practicality. This type of research is Research and Development (R&D) which refers to the ADDIE development model (Analyze, Design, Development, Implementation, Evaluation). This research was conducted in class VIII SMP Negeri 2 Godean. In addition to students, the source of data in this study is a validator. The instruments used were the KaWan app, material expert validation questionnaire, media expert validation questionnaire and student response questionnaires. The results showed that the validity aspect was categorized as very good from the material expert and media expert validator and the practicality aspect was categorized both for small-scale trials and large-scale trials. So, KaWan apps based on character education for wayang figures to improve character education are declared suitable for use. This research will still be continued to achieve the effective criteria.


2021 ◽  
Vol 14 (2) ◽  
pp. 157-168
Author(s):  
Tastin Tastin ◽  
Hani Atus Sholikhah ◽  
Sulastri Sulastri

This study aims to: Produce reading mateirals which is validm, practical and effective, the method used is the R&D development method with the tessmer development model which consists of 2 stages, namely: the preliminary stage and the prototyping stage using a formative evaluation flow. Therefore, it can be concluded: (1) The design of puzzle learning media for the initial reading material for grade 1 students at SDN 77 Prabumulih Sumsel can be used to test its validity seen from the assessment at the self-evaluation stage, (2) Produce puzzle learning media on the beginning reading material that valid in score of 92, material expert validation obtained an average score of 98, and linguist validation obtained an average score of 95, (3) Produces puzzle learning media is effective with an average pre-test score of 54 while the average post-test score of 89


2021 ◽  
Vol 1 (2) ◽  
pp. 86-97
Author(s):  
Yasmine Salsabila Muninda ◽  
Yuni Pantiwati ◽  
Elly Purwanti ◽  
Tutut Indria Permana

Studying the liver as an excretory organ is still a problem for students. The availability of learning media that can represent learning is urgently required. This study aims to develop and analyze the feasibility and practicality of Android-based flash learning media on the liver as an excretory organ for eighth-grade students. This Research and Development (R&D) uses the Borg and Gall model with a limit of up to stage seven. The results of expert validation show that learning media is included in the "very feasible" category according to media experts and material experts, with the percentage order of 86% and 95%. The media practicality by the teacher's response showed that media was categorized as very practical (94%). Then, student response toward the media was reached 85% and categorized as practical. The test of the effectiveness of learning media on critical thinking skills showed that there was a significant difference between the pretest and posttest scores. The results of this study need to be continued at the next R&D stage to get the feasible product.


2021 ◽  
Vol 9 (4) ◽  
pp. 482-490
Author(s):  
Ari Septian ◽  
Sarah Inayah ◽  
Ihsanu Nasihin

The purpose of this study was to develop teaching materials assisted by Google Classroom in the form of mathematical material about building cubes and blocks, examples of math problems, and practice math problems. Developed as empirical evidence of the effectiveness of Google Classroom-assisted teaching materials on building materials. The method used in this study is research and development (Research and Development) with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). These teaching materials were developed through a questionnaire and assessed from several expert validations including media experts and material experts. Based on the results of the media expert validation, the average score percentage was 78.3% and was included in the Eligible category. Meanwhile, based on the results of material expert validation, the average score percentage is 82.6% and is included in the Very Eligible category. Thus, overall Google Classroom-assisted teaching materials on this spatial building material have a percentage of 80.4% and fall into the Very Eligible category. so that it is effective as a Google Classroom-assisted teaching material on building materials and can be used anytime.


2021 ◽  
Vol 9 (3) ◽  
pp. 185-194
Author(s):  
Maheni Maheni ◽  
◽  
Jodion Siburian ◽  
Evita Anggereini

Aims to produce a proper practicum guide based on the aspects of the validity of the material and media. The research data was collected using the ADDIE model. The results of the study focused on the data of the development stage. The data obtained were analyzed qualitatively in the form of suggestions from the validator and quantitative analysis in the form of a Likert scale questionnaire. Research in the development stage uses an instrument, namely a material and media expert validation questionnaire sheet. Based on the results of the study, it was found that the practicum guide product developed was declared feasible in terms of the validity of the material and media, with a percentage score of 94% and 86% in the very good category. The results of the trial showed that in the small group trial 80% (good) and the large group trial 87% (very good).


2021 ◽  
Vol 1 (2) ◽  
pp. 98-104
Author(s):  
Rena Octaviana ◽  
Nurhaty Purnama Sari ◽  
Fenny Agustina

Comic media development is essential for junior high school students. Because in learning the echinoderm material, students' motivation is shallow. This research aims to 1) develop echinoderms comics, 2) find out how to develop comic learning media, 3) find out whether comic learning media was suitable for scientific learning. This research and development used the Hannafin and Peck model with three stages they were 1) needs analysis, 2) design stage and 3) development and implementation. The methods of collecting data were used observation and questionnaires. Comic media validation consisted of material experts, media experts, and educators. The subjects in this research were students of class VII Junior High School Islam Integral Luqman Al-Hakim 02 Batam. The quality of comic media is based on material expert validation, a suitable category (85.14%). The result of media expert validation was an excellent category (92.00%). Students who responded at the small group test stage were an excellent category (93.61%). Finally, students answered a suitable category at the big group test (88.25%). Echinoderm comics have been ideal for science learning based on the explanation above.


2021 ◽  
Vol 2 (2) ◽  
pp. 184
Author(s):  
Ignasius Layola Dedy ◽  
Dede Suratman ◽  
Munaldus Munaldus

This study aims to develop a product for developing a mathematics learning blog on material in junior high school. The research method used in this research is the research and development method. Research and development are the process of developing a new product or improving an existing product. The data collection tools include a material expert validation questionnaire, a media expert validation questionnaire, and a student response questionnaire. From the results of material expert validation, an average score of 75 was obtained with a good category, the results of media expert validation obtained an average score of 75 with a good category, then the response questionnaire was obtained, namely a positive response with a percentage of 96.18% and a negative response with a percentage of 3.82 %. Based on the data obtained, it can be obtained that the blog development product is as expected and in accordance with the needs and curriculum. The responses that have been submitted to students get a very good response.


2021 ◽  
Author(s):  
Ainun Rubi Faradilla ◽  
Ratnawati Ratnawati

This study aimed to develop an anatomy atlas about selected hydrophyte and xerophyte structural strategies as an enrichment learning medium. The Analysis, Design, Development model was used. The participants included a material expert, a media expert, biology teachers, and students of SMA Negeri 1 Wonosari at Grade XI. Data were collected using material and media expert validation sheets and questionnaires conducted with teachers and students which had been modified from other research instruments. The results were analyzed qualitatively. The anatomy atlas that was developed received favorable results, with an average value of 88.53% validity rate. Based on these results, the developed anatomy atlas would be useful for enrichment programs. Keywords: atlas, anatomy, hydrophyte, xerophyte, enrichment


Sirok Bastra ◽  
2021 ◽  
Vol 9 (2) ◽  
Author(s):  
Aliyah Tazkiyah ◽  
Maulina Hendrik ◽  
Nurjannah Nurjannah

Banyak siswa tidak tertarik mempelajari cerita fabel yang hanya berupa teks dan belum menggunakan media pembelajaran. Padahal, fabel merupakan salah satu tradisi lisan yang sarat dengan nilai kebudayaan yang diajarkan di sekolah melalui pembelajaran sastra. Penelitian ini bertujuan untuk mengembangkan media interaktif cerita fabel Mentilin yang Cerdik dengan menggunakan Articulate Storyline 3 untuk siswa kelas IV sekolah dasar yang sahih dan praktis. Metode penelitian yang digunakan adalah research and development (RD) dengan menggunakan model pengembangan ADDIE. Model ini terdiri atas empat tahap, yaitu analisis (analysis), perancangan (design), pengembangan (development), dan implementasi (implementation). Instrumen pengumpulan data berupa angket validasi ahli materi, ahli bahasa, ahli media, serta angket respons guru dan siswa. Hasilnya menunjukkan bahwa media yang dikembangkan dinyatakan sangat sahih dan sangat praktis. Media interaktif sangat sahih diperoleh dari validasi ahli media dengan persentase sebesar 97,5%, ahli materi 92,5%, dan ahli bahasa 92,5%. Sementara itu, media interaktif dinyatakan sangat praktis dengan dibuktikannya hasil angket respons siswa pada uji coba skala kecil dengan persentase sebesar 98,75%, uji coba skala besar dengan persentase sebesar 97%, dan hasil angket respons guru memperoleh persentase sebesar 98,75%. This research is motivated by students who are not interested in studying fable stories which are only in the form of text and had not used learning media. Using Articulate Storyline 3 for fourth-grade elementary school students attempted to create valid and practical interactive media for Mentilin yang Cerdik fable stories. The research approach used was Research and Development (RD), which followed the ADDIE development model with four stages: analysis, design, development, and implementation. Material expert validation questionnaires, linguists, media experts, teacher, and student response questionnaires were all used to collect data. Material expert validation questionnaires, linguists, media experts, teacher, and student response questionnaires were all used to collect data. The result of research and development stated that the media was very valid and very practical. Very valid interactive media was obtained from the validation of media experts with a percentage of 97.5%, material experts 92.5%, and linguists 92.5%. While interactive media is stated to be very practical with the evidence of the results of student response questionnaires in small-scale trials with a a percentage of 98.75%, large-scale trials with a percentage of 97%, and the results of teacher response questionnaires obtaining a percentage of 98.75%.


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