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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 9 (4) ◽  
pp. 373-385
Author(s):  
Tuti Alawiyah ◽  
Kartini Kartini ◽  
Syarifah Nur Siregar

This study aimed to develop valid and practical circle materials based on a realistic mathematics education approach to facilitate the mathematical understanding ability of eighth-grade students of SMP/MTs. This research and development used the ADDIE development model covering the Analysis, Design, Development, Implementation, and Evaluation stages. The subjects of the small group trial were 6 eighth-grade students of SMPN 21 Pekanbaru. The data were collected using a validity sheet for validity and a questionnaire for practicality. Based on the results of the analysis of the obtained data, the average validity reached 85.5 with a very valid category and average practicality of 93.45 with a very practical category. Therefore, it can be concluded that the developed materials are valid and practical.


Author(s):  
Mohammad Archi Maulyda ◽  
Umar Umar ◽  
Vivi Rachmatul Hidayati

The success of the teacher in creating an interesting learning atmosphere and can foster a positive attitude of students in participating in this learning is strongly influenced by several factors, one of which is the use of interesting learning media. The purpose of this research is to produce Snakes and Ladders Game Learning Media on the Circle material for grade VI students of SDN 26 Ampenan which is suitable for use based on the assessment of Material Experts, Media Experts, and Students, as well as improving student learning outcomes. Snakes and Ladders Game Learning Media was developed using research and development or Research and Development (R&D) with the ADDIE development model. At the Development stage, the media developed was assessed for feasibility by 2 Material Experts (lecturers and teachers), 1 Media Expert, 5 Small Group Trial Students, and 25 Large Group Trial Students. Data collection techniques in this development research are through questionnaires and tests. The data obtained from the questionnaire were analyzed descriptively qualitatively and quantitatively. The results of the media assessment based on the Material Experts obtained an average score of 3.6 included in the "Very Eligible" criteria, the Media Experts obtained an average score of 3.1 included in the "Eligible" criteria, and Small Group Trial Students obtained an average score 3.5 is included in the "Very Eligible" criteria, and the Large Group Trial of Students obtained an average score of 3.4 is included in the "Eligible" criteria. Student learning outcomes after using the Snakes and Ladders Game Learning Media that has been developed have increased by 56%. It is concluded that the Snakes and Ladders Game Learning Media is acceptable, feasible and effective to be used as a learning medium.


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 8 (2) ◽  
pp. 122
Author(s):  
Novi Larasati ◽  
Julaga Situmorang ◽  
Hamonangan Tambunan

Abstrak: Penelitian ini bertujuan untuk: (1) menghasilkan media pembelajaran interaktif yang layak digunakan, mudah dipelajari dan dapat dipakai untuk pembelajaran individual, (2) untuk mengetahui keefektifan media pembelajaran interaktif yang dikembangkan untuk pembelajaran IPA pada siswa sekolah dasar. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model pengembangan pembelajaran Dick dan Carey. Hasil penelitian menunjukkan: (1) uji ahli materi IPA berada pada kualifikasi sangat sesuai (95,08 %), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat sesuai (93,96 %), (3) uji ahli rekayasa perangkat lunak dan desain grafis  berada pada kualifikasi sangat sesuai (86,70 %), uji coba perorangan berada pada kualifikasi sangat sesuai (91,43 %), uji coba kelompok kecil berada pada kualifikasi sangat sesuai (93,63 %), uji coba lapangan berada pada kualifikasi sangat sesuai (97.96%). Dengan demikian, pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran interaktif dan hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran poster.  Kata Kunci: Pengembangan media pebelajaran berbasis cooperative learning, hasil belajar IPA Abstract: This study aims to : (1) generate an interactive learning proper use, easy to learn, and can be used for individual learning. (2) to determine the effectiveness of interactive learning media developed for Sains in primary school students. This type of research is the development of research that uses models Borg and Gall product development combined with the learning development model Dick and Carey. The results showed: (1) The saint’s test materials experts are at a very appropriate qualification (95.08%), (2) test the instructional design experts are at a very appropriate qualification (93.96%), (3) test software engineering expert software and graphic design are at a very appropriate qualification (86.70%), individual testing is at a very appropriate qualification (91.43%), small group trial is at a very appropriate qualification (93.63%), field trials are at a very appropriate qualification (97.96%). Thus, hypothesis testing proves that there are significant differences between student learning outcomes that learned using interactive instructional media and student learning outcomes that learned by using learning media posters. Keywords: Development of media based on cooperative learning, learning outcomes sains


2021 ◽  
Vol 8 (2) ◽  
pp. 107-116
Author(s):  
Afifudin Lisgianto ◽  
Huri Suhendri

The purpose of this research is to produce an educative video of volume building based on the ethnomathematics of traditional food through Youtube. This study uses the Hannafin and Peck development model which consists of 3 stages, namely the needs analysis stage (Analyze), the design stage (Design), the development and implementation stages (Development & Implementation). Collecting data in this study using interviews and questionnaires. The instruments that accompany this research are a material expert and media expert validation questionnaire sheet, as well as a small group trial questionnaire. The results of the validation in the study showed that the educational video developed had met the eligibility criteria for the material expert test with a proportion of 78.9%, met the criteria very feasible for the media expert test with a proportion of 82.4%, met the eligibility criteria for a small group trial with a percentage of 77 ,5%. Based on these results, the ethnomathematics-based educational video developed is feasible to be used as a medium for learning mathematics in SMK.Keywords: Educational video, Spatial Building Volume, Ethnomathematics, Youtube


2021 ◽  
Vol 2 (2) ◽  
pp. 51-56
Author(s):  
David Susilo Budi ◽  
Amir Supriadi

Development of Goal Sensor Tools in Futsal Sports is a tool in matches and training to detect goals in futsal games. This tool can help teams, coaches and referees in detecting goals in matches and training. This tool was made with the aim of assisting the coach in applying the game system to defend and attack in order to get goals and so as not to concede. This tool serves to detect goals without any doubt in goal decision making.This study aims to develop a goal sensor to assist in matches and training. The population in this study were 30 athletes from the Joint Club FS and Tibor FC as well as 6 experts in each field. The form of the tool that has been made in advance is validated by 3 experts, namely 1 sports expert from the University who has a sports education background, 1 futsal coach expert and 1 electronics expert. The small group test involved 10 athletes and 3 experts, then the results were validated with an average value of the third validity of 77%. The results of the large group trial involved 20 people and 6 experts, then the results were validated with an average value of the sixth validity of 84%. Based on the results of validation by experts, it can be concluded that the development of a goal sensor in the futsal goal using 2020 pattern detection is valid and can be used. However, this tool cannot be disseminated because there are still many shortcomings in this tool.


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 1 (8) ◽  
pp. 735-745
Author(s):  
Nazilatul Muharrami Nasifa ◽  
Ro’ufah Inayati

Abstract Being in the industrial era 4.0, teachers as educators are required to understand technology more than their students. Teachers need to understand students' needs for technological developments so that classroom learning runs well. The development of learning media is one of the alternative solutions that can be used by teachers to meet the needs of students for technological developments. The purpose of research and development is to produce learning media products based on android applications from Microsoft PowerPoint on material for economic growth and development for class XI. This research and development uses the ADDIE model. The results of the research and development were obtained from the results of the feasibility test through filling out validation questionnaires with validators of material experts (lecturers), media experts (lecturers), learning practitioners (economics teachers), and test results with users (students) through small group trials and large group trial. The average result of the validation and testing as a whole obtained a score of 92.177 percent so that this research and development product is very valid and very feasible to be used as a learning medium. Abstrak Berada pada era industri 4.0 guru sebagai pendidik diharuskan untuk memahami teknologi lebih dari siswanya. Guru perlu memahami kebutuhan siswa atas perkembangan teknologi agar pembelajaran di kelas berjalan dengan baik. Pengembangan media pembelajaran menjadi salah satu solusi alternatif yang bisa digunakan oleh guru untuk memenuhi kebutuhan siswa atas perkembangan teknologi. Tujuan dari penelitian dan pengembangan adalah untuk menghasilkan produk media pembelajaran berbasis aplikasi android dari Microsoft PowerPoint pada materi pertumbuhan dan pembangunan ekonomi kelas XI. Penelitian dan pengembangan ini menggunakan model ADDIE. Hasil dari penelitian dan pengembangan diperoleh dari hasil uji kelayakan melalui pengisian kuisioner validasi bersama validator ahli materi (dosen), ahli media (dosen), praktisi pembelajaran (guru ekonomi), dan hasil uji coba bersama pengguna (siswa) melalui uji coba kelompok kecil dan uji coba kelompok besar. Rata-rata asil validasi dan uji coba secara keseluruhan memperoleh skor sebesar 92,177 persen sehingga produk penelitian dan pengembangan ini sangat valid dan sangat layak untuk digunakan sebagai media pembelajaran.


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