scholarly journals PENGEMBANGAN E-LKPD BERBASIS DISCOVERY LEARNING MENGGUNAKAN APLIKASI ADOBE ACROBAT 11 PRO EXTENDED PADA MATERI KESETIMBANGAN ION DAN pH LARUTAN GARAM UNTUK KELAS XI SMA/MA SEDERAJAT

2021 ◽  
Vol 3 (1) ◽  
pp. 28
Author(s):  
Aulia Augustha ◽  
Susilawati Susilawati ◽  
Sri Haryati

This study aims to develop E-LKPD based on Discovery Learning using the Adobe Acrobat 11 Pro Extended application on the ion balance and pH of salt solution for class XI SMA / MA, to determine the validity of E-LKPD based on aspects of content feasibility, characteristics of Discovery Learning, linguistic aspects, presentation aspects, graphic aspects, size, cover design, content design and knowing the user's response to the developed E-LKPD. This development research is a type of Research and Development (R&D) with the Plomp development model. The data collection instruments are in the form of validation sheets given to two material validators and two media validators, as well as user response questionnaires for teachers and students. After two revisions, the validity results obtained by the material validator on the content feasibility aspect were 94.44%, the characteristic aspects of Discovery Learning were 95.83%, the presentation aspects were 90%, the linguistic aspects were 90.62% and the graphic aspects were 93.5% which each of these aspects is included in the valid criteria. Furthermore, the results of data analysis obtained validity by the media validator on the graphic aspect which included the E-LKPD size of 100%, the cover design was 90.63%, and the content design was 94.32%, each of which was categorized as valid. E-LKPD which has been declared valid by the validator is tested one by one on 3 students who have studied the ion balance and pH of the salt solution. Then ask for a response questionnaire to 3 chemistry teachers and 20 students. The results of the teacher's response were 95.55% including very high and practical criteria, the results of students' responses were 90.75% including interesting criteria. Based on the results of data analysis, it can be concluded that the E-LKPD based on Discovery Learning using the Adobe Acrobat 11 Pro Extended application produced was validated and can be used in high school chemistry subjects on ion balance and pH of salt solution.

2019 ◽  
Vol 14 (1) ◽  
pp. 102-111
Author(s):  
Aan Hendroanto ◽  
Harina Fitriyani

Objek matematika sebagian besar bersifat abstrak dan sulit untuk dibayangkan sehingga banyak siswa yang kesulitan untuk memahaminya. Salah satu solusi untuk membantu siswa dalam hal ini yaitu dengan menggunakan alat-alat Euclid seperti penggaris, jangka, dan busur untuk menggambar objek geometri di papan tulis atau whiteboard. Namun, penggunaan alat-alat Euclid untuk menggambar terkadang tidak maksimal dikarenakan kurang efisien dan merepotkan. Akibatnya, banyak guru yang kemudian justru menggambar objek geometri tanpa menggunakan alat-alat ini sehingga gambar yang seharusnya membantu siswa memahami materi, justru malah membuat mereka semakin tidak paham. Penelitian ini bertujuan untuk menghasilkan alat yang dinamakan GeoKlik untuk mendukung kegiatan pembelajaran geometri. GeoKlik merupakan penggabungan alat-alat menggambar geometri Euclid yang didesain agar penggunaannya lebih fleksibel dan mudah sehingga guru maupun siswa dapat menggunakannya dalam proses belajar mengajar tanpa kesulitan. Pengembangan pada penelitian ini menggunakan model pengembangan 4D yang terdiri dari 4 tahap pengembangan yaitu define, design, development, dan dissemination. Penelitian pengembangan ini dilakukan di Program Studi Pendidikan Matematika FKIP UAD. Analisis data dalam penelitian ini menggunakan metode deskriptif kualitatif. Namun demikian, analisis data tetap melibatkan data kuantitatif dan perhitungan statistika sederhana. Berdasarkan hasil validasi ahli media, alat GeoKlik mendapat penilaian sangat baik dari ahli media dengan nilai rata-rata 4,79. Dari segi aspek desain, GeoKlik mendapat nilai rata-rata sebesar 4,78 dengan kategori sangat baik. Aspek keefektifan GeoKlik juga memperoleh skor sangat baik dengan nilai rata-rata 4,81. Sedangkan untuk aspek kepraktisan, GeoKlik mendapat nilai rata-rata 4,75 dengan kategori sangat baik. Respon yang diberikan guru dan siswa terhadap alat GeoKlik ini juga sangat positif dengan nilai rata-rata keseluruhan yaitu 4,79 untuk respon guru, sedangkan nilai respon rata-rata siswa yaitu sebesar 4,51.The development of the learning tool "GeoKlik" for geometry learningAbstractMathematical objects are mostly abstract and difficult to imagine so that many students have difficulty understanding them. One solution to help students, in this case, is by using Euclid tools such as rulers, rows, and arcs to draw geometric objects on the board or whiteboard. However, the use of Euclid tools for drawing is sometimes not optimal because it is less efficient and troublesome. As a result, many teachers then draw geometric objects without using these tools so that images that should help students understand the material actually make them even less understanding. This study aims to produce a tool called GeoKlik to support geometry learning activities. GeoKlik is a combination of Euclid's geometric drawing tools designed so that its use is more flexible and easy so that teachers and students can use it in the learning process without difficulty. The development of this study used a 4D development model consisting of 4 stages of development, namely: 1) Define 2) Design 3) Development, and 4) Dissemination. This development research was conducted at the Mathematics Education Study Program FKIP UAD. Data analysis in this research used the descriptive qualitative method. However, data analysis still involved quantitative data and simple statistical calculations. Based on the results of the media expert validation, the GeoKlik tool was very well rated by media experts with an average value of 4.79. In terms of design aspects, GeoKlik scored an average of 4.78 with very good categories. The aspect of GeoKlik effectiveness also scored very well with an average value of 4.81. Whereas for the practicality aspect, GeoKlik got an average value of 4.75 with a very good category. The response given by the teacher and students to the GeoKlik tool was also very positive with an overall mean value of 4.79 for the teacher's response, while the average response value of the student was 4.51.


Author(s):  
Sofiyatul Hidayah ◽  
Sri Wahyuni ◽  
Hety Mustika Ani

This research was a classroom action research (CAR) consists of two cycles. Each cycle consists of planning, action, observation and reflection. The purpose of this study was : (1) described the use of interactive learning media with Adobe Flash CS6 applications in improving students' motivation to the basic competence in analyzing the role, functions and benefits of tax class XI IPS 1 MAN 1 Jember 2n? Semester Of Academic Year 2016 / 2017, (2) determined the increase motivation to learn class XI IPS 1 Jember through the use of interactive learning media with Adobe Flash CS6 application to the basic competence to analyze the role, functions and benefits of tax in 2n? Semester Of Academic Year 2016/2017. The subjects research were students of class XI IPS 1 MAN 1 Jember which amount 30 students. Source data was gained from teachers and students. Data collection techniques were observation of students’ motivation and interview to teachers and students after using the media. Data analysis technique in this study was using descriptive qualitative data analysis. The results showed that: The motivation of students in the first cycle increased to 3.04 in the high category. However, there were indicators of students' motivation in middle category, so we need second cycle. In the second cycle students' motivation rise 3.54 in the high category and all indicators of student motivation were also at a high category. The conclusion of this study was the use of interactive learning media with Adobe Flash CS6 applications can increase students' motivation in class XI IPS 1 MAN 1 Jember on basic competence in analyzing roles, functions and benefits of tax in 2n? semester of academic year 2016/2017.


2019 ◽  
Vol 4 (1) ◽  
pp. 1-8
Author(s):  
Marko Ayaki Lumbantobing ◽  
Sudji Munadi ◽  
Bernardus Sentot Wijanarka

The purpose of this research is to find out the feasibility of e-module for discovery learning users' responses to the use of the e-module. This development research follows the development stages of the ADDIE model. Likert scale with four variations of answers was used. Research data were analyzed using a quantitative-descriptive analysis. The result shows that the use of an e-module for discovery learning has met the criteria of feasibility within the "very good" category, in terms of content material, learning media, and users’ responses. The research findings shows the following results: the assessment of the e-module by the content material experts was in the category of "very good" with a 95 feasibility percentage; the assessment by the media experts was in the category of "very good" with an 82.86 feasibility percentage; teachers’ and students’ responses to the e-module were in the category of “very good” with 84.38 and 81.67 feasibility percentages, respectively.Tujuan penelitian secara umum adalah mengembangkan e-modul untuk discovery learning pada materi tegangan dan poros, dan tujuan khususnya adalah untuk mengetahui kelayakan e-modul untuk discovery learning dan respon penggunanya. Penelitian pengembangan ini mengikuti model ADDIE. Skala Likert dengan empat variasi jawaban digunakan dalam penelitian ini. Data penelitian dianalisis dengan deskriptif kuantitatif. Hasil penelitian menunjukkan produk e-modul untuk discovery learning pada materi tegangan dan poros telah memenuhi kriteria kelayakan dari segi materi, media maupun dari respon pengguna dengan kategori “sangat baik”. Data penelitian menunjukkan bahwa ahli materi diperoleh penilaian e-modul dengan kategori “sangat baik” dengan persentase kelayakan sebesar 95%, dari ahli media diperoleh penilaian dengan kategori “sangat baik “dengan persentase kelayakan sebesar 82,86%. Di samping itu, respon pengguna terhadap e-modul dalam hal ini guru dan siswa diperoleh kategori “sangat baik” dengan persentase kelayakan masing-masing adalah 84,38% dan 81,67% 


2020 ◽  
Vol 3 (2) ◽  
pp. 35
Author(s):  
Sigit Trimayanto ◽  
Dian Novita

This study aims to produce the Practical KIT along with its devices that are effectively used as learning media to train students SPS on the sub material of the Reaction Rate Law. The method used in this study is Research and Development design. The research instrument used consisted of a sheet of pre-test and post-test. Data analysis was carried out in descriptive quantitative to determine the effectiveness of Practical KIT along with the devices developed. The media is said to be effective if it meets 2 requirements, namely the percentage of classical completeness <85% and N-gain value <0.3. The developed media has been declared effective as indicated by the increase in the value of cognitive learning outcomes in the "Medium" and "High" categories with 100% classical completeness, an increase in the value of science process skills of students after using the Practical KIT media. "With classical completeness reaching 91.67%.


At- Tarbawi ◽  
2021 ◽  
Vol 13 (1) ◽  
pp. 16-27
Author(s):  
Suratiningsih Suratiningsih

The research aims to describe the puzzling media as a solution to increase the learning motivation of elementary /MI student. This research is library research. It is a method that the data which is needed in completing research comes from library sources i.e. include books, encyclopedias, dictionaries, journals, documents, magazines, etc as well as various sources on the internet. The data collection technique used in this research is documentation. Documentation means looking for data about things in the form of notes, books, papers, articles, journal, and so on. Then, the data analysis technique used in this study is content analysis. In this analysis, the process of selecting, comparing, and combining various meanings will be found to be relevant. The media is an intermediary or introduction. Puzzle media can improve the students’ motivation to keep trying to solve problems. It is fun for students because it can be repeated. The challenges in the puzzle game will give you an addictive effect to always try and try until they are successful.


2020 ◽  
Vol 7 (1) ◽  
pp. 14-28
Author(s):  
Ai Siti Mutmainah

The purpose of this study is to know 1) the values of religious character education developed, 2) the process of internalizing the values of religious character education, and 3) the supporting and inhibiting factors of the process of internalizing the values of religious character education in RA Persis 39 Jamanis Tasikmalaya Regency . This research uses descriptive analytic method with a qualitative approach. The data collection techniques are carried out through interviews, observations, and documentation The research subjects are the Principal, Teachers, and students. Data analysis is done by selecting and sorting the answers of the data obtained then collected for analysis and conclusions drawn. This study found that 1) The values of religious characters developed were divine values and insyaniyah 2) The process of internalizing religious character education values was first, the stage of giving knowledge and understanding both inside the classroom and outside, Second, the habituation stage. Third, the stage of trans-internalization, and 3) Supporting and inhibiting factors of the internalization process of religious character education values, namely factors that support and inhibit the role and policies of the principal, the cooperation of the school and parents. As for the inhibiting factor, the environment outside the school is so rapid with the presence of sophisticated technology and does not get a good example from parents in his home


2018 ◽  
Vol 2018 ◽  
pp. 1-9 ◽  
Author(s):  
Mi Kyoung Jin ◽  
Hui Jeong Yun ◽  
Hye Sun Lee

In the field of technology education, virtual reality (VR) training has received significant attention in terms of its efficacy in use. Given its many advantages, there is a specific need to emphasize concrete measures for the implementation of VR training in the field of tech education. VR training based on mobile environments has been touted as a means of not only enhancing presence, flow, and learning authenticity, but also of minimizing spatial and temporal constraints. The present study has developed an evaluation tool for VR training contents, including those based on mobile environments. After categorizing VR training contents in the field of tech education into structure comprehension type, procedure learning type, and equipment experiment type contents, we constructed items for each evaluation area. The considered areas included learning, media, and content quality. By conducting Delphi surveys with a panel of experts, we confirmed that the derived evaluation items differed in number across different types of content. Under the learning area, satisfaction was found to be adequate for all content types. Items such as flow, interactivity, and learning effects were found to be adequate for procedure learning and equipment experiment type contents. The media area indicated marked variability in item adequacy depending on the content type. Usability was found to be adequate only for procedure learning type content. For equipment experiment type content, items such as presence, usability, and manipulability were all found to be adequate. All evaluation items under the content design area were found to be adequate across all content types. Thus, regardless of the type of content, it is necessary to fulfil the basic elements within the content design area in order to establish the efficacy of VR training as educational content in the field of tech education.


2021 ◽  
Vol 10 (1) ◽  
Author(s):  
Prima Wahyu Titisari ◽  
Febi Acitika Pratiwi

<p><strong>Abstract.</strong> Learning media is a teaching and learning process that tends to be interpreted as graphical, photographic, or electronic tools to capture, process, and reconstruct visual or verbal information. Crosswords are a kind of word play. The learning media developed to facilitate teachers and students in the process of learning and teaching at Junior High School grade VIII. The purpose of this study was to prodice <em>puzzle </em>learning media by crossword <em>puzzle</em> and feasible to be developed as rearning media on human eireulatory system material. Based on the results of the observations that have been carried out, the teacher only uses descourse and less varied learning  which makes students bored in learning. The method used in this study is the research and development (R &amp; D), by ADDIE method, the researcher produced a crossword puzzle and its feasibility will be tested. The results of the study after the media were tested on the validator of media experts and material experts got a very decent category. The results of the research from the science teacher, get a very feasible assessment to be developed. The results of research on peer review get a very feasible category to be tested. And the results obtained during the trial of students with trials of small groups, middle groups and large groups led to a very decent category. To we it can be concluded that, puzzle learning media by crossword puzzles is very feasible to develop.</p><p><strong>Keywords:</strong> Puzzle learning media, crossword puzzles</p>


2018 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Siti Hajar

Learning resources and media play very important roles in learningactivities in the classroom. Various learning resources complemented withinteractional media will encourage the learners to be more active in theclassroom. The objective of this present research is to analyze whatlearning resources and media are used by the teacher in learningpolyhedrons. This research was conducted in MTs N Malang 1. Themethods of data collection were observations and interviews. To obtain thedata, the researcher made observations during learning activities and thencompared the data from the observations and those of the interviews withthe teacher concerned and with one of the students joining in the learningactivities. The data were qualitative in nature. Based on the data analysis, itwas revealed that learning resources and media used were IT-based. Thelearning resources were electronic books and the package books for GradeVIII and the media were the property from Power Point. The learningbasedIT for students Grade VIII-A MTs N Malang 1 gave good effects on allstudents, so that all of them joined in the learning activities actively.


2021 ◽  
Vol 9 (2) ◽  
pp. 159-166
Author(s):  
Lustianti Anggita Yuni Pratiwi

Abstrak Pelitian ini bertujuan untuk mendeskripsikan implementasi program Gerakan Sekolah Menyenangkan (GSM) dalam mengatasi bullying di SMP N 2 Sleman. Aspek yang diteliti meliputi impementasi program GSM secara umum, kegiatan program GSM dan faktor pendukung dan penghambat impementasi program tersebut dalam mengatasi bullying. Penelitian ini mengacu konsep impementasi kebijakan Van Metter dan Van HornPenelitian ini menggunakan metode kualitatif deskripstif. Subjek penelitian ini meliputi kepala sekolah, guru bimbingan konseling, guru tim GSM dan siswa. Teknik pengumpulan data menggunakan observasi, wawancara dan dokumentasi. Teknik analisis data , reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa implementasi tersebut sesuai dengan teori van metter dan van horn yang terdiri dari standar dan sasaran, sumber daya, karakteristik organisasi, disposisi, hubungan antar organisasi dan kondisi lingkungan berjalan dengan baik dan semestinya. Kegiatan program GSM dalam mengatasi bullying adalah kegiatan sosialisasi, circle time, pagi berbagi, hearing, dan beberapa penerapan zona kelas. Faktor yang mendukung keberhasilan GSM di SMP N 2 Sleman adalah dukungan dari semua elemen sekolah dan faktor penghambat program GSM adalah masih ada beberapa guru dan siswa yang belum beradaptasi dengan adanya program tersebut. Kata kunci : program, Gerakan sekolah Menyenangkan (GSM), bullying Abstract This research aims to describe the implementation of the Fun School Movement (GSM) program in dealing with bullying in SMP N 2 Sleman. Aspects studied in the implementation of fun school movement program activities and supporting and inhibiting factors for the implementation of this program. this research to the concept of Van Metter and Van Horn policy implementation.This research uses descriptive qualitative method. The subjects of this study include the principal, counseling guidance teacher, GSM team teacher and students. Data collection techniques using observation, interviews and documentation. Data analysis techniques, data reduction, data presentation, and drawing conclusions. The results showed that the implementation was in accordance with the van metter and van horn theory which consisted of standards and targets, resources, organizational characteristics, dispositions, relations between organizations and environmental conditions running well and properly. GSM program activities in dealing with bullying are socialization activities, circle time, morning sharing, hearing, and some class zone applications. The factors that support the success of GSM in SMP N 2 Sleman are the support of all elements of the school and the inhibiting factors of the GSM program are there are still some teachers and students who have not adapted to the existence of the program. Keywords: programs, Fun school movements (GSM), bullying


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