scholarly journals Rancangan Pembelajaran Flipped Classroom Untuk Mata Kuliah Persepsi Desain dan Pesan

2019 ◽  
Vol 2 (2) ◽  
pp. 144-149
Author(s):  
Hana Alodianada ◽  
Retno Widyaningrum ◽  
Kunto Imbar Nursetyo

This development research aims to produce a flipped classroom learning in the form of a RPKPS as a guideline for implementing flipped classroom learning in PDP courses at the State University of Jakarta in Educational Technology Program. This development research was carried out by following the Rapid Prototyping development model procedure, namely Assess Needs & Analyze Content 2) Set Objectives, 3) Construct Prototype, 4) Utilize Product, 5) Installation & Maintenance. Evaluation of this product development research is done through Expert Review. The step of expert review involved 1 subject expert and 2 learning design experts. The average value obtained from subject expert is 3,48 which means it’s very good, from learning design expert is 3,21 which means it’s good. The average value obtained from another learning design expert is 3,24 which means it’s good. From these results it can be concluded that the flipped classroom learning design for Learning and Design Perception Course is good rated.

2021 ◽  
Vol 4 (1) ◽  
pp. 35-42
Author(s):  
Yulan Mardiati ◽  
Imbar Kunto ◽  
Cecep Kustandi

This study aims to produce a product in the form of a Social Learning Networks (SLN) based learning design using the Microsoft Teams platform that can be used by students who are taking Animation courses at the Jakarta State University Technology Study Program. This research was conducted by following the ADDIE development model procedure, which consisted of 5 stages, namely (1) Analysis: conducting a needs analysis, students and materials, (2) Design: designing a learning design, (3) Development: developing a learning design, (4) ) Implementation: conducting trials on experts and users, (5) Evaluation: evaluating the results of product development based on the trials that have been done. Based on the trial results of the experts, the overall average value was 3.36 which means very good. While the results of the one to one and small group trials obtained an overall average of 3.55 which means very good. The results of this development research indicate that the learning design developed can be used to facilitate students in the learning process, especially online learning.


2019 ◽  
Vol 2 (2) ◽  
pp. 123-132
Author(s):  
ZARA LARASATI ◽  
Kunto Imbar Nursetyo ◽  
Cecep Kustandi

This development research aims to produce flipped classroom learning in universities generally, especially to computer-based learning courses. Products development included lecture syllabus, guide and course site. The objectives of this study were computer-based study lecturers and first year of educational technology students. This research development is used as a rapid prototype development model that has five stages, namely, assess needs & analyze content, set objectives, construct prototype, utilize prototype, install and maintain system. The evaluation in this study was carried out through expert reviews, namely learning design experts, material experts, and media experts. The average value obtained form learning design expert is 3.7. The average value obtained from material experts is 3.8. The average value obtained form of media experts is 3.3. Through the three evaluations that have been carried out, it can be summarized that the development of flipped classroom learning for computer-based learning courses has been very good and can be utilized by lecturers.


Author(s):  
Oktavianus Bumma ◽  
Nia Wahyu Damayanti ◽  
Muhammad Baidawi

Learning tools are one important aspect to determine the success of a learning design. Student worksheet is one of the learning tools. The purpose of this study is as follows. 1) to find out how to develop a mathematics learning worksheet in the form of comics based on guided discovery on linear program material, 2) to find out the validity and practicality of a mathematics learning worksheet in the form of comics based on guided discovery on linear program material. In this research the method used is the development method. So the research explained that what was developed was a comic-based worksheet based on guided findings on linear program metrics. The subjects in this study were students of class XI Vocational School Wisnuwardhana Malang. Based on the LKS development research results that have been obtained that the validity results assessed by three validator experts are 1) material expert validator, 2) media expert validator, and 3) linguist validator reaches a percentage of 72.20%. In this criterion, the worksheets that were developed were good (valid) and the results of practicality were obtained from the student questionnaire responses and obtained an average value of 3.3 which in this criterion was declared good (practical). From the development of LKS in the form of comics based on guided discoveries on linear program material, it was concluded that the development of LKS is valid and practical so that it is suitable to be used in mathematics learning.


Teknodika ◽  
2020 ◽  
Vol 18 (2) ◽  
pp. 124
Author(s):  
Wiku Aji Sugiri ◽  
Sigit Priatmoko ◽  
Basori Basori

Author(s):  
Rini Sartika Nasution ◽  
Mutsyuhito Solin ◽  
Malan Lubis

This research and development based on the phenomenon that there are still many students who have difficulty in writing short stories and the importance of educators innovating in the use of learning models in an effort to improve the achievement of learning objectives. This study aims to (1) Describe the process of developing synectic models in short story writing students in class XI students of UISU Senior High School Medan (2) Describe the feasibility of developing synectic models in learning to write short stories in class XI students of SMA UISU Medan (3) in learning to write short stories at XI grade students of UISU Medan High School. This type of research is development research based on the development model 4-D of Thiagarajan. The trial subjects consisted of material experts, design experts, Indonesian language educators, and XI grade students of UISU Medan High School. Validation results show an average percentage of 92.12% for learning material and an average percentage of 95.13 % for learning design with excellent advice. The effectiveness of the product is obtained from a learning motivation questionnaire in a limited trial and is supported. Limited trials show an average percentage of 93.45% with very good criteria and approval trials of 95.12% with very good criteria. The data is also supported by the observations of students also increasing the pretest value from 64.83 to the posttest with an average value of 80.47. This proves that the synectic model developed for learning to write short stories is feasible to use and can improve students' ability to write short stories.


Author(s):  
Erico Silaban ◽  
Efendi Napitupulu ◽  
Julaga Situmorang

Abstrak: Penelitian ini bertujuan untuk (1) menghasilkan media video pembelajaran berbasis pendekatan scientific pada pelajaran Biologi, (2) mengetahui keefektifan  pengembangan media video pembelajaran berbasis pendekatan scientific, (3) mengetahui hasil belajar yang efektif terhadap video pembelajaran berbasis pendekatan scientific pada pelajaran Biologi. Jenis penelitian adalah penelitian pengembangan yang menggunakan model Borg and Gall yang dipadu dengan model desain pembelajaran dari Dick and Carey. Hasil penelitian menunjukkan: (1) uji ahli materi berada pada kualifikasi sangat baik (94,11%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (85,26%), (3) uji ahli media pembelajaran berada pada kualifikasi sangat baik (86 %), (4) uji coba perorangan berada pada kualifikasi sangat baik (82,74%), (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (86,66%), dan (6) uji coba pada lapangan terbatas berada pada kualifikasi sangat baik (86,78%). Hasil pengujian hipotesis menunjukkan bahwa terdapat perbedaan yang signifikan antara hasil belajar peserta didik yang dibelajarkan menggunakan video dengan hasil belajar peserta didik yang dibelajarkan tanpa menggunakan video.  Kata Kunci: media video pembelajaran,  pendekatan scientific, biologi   Abstract: This study aims to (1) produce a scientific approach based learning video media on Biology lessons, (2) determine the effectiveness of the development of scientific approach based learning video media, (3) find out effective learning outcomes for scientific approach based learning videos on Biology lessons . This type of research is development research that uses the Borg and Gall model combined with learning design models from Dick and Carey. The results showed: (1) the material expert test was in very good qualification (94.11%), (2) the learning design expert test was in very good qualification (85.26%), (3) the learning media expert test was at very good qualifications (86%), (4) individual trials are in very good qualifications (82.74%), (5) small group trials are in very good qualifications (86.66%), and (6) test try on a limited field is very good qualification (86.78%). The results of hypothesis testing indicate that there are significant differences between the learning outcomes of students who are taught to use video with the learning outcomes of students who are taught without using video. Keywords: learning video media, scientific approach, biology


2019 ◽  
Vol 2 (2) ◽  
pp. 96-105
Author(s):  
Puguh Septiadi Nugroho ◽  
RA Hirmana Wargahadibrata ◽  
Erry Utomo

This development research aims to produce a print media in the form of a guidebook to use of the Application “Resertifikasi Kompetensi KIPD”. This guidelines is meant to be used by employees Branch of PAPDI in Indonesia. This development research is referring to Rowntree’s model that consists of three major stages; planning; preparation of writing; writing and editing. The evaluation on this development research was conducted through expert review and one-to-one evaluation. The evaluation involving one subject matter expert, one media expert, and five users. The average value obtainded from the expert review by the subject matter expert was 3,46 overall excellent. The average value obtainded from the expert review by the media expert was 2,56 overall good. In one-to-one evaluation, obtained the average score 3,4 which signifies the overall guidance is excellent and can be used to guide the employees Branch of PAPDI to using the Application “Resertifikasi Kompetensi KIPD” correctly and precisely.


2019 ◽  
Vol 2 (2) ◽  
pp. 38-46
Author(s):  
Nisaul Barokati Seliro Wangi ◽  
Madekhan Madekhan

The purpose of this research is to produce a mobile learning product that uses gamification techniques and valid speech recognition technology as a source of learning and is effective for training the pronunciation of foreign students. This type of research is a development research that uses the Lee & Owens model and is validated by 1 media expert, 1 material expert and 1 gamification learning design expert. The results of this study indicate that this application is valid and can be used for learning, students successfully complete the material, practice questions and reach the specified learning standards.


Author(s):  
Mey Alsih Sihombing ◽  
Sahat Siagian ◽  
Abdul Hamid K

Abstrak: Tujuan Penelitian ini adalah untuk mengetahui apakah video pembelajaran dengan aplikasi camtasia pada mata pelajaran pemangkasan dan penataan rambut layak digunakan pada siswa kelas kelas XI Kecantikan Rambut di Sekolah SMK Negeri 3 Pematangsiantar. Jenis penelitian ini adalah penelitian pengembangan. Model pengembangan produk pembelajaran ini merupakan model yang disusun secara terprogram dengan urutan yang sistematis dan memenuhi karakteristik siswa dalam belajar. Hasil penelitian menunjukkan bahwa (1) Secara keseluruhan media  pembelajaran  interaktif yang  dikembangkan layak  untuk  digunakan sebagai media  pembelajaran  pada mata pelajaran Penataan dan Pemangkasan Rambut dengan presentase rata-rata sebesar 95,09%, dengan nilai 5 skala likert dan berada pada criteria “Baik Sekali”, (2) uji ahli materi mata pelajaran penataan dan pemangkasan rambut berada pada criteria baik sekali (97,11%) (3) uji ahli desain pembelajaran berada pada criteria baik sekali (90,00%) (4) uji ahli media berada pada criteria baik sekali (97,11%), (5) uji perorangan berada pada criteria baik sekali (96,58 %), (6) uji kelompok kecil berada pada criteria baik sekali (95,80%), (7) uji coba lapangan berada pada criteria baik sekali (93,95%). Hasil pengembangan media interaktif menunjukan validasi ahli menunujukkan bahwa keseluruhan rata-rata dikategorikan “Baik Sekali” dan uji kelayakan menunujukkan bahwa keseluruhan rata-rata dikategorikan “Baik Sekali”. Kata Kunci: Video Pembelajaran, Camtasia, Tata Kecantikan Rambut Abstract: The purpose of this study was to determine whether the learning video with the application of camtasia in the subjects of hair trimming and styling is suitable for use in the eleventh grade students of Hair Beauty at SMK Negeri 3 Pematangsiantar. This type of research is development research. This learning product development model is a model that is arranged in a programmed order in a systematic order and meets the characteristics of students in learning. The results showed that (1) Overall the interactive learning media developed was feasible to be used as a learning medium in Hair Styling and Trimming subjects with an average percentage of 95.09%, with a value of 5 Likert scale and were in the criteria of "Very Good ", (2) expert test material for hair styling and trimming subjects is in very good criteria (97.11%) (3) learning design expert test is in excellent criteria (90.00%) (4) media expert test is in very good criteria (97.11%), (5) individual tests are in very good criteria (96.58%), (6) small group tests are in very good criteria (95.80%), (7) tests Try the field is in very good criteria (93.95%). The results of the development of interactive media show that expert validation shows that the overall average is categorized as "Very Good" and the fit test shows that the overall average is categorized as "Very Good". Keywords: Learning Videos, Camtasia, Hair Beauty


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