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Maria Ayu Fitri Lestari; Muchtadi Muchtadi; Wandra Irvandi

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2023 International Forum of Researchers and Lecturers

This study aims to produce interactive video learning media in mathematics learning to improve students' mathematical understanding that is valid, practical and effective. This research is a development research where the research procedure uses a 4D design, namely (Define, Design, Development, and Dissemination) but this research only reaches the Development stage due to limited time, costs and research subjects. The subjects in this study were 26 class X students of SMAN 1 Nanga Tayap. The instrument used by the researcher was a validation sheet to see the validity of interactive video media, a response questionnaire was used to see the practicality of interactive video media and a pilot test was used to see the practicality of interactive video media in improving students' mathematical understanding abilities. Based on the validation of the three validators on learning interactive video media, it can be declared valid with an average index percentage of 79.69% with valid criteria. Material expert validation was declared valid with an average index percentage of 78.88% with valid criteria. Meanwhile, media expert validation was declared valid with an average percentage index of 79.28% with valid criteria. The level of practicality with an average percentage of teacher responses is 80%, with very valid criteria and an average percentage of student responses is 82.66% with very practical criteria. From the results of completing the teacher and student response questionnaire, interactive video learning media for students' mathematical understanding can be stated to be very practical for students. The level of effectiveness of students after using interactive video learning media on mathematical understanding abilities is 80.76% with very effective criteria.    

Lilis Anastasia Purba; Glory Indira D. Purba

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

The use of learning media that is less than optimal is the basis of this research with the aim of developing learning media for Android applications and knowing the process of student answers. This type of research is development research with a model adapted from Borg and Gall with a  sample of class VIII-2 students of Santa Maria Private Middle School Medan, totaling 25 people. From the results of the study, it was obtained (1) the quality of the developed learning media met the valid, practical, and effective categories with an assessment by media experts of 3.82 and material experts of 3.87, practicality from the student response with a score of 3.61 and the teacher's response with a score of 4, and the effectiveness of classical student learning completeness reaches 92% of students and an n-gain score of 0.62 which means an increase in mathematical visual abilities is included in the moderate category. (2) The process of student answers shows that students have been able to identify problems, understand problems, generalize patterns and explain what is obtained, which means that students have fulfilled each indicator of mathematical visual ability, namely looking, seeing, imagining, showing and telling.

Mickhael P Hutagalung; Glory Indira D Purba

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

This study aims to develop and produce interactive multimedia-based mathematics learning media using Adobe Flash CS 6 software that is valid, practical, and effective. This type of research is development research which refers to the ADDIE development model. This study used research instruments, the instruments used were material validation questionnaires, media, student and teacher responses regarding practicality and regarding the effectiveness of the learning media used. This study's findings indicate that: 1) The learning media's validity score of 3.245 places it in the valid category, while the media's validity score of 3.30 places it in the very valid category. 2) In the very practical category, the practicality of learning media received a score of 3.81, and in the very practical category, student assessments received a score of 3.49. 3) Learning media have a moderate or effective effectiveness score of 0.5.

Irianti Yolan; Rahman Haryadi; Wandra Irvandi

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2023 International Forum of Researchers and Lecturers

The purpose of this study was to develop Problem Based Learning (PBL) based E-Comic learning media on Problem Solving Ability that is valid, practical, and effective on student learning outcomes in statistics material in class XII at SMA Negeri 1 Sungai Laur. The method used is the ADDIE method. The subjects of this study were 29 class XII students of SMA Negeri 1 Sungai Laur, 3 material and media experts. The instruments used in this study were in the form of material expert validation sheets and media expert validation sheets, teacher response questionnaires, student response questionnaires and post-test questions based on the results of the research that had been carried out obtained the results of validation of E-Comic learning media based on Problem Based Learning (PBL). ) Regarding Problem Solving Ability has a validity level of 91.22% with very valid criteria, the practicality level of learning media is 89.60% with very practical criteria and the level of effectiveness of learning media is 93.10% with very effective criteria.

Elly Nafsiah; Tiur Malasari Siregar

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

This research was conducted with the aim of producing digital learning media using the Smart Apps Creator through a Realistic Mathematics Education approach that is valid, effective, and able to improve students' mathematical problem solving abilities in the matter of a system of two-variable linear equations. This type of research is Research and Development (R&D) with the ADDIE model. From the research results, it was obtained that the media and material validity values were 93.6% and 93% with very valid categories. The practicality of the media through the results of the teacher's response questionnaire obtained a practicality value of 97.3% in the very practical category and the results of the student response questionnaire for the small group test and large group test obtained values of 90.9% and 91.4% in the very practical category. Then the value of effectiveness is seen through the mastery of classical learning and the results of the student response questionnaire obtained percentages of 87.5% and 94.05% with very effective categories. Improving problem solving abilities in students, the results obtained are that the level of students' problem solving abilities is at a percentage of 92% with a very high category, while based on the N-Gain test the average value obtained by students is 0.6473 which means there is an increase in problem solving abilities in students medium category. So based on the results obtained it can be concluded that the learning media developed in this study are valid, practical, effective, and able to improve students' mathematical problem solving abilities.

Rahadatul Aisy Chaniago

Jurnal Ilmu Kesehatan dan Gizi 2023 Pusat Riset dan Inovasi Nasional

Instant granules are preparations in the form of granules that are served by brewing and are widely chosen because of their practicality. Natural materials are widely used as antioxidants, but they still need to be made practical for their use. Therefore, this literature review was conducted to provide information regarding the formulation, evaluation of instant granules, and natural ingredients used in instant granules. This research method was carried out by studying literature from various data sources, namely the Directory of Open Access Journals, Science Direct (DOAJ), Garuda, and Google Scholar. A literature search was carried out using several keywords such as "formulation", "instant granules", "natural compounds", "herbs", and "antioxidants". The search results for various natural ingredients with antioxidant effects have been formulated into instant granule dosage forms. The formulation of instant granules is generally carried out using the wet granulation method. Evaluation of preparations carried out were physical evaluation of preparations, hedonic tests, and antioxidant activity tests. The content of phenol group compounds and vitamin C is found in many natural ingredients used in the manufacture of instant granules. The antioxidant activity of combined natural ingredients can provide stronger activity than a single active ingredient. Therefore, the utilization of phenol group compounds from various herbs as antioxidants are expected to continue to be developed.

Fajar Agus Agus Hari Firmansyah; Waspodo Tjipto Subroto; Hendratno Hendratno

Jurnal Pendidikan, Bahasa dan Budaya 2023 Pusat Riset dan Inovasi Nasional

Abstract consist of the background of the problem, The results of the interviews also explained that teachers had difficulty making teaching aids or learning media so that they experienced obstacles in providing material to students. Based on the background of the problem and needs analysis, the formulation of the problem is the validity of Exploding Box 3D Audio Visual media, practicality of Exploding Box 3D Audio Visual media, Effectiveness of Exploding Box 3D Audio Visual media. Based on data analysis and discussion of research results, then associated with the formulation of the problem and research objectives, it was concluded that the validation of the media developed by the researchers received an assessment of 94%, meaning that the reliability of the media obtained results worthy of slight revisions. Validation of the material developed by researchers received an assessment reaches 89%, meaning that the reliability of the material in the media gets decent results with a little revision, the practicality validation of the media developed by researchers gets an assessment from the teacher validator reaches 95%, it means that the practicality reliability of the media gets decent results with a little revision, the practical validation of the media developed by researchers gets an assessment From the responses of the students, it was obtained that the percentage mode was ≥ 80% with the category suitable for use. Validation of the effectiveness of the media developed by researchers. From the 10 questionnaire statements, the mode percentage was obtained ≥ 90% with the category suitable for use, and the results of critical thinking test questions from the pretest value of 54% with the value of the increase in the posttest from the value of 95%. Therefore it can be concluded that the pretest data for students' critical thinking skills is very good because they have reached the specified KKM

Sisca Wendi Harisa; Riri Okra; Hari Antoni Musril; Sarwo Derta

JURNAL TEKNIK MESIN, INDUSTRI, ELEKTRO DAN INFORMATIKA 2023 Pusat Riset dan Inovasi Nasional

This research is based on the problems found based on the results of interviews with mathematics teachers and students at SMPN 1 Lareh Sago Halaban that the media used in the learning process only uses the blackboard with lecture and discussion methods, there is no technology-based learning media, especially educational games that are used by teachers to students related to mathematics lessons caused a lack of interest and activeness of students in mathematics subjects. Based on this, the solution given is to design a learning media. The purpose of this research is to produce learning media products in the form of educational games with the help of software Building 2 mathematics subjects at SMPN 1 Lareh Sago Halaban. The design of mathematics education games uses the construct 2 design application at SMPN 1 Lareh Sago Halaban with the Research and Development (R&D) research method using the MDLC (Multimedia Development Life Cycle) development model from Luther Sutopo the development model is explained in 6 stages, namely Concept, Design, Materials Collection, Assembly, Testing and Distribution. The product test used in the research is the validity test, practicality test, and effectiveness test. The product test results show that the educational games designed are valid, practical and effective. For the results of the validity test of three validators, the score was 0.88, the practical test by 3 practi- tators was 0.97, and the effectiveness test of twenty people was 0.92.

Nia Rachmawati; Nugrahani Astuti; Mauren Gita Miranti; Ita Fatkhur Romadhoni

Jurnal Bintang Pendidikan Indonesia 2023 Pusat Riset dan Inovasi Nasional

This research is development research that aims to find out: 1) the development of powtoon animation video learning media on egg material; 2) the feasibility of powtoon animation video learning media on egg material; and 2) students' responses to the powtoon animation video learning media on egg material. This study uses the 4D development method, but only up to the development stage. Data were obtained using validation sheets and questionnaires using a Likert scale. The validation sheet was assessed by an expert judgment which was tested with the Aiken V formula. The questionnaire sheet was assessed by students who then carried out a practicality test to see students' responses to learning media. Based on the results of the data analysis performed, the material validation results obtained an Aiken V value of 0.959. The media validation results obtained an Aiken V value of 0.954. Meanwhile, from the results of the student response questionnaire, they obtained a percentage value of 80.6% in the very practical category. This shows that the powtoon animation video learning media on egg material is feasible, very practical, and can be used in DDPK 2 learning egg material.

Gusnawan Mahendra; Syafruddin Syafruddin; Damrah Damrah; Willadi Rasyid

International Journal of Education and Literature 2023 Lembaga Pengembangan Kinerja Dosen

The purpose of the study is to produce a learning model with valid, practical, and effective criteria. This type of research is development research using the Borg And Gall model. The population is all grade V students of State Elementary School 18 West Freshwater, Padang Utara District, Padang City. The sample was 30 class V students. The sampling technique is total sampling.  The model validation design is validated by 2 experts: motor and language and model practicality by 2 sports teachers, The data collection instrument consists of tests of validity, practicality and effectiveness. As well as data analysis techniques using descriptive qualitative and quantitative techniques. The validation results of the learning model were obtained on average by 81.2.% with valid categories. In practicality, the results were obtained that this learning model was practical or good for use with learning implementation results of 91.7% The results of the effectiveness test using the Manipulative Basic Motion learning model based on play activities showed that there was a difference between obtaining manipulative motion ability results before using the model and after using the learning model. It was concluded that the model is effective and can improve the results of manipulative motion abilities (control objects) in the learning of sports and health physical education in grade V of primary school.

Paulus Nainggolan; Bornok Sinaga

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

Behind the success of successful online teaching and learning, there must be careful preparation in creating or building the system. Some complaints that are around us are that some students have difficulty in online-based mathematics learning. Some of them have difficulty signaling due to cloudy or rainy weather, not having money to buy internet quota, boredom during the teaching, and learning process, and difficulty understanding the material in online learning. Although there are examples that have been explained by the teacher, they still do not understand what their teacher teaches them. The teacher had already made learning materials using instructional video media, but it was still not enough for students to understand the polynomial material taught by the teacher, and according to the teacher the main problem was that the students' ability to memorize formulas was still lacking. The objectives of this research to see validity, effectiveness and practicality of the video development using PowerPoint and Filmora application. This research is development research that applies the Dick & Carey development model. This research focuses on developing learning videos using PowerPoint as a learning media, and Filmora as a learning video editing medium.

Elin Elin; Sandie Sandie; Nurmaningsih Nurmaningsih

Journal of Creative Student Research 2023 Pusat Riset dan Inovasi Nasional

The research method used in this study is the research and development method or also called Research and Development. The research design that will be developed in this study uses the development model presented by Borgan Gall. The product produced in this study is an Arduino Nano-Based Distance Measuring Tool with a Display on the LCD on the Flat Side Room Building Material for Class VIII at SMP Negeri 5 Sepauk. The test subjects of this study included two subjects. The first subject is the validator and the second is class VIII students of SMP Negeri 5 Sepauk. The analysis technique used is to determine the effectiveness, practicality, and validity. The percentage of effectiveness from the average of the two analyzes obtained a percentage value of 94.06% with Very Effective criteria used in learning mathematics. The results of the combined teacher and student response questionnaires - the average percentage obtained was 89.55% with very practical criteria. The combined results of the average percentage obtained from the percentage of experts and the results of the measurement trials obtained a percentage of 76,36% with very valid criteria.    

Umaysy Sabillah; Hasratuddin Hasratuddin

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2023 Pusat riset dan Inovasi Nasional

This study aims to obtain teaching materials based on a valid, practical, and effective realistic mathematical approach, so as to improve students' mathematical reasoning abilities on the material of a three-variable linear equation system. The research instruments used were questionnaire validation sheets, lesson plans validation sheets, teaching material validation sheets, test instrument validation sheets, mathematical reasoning ability tests, and teacher and student response questionnaires to teaching materials. After all instruments, lesson plans, and teaching materials were declared valid by the validator, then readability tests and field trials were carried out. The results showed that: (1) the teaching materials based on the realistic mathematical approach developed had met the criteria of validity based on the validator's assessment with the average validity of the teaching materials for the material being 3.13 and 3.29 for media with a very feasible category; (2) the teaching materials based on the realistic mathematical approach that have been developed have met the practicality criteria through: a) the results of the questionnaire student responses to teaching materials show the percentage of practicality of 81.19% with a very practical category, b) the results of the questionnaire responses of teachers to teaching materials show the percentage of practicality 88.75% with very practical category; (3) The teaching materials based on the realistic mathematics approach developed meet the effective criteria with: a) classical student learning mastery of 88%, b) more than 65% of students have achieved 75% of learning objectives for each indicator, c) increased mathematical reasoning ability students after using teaching materials seen through the average score of students increased from 50 in the pretest to 85.33 in the posttest and the results of the N-Gain analysis which showed students' mathematical problem solving abilities increased by 0.712, meaning in the high category.