Achmad Nur Fauzi; Santoso Santoso; Bagus Wahyudi; Yuniarto Agus Winoko
Automatic motorcycles are widely used due to their practicality and ease of operation.
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Achmad Nur Fauzi; Santoso Santoso; Bagus Wahyudi; Yuniarto Agus Winoko
Automatic motorcycles are widely used due to their practicality and ease of operation.
Khairu Annisa Pulungan; Fajar Sidik Siregar; Nurmayani Nurmayani; Fahrur Rozi; Putra Afriadi
This research was conducted to determine the feasibility, practicality, and effectiveness of big book media in reading learning for first-grade beginners of the Karimah Quran Memorization Elementary School, Berastagi. This research was R&D using the ADDIE development model. The subjects were 20 first-grade students. Data collection techniques included interviews, questionnaires, and tests. The instruments used in this study included interviews, expert instruments (tests, media, and materials), practical instruments (teacher response questionnaires), and student learning outcome tests. Data analysis techniques used in this study included qualitative and quantitative data. The results showed that the product's feasibility achieved a percentage of 85% and was categorized as feasible. The product's practicality score was 92%, categorized as very practical. The product's effectiveness score was 0.75, categorized as effective. It can be concluded that the use of Big Book as a reading medium for first-grade beginners at Tahfiz Quran Karimah Elementary School in Berastagi is feasible, practical, and effective.
Dara Julita; Nasyariah Siregar
The rapid development of technology requires education to adapt to more interactive learning innovations. One manifestation of this is the availability of various digital learning tools, including electronic learner worksheets (E-LKPD) based on Liveworksheet. However, many teachers have not optimized this interactive media, resulting in a lack of interactivity in learning. This study takes a research and development approach with the 4D development model: defining, designing, developing and disseminating. The aim is to identify the development procedure, feasibility, and practicality of electronic LKPD based on Liveworksheet. Research data were obtained through validation sheets from experts, as well as teacher and student response questionnaires in small and large group trials. The validation results showed a very high level of feasibility. Material validation reached 97%, media validation 97%, and language validation 93%, all in the “very feasible” category. Meanwhile, the level of practicality was also very satisfactory. Teacher responses reached 93.3%, indicating that they considered this media to be very practical. Similarly, students' responses; the small group trial obtained 96.3%, and the large group trial obtained 94.2%. Based on the results of the teacher and student response questionnaires, it can be concluded that the Liveworksheet-based electronic LKPD is very practical to be implemented in the learning process.
Dania Putri Rangkuti; Muhaiminah Jalal
This research is a type of Research and Development (R&D) aimed at producing an Electronic Student Worksheet (E-LKPD) based on Liveworksheets on the topic of the human digestive system for fifth-grade students at SDN 114/X Pandan Jaya, Tanjung Jabung Timur Regency. This product was developed to address the lack of interactive teaching materials in IPAS (Science) learning and to align learning with the characteristics of 21st-century learners who are familiar with digital technology. The development model used is ADDIE, which includes five stages: analysis, design, development, implementation, and evaluation. In the analysis stage, it was found that teachers had not yet used student worksheets in the learning process, while students showed high interest in digital learning media. The product was developed in accordance with the curriculum and student characteristics, and then validated by content experts (98.26%), language experts (93.33%), and media experts (84%), all of which fall into the very valid category. The product was then tested on teachers and students. The questionnaire results indicated that the E-LKPD is practical to use, with a practicality score of 98.18% from the teacher and 86% from students. Based on these results, it can be concluded that the Liveworksheets-based E-LKPD is valid, practical, and suitable to be used as an interactive teaching material in IPAS learning for fifth-grade elementary school students.
I’anatul Ashriyah; Umi Mahmudah
This study aims to develop learning media based on the Wordwall application in mathematics learning for grade 3 at MI Salafiyah 1 Kauman. The background of this study is the low interest and motivation of students in participating in mathematics learning, which is caused by less interesting learning methods and the lack of use of interactive media. By utilizing the Wordwall application, it is expected to increase student involvement through fun educational games. The method used in this study is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The development process begins with needs analysis, learning media design, media development using the Wordwall application, media implementation in learning, and evaluation of the effectiveness of the media developed. The results of the study showed that the Wordwall-based learning media developed had high validity with an average score of 90% from material and media experts. The practicality of the media was also obtained with an average score of 85% from teachers and students. The trial of media implementation in mathematics learning showed an increase in student motivation and learning outcomes. So, students will be more active in participating in learning and show a better understanding of the material being taught. Thus, Wordwall-based learning media has proven effective in increasing the motivation and learning outcomes of grade 3 students at MI Salafiyah 1 Kauman.
Bagus Irawan; Purwoko Purwoko; Ratna Monasari; Ahmad Hanif Firdaus
Automatic transmission motorcycles, especially those with 110cc engines, are increasingly in demand by the public because of their practicality. The performance of this motorcycle is greatly influenced by the transmission system, especially the Drive pulley and Roller components. The correct setting of the Drive pulley angle and Roller mass can improve engine performance and reduce noise, thus supporting driving comfort. This study aims to analyze the effect of variations in the Drive pulley angle and Roller mass on engine performance, in terms of power (HP), torque (Nm), and noise level (dB) at several engine speeds. The variations tested include the Drive pulley angle of 13.5°–14° and the Roller mass of 13–15 grams, with testing at 5000, 6000, 7000, and 8000 RPM. The test results show that the combination of the angle and Roller mass affects engine performance. At 5000 RPM, the combination of the 14° angle and 15 gram Roller produces the highest power, torque, and noise. At 6000 RPM, the combination of 13.8° and 13 grams produces a maximum power of 6.86 HP and 8.15 Nm of torque, with a noise of 97.40 dB. While at 7000–8000 RPM, the combination of 13.5° and 15 grams provides the best performance with 7.10 HP and 6.30 Nm of torque, accompanied by a noise of 104.17 dB. In general, increasing the angle and mass of the Roller increases performance, but is followed by an increase in noise.
Ana Maria Marero Meka; Yossie M.Y. Jacob; Helsina Fransiska Pello
The development of information technology has driven changes in society’s transaction patterns, one of which is online transactions. Although electronic payment systems are increasingly common, the Cash on Delivery (COD) method remains popular due to its perceived safety and practicality. However, this method also raises legal issues, particularly concerning consumer protection and dispute resolution. This study aims to examine online transactions and COD payments based on the Indonesian Civil Code (KUH Perdata), as well as to analyze the dispute resolution procedures that may arise. The research method used is normative legal research with a statutory and conceptual approach. The results show that COD transactions constitute valid agreements if they meet the conditions outlined in Article 1320 of the Civil Code. However, in practice, cases of breach of contract and unlawful acts are still frequently found. Dispute resolution may be pursued through court litigation or alternative dispute resolution (ADR). In conclusion, legal protection for consumers in COD transactions needs to be strengthened through clearer and more specific regulations to ensure consumer rights remain protected.
Liza Nur Khoiru Nikmah
This study aims to produce animated video based learning media using the Canva application for class VII students of mts Miftahul Huda Karangsono Ngunut Tulungagung. Development is an effort carried out systematically to produce products toimprove skills and insights. Animated video learning media functions as a tool in the learning process that is intended to convey messages and can prooke students thoughts feelings and desires to learn. Canva is an alternative graphic desaign media that can be used in creating learning materials to create a more interesting and enjoyable learning process. The research uses research and development methods (Research and Development) with the ADDIE model. The subjects of the study were students of class VII MTs Miftahul Huda Karangsono Ngunut Tulungagung. Data collection techniques are feasibility data which includes validity, practicality, and effectiveness. Data analysis techniques include student needs analysis techniques, media feasibility, validity, practicality and media effectiveness. The results of research and development of animated video based learning media using the canva application showed positive result, the media was declared suitable for use. Based on the validity of media experts (80%) and material ezperts (96,1%), the media was also declared practical by teachers with questionnaire and observation results of (90%) and (87,5%). In terms of effectiveness, the media was able to improve student learning outcomes with classical completeness of 83,3% (small scale) and 85,71% (large scale), and received a positive response from students with a percentage of (92,4%) and (86,38%). Thus, the development of animated video based learning media using the canva application has proven to be feasible for use in the learning process. The validation results from media and material experts show a high level of validity, while the reesults of observations and questionnaires show that this media is practical for teachers to use and interesting for students. In addition, the effectiveness of the media is shown through increased student learning outcomes and high positive responses. Therefore, the development of animated video based learning media using the canva application can be an alternative in delivering material, especially in social studies subjects in class VII MTs.
Azizah Martha Kinanty; Rian Damariswara; Agus Budianto
This research was motivated by the results of observations, interviews, and tests conducted with 1th students at SDN Mojoroto 4. On the observations, it was found the teacher relied solely on the school’s textbook as a learning resource and used a lecture-based teaching method. There was a lack of innovation in instructional delivery, which led to students having limited vocabulary mastery and difficulty in constructing words. Interviews with some students revealed that they quickly became bored with the monotonous learning process. Therefore, a language game-based module was needed to address these issues. The objectives of this study are: (1) To determine the validity of module, (2) To determine the practicality of the module, and (3) To determine the effectiveness of the module. The development model used was ADDIE, which includes the following stages: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The validity test results showed that the module expert gave a score of 92%, and the material expert gave a score of 80%. Practicality test results from teacher response questionnaires reached 94%, student responses in the limited trial reached 95%, and in the wider trial reached 92%. Effectiveness test results showed a classical percentage of 100% in both limited and wider trials. It can be concluded that the developed language game-based module is valid, practical, and effective.
Zia Achmalia Adela; Yusriya Ni’matul ‘Izzah; Zahra Nuriyah; Akil Akil; Abdul Azis
Various studies show that learning evaluation instruments in the field still dominantly emphasize memorization aspects and do not fully measure students' higher-level thinking skills. The mismatch between learning objectives and evaluation instruments has an impact on the low validity of learning outcomes. This research aims to identify fundamental principles in the development of test-based evaluation instruments and assess their effectiveness in representing learning outcomes. This research adopts qualitative method with descriptive-analytical research type and uses literature review technique. Data were collected through documentation study of national journal articles, textbooks, and relevant digital documents. The technique applied to analyze the data was content analysis. The findings of this study indicate that an effective evaluation instrument must fulfill the principles of validity, reliability, objectivity, and practicality, and be supported by the principles of integration, pedagogical value, accountability, and continuity. Instruments built based on these principles not only act as instruments for measuring cognitive achievement, but also as reflection tools that encourage the spirit of learning and continuous improvement of teaching.
Alfian Lutfi; Annisa Ayu Handayani; Balqis Naura Izzati; Khoirunnisa Khoirunnisa; Lutvie Novita Zalwa +1 more
This study aims to explore the role and impact of the development of digital payment systems, particularly the Quick Response Code Indonesian Standard (QRIS), on the financial management practices of out-of-town students in the 2024 cohort. Using a descriptive qualitative approach and data collected through open-ended questionnaires distributed to 50 students of the Accounting Study Program at UPI, the research examines sources and management of monthly funds, the influence of QRIS on consumptive behavior, the role of QRIS in daily transactions, the handling of unexpected expenses, and students' financial awareness. The results indicate that QRIS is widely used for daily spending transactions, especially for purchasing food and beverages, due to its practicality and convenience. However, the findings also suggest a tendency for increased consumptive behavior among students who use QRIS. Nonetheless, a small portion of students reported that QRIS facilitates easier control over spending through visibility of balances and transaction histories. This study highlights the importance of financial literacy alongside the adoption of digital payment technologies to optimize students' financial management.
Nushrotin Niswah; Nanang Nabhar Fakhri Auliya
In mathematics, especially in the material of linear equations of one variable, learning media has a very vital role to maximize the success of the learning process. Through realistic mathematics learning methods, it can help students use interactive media to more easily understand complex concepts. The purpose of this research is to explain the steps for creating Adobe Animate-based learning media on PLSV material and to assess how useful it is as a tool in learning activities. Research and development (R&D) applies the 4-D development model (Define, Design, Develop, and Disseminate). The results of the assessment stated that Adobe Animate-based learning media for the PLSV topic is very suitable for use as a supporting tool in learning the subject. Small-scale trials showed a practicality of 93%, while large-scale trials showed a practicality of 95%.
Evi Rismawati; Eva Astuti Mulyani; Guslinda Guslinda
This study aims to develop a Riau cultural literacy module for elementary school students' narrative text writing skills that is valid, practical, and feasible to use. The method used in this study is Research and Development (R&D) with a 4D development model, which includes four stages: Define (needs analysis), Design (design), Development (development), and Disseminate (dissemination). The developed module was validated by three experts, namely teaching material experts, material experts, and language experts. Meanwhile, the practicality aspect was assessed through a practicality questionnaire given to teachers and students during a limited trial. Data collection techniques in this study include interviews, observations, and questionnaires. The data obtained were analyzed using quantitative analysis techniques and qualitative descriptions. The validation results showed that the developed teaching materials met the valid criteria with an average percentage of 96.1%. Meanwhile, the level of practicality of teaching materials based on the teacher's practicality questionnaire reached 83.3% with the category of "very practical," and the student's practicality questionnaire obtained a result of 90.3% with the category of "very practical". Based on the results of the validation and practicality test, it can be concluded that the elementary school Riau cultural literacy module has met the valid and practical criteria, so it is suitable for use in learning.
Abdur Rohman Wakhid
This study investigates the solutions of electrical current in linear circuit systems using two numerical methods implemented in MATLAB: the Matrix Inverse Method and the Gauss-Jordan Elimination Method. The objective is to analyze the effectiveness, accuracy, and computational efficiency of both techniques in solving systems of linear equations derived from Kirchhoff's laws. Several circuit models with varying levels of complexity are tested to compare results obtained from each method. The findings indicate that both methods yield consistent solutions, although differences in computational steps and processing time are observed. This research highlights the practicality of MATLAB as a powerful tool for electrical circuit analysis and provides insights into the selection of appropriate numerical methods for solving engineering problems.
Natali Amelia; Adinda Septia Syafani; Nabilla Syadena; Dihan Meilanriska Syaputri
This study aims to develop learning media based on wall magazine (mading) and dice for teaching multiplication to second-grade students at SD Negeri 212 Palembang. The research employs the Research and Development (R&D) method using the ADDIE model, which includes Analysis, Design, Development, Implementation, and Evaluation stages. After the media was developed, validation was conducted by content experts and media experts to assess its feasibility, as well as trials by practitioners and students to evaluate the practicality and effectiveness of the media. The validation results showed a feasibility score of 87% from content experts and 94% from media experts. Practitioners gave a practicality score of 92%, indicating that the media is very practical for use in teaching. Student trials were carried out in three stages: one-to-one with a practicality score of 98%, small group with 99%, and a field test involving 26 students showed an effectiveness level of 96%. This wall magazine and dice media is effective and practical to be used as learning media for teaching multiplication to second-grade elementary school students.
Rizka Amanda; Yasdinul Huda; Vera Irma Delianti; Rido Putra
This study aims to develop an interactive learning media based on android using a valid and practical smart app creator to improve students' understanding of the SPBI course in the Industrial Automation Engineering Department of SMK Negeri 1 Pariaman. This study uses the Research and Development (R&D) method with the ADDIE model as a guideline in the development process. The results of this study provide evidence that the interactive learning media created falls into the "Valid" category. This is proven based on validation carried out by material experts with a validity value of 87% (0.870) and validation carried out by media experts with a validity value of 92.11% (0.921). Furthermore, a Media Practicality Test was carried out by class XI students of SMK Negeri 1 Pariaman with a practicality value of 91.60% (0.961) falling into the Very Practical category.
Amelia Mustika Sari; Dita Hendriani
Education is one of the key aspects in developing high-quality human resources. Along with the advancement of time, teachers are expected to create effective learning media in the teaching and learning process. Learning media should also be adapted to students’ learning styles, such as visual, auditory, and kinesthetic.The purpose of this study is to develop and test the feasibility, practicality, and effectiveness of an IPS (Social Studies) magazine as a learning medium for Grade VIII students at SMPN 3 Kedungwaru Tulungagung. This research is a development study using the ADDIE R&D model. Data were collected through interviews, needs and learner characteristic analysis, feasibility and practicality questionnaires, as well as pretest and posttest results.The findings of this study show that the IPS magazine is highly feasible, with a feasibility percentage of 89.91% from material experts and 91.18% from media experts. The practicality results based on teacher questionnaires reached 94.87%, and student responses reached 88.62%, indicating that the IPS magazine is highly practical. The effectiveness of the media was proven through the Paired Sample Test, which showed a significance value of 0.000 < 0.05, indicating a difference in results before and after using the IPS magazine. Therefore, the IPS magazine is considered effective for use in the learning process.
Ibra Sabila Arif; Adrias Adrias; Aissy Putri Zulkarnaini
This research is motivated by the problem of the available LKPD still not being This research is motivated by the problem of the available LKPD still not being optimal in terms of development and use so that students are less interested in participating in learning. This is due to the lack of teacher motivation in creating innovative LKPD. Have never developed Student Worksheets (LKPD) based on Project Based Learning (PjBL) in learning, especially in science and science learning. Based on these problems, this research aims to develop PjB-based LKPD for science and science learning in class IV elementary schools that is valid, practical and effective. The type of research carried out is development research using the ADDIE development model. The test school was class IV students at SDN 12 Sintuk Toboh Gadang, while the research school was class IV students at SDN 11 Lubuk Alung. The research results obtained that the LKPD had a material validity level of 84.9%, language validity 88.8%, media validity 87.5% in the valid category. while the practicality test at the trial school obtained a percentage of 93.33%, for the teacher response questionnaire and 93.4% for the student response questionnaire in the very practical category. Furthermore, the practicality test at the research school obtained results of 90% for the teacher response questionnaire and 92.16% for the student response questionnaire in the very practical category. In the LKPD effectiveness test in the trial school the percentage was 89.64% and in the research school the percentage was 93% with both categories being very effective. It can be concluded that PjBL-based LKPD in grade IV elementary school science learning can be declared valid, practical and effective for use in the learning process.
Aswah Julita; Boby Syefrinando
This research is motivated because the teaching materials used are still conventional and students' understanding of problem solving is still in the low category. Therefore, this study aims to develop research and improve the validity, practicality and effectiveness of the Science learning module for Class V MI Muhajirin, Jambi City. Reach and Development (R&D) consists of four stages, namely, define, design, develop and disseminate. This type of research is Research and Development (R&D). This research was conducted at Madrasah Ibtidaiyah Al-Muhajirin, Jambi City. The instruments used were assessment questionnaires, teacher and student interview sheets along with test questions. The subjects in this study were grade V students consisting of 20 students. The results of this study indicate that the level of validity of the application of the learning module shows a percentage of 80% included in the very effective category, the level of practicality shows 92.8% with a very practical category and the level of effectiveness shows a percentage of 64.2% with a very valid category.
Hanis Adira Lubis; Sartika Dewi Harahap; Syamsiah Depalina Siregar
The aim of the research is to develop the Box Magic Alphabet Educational Game Tool, understand the characteristics, test practicality, ensure effectiveness and describe the difficulties experienced by students and educators in using the Box Magic Alphabet Educational Game Tool. The method used is Research and Development research using the ADDIE development model. The results of this research are: (1) The Box Magic Alphabet Educational Game Tool Development Process was developed using the ADDIE model. Based on the results of the Box Magic Alphabet product assessment instrument, it is said to be very good as a learning medium for students to recognize letters. The Box Magic Alphabet product that was developed also produced a guidebook created to make it easier for teachers in the process of making and using the Box Magic Alphabet. (2) Characteristics of the Magic Alphabet Box Educational Game Tool which has the characteristics of being simple, interesting, fun, durable and long-lasting, easy to use and can improve aspects of student development. (3) The effectiveness of the Box Magic Alphabet educational game tool in introducing letters to early childhood as an effective learning medium. This is because the existence of educational game tools can make it easier for teachers to convey information through the media provided, with a percentage value reaching 92% and is considered very valid. (4) The practicality of the Magic Alphabet Box Educational Game Tool in introducing letters to young children can be seen from its simple use, it does not confuse children and is also easy for teachers to practice, with a percentage score of 96% and is considered very valid.
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