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Dewi Indriany; Karimatus Saidah; Muhamad Basori

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2025 Pusat Riset dan Inovasi Nasional

This study is based on the results of observations made at SDN Lirboyo 1 Kediri City, teachers in delivering material, especially the Solar System, only use the lecture method and student books. Many students have difficulty in explaining and mentioning the constituent members of the Solar System. student difficulties are seen when students are asked questions only silent, and the value at the end of learning is far from the Minimum Completeness Criteria (KKM). The formulation of the problem developed is how the process, practical validity and effectiveness of pop up book media on solar system material for grade VI elementary school students in its use as media during learning. This research uses the Research and Development (R&D) research method with the ADDIE model (Analyze, Design, Develop, Implementation, and Evaluation). The subjects of this study were teachers and students of grade VI SDN Lirboyo 1 Kediri City. There are two instruments used in this study, namely using questionnaires and tests. Questionnaires are used to determine the validity and practicality of pop up book media, while tests are used to determine the effectiveness of pop up book media. The results of the pop up book media development research are as follows: (1) The results of the pop-up book media validity trial were carried out by media experts and material experts and received a percentage of 90% very valid or can be used without revision. (2) The results of the pop-up book media practicality trial in the limited trial were carried out by teachers by 92% and from students by 95%, then the results of the pop-up book media practicality in the broad trial were carried out by students by 93.5%. The percentage of scores from teachers and student responses is in the range of 81.00% - 100.00% which can be categorised as very interesting/valid. (3) The results of the effectiveness of pop-up book media obtained from the results of pretest and post test scores and getting a percentage of 81.65% are in the vulnerable range of 81.00% - 100.00% declared very effective can be used without improvement.

Enik Ristiana Fefrianti; Peppy Mayasari; Imami Arum Tri Rahayu; Mita Yuniati

Learning media is everything that is used to convey all information in the learning process. This research aims: (1) to determine the feasibility of flipbook-based e-handout learning media on the material for making various seam allowances (2) to determine the learning outcomes of students using flipbook-based e-handout learning media on the material for making various seam allowances. The type of research uses the ADDIE development model. The data collection instruments used in this research are: validation sheet which includes media experts, material experts, language experts, and student learning outcomes. The results the research carried out show that: 1) The development of flipbook-based e-handout learning media on the material of making various kinds of seam allowances was declared very suitable for us in learning with the results of feasibility validation carried out by 2 media expert validators, 2 material expert validators, and 2 linguist expert validators obtained overall feasibility results with an average score of 4.34 in the “Very Eligible” category. 2) The learning outcomes of students using flipbook-based e-handout learning media on the material of making various seam allowances obtained classical learning completeness of 88%.  

Fresdiana Octavia Sarumaha; Sutirman Sutirman

This research focuses on the development of digital learning media based on I Spring Suite 11 to assess: 10 t he feasibility of the digital learning media based on I Spring Suite 11; 2) the improvement of student interest in learning Economics at SMA Negeri 11 Malinau; and 3) the improvement of student learning outcomes in Economics at SMA Negeri 11 Malinau.The research method used is research and development (R&D) through the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model with quasi-experimental analysis. The subjects of the research were 10 students from grade X at SMA Negeri 11 Malinau. The instruments used in this study were questionnaires given to media experts, material experts, and teaching practitioners (Economics teachers) to validate the questionnaire instruments and student responses to the digital learning media using the same questionnaires and pretest-posttest learning outcome tests.The research findings are as follows: 1) The feasibility of the I Spring Suite 11-based digital learning media was evaluated by material experts with a score of 78%, categorized as "Feasible"; by media experts with a score of 80%, categorized as "Feasible"; and by teaching practitioners with a score of 85%, categorized as "Highly Feasible." The analysis of the scores showed that the material and media experts' evaluations fell within the "feasible" range (38 ≤ 2)There was a 50.86% increase in student interest in learning, with a pretest average score of 58 and a posttest average score of 91, which meets the product's effectiveness criteria. Based on the pretest-posttest analysis of student interest, the N-gain test resulted in a score of 0.5, which is categorized as "moderate" and falls into the "Good" category. The analysis of the ideal mean score (Mi) showed a value of 50 ≤ X, which means the I Spring Suite 11-based digital learning media is effective for use in the Economics subject. 3)There was a 46.8% improvement in student learning outcomes, with a pretest average score of 54 and a posttest average score of 85 after using the I Spring Suite 11-based digital learning media. Based on the pretest-posttest analysis, the N-gain score was 0.47, which is categorized as "moderate," indicating that the learning media is effective in improving student learning outcomes in Economics.

Imas Susilawati; Neng Lies Susilawaty; Elis Hasanah; Siti Ade Amiati; Rosyidatul Munawaroh +1 more

This research aims to develop a fun learning model based on interactive wordwall games on informative text reading material in class V of Bangbayang 2 Elementary School, Cianjur Regency. This type of research is development research (R&D) with the ADDIE model which consists of five steps: analysis, design, development, implementation and evaluation. The designed media is then validated by the validator using a validation sheet in the form of a questionnaire. Product validation consists of material and media experts. To practice product quality, this is done by filling out teacher and student response questionnaires. Then, the effectiveness test is carried out by giving evaluation questions to students. The results of media research obtained a validity level of 86% from the material aspect in the very valid category, 80% from the media aspect in the valid category. Thus, it can be concluded that the learning media in the form of interactive wordwall media using a fun learning model in Indonesian language learning in class V elementary school is declared practical, effective, and suitable for use in learning.

Cici Wulandari Sitorus; Fitriani Fitriani; Lilis Suryani Nasution; Mayang Nabila; Nurul Fatma Dewi Mardianto +2 more

Ethnomathematics is one of the approaches that integrates local wisdom with mathematics learning. This study aims to develop PBL-based LKPD with ethnomathematics nuances at the Maimun Palace. This research method is research and development (Research and Development). The development model used as the basis for this study is the ADDIE development model (Analysis, Design, Development, Implementation and Evaluation). The results of the study showed that the LKPD developed was included in the valid category, for the average overall result of the LKPD validation assessment from the three validators was 4.35. In the implementation, the response of students to the LKPD with an average score of 4.48 was categorized as very good and met the practicality of the LKPD, so it did not need to be revised again. The PBL-based LKPD with ethnomathematics nuances produced, along with its supporting instruments, have met the criteria of validity, practicality, and effectiveness.

Nurfitri Ramadana; Ani Widayati

International Journal of Educational Development 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to develop e-comic-based learning media to enhance the motivation of Grade XII students at SMA Kolombo in learning adjusting journal entries for service companies. The research employed the ADDIE development model with a control group experimental design. Media evaluations indicated that the e-comic is highly feasible, scoring 4.77 from media experts, 3.88 from material experts, and 5.27 from Accounting teachers. Data collected through observations, interviews, and questionnaires showed a significant motivation improvement in the experimental class, with average scores increasing from 90.62 to 105.69, compared to a less significant increase in the control group. An independent t-test confirmed significant differences between the groups (p < 0.05), demonstrating the e-d effectiveness. This study recommends e-comic media as an engaging, interactive, and efficient innovation to improve students' motivation in learning accounting concept..

Jimi Pratama; Nuri Ramadhan; Astria Ayu Ramadianti

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2025 Universitas Maritim AMNI Semarang

This project involves the development of audiovisual learning media using the Geogebra Classic program, which specifically focuses on building materials for Class V at SDN 105380. This study is based on the inadequate use of technology by educators, especially in the application of learning media for teaching mathematics. To improve the teaching of mathematics using building materials, audiovisual learning media using the Geogebra Classic 5 program was created to diversify math learning resources and increase student engagement in math classes. This study uses ADDIE paradigm. This Model represents analysis, design, development, implementation, and evaluation. This study involved a cohort of 32 students from Class V SDN 105380. This research instrument uses questionnaires that include validation questionnaires for two experts, instructor effectiveness questionnaires, and student effectiveness questionnaires. The findings of this study indicate the creation of appropriate resources for the learning process, achieving an average value of 80% in the very feasible category according to the material validator, and a value of 88% in the very feasible category according to the media validator. The efficacy of Learning media resulted in scores of 93% for teacher responses and 87% for student responses, indicating that the criteria for Learning media are very successful. Based on these results, it can be concluded that the audio-visual learning media assisted by the geogebra application has been declared very feasible and effective.

Rabbiatul Alawiyah; Reza Maulana Dalimunthe; Hadma Yuliani

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2025 Universitas Maritim AMNI Semarang

The rapid development of digital technology demands character education as well as ethical guidelines for interacting in social media, especially social media manners in Islamic views at Berkah Integrated MTs Palangkaraya. This study aims to assess the validity of teaching modules on adab social media in the view of Islam for class VIII students of MTs Terpadu Berkah. The research method used is Research and Development (R&D) with the ADDIE model at the analysis and design stages. Validation was carried out by four experts, namely 2 material experts, and 2 design experts. The assessment included six aspects: content suitability, alignment with the curriculum, relevance to students, language, layout and design, and learning evaluation. Data were analyzed using a Likert scale to calculate the percentage of validity. The results showed that the teaching module had an average validity of 80%, which included the valid category. This shows that the module is feasible to use in learning. However, there are some minor revisions that need to be made, such as improving visual design, images, fonts, and simplifying language, and adding learning activities that are more interactive and fun. In conclusion, this teaching module can be used as a teacher's guide in learning that helps students understand and apply social media manners in accordance with Islamic values. Additional revisions from validators are expected to increase the effectiveness of the teaching module for students

Oktaviani Rajalawo; Abubakar Sidik Katili; Marini Susanti Hamidun; Elya Nusantari; Ani M. Hasan +1 more

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2024 Pusat Riset dan Inovasi Nasional

This study aims to develop erfina game as ecosystem learning media and to know and describe the results of expert validation, teacher responses, student responses and student learning outcomes of the developed media. This research uses the research and development method (Research & Development). The model used in this research is ADDIE consisting of 3 stages, namely Analysis, Design, and Development. The trial was conducted on 10 students of Class VII of SMP Negeri 02 Satu Atap Suwawa Selatan. The results of the study found: (1) validity test based on the percentage of media validation of 85% (Very Valid) and material expert validation obtained a percentage of 87% (Very Valid). (2) Practicality test based on teacher response results obtained a percentage of 91% (Very Practical) and the results of students' responses of 93% (Very Practical). (3) Student learning outcomes test obtained from the results of student learning tests through Preetest and Posttest evaluations, based on the N-Gain scale obtained a value of 0.53 or 53% which is included in the moderate category

Henry Suryo Bintoro; Baron Adi Wijaya; Sumaji

The purpose of this study was to analyze the validity of the design of the development of learning video media with an open-ended approach to improve the learning outcomes of 6th-grade elementary school students in Mlonggo District. This study applies the research and development method, which is commonly known as R&D (Research and Development). Products development uses the ADDIE model which is structured into five stages including (1) analysis, (2) design, (3) development, implementation, and (5) evaluation. Data collection through filling out the validity questionnaire. This data source includes participation from data validators with an analysis process that includes the accumulation of overall scores. Data analysis uses descriptive qualitative tests. The results of this development research are learning video media with an open-ended approach which is stated to be very feasible by media experts with an average of 90%, and material experts with 92%. So, it can be concluded that learning video media with an open-ended approach is valid and feasible to be used to improve student learning outcomes

Tini Sulastri; Nurfajriani Nurfajriani; Ramlan Silaban

This study aims to analyze the quality of Grade XI SMA/MA chemistry textbooks, aligning with the standards set by the National Standards Agency for Education (BSNP). This research employs the Research and Development (R&D) method, specifically the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), with both qualitative and quantitative approaches. The results indicate that the textbooks scored: 3.37 for content validity, 3.87 for language, 3.85 for presentation, and 3.69 for graphics, categorizing them as highly valid.

Desriyanti Tane; Ramli Utina; Marini Susanti Hamidun; Masra Latjompoh; Frida Maryati Yusuf +1 more

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to describe the validity, practicality and capability of student learning outcomes using Contextual Teaching and Learning (CTL) based learning modules . The test subjects in this research involved 20 class X students of SMA Negeri 1 Tilango for the 2023/2024 academic year. The CTL-based module developed refers to the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model which is limited to the limited-scale trial development stage. The research results based on the CTL-based Module show the feasibility value of the valid criteria, the practicality of obtaining a score in the score range of 81%-100%, the learning outcomes of students using the N-Gain formula obtain a percentage value of 0.61% with medium criteria, so that the CTL-based Module is developed suitable for use as a learning medium to improve student learning outcomes on interaction material in ecosystems in class X SMA Negeri 1 Tilango.

Sopia Wulandari; Annisa Wahyuni; Syamsiah Depalina Siregar

Ta'rim: Jurnal Pendidikan dan Anak Usia Dini 2024 Sekolah Tinggi Agama Islam Yayasan Pendidikan Ilmu Qur'an Baubau

This study also aims to develop an Educational Play Tool (APE) in the form of a pop-up book, understand its characteristics, test its practicality, and ensure its effectiveness. The research method employed is Research and Development (R&D) using the ADDIE (Analyze, Design, Development, Implementation, Evaluate) development model. Data were collected through observations, interviews, and questionnaires administered to validators and educators. The results of the study indicate that: (1) The STEAM-based learning process with pop-up books developed using the ADDIE model and STEAM steps is feasible and valid for use as an instructional medium that can enhance students' creativity. (2) The characteristics of STEAM-based learning with pop-up books are simple, attractive, enjoyable, easy to use, and capable of enhancing student development. The guidebook developed also facilitates teachers in using the pop- up books. (3) The practicality of using the pop-up book is considered very valid with a percentage of 88%, while the guidebook is deemed very practical with a percentage of 90%. (4) The effectiveness of STEAM-based learning with pop-up books is proven, with a percentage score of 90%, indicating that the pop-up book is highly valid in facilitating the understanding of learning concepts for early childhood.

Haqiqi, M. Wildan; Sari, Zihan Novita

Populer: Jurnal Penelitian Mahasiswa 2024 Universitas Maritim AMNI Semarang

Based on the results of the needs analysis of PJOK teachers in class IV SDN Kanigoro 04, teachers use LKS learning media or manual teaching books. LKS or manual textbooks are less interesting because the LKS used is not colorful so the teacher feels that the current media is not enough to support interactive learning. The difficulty that teachers face when making interactive media is that it takes a long time. The purpose of this research is to develop and test interactive e-module learning media on basic movement patterns and create a new learning atmosphere. Researchers used a Research and Development approach with the ADDIE development research model (Analyze, Design, Development, Implementation, Evaluation). The results of media expert validation got an average result of 91.87% which was categorized as very valid, material expert validation got an average result of 95.83% which was categorized as very valid. Small group trials to students obtained an average result of 91.49% categorized as very feasible. Large group trials to students obtained an average result of 90.28% categorized as very feasible. This shows that the use of interactive e-module learning media on basic movement patterns is very feasible to use in learning.

Syarifah Syarifah; Pupung Puspa Ardini; Nurhayati Tine

Inovasi Pendidikan dan Anak Usia Dini 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The lack of learning media for early childhood that motivates children to practice clean living behavior in school is the main issue addressed in this study. This research aims to develop a Wordwall game media prototype to instill clean living behavior in Group B Children at TK Permata Sunnah Kindergarten, Kota Selatan District, Gorontalo City. The research utilized a development method, specifically Research and Development (R&D), following the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) proposed by Sugiyono (Aini et al., 2023). The study’s findings reveal that the Wordwall game media is highly feasible for instilling clean living behavior, as indicated by the result of expert validation tests. The material expert validation scored 87,27% (very feasible), and the media expert validation scored 96,67% (very feasible). Additionally, pilot tests with teachers showed a feasible percentage of 88,57% (very feasible), while testing with children yielded a score of 4 (feasible). Finally, usage trials with teachers resulted in a feasibility percentage of 97,14% (very feasible), and large-group testing with children scored 5 (very feasible). The study concludes that the development of the Wordwall game media prototype effectively instills clean living behavior in children..

Mia Hasanah Amanah Illahi; Devita Hendriyanti; Arlino Pratama; Repaldy Ananditasyah Pratama; Moh Wahyudi Putra

Jurnal Budi Pekerti Agama Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

The purpose of this research is to develop learning media in the form of interactive PowerPoint and evaluate the feasibility of its use in improving students' understanding of Islamic communication ethics, especially for grade 9 students at SMPN 07 Jakarta. The method in this study uses R&D (research and development) with the utilization of the ADDIE model, the data is tested using the Aiken-V index. The underlying theory in this study highlights the importance of learning media as a tool that can enrich the teaching and learning process. PowerPoint was chosen because of its ease of use and its ability to present information in an attractive visual and verbal manner. This research ultimately developed learning media in the form of Interactive PowerPoint designed to improve students' understanding of Islamic communication ethics. Based on the results of the study, the interactive PowerPoint media was determined to be feasible to implement by achieving an average validity of 0.88888889 which means it meets high criteria, this research contributes to enriching the development of PowerPoint learning media and communication ethics materials at various levels.

Khansa Labiibah Hasna; Afifah Nur Zakiah; Elisa Qotrunada; Zhahira Zahratunnisa4

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

Bullying at school is a social problem that has a serious impact, both physically and mentally on students. At MTsN 1 Bekasi City, efforts have been made to prevent bullying through various anti-bullying educational programs, such as introducing the types of bullying, managing emotions, and career preparation. However, innovation is still needed to make anti-bullying educational programs more attractive to students. One potential innovation is the development of interactive educational video-based learning media to increase students' understanding of bullying and encourage student’s active participation in creating a safe and comfortable school environment. This research uses the Research and Development (R&D) method with the ADDIE development model, which includes five stages, namely Analysis, Design, Development, Implementation, and Evaluation. In the analysis stage, information is collected through field studies and literature studies to identify student’s needs. Next, at the design stage, media design is carried out to facilitate the production of learning media.  The development stage is carried out by realizing the designs that have been designed into interactive video products. The final stage is evaluation, where the media is validated by three material experts and three media experts to assess the suitability of the product. The results of the study indicate that the developed interactive video is highly feasible for use based on validation from experts. The assessment by the media expert resulted in an Aiken index value of 0.8, which falls into the high validity category, while the assessment by the content expert resulted in an Aiken index value of 0.9, which falls into the high validity category.

Andri Andriana Syatfle; Firman Firman; Indri Anugrah Ramadhani

Modem : Jurnal Informatika dan Sains Teknologi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Andri Andriana Syatfle, Nim 148320719008 "DEVELOPMENT OF AN ELECTRONIC BOOK (E-BOOK) FOR EMERGENCY FIRST AID (PPGD) CLIMBING INJURY RISKS FOR UKM PA UNIMUDA SORONG EARTHQUAKE". Information Technology Education Study Program, Faculty of Exact Education, Muhammadiyah University of Education (UNIMUDA) Sorong. This research aims to develop learning media in the form of e-books which can be used as a varied learning media on Emergency First Aid (PPGD) material in the UNIMUDA Sorong Earthquake PA UKM. With this e-book learning media, Mapala Bumi members are more interested and active in learning. The research carried out by the author used the Addie model research and development (R&D) method in seven stages, namely potential and problems, data collection, product design, design validation, product design revision, product testing and product revision. Learning media in the form of e-books, the material that has been developed has been tested through a media validation questionnaire with an average assessment of 81.25% categorized as very feasible, the first material validation questionnaire with an average assessment of 97.5% categorized as very feasible, and a questionnaire second material validation with an average assessment of 75%, small group trials with an average assessment of 86.3% which were declared very feasible, and large group trials namely: large group trials which obtained an average assessment of 94 .5% is categorized as very feasible. This shows that the media is suitable for use in the learning process.

Ilham Ba'iyattulhusna; Meilla Dwi Nurmala; Raudah Zaimah Dalimunthe

Jurnal Inovasi Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

The purpose of this research is to produce a media in the form of a module so that students become more effective in learning about what bullying is. The module is created to assist guidance and counseling teachers in providing guidance and counseling services and to attract students' interest in learning about what bullying is so that they do not become perpetrators of bullying. This research uses the R&D (Research and Development) approach with the ADDIE development model, which consists of the steps: analyze (analysis phase), design (design phase), develop (development phase), implement (implementation phase), and evaluate. (tahap evaluasi). The data collection technique used in this study was conducted through the distribution of questionnaires to 170 students in the X grade at SMK Negeri 1 Malingping, resulting in 0% bullying in the high category, 5% bullying in the moderate category, and 95% bullying in the low category. Then, from the results of the questionnaire distribution, the findings were compiled into a product in the form of a module and the product's validity was tested by several experts, namely content experts, media experts, language experts, and practitioner experts. The product trial was conducted through a service with reference to the pretest and post-test results carried out on 8 students in the moderate bullying category. The 8 samples received scores from the test results using the Wilcoxon matched pairs test, and it was found that all 8 samples were in the negative ranks, meaning these 8 students experienced a decrease in pretest to post-test scores. This indicates that the 8 samples experienced a reduction in bullying behavior with an average score of 4.50 and a sum of ranks of 36.00. Additionally, the results from the statistical table of the Wilcoxon matched pairs test showed an Asymp. Sig. (2-tailed) value of 0.012. Referring to the hypothesis decision-making process, the value of 0.012 is lower than 0.05, indicating that the hypothesis is accepted, meaning the stop bullying module can be considered effective for implementation to students.

Aneke Putri Nadila; Hafid Syaifullah

Job training is the key to improving the performance of Technical Service Officers (Yantek) at PT XYZ.. This study aims to evaluate the effectiveness of ongoing job training and identify areas that need improvement. Through an in-depth analysis of the training curriculum, teaching methods, and Yantek performance after training, this study proposes recommendations for optimizing the training program. The results of the study are expected to improve the quality of service to customers and support the achievement of company performance targets.