ThesisOpen AccessMetadata saja
2025•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Penelitian ini bertujuan untuk mengetahui kelayakan dan respon siswa terhadap media pembelajaran PowerPoint interaktif. Jenis penelitian ini adalah penelitian dan pengembangan (Research and Development) yang mengacu pada model pengembangan ADDIE yang terdiri dari lima tahap, yaitu: Analyze, Design, Develop, Implement, dan Evaluate. Instrumen pengumpulan data meliputi lembar validasi ahli dan angket respon siswa. Subjek uji coba dalam penelitian ini adalah siswa kelas V-B sebanyak 7 orang untuk uji coba terbatas, dan siswa kelas V-C sebanyak 22 orang untuk uji coba lapangan. Hasil penelitian menunjukkan bahwa media pembelajaran PowerPoint interaktif pada materi organ pernapasan manusia sangat layak digunakan. Hal ini dibuktikan dengan hasil validasi ahli materi sebesar 86%, ahli media sebesar 83%, dan praktisi sebesar 96%, dengan rata-rata persentase sebesar 88% yang termasuk dalam kategori sangat layak. Hasil respon siswa pada uji coba terbatas menunjukkan persentase sebesar 97%, dan pada uji coba lapangan sebesar 95% yang tergolong dalam kategori sangat menarik. Berdasarkan hasil tersebut, dapat disimpulkan bahwa media pembelajaran PowerPoint interaktif pada materi organ pernapasan manusia sangat layak dan efektif digunakan dalam proses pembelajaran di kelas. This study aimed to determine the feasibility and student response to interactive PowerPoint learning media. This research was a research and development (R&D) analysis based on the ADDIE development model, which consisted of five stages: Analyze, Design, Develop, Implement, and Evaluate. Data collection instruments included expert validation sheets and student response questionnaires. The test subjects in this study were seven students from class V-B for the limited trial and 22 students from class V-C for the field trial. The study results indicated that interactive PowerPoint learning media on human respiratory system material is feasible. This is evidenced by material expert validation of 86%, media expert validation of 83%, and practitioner validation of 96%, with an average percentage of 88%, which falls into the very feasible category. Student responses in the limited trial showed a rate of 97%, and in the field trial, 95% fell into the highly engaging category. Based on these results, the interactive PowerPoint learning media on the human respiratory system material is highly suitable and adequate for classroom learning.
ThesisOpen AccessMetadata saja
2022•Skripsi, Thesis, Disertasi, dan Tugas Akhir
This research aimed to develop a feasible Android-based Mathematics Quiz (QMAT) learning media to increase the students' motivation as the mathematical learning media at SMPN 7 Tarakan. The study used R&D (research and development) method conducted at Grade VIII of SMPN 7 Tarakan. Luther development model was used in this research to develop the learning media in the form of android-based game with QuickAppNinja web. The research samples were 30 Grade VIII students of SMPN 7 Tarakan. The analysis results show that the QMAT learning media developed based on media aspects was classified into excellent category with the score of 42. Based on the validation result given by the learning design experts, the QMAT learning media was classified into excellent category with the score of 50. Similarly, based on the validation result given by the material expert, the QMAT learning media was classified into excellent category with the score of 33. This android-based QMAT learning media had a positive and significant role in increasing the students' motivation to learn mathematics with the gain values classified into medium category. Thus, the QMAT learning media was feasibly used as one of learning media to increase the motivation of students at SMPN 7 Tarakan.
ThesisOpen AccessMetadata saja
2020•Skripsi, Thesis, Disertasi, dan Tugas Akhir
DEVELOPING A COMPUTER-BASED LOGMATH ADVENTURE AS A MEDIUM OF LEARNING MATHEMATICS FOR TENTH GRADE STUDENTS AT SMA MUHAMMADIYAH TARAKAN Abstract This research and development study was conducted in tenth grade students of SMA Muhammadiyah Tarakan. The purpose of this study was to develop a computer-based Logmath Adventure application that was appropriate as a medium for mathematics learning on Logarithmic lesson in in tenth grade students of SMA Muhammadiyah Tarakan. The Four-D Thiagarajan discovery was the model adopted in this study that consisted of 4 stages, namely Define, Design, Development and Disseminate. Product evaluation was carried out in 4 stages, namely (l) validation by experts on content or material, media, and learning design, (2) initial field trials with 6 students, (3) main field trials with 30 students, and (4) operational field trials with 40 students. The score of validation analysis from the material experts was 38 (excellent category), from the media experts was 32 (good category) and score 57 (excellent category) was given for accuracy, updated and clarity. While the field trial results showed that application of the computer-based Logmath Adventure met the requirements of easy to operate, easy to learn its contents and had an attractive appearance. So, the computer-based Logmath Adventure that was developed was feasible for use as learning media for the tenth grade students of SMA Muhammadiyah Tarakan.