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Development of ANIKOR Learning Media (Animated Coordination System) Biology for Grade XI SMA/MA Nila Karinda; Dwi Kameluh Agustina; Eva Nurul Malahayati
BIO-INOVED : Jurnal Biologi-Inovasi Pendidikan Vol 3, No 3 (2021): October 2021
Publisher : Master Program of Biology Education, Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (339.637 KB) | DOI: 10.20527/bino.v3i3.10839

Abstract

Research and development of ANIKOR learning media (Coordination System Animation) aims to determine the feasibility of ANIKOR learning media developed on the coordination system material on the SMA/MA grade XI class. This development research using the Thiagarajan model until the third stage which consists of define (define), design (planning), and develop (development). Data analysis used quantitative and qualitative analysis techniques, while the instruments used were validation questionnaires, readability and response questionnaires. The results of the feasibility test carried out by material experts were stated in the very feasible category, namely 95.44%, media experts in the appropriate category, 78.73%, IT experts in the very feasible category, 92.38%, and language experts in the very feasible category, 85. 56%. The readability test of six students obtained 82.22% very feasible category. The results of the response test to the three biology teachers obtained 89.80% very feasible category. Response test to 33 students obtained 82.02% very feasible category. Therefore, ANIKOR learning media is suitable for use in the learning process because it can train students in formulating material conclusions based on their understanding.AbstrakPenelitian dan pengembangan media pembelajaran ANIKOR (Animasi Sistem Koordinasi) bertujuan untuk mengetahui kelayakan media pembelajaran ANIKOR yang dikembangkan pada materi sistem koordinasi kelas XI SMA/MA. Penelitian pengembangan ini menggunakan model Thiagarajan sampai tahap ketiga yang terdiri dari define (pendefisien), design (perencanaan), dan develop (pengembangan). Analisis data menggunakan teknik analisis kuantitaif dan kualitatif, sedangkan instrumen yang digunakan yakni angket validasi, keterbacaan dan angket respon. Hasil uji kelayakan yang dilakukan oleh para ahli materi dinyatakan dalam kategori sangat layak yaitu 95,44%, ahli media kategori layak yaitu 78,73%, ahli IT kategori sangat layak yaitu 92,38%, dan ahli bahasa kategori sangat layak yaitu 85,56%. Uji keterbacaan terhadap enam siswa diperoleh 82.22% kategori sangat layak. Hasil uji respon terhadap tiga guru biologi diperoleh 89.80% kategori sangat layak. Uji respon terhadap 33 siswa diperoleh 82.02% kategori sangat layak. Oleh karena itu, media pembelajaran ANIKOR layak digunakan dalam proses pembelajaran karena dapat melatih siswa dalam merumuskan kesimpulan materi berdasarkan pemahamannya.
Penggunaan Modul Interaktif Berbasis Adobe Flash CS 6 pada Materi Ekosistem untuk Kelas X SMA/MA Ina Likai Mufidah; Devita Sulistiana; Eva Nurul Malahayati
Jurnal Pendidikan : Riset dan Konseptual Vol 7 No 1 (2023): Volume 7, Nomor 1, 2023
Publisher : Lembaga Penelitian dan Pengabdian Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/riset_konseptual.v7i1.611

Abstract

Penelitian ini bertujuan untuk mengetahui kelayakan modul interaktif berbasis adobe flash CS 6 pada siswa kelas X SMA / MA. Penelitian ini merupakan jenis penelitian eksperimental, dengan desain one-shot case study. Subjek diberi treatment pada pembelajaran, kemudian subjek diamati dengan menggunakan pemberian angket. Populasi dalam penelitian ini adalah siswa kelas X SMA Nabawi Maftahul Ulum berjumlah 66 siswa. Pengambilan sampel dengan menggunakan teknik purposive sampling, dan diperoleh sampel sebanyak 25 anak. Instrumen yang dipergunakan untuk mengetahui variabel terikat/ respon siswa terhadap modul interaktif yang dikembangkan berupa angket respon. Angket ini berisi 16 item pernyataan dengan menggunakan skala Likert. Berdasarkan hasil penelitian diperoleh hasil persentase uji coba respon siswa adalah 91,23%, sehingga dapat disimpulkan bahwa media pembelajaran modul interaktif berbasis adobe flash CS 6 sangat baik digunakan untuk kegiatan pembelajaran biologi pada materi ekosistem siswa kelas X SMA/MA.
EFEKTIVITAS MODUL BERBASIS MIND MAPPING UNTUK MENINGKATKAN HASIL BELAJAR MUATAN PELAJARAN IPA DI MTS Sujiani; Eva Nurul Malahayati; Dian Puspita Anggraini
Edutainment Vol 10 No 1 (2022): Edutainment : Jurnal Ilmu Pendidikan dan Kependidikan
Publisher : UNMUHBABEL Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (241.133 KB) | DOI: 10.35438/e.v10i1.638

Abstract

Penelitian ini bertujuan untuk mengkaji praktis dan efektif hasil belajar dengan buku teks modul berbasis mind mappingpada pembelajaran IPA kelas VII MTs Muslim Pancasila. Jenis penelitian ini yaitu kuantitatif. Data kuantitatif pertama diperoleh dari menguji kinerja siswa dengan belajar menulis laporan hasil observasi. Data kuantitatif kedua dikumpulkan melalui pengisian angket dengan dianalisis menggunakan skala Likert. Metode yang digunakan untuk melihat kepraktisan dan keefektifan modul yang telah dihasilkan yaitu statistik deskriptif dengan melihat nilai frekuensi ketuntasan hasil belajar dan kategori penilaian rerata total (Xi). Hasil dari penelitian ini didapatkan nilai frekuensi ketuntasan hasil belajar sebesar sebesar ahli yang didapat yaitu 89,5% berada dalam kategori “Sangat Baik” dan kategori penilaian rerata total (Xi) sebesar 3,50 mendapat kriteria “Sangat Positif”, sehingga sangat baik digunakan dalam proses pembelajaran. Kesimpulan yang didapat bersarkan hasil analisa data dapat yaitu modul pembelajaran berbasis mind mapping efektif dan praktis digunakan pada pembelajaran IPA kelas VII MTs Muslim Pancasila.
Peningkatan Kapasitas Petani di Kelurahan Kedungbunder Melalui Sosialisasi Petani Mandiri Pupuk Eva Nurul Malahayati; Dwi Ahmad Fajar Anwarudin; Indra Kurniawan; Firna Nofitriyana; Deny Iswahyudi; Pramu Adistyan; Auzik Amri Mashula
Nusantara: Jurnal Pengabdian kepada Masyarakat Vol. 4 No. 1 (2024): Februari : Jurnal Pengabdian Kepada Masyarakat
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/nusantara.v4i1.2198

Abstract

The majority of the people of Kedungbunder Village, Sutojayan District, Blitar Regency work as farmers and livestock breeders. Farmers in Kedungbunder Village complain that the price of non- subsidized fertilizer is expensive and subsidized fertilizer from the government is difficult to obtain, thus affecting agricultural productivity. This socialization aims to provide understanding and skills to farmers in making and using liquid organic fertilizer from agricultural waste and natural materials in the environment so that farmers can make fertilizer independently. In this way, farmers in Kedungbunder Village are more independent and creative, do not depend on subsidized fertilizer supplies, and reduce operational costs and agricultural activities remain productive, thereby increasing farmer capacity. The methods used in this community service activity include discourse, discussions, and training. The results of community service showed a positive response of 86.76% of participants to socialization activities.
Improving Students' Multiplication Learning Outcomes Through the Implementation of PBL Model with P4 Basket Media Nimas Wina Lestari; Eva Nurul Malahayati; Sripit Widiastuti
Pengembangan Pendidikan dan Pembelajaran Sekolah Dasar Vol 3 No 2 (2024): DECEMBER
Publisher : Program Studi PGSD Universitas Madako Tolitoli

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56630/mes.v3i2.276

Abstract

Mathematics learning at the elementary school level has a crucial role in students' cognitive development. Although it is often perceived as a boring and difficult material, especially in understanding the concept of multiplication, this study aims to evaluate the effectiveness of the Problem Based Learning model (PBL) combined with the P4 basket media in improving students' problem-solving skills, understanding of mathematical concepts, and cognitive thinking skills. This study uses a quasi-experimental design by involving grade III students at SDN Kanigoro 03 Blitar Regency as a control and experimental group. The purposive sampling method was applied to select 26 students from class IIIA as the control group and 26 students from class IIIB as the experimental group. The instruments used in this study include observation sheets to monitor the learning process and cognitive ability tests consisting of 25 questions, consisting of 15 multiple-choice questions and 10 short-fill questions. The results show that the application of the PBL model supported by the P4 basket media can improve students' learning outcomes in multiplication materials, improve their understanding of mathematical concepts, and improve analytical thinking skills. These findings indicate that PBL can be an effective approach in teaching mathematics at the primary school level.
Media Pembelajaran Video Simulasi Perubahan Wujud Zat dan Bentuk Energi: Penelitian dan Pengembangan Risma Anggreini; Eva Nurul Malahayati; Adin Fauzi
Concept: Journal of Social Humanities and Education Vol. 3 No. 3 (2024): September : Concept: Journal of Social Humanities and Education
Publisher : Sekolah Tinggi Ilmu Administrasi Yappi Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/concept.v3i3.1416

Abstract

IPAS (Social and Exact Science Education) is a subject in the Kurikulum Merdeka. This subject invite student to recognize natural anomalies by facts. However, results of the researcher's observations on the interest of 4th-grade elementary school students in learning science showed that 93.75% of students experienced difficulties in learning science, especially in the matter of changes in the state of matter and energy forms. So, based on the results of the theoretical formulation and potential problems, the researcher is interested in proposing the development of a simulation video product. This type of research is Research and Development (R&D) based on 7 stages, namely, potential and problems, data collection, product design, design validation, design revision, product testing, and product revision due to limitations of materials, time, and manpower. After the prototype product is completed, the researcher validates the content, media, and language with 9 experts, with each having 3 validations: (Content validators, Media validators, Language validators) The test results show that 86% of the material validation, 92% of the media expert validation, and 96% of the language validation, it can be concluded that the simulation video product is very feasible to use with minor revisions. Furthermore, the researchers carried out a teacher and student readability test on the simulation video media. The scores obtained were 91,2% for teachers and 89,2% for students. So that simulation video products able as media supplements in learning.