Raden Wakhid Akhdinirwanto
Universitas Muhammadiyah Purworejo

Published : 3 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 3 Documents
Search

Pengembangan E-UKBM Dengan Aplikasi Kvisoft Flipbook Maker dalam Pembelajaran Fisika untuk Meningkatkan Kemampuan Problem Solving Peserta Didik Gilang Pratiwi; Raden Wakhid Akhdinirwanto; Nurhidayati Nurhidayati
JIPFRI (Jurnal Inovasi Pendidikan Fisika dan Riset Ilmiah) Vol 4 No 2 (2020): JIPFRI (Jurnal Inovasi Pendidikan Fisika dan Riset Ilmiah) - November 2020
Publisher : Program Studi Pendidikan Fisika STKIP Nurul Huda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30599/jipfri.v4i2.697

Abstract

The Self-Study Activity Unit Electronic (E-UKBM) is a small learning unit that orderly arranged from easy to difficult level based on e-learning using kvisoft flipbook maker application as the development of teaching material through interactive teaching media to improve students problem solving skill. E-UKBM has the characteristic of learning tool to achieve competency of knowledge and skill on teaching process using Sistem Kredit Semester (SKS). The aim of the use of E-UKBM is to improve students problem solving ability. This type of research develops the result of Plomp’s research design model, (1) Preliminary Investigation, (2) Design, (3) Realization/Contruction, (4) Tes, Evaluation, and Revision, (5) Implementation. The sample of this research is students of X MIA 3 SMA N 1 Purworejo. This data analysis was done by using the validity and reliability test, the problem solving ability test using the pre-test and post-test. The result of this study indicate that E-UKBM is valid, practical, and effective so that it is feasible to improve students problem solving ability.
PENGEMBANGAN MEDIA PEMBELAJARAN FISIKA BERBASIS MULTIMEDIA INTERAKTIF MENGGUNAKAN SCRATCH UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK Atik Ma'rifah; Arif Maftukhin; Yusro Al Hakim; Raden Wakhid Akhdinirwanto
Jurnal Kumparan Fisika Vol. 6 No. 3: Desember 2023
Publisher : Unib Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/jkf.6.3.185-194

Abstract

ABSTRAK   Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis multimedia interaktif menggunakan scratch yang valid, praktis dan efektif untuk meningkatkan hasil belajar peserta didik. Jenis penelitian ini adalah Research and Development (R&D) dengan menggunakan model pengembangan ADDIE dengan lima langkah penelitian yaitu analysis, design, development, implementation and evaluation. Metode pengumpulan data menggunakan metode observasi, lembar validasi, angket respon peserta didik, metode test. Hasil penelitian menunjukkan bahwa telah dihasilkan media pembelajaran berbasis multimedia interaktif yang berada dalam kategori sangat baik yaitu didapatkan penilaian pada aspek materi dengan persentase 91,67%,  dinyatakan pada tingkat yang valid, kemudian pada aspek media dengan persentase 91,74% dinyatakan pada tingkat yang valid, dan untuk kepraktisan yang diperoleh dari angket respon peserta didik dengan persentase 87,1% termasuk dalam kategori baik, pada observer memperoleh nilai sebesear 93,3% dengan kategori reliable. Media yang dikembangkan memenuhi kriteria efektif untuk meningkatkan hasil belajar peserta didik, ditunjukkan dari normalized gain pre-test dan post-test 0,64 yang termasuk kategori sedang.  Sehingga dapat disimpulkan bahwa media pembelajaran berbasis multimedia interaktif menggunakan scratch yang dikembangkan layak digunakan.   Kata kunci: Media, multimedia interaktif, scratch, hasil belajar   ABSTRACT   This research is aimed to develop interactive multimedia-based learning media using valid, practical and effective scratch to improve student learning outcomes. This type of research is Research and Development (R&D) using the ADDIE development model with five research steps namely analysis, design, development, implementation and evaluation. The data collection method uses the observation method, validation sheets, student response questionnaires, test methods. The results showed that interactive multimedia-based learning media had been produced which were in the very good category, namely the assessment on material aspects with a percentage of 91.67%, stated at a valid level, then on the media aspect with a percentage of 91.74% stated at a valid level. valid, and for practicality obtained from the student response questionnaire with a percentage of 87.1% included in the good category, the observer obtained a score of 93.3% in the reliable category. The developed media meets the criteria of being effective for improving student learning outcomes, shown from the normalized gain pre-test and post-test of 0.64 which is in the moderate category. So it can be concluded that the developed interactive multimedia-based learning media using scratch is feasible to use.   Keywords: Media, interactive multimedia, scratch,  learning outcomes
Efektivitas Media Pembelajaran Interaktif Berbasis Multimedia untuk Meningkatkan Kemampuan Literasi Sains Siswa SMA Siti Aisyah Dorojatin; Raden Wakhid Akhdinirwanto
PendIPA Journal of Science Education Vol 10 No 1 (2026): January - March
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.10.1.177-183

Abstract

physics plays a significant role in the advencement of science and technology; however, physics learning in schools is often perceived as challenging, and students’ scientific literacy skills are still considered insufficient. This study aimed to evaluate the effectiveness of interactive multimedia-based learning media in improving senior high scholl students’ scientific literacy in physics. The research employed a quantitative approach using a pre-experimental design with a one-group pretest-posttest model. The research subjects consisted of 36 eleventh-grade students (Class XI-1) at a senior high scholl in Kebumen Regency. Data were collected using a scientific literacy test comprising five indicators: observing, measuring, predicting, concluding, and communicating. Data analysis was conducted through quantitative descriptive analysis using percentage scores and N-Gain analysis. The results showed that students’ initial scientific literacy levels varied, with percentages of 73.72%, 72.14%, 62.94%, 63.78%, and 75.08%. After the implementation of interactive multimedia-based learning media, post-test scores increased to 85.89%, 83.39%, 76.22%, 77.92%, and 89.53%. The N-Gain values ranged from 0.36 to 0.58, which fall into the moderate category. These findings indicate that interactive multimedia-based learning media are effective in enhancing students’ scientific literacy skills.