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Development of Interactive Learning Media Using Lectora Inspire on Motion and Force Materials in Junior High School Fauziah Hafni; Azhar Azhar; Muhammad Nasir
Jurnal Geliga Sains: Jurnal Pendidikan Fisika Vol 9, No 2 (2021)
Publisher : Program Studi Pendidikan Fisika FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jgs.9.2.107-114

Abstract

 This research aims to develop a valid interactive learning media using the Lectora Inspire application related to the concept of motion and force in learning in junior high school. The research applies the type of research and development (R&D), using the ADDIE model until the development phase. The research instrument used was a validation sheet for the development of interactive learning media. The use of the validation sheet instrument has been validated by 3 experts to determine the validity of the media as a research data collection technique. Data analysis was carried out by converting the media validation sheet using a Likert scale to obtain quantitative data. Descriptive analysis used descriptive statistics as a data analysis technique. The results obtained in every aspect of design, pedagogy, content, and ease of use are at a high level and very high with a valid category. So that the interactive media for learning physics using the Lectora inspire application for motion and force material in junior high school has been valid and worthy to be used as a learning resource that can help students understand motion and force material.
PENERAPAN MODEL PEMBELAJARAN ADVANCE ORGANIZER UNTUK MENINGKATKAN PENGUASAAN KONSEP FISIKA SISWA SMA Fitri Kusuma Ningrum; Muhammad Nasir; Muhammad Rahmad
Jurnal Pendidikan Vol 10, No 1 (2019)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (522.797 KB) | DOI: 10.31258/jp.10.1.1-12

Abstract

This research aimed to determine the improve in mastery of students' physics concepts through the application of an advanced organizer model on material momentum and impulses. The research method used was quasy experiment with pretest posttest control group design. The research population is all students of class X MIPA SMAN 1 Rumbio Jaya which is a sample of research with class X MIPA 1 as an experimental class totaling 23 students and class X MIPA 2 as a control class of 24 students. The research instrument used the concept mastery test questions. Data were analyzed descriptively by looking at absorption, learning effectiveness and the results of students' concept mastery scores and analyzed inferentially using the T-test. Descriptive analysis results obtained an average absorption of experimental class students by 81.61% with the effectiveness of learning categorized effectively. Furthermore, for the mastery of the concept of each experimental class indicator on the first and second indicators obtained very good categories, the third indicator obtained the medium category and the fourth indicator with a low category. The results of inferential analysis obtained a significant increase in the mastery of student concepts in the class applying the Advance Organizer learning model to the classroom with conventional learning. Based on the results of the research, the advanced organizer learning model can improve students' mastery of the concepts in the material momentum and impulses of class X SMAN 1 Rumbio Jaya.
EVALUASI PELAKSANAAN PROGRAM GLOBAL LEARNING CENTER (GLC) DALAM MENINGKATKAN MUTU TENAGA PENDIDIK DI SD ISLAM AS-SHOFA PEKANBARU Rini Senawati; Syakdanur Nas; Muhammad Nasir
Jurnal Manajemen Pendidikan Penelitian Kualitatif Vol 6, No 1 (2022)
Publisher : Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jmppk.6.1.p.21-26

Abstract

This study aims to get an overview of the implementation of the program Global Learning Center (GLC) held in SD Islam As-Shofa Pekanbaru, in particular regarding: (1) the context of the program's relevance to the needs of the school; (2) Input the program focused on the curriculum, the readiness of the organizers, trainers / instructors, participants readiness and availability of facilities and infrastructure; (3) The training process includes: management and training activities, training schedules, attendance in training, training materials, monitoring implementation, training methods, and barriers to implementation; (4) the results of GLC program which includes; the quantity and quality of participants.This research was a study evaluating using a qualitative approach. The evaluation model used the CIPP model(context, input, process, product) . Data were collected using observation, interview, and documentation. Data source is: principals, instructors, and teachers. The data analysis technique used is descriptive analysis.The results showed that: (1) GLC program relevant to the needs of teachers in implementing the curriculum used in schools .; (2) on the input side, there are 4 of 5 aspects that meet the standards of objective indicators such curriculum, the readiness of the organizers, instructors and the availability of infrastructure, and one aspect that has not met the objective standard of readiness of participants .; 3) the training went well evidenced by the presence of trainees, training materials and methods based on Multiple Intelligence, and monitoring of training activities. While training schedule has not run properly and there are still obstacles in its implementation. 4) and the results of GLC program based on teacher performance report card shows good achievement of learning outcomes, the quality of the lesson plan, and behavior. While creativity is still in a bad position.
PENGEMBANGAN MEDIA PEMBELAJARAN GAME “AN INTEL’S SCIENCE MISSIONS” BERBASIS BORLAND DELPHI 7 PADA MATERI LISTRIK STATIS UNTUK SISWA KELAS IX SMP Cahya Meirita; Muhammad Nasir; Ernidawati Ernidawati
JURNAL PAJAR (Pendidikan dan Pengajaran) Vol 6, No 3 (2022)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v6i3.8642

Abstract

Siswa SMP mengalami kesulitan belajar dalam mata pelajaran IPA karena minat, motivasi, kebiasaan belajar, intelegensi dan kosentrasi yang rendah. Selain itu, mata pelajaran IPA juga dinilai abstrak salah satunya pada materi listrik. Tujuan dari penelitian yang dijelaskan pada artikel ini adalah untuk mengembangkan media pembelajaran yang valid berupa game “An Intel’s Science Missions” berbasis Borland Delphi 7 pada materi listrik statis untuk siswa kelas IX SMP. Pengembangan media pembelajaran ini dilakukan sebagai solusi dari kesulitan belajar IPA akibat pelajaran IPA yang abstrak serta kurangnya minat dan motivasi siswa dalam pembelajaran IPA. Jenis penelitian yang digunakan adalah research and development (R&D) menggunakan model ADDIE yang terdiri dari lima tahap yaitu tahap analisis (Analyse), tahap perancangan (Design), tahap pengembangan (Development), tahap implementasi (Implementation), dan tahap evaluasi (Evaluation). Teknik pengumpulan data berbentuk lembar validasi yang diberikan kepada tiga validator. Teknik analisis data yaitu dengan cara menghitung skor penilaian validasi dengan menggunakan indeks validitas formula Aiken’s V. Hasil penelitian menunjukkan bahwa media pembelajaran game “An Intel’s Science Missions” berbasis Borland Delphi 7 pada materi listrik statis untuk siswa kelas IX SMP yang dikembangkan memenuhi kriteria valid dari aspek yang divalidasi meliputi aspek kelayakan desain, aspek kelayakan pedagogi, aspek kelayakan konten, dan aspek kelayakan teknikal dengan indeks validitas Aiken’s V sebesar 0.88.
PENGEMBANGAN VIDEO PEMBELAJARAN MENGGUNAKAN ADOBE AFTER EFFECT PADA MATERI HUKUM NEWTON TENTANG GRAVITASI SISWA KELAS X SMA Rahmi Yunita; Fakhruddin Z; Muhammad Nasir
JURNAL PAJAR (Pendidikan dan Pengajaran) Vol 6, No 3 (2022)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v6i3.8737

Abstract

Pembelajaran fisika dipandang sebagai suatu proses untuk mengembangkan kemampuan konsep, prinsip maupun hukum-hukum fisika untuk mempertimbangkan strategi atau metode pembelajaran yang aktif dan efesien. Ketersediaan media pembelajaran fisika masih sangat minim. Adapun media pembelajaran yang dapat dikembangkan adalah video pembelajaran. Penelitian yang dijelaskan dalam artikel ini bertujuan untuk mengembangkan media pembelajaran berupa video pembelajaran dengan menggunakan Adobe After Effect pada materi Hukum Newton tentang Gravitasi kelas X SMA. Jenis penelitian yang digunakan adalah penelitian dan pengembangan menggunakan model ADDIE yang dimodifikasi hanya terdiri dari 3 tahap yaitu tahap analisis, perancangan, dan pengembangan. Data kuantitatif berupa nilai validitas dari video pembelajaran dan data kualitatif didapat dari komentar dan saran para tim validator. Instrumen pengumpul data yang digunakan berupa lembar validasi video pembelajaran. Data dianalisis secara deskriptif untuk mengetahui validitas dari video pembelajaran dengan menggunakan formula Aiken’s V. Hasil penelitian menunjukkan bahwa nilai indeks validitas Aiken’s V video pertemuan 1 sebesar 0.911, nilai indeks validitas Aiken’s V video pertemuan 2 sebesar 0.909, dan nilai indeks validitas Aiken’s V video pertemuan 3 sebesar 0.914. Sehingga dapat disimpulkan bahwa video pembelajaran menggunakan Adobe After Effect pada materi Hukum Newton tentang Gravitasi kelas X SMA dinyatakan valid berdasarkan aspek desain, aspek pedagogi, aspek isi, dan aspek teknikal.
Graphic User Interface (GUI) Matlab for Making Media Teaching Media Straight Motion Physics Muhammad Nasir; Prio Sigit Nugroho; S. Ratih Uswatun Khasanah; Hafiz Suhendra
Jurnal Paedagogy Vol 9, No 3: Jurnal Paedagogy (July 2022)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v9i3.5357

Abstract

The purpose of this study was to analize he use of GUI Matlab as a medium for learning physics for students at the SMP/MTs and SMA/SMK/MA levels through literature study. The method used is a literature study and development research with a 4D approach (define, design, develop, and dessimenate), but this research has only reached the development stage. The results obtained are that a physics calculator has been made for GLB and GLBB materials that can be used in calculating questions with the calculation results in accordance with manual calculations. In addition, based on the existing literature, the Matlab GUI can be used as a learning medium for straight motion physics subjects.
Pengembangan Alat Bantu Hitung Gerak Vertikal Keatas Berbasis Graphical User Interface untuk Pembelajaran Fisika Tomy Suherly; Lyra Tri Insani; Muhammad Nasir
Jurnal Paedagogy Vol 9, No 3: Jurnal Paedagogy (July 2022)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v9i3.5384

Abstract

This study aims to develop applications in the form of calculation and measurement tools on physical material, especially upper vertical motion. The research method used in this research is literature study and GUI (Graphical user interface) development research with a 4D approach (define, design, develop, disseminate). This development research has only reached the design and development stage, but has not yet reached the stage of user feedback. The results of this study indicate that the tool for calculating physics using a GUI (Graphical user interface) on vertical upward motion material based on Matlab can be used to calculate questions regarding vertical upward motion material correctly. All the menus contained in the GUI (Graphical user interface) for calculating tools can work properly and in accordance with the commands listed on the menu. The calculation tool designed can also be used as a physical calculator in solving Upper Vertical Motion (GVA) problems.
Pengembangan Media Pembelajaran Interaktif Berbasis Visual Basic menggunakan Metode ADDIE Materi Pencemaran Lingkungan Kelas VII SMP Resti Yevira Yevira; Muhammad Nasir
Jurnal Pro-Life Vol. 9 No. 2 (2022): Juli
Publisher : Program Studi Pendidikan Biologi Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33541/jpvol6Iss2pp102

Abstract

This study aims to create interactive learning media that are suitable and easy to learn and can be used for personal learning. Knowledge of the effectiveness of visual basic-based interactive learning media using the addie method with environmental pollution material for class VII SMP which was developed in science subjects. This type of research is development research. Product development quality data was collected by questionnaire and analyzed qualitatively and descriptively. expert test results: show the subject, instructional design, software development excellent qualifications, experiment: individual, small group, and areas of excellent qualification. Product efficacy testing was carried out using a quasi-experimental method. The result of the survey is that there are differences in student learning outcomes who are taught using interactive learning media using textbooks. The success of learning groups of students who are taught how to use interactive learning media is even more than what is taught in textbooks
PENGEMBANGAN VIDEO ANIMASI PENUNTUN EKSPERIMEN DENGAN MENGGUNAKAN APLIKASI POWTOON PADA MATERI MOMENTUM DAN IMPULS KELAS X SMA Mar’atul Masruroh; Muhammad Nasir; Naila Fauza
JURNAL PAJAR (Pendidikan dan Pengajaran) Vol 6, No 4 (2022)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v6i4.8885

Abstract

Artikel ini berfokus pada pegembangan video animasi penuntun eksperimen dengan menggunakan aplikasi Powtoon pada materi Momentum dan Impuls kelas X SMA. Bertujuan untuk menghasilkan media video animasi penuntun eksperimen yang valid dan layak untuk dijadikan sebagai media pembelajaran di kelas. Jenis penelitian adalah Research and Development dengan menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Data kuantitatif berupa nilai validitas dari video animasi penuntun eksperimen dan data kualitatif didapat dari komentar dan saran para tim validator. Instrumen pengumpulan data yang digunakan berupa lembar validasi video animasi. Data dianalisis secara deskriptif untuk mengetahui validitas dari video animasi penuntun eksperimen dengan menggunakan formula Aiken’s V. Hasil penelitian menunjukkan bahwa rata-rata nilai indeks validitas Aiken’s V  pada aspek desain sebesar 0,813, aspek pedagogi sebesar 0,845, aspek isi 0,887, dan aspek teknikal sebesar 0,795. Hasil keseluruhan rata-rata nilai indeks validitas Aiken’s V sebesar 0,834 dimana nilai indeks validitas Aiken’s V memperoleh nilai indikator  0,40 sehingga dinyatakan valid. Maka dapat disimpulkan bahwa video animasi penuntun eksperimen dengan menggunakan aplikasi Powtoon pada materi Momentum dan Impuls kelas X SMA dinyatakan valid berdasarkan aspek desain, aspek pedagogi, aspek isi dan aspek teknikal.
Design and Development of Physics Learning Media of Three Dimensional Animation Using Blender Applications on Atomic Core Material Muhammad Nasir; Rizo Budi Prastowo; Riwayani Riwayani
Journal of Educational Sciences Vol 2, No 2: July 2018
Publisher : Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (587.206 KB) | DOI: 10.31258/jes.2.2.p.23-32

Abstract

The Aims of this study is to design and build a three dimensional animated physics learning media on the atomic core material using blender application for High School Physics learning media for atomic core material is already exist but still in the form of two dimensions, so it less of visualize actual concept. This research used three-stage of development research. The first stage is the design stage of the media by using instructional design model type ADDIE. The second stage is the stage of media development using the blender application. The third stage is the stage of validation and reliability. Respondents amounted to 54 people consisting of 5 experts (Expert), 11 teachers (user experts), 20 teachers (users) and 18 students (users). Aspects assessed are pedagogic, content and technical. Data collection technique is questionnaire. The results showed the validity score of experts 4.515 which means the learning media is valid with very high category. The Cronbach alpha value of the teacher as user is 0.950 and from student as user is 0.889. it indicated that the media is reliable.