Tujuan penelitian adalah(1) mengetahui karakteristik produk multimedia yang layak untuk materi laju reaksi (2) menguji keefektivan produk dalam meningkatkan capaian hasil belajar kognitif. Penelitian dilakukan di kelas XI IPA 3 SMAN 9 Yogyakarta. Metode penelitian R & D dari model Alessi and Trollip. Subjek uji coba adalah 3 ahli media dan 3 ahli materi pada uji alpha, 1 guru kimia dan 5 orang siswa pada uji beta, dan 30 siswa pada uji validasi. Pengumpulan data menggunakan observasi, wawancara, angket, dan tes. Data dianalisis secara deskriptif kualitatif dan perhitungan statistik. Hasil penelitian: (1) produk sangat layak (2) karakteristiknya dapat memvisualisasikan konsep laju reaksi, tersusun atas beberapa jenis media penggunaan dikontrol siswa, memenuhi perbedaan kecepatan belajar, dan dikemas dalam bentuk aplikasi berbasis android. Oleh karena itu, pembelajaran dengan produk yang dihasilkan dapat dilakukan dimana saja dan kapan saja; (3) produk terbukti efektif dalam meningkatkan capaian hasil belajar kognitif pada materi laju reaksi.Kata kunci: multimedia pembelajaran interaktif, laju reaksi, capaian hasil belajar kognitif DEVELOPING INTERACTIVE MULTIMEDIA LEARNING CHEMISTRY BASED ON ANDROID WITH MAYER’S PRINCIPLES ON RATE REACTION COURSEAbstractThis study aims to: (1) determine the effectiveness of multimedia products interactive learning based on Android using the principles of Mayer viable in the material reaction rate. (2) test the effectiveness product to improve outcomes cognitive achievement of students in the material rate reaction. This research was conducted in SMAN 9 Yogyakarta by using research and development methods (R & D), followed the model Alessi and Trollip. Subject trials of investigational products were the three experts of media and three experts material on the alpha test, one chemistry teacher and 5 students grade XI students in beta test and 30 students of class XI IPA 3 SMAN 9 Yogyakarta on validity test the effectiveness of the product. The collection of data was done through observation, interviews, questionnaires, and tests. Data were analyzed by descriptive qualitative and statistical calculations. The results show: (1) the products considered to be feasible, (2) the product has characteristic can visualize the concept of reaction rate, composed of several types of media, the activity can be controlled by students, can meet the student's pace difference, can be installed on android smartphone can be done learn; (3) the product proved effective in raising the achievement of the cognitive learning.Keywords: multimedia interactive learning, rate reaction, cognitive learning outcomes
This study aims to review the effectiveness of using android-based multimedia learning to improve achievement cognitive learning outcome of students. The research method is the analysis of field studies. The focus in this research is Multimedia which can influence cognitive learning outcomes of students. data obtained in this study from the literature and direct field observations. The research subjects were high school students in Yogyakarta. The result of analysis and discussion of research indicate that there is the influence of multimedia learning to increase student achievement, which is indicated by increasing post-test result than before not using multimedia learning. Posttest value is greater than pretest.
Penelitian ini bertujuan untuk mendekripsikan bagaimana cara mengiplementasikan prosen kegiatan belajar mengajar yang berbasis E-learning pada era dan generasi milenial. Kemudian untuk mengetahui bagaimana pembelajaran berbasis E-learning dapat membangun minat belajar siswa. Penelitian ini merupakan penelitian deskripif dengan pendekatan kuanlitatif. Populasi penelitian ini adalah mahasiswa Program Sarjana Pendidikan Agama Islam kelas A-C tahun 2018. Penentuan sampel menggunakan teknik sampling jenuh dengan jumlah 57 mahasiswa. Pengumpulan data menggunakan teknik wawancara, observasi dan dokumentasi. Hasil dari penelitian ini adalah cara megimplementasikan E-learning sebagai media pembelajaran dilakukan dengan melalui tiga tahap yaitu perencanaan, penggunan dan evaluasi. Hasil lain juga didapat bahwa dengan menggunaka E-learning dapat membangun minat belajar. Hal ini dikarena pembelajaran berbasis E-learning dapat menyajikan materi dan memberikan pengalaman belajar yang bervariasi. This study aims to describe how the implementation of the process teaching and learning activities based on E-learning in the era and millennial generation. Then to find out how E-learning based learning can build student learning interest. This research is a descriptive study with a quantitative approach. The population of this research is the students of the A-C Class Islamic Education Bachelor Program in 2018. The determination of the sample uses a saturated sampling technique with a total of 57 students. Data collection using interview, observation and documentation techniques. The results of this study are how to implement E-learning as a learning medium carried out through three stages, namely planning, use and evaluation. Other results are also obtained that by using E-learning can build interest in learning. This is because E-learning based learning can present material and provide a varied learning experience
Diambilnya masalah ini berdasarkan pertimbangan bahwa saat ini dibutuhkkan organisasi ekstrakurikuler sekolah dalam meminimalkan perilaku sosial yang kurang baik di sekolah. Dari apa yang dilakukan oleh organisasi ekstrakurikuler Rohis setidaknya menggambarkan pada zaman sekarang ini nilai-nilai perilaku sosial yang baik perlu ditanam dan dijaga pada umat, terutama kalangan peserta didik. Penelitian ini menggunakan metode kuantitatif. Subjek penelitian sebanyak 36 responden. Jumlah responden diambil dari seluruh peserta didik yang mengikuti Rohis. Pengumpulan data menggunakan instrumen kuesioner yang berbentuk angket untuk menjaring data kegiatan Rohis dengan perilaku sosial peserta didik di SMA N 2 Puding Besar. Hasil penelitian ini menunjukan bahwa terdapat hubungan yang signifikan antara kegiatan Rohis dengan perilaku sosial peserta didik di SMA N 2 Puding Besar. Dibuktikan dengan hasil hitung nilai rhitung>rtabel pada taraf signifikansi 1% yaitu nilai rxy = 0,522 > rtabel = 0,424.
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