Understanding physics lessons is generally caused by the lack of innovative teaching materials that facilitate learning. This study aims to develop interactive digital material on momentum and impulse physics in high schools. This research is development research using the Allesi and Trollip development model. This research and development procedure goes through 3 stages, namely planning, design, and development. The techniques used to collect data were observation, interviews, and tests. The instrument used in collecting data was a questionnaire. The subjects of this study were tenth-grade senior high school students. The techniques used to analyze the data are qualitative and quantitative analysis. The study results were the average learning outcome before being given an interactive digital handout display of the momentum and impulses of physics material was 48.93. Then the educators taught using interactive digital physics handouts using the articulate storyline application to increase the average score of students’ cognitive learning outcomes to 81.27. The increase in the average score of students was measured using the N-gain score, and the result was 0.70 in the moderate category. It can be concluded that e-learning tools have been tested effectively to improve student learning outcomes. This research implies that the developed e-learning tools can be used to help students in learning.
Online learning has become an inseparable part of education lately, requiring both students and educators to be able to adapt to it. In its practice, however, problems regarding online learning are still spotted here and there, such as poor delivery or reception of the materials, or that the online learning process itself is less interesting compared to ordinary, face-to-face in class learning model both parties are more used to. The effect of this is more apparent on students' side in that they have a harder time understanding what their teachers teach them or explain to them, and as such makes them have less interest overall towards the learning process, making the condition even worse. This study, therefore, attempts at finding, modifying or creating an effective and efficient digital learning media to mitigate this lack of understanding and motivation problems that students face surrounding their online learning environment. This study uses ADDIE model on the proposed AnyFlip-based digital book or materials given to History Education students of Sriwijaya University acting as the research subject. The acquired data is then analyzed using research and development model, with the result showing that the proposed digital teaching materials on the eating habits of the people of Palembang proven to be valid and effective.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.