Buku teks merupakan bahan ajar yang menjadi unsur utama dalam berlangsungnya suatu pebelajaran. Penelitian dan pengembangan ini didasari akan adanaya kesenjangan penyampaian materi dalam pembelajaran bahasa Arab. Tujuan penelitian ini adalah mengembangakan bahan ajar buku teks berbasis audio visual untuk siswa kelas X SMK yang dikemas secara menarik, praktis dan efektif. Model pengembangan pada penelitian ini mengacu pada model pengembangan Borg and Gall. Subjek uji coba produk penelitian ini adalah siswa kelas X SMK Muhammadiyah 2 Kalirejo. Hasil penelitian ini menjelaskan bahwa validator ahli desain dan media memberikan presentase terhadap desain bahan ajar buku teks pada aspek tampilan dengan skor 98,43% (sangat layak); aspek Penggunaan diperoleh skor 97,91% (sangat layak); dan aspek Pemanfaatan diperoleh skor 91,66 % (sangat layak), sedangakn dari validator ahli materi dan bahasa untuk aspek Pendahuluan diperoleh skor 100% (sangat layak); aspek Isi diperoleh skor 97,5% (sangat layak); aspek Pembelajaran diperoleh skor 95,83% (sangat layak); dan aspek Tugas/Latihan diperoleh skor 92,5 (sangat layak); serta hasil posttest peserta didik diperoleh rerata skor keseluruhan dari ketiga aspek sebesar 94,17% (sangat layak). Kata kunci : Pengembangan Bahan Ajar, Buku Teks, Audio Visual
<p><em>This study aims to determine the development process, feasibility, response, and effectiveness of soft skills-based video game learning media in mastering mufrodat. This research is a type of development research (R&D). By using the five steps of the ADDIE development model, namely 1) analysis, 2) design, 3) development, 4) implementation, and 5) evaluation. The data collection techniques used were interviews, observations, questionnaires and tests. The research data were analyzed quantitatively and qualitatively. This research results in a soft skill-based video game Learning Media for mufrodat acquisition. Based on the validation that has been done by material and language experts, media experts and 8th-grade Arabic teachers, the average score is 4.63 with the category "very feasible". Based on the small group trial, the average score was 4.47, and in the large group, the average score was 4.61 with the interpretation of "very good" feasibility. In the pretest results of students' mastery of mufrodat, the average result was 42.44, and the average posttest score after using the developed media was 88.09. Thus, the soft skill-based video game learning media is feasible and effective for learning mufrodat of grade VIII students.</em></p>
The research aimed to analyze the implementation of clinical supervision based on spiritual quotient in improving teachers' performance at State Madrasah Aliyah of Way Kanan Lampung. The research method used was descriptive qualitative. The informants in the research were principals, teachers, and supervisors. The data collections were observation, interviews, and documentation. Furthermore, it was analyzed through three stages: data presentation, data reduction, and data collection. The research showed that first, clinical supervision based on Spiritual Quotient had not been implemented, but ordinary supervision was often implemented. Second, clinical supervision based on Spiritual Quotient adapted to the diversity of teachers will impact self-awareness of their duties, so it was able to improve teachers' performance. The research implications for teachers were self-awareness, a strong desire to change for the better, and overcoming obstacles.
The background of this research is that learning Arabic is a lesson that is full of memorization, so it is likely that boredom will arise, and in learning activities and student achievement is still low. The purpose of this study was to determine the effectiveness of implementing e-learning media on students' Arabic learning activities and achievements at MAN 2 Bandar Lampung. The type of research used is quantitative research with an associative approach, namely research that looks for a causal relationship between one x variable and 2 y variables. The population in this study were students of class X. The sample in this study used the Proportionate Stratified Random Sampling technique. The samples in this study were 84 students. Data collection techniques, observation, questionnaires, tests and documentation. The results of the study show that there is an influence of the application of e-learning media on student learning activities and achievements. Research results show the normality and homogeneity prerequisite tests: the significance value of Asiymp. Sig (2-tailed) for e-learning 0.200 is greater than 0.05, the value of learning activities is 0.066 greater than 0.05 and for learning achievement 0.200 is greater than 0, 05. It is concluded that the data is normally distributed. The results of the homogeneity test of the probability value of distributing the questionnaire before using e-learning is sig. 0.308 which means greater than 0.05 while the distribution of questionnaires after the use of e-learning is 0.434 which means greater than 0.05. And the probability value of the questionnaire before using e-learning for learning activities is sig. 0.926 which means greater than 0.05 while the distribution of questionnaires after using e-learning produces a value of 0.678 which means greater than 0.05.
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