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Mega Fajartia

Bio: Mega Fajartia is an academic researcher. The author has an hindex of 1, co-authored 1 publications receiving 34 citations.

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Journal Article
TL;DR: In this article, the effectiveness of Android-based learning media on biology subject learning was evaluated using a t-test results, which showed that there is effectiveness of using the Android based learning media with the learning outcomes in the students.
Abstract: Kemajuan ilmu pengetahuan dan teknologi diharapkan dapat memudahkan guru membuat media pembelajaran untuk mata pelajaran yang membutuhkan biaya tinggi. Salah satu salah satu mata pelajaran yang bisa memanfaatkan perkembangan teknologi adalah mata pelajaran biologi. Penelitian ini bertujuan untuk mengetahui efektifitas media pembelajaran berbasis android. Penelitian ini merupakan penelitian pengembangan (RD (2) perencanaan; (3) pengembangan bentuk produk pendahuluan; (4) uji coba pendahuluan; (5) revisi terhadap produk utama; (6) uji coba utama yang didasarkan pada hasil uji coba pendahuluan; (7) revisi produk operasional; (8) uji coba operasional; (9) revisi produk akhir; dan (10) diseminasi dan implementasi. Penelitian ini menghasilkan efektivitas media pembelajaran berbasis Android terhadap hasil belajar mata pelajaran biologi. Keefektifan yang dimaksud dalam penelitian ini adalah keberhasilan tentang suatu usaha dari sistem yang dirancang untuk melibatkan siswa secara aktif dan mandiri dalam pembelajaran. Hasil uji-t menyatakan bahwa terdapat keefektifan penggunaan media pembelajaran berbasis Android dengan hasil belajar yang di dapat siswa.Advances in science and technology are expected to facilitate teachers to make learning media for subjects that require high costs. One of the subjects that can take advantage of technological developments is the subject of biology. This study aims to determine the effectiveness of android-based learning media. This research is a research and development (R & D) research. Where this research starts from (1) data and information gathering; (2) planning; (3) development of preliminary product form; (4) preliminary trial; (5) revisions to the main product, (6) main tests based on preliminary trial results; (7) revision of operational product, (8) operational test; (9) revision of the final product; and (10) dissemination and implementation. This study resulted in the effectiveness of Android-based learning media on biology subject learning. The effectiveness referred to in this research is the success of an attempt of a system designed to engage students actively and independently in learning. The t-test results stated that there is effectiveness of using the Android-based learning media with the learning outcomes in the students.

60 citations


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Journal ArticleDOI
06 Nov 2020
TL;DR: In conclusion, Android-based media products on natural science material can be implemented in learning, especially during the Covid-19 pandemic.
Abstract: This study aims to develop a feasible Android-based learning media to increase students' scientific literacy. This research uses the Four D model procedure. In addition to developing android-based media, this research also develops syllabus, lesson plans, and scientific literacy instruments. This research was conducted at one of the junior high schools in the city of Mataram. Validation of Android-based learning media was carried out by three validators of media experts and material experts. Expert validation data analysis was performed using the Pearson validation formula. The results of the feasibility study for Android-based learning products showed the validity of 84% with very valid criteria. The results of the media feasibility study obtained an average score of 88%, the syllabus obtained an average score of 83%, lesson plans obtained an average score of 82%, and the scientific literacy instrument obtained an average score of 83%. In conclusion, Android-based media products on natural science material can be implemented in learning, especially during the Covid-19 pandemic.

40 citations

Journal ArticleDOI
30 Apr 2020
TL;DR: In this paper, the authors present a model evaluasi formatif Tessmer (1993) ying berfokus terhadap praktikalitas produk.
Abstract: Macromedia flash dapat digunakan menjadi salah satu yang dikembangkan. Jenis data kepraktisan adalah data kuantitatif berupa media interaktif untuk pembelajaran. Bahan ajar yang disusun dapat diintegrasikan ke dalam macromedia flash sehingga dapat dibentuk media yang dapat meningkatkan aktivitas dan pemahaman peserta didik terkait materi yang diajarkan. Media pembelajaran harus bisa dengan mudah digunakan oleh peserta didik agar dalam proses pembelajaran peserta didik tidak kesulitan sehingga tujuan pembelajaran dapat tercapai sesuai dengan yang diharapkan. Tujuan penelitian ini adalah untuk mendeskripsikan kepraktisan media pembelajaran yang telah dikembangkan. Jenis penelitian yang dilakukan adalah penelitian pengembangan dengan menggunakan model evaluasi formatif Tessmer (1993) yang berfokus terhadap praktikalitas produk. Pada penelitian ini hanya dilakukan uji kelompok kecil dan uji lapangan saja untuk mengetahui kepraktisan harapan dan kepraktisan aktual media pembelajaran yang dikembangkan. Teknik pengumpulan data kepraktisan harapan melalui angket uji kepraktisan media pembelajaran oleh mahasiswa pada uji kelompok kecil dan pengumpulan data kepraktisan aktual pada uji lapangan dengan menggunakan angket respon mahasiswa. Data pada instrumen angket uji kepraktisan yang telah diisi kemudian dianalisis secara kuantitatif dengan melakukan perhitungan skor total untuk seluruh indikator yang kemudian dianalisis dengan rumus untuk mengetahui nilai kepraktisannya. Berdasarkan hasil uji kepraktisan dapat diketahui bahwa media yang dikembangkan termasuk dalam kategori sangat baik.

12 citations

Journal ArticleDOI
TL;DR: In this article, the authors used the ADDIE model to examine the appropriateness and effectivity of flash-based media at senior high school and found that the flashbased media increases students' motivation and achievement in the learning process.
Abstract: DOI https://doi.org/10.15294 /ijcet.v9i2.36301 Abstract ___________________________________________________________________ The use of technology-based media increases students’ motivation and learning effectivity in the classroom. This research aims to develop, to examine the appropriateness and the effectivity of flash-based media at Senior High School. This development research uses the ADDIE model. Based on the research result, the score of validity trials from the material expert is 72, the score from the media expert is 58 and from the practitioner expert is 75. The assessment from the material, media and practitioner expert show that flash-based media is in the appropriate category. Effectiveness test of the flash-based media development is through the testing of hypothesis, the data shows that for both experimental and controlled class in pre-test and post-test, the score is Sig. (2-tailed) 0.000 < 0.05, and the score of the students’ motivation in learning for pre-test and post-test in both experimental and controlled is Sig. (2-tailed) 0.000 < 0.05. It means that the flash-based media increases students’ motivation and achievement in the learning process. This research result supports the theories of technology learning, especially for the development of learning aids and media for English subject.

12 citations

Journal ArticleDOI
30 Jun 2020
TL;DR: This research aims to develop, design, and create innovations in education, namely Android-based BTS-BI applications that can be used to facilitate teachers and students in implementing the learning process.
Abstract: This research aims to develop, design, and create innovations in education that can be used in learning, namely Android-based BTS-BI applications that can be used to facilitate teachers and students in implementing the learning process. If teachers and students cannot attend class learning, this application can be utilized. The research method used is a qualitative descriptive approach that was developed using a research and development model. The results of this study are Android-based "BTS-BI" (Indonesian-Student Textbook) application designs. This application contains Indonesian material that has been adapted to the applicable curriculum.

11 citations

Journal ArticleDOI
27 Jun 2020
TL;DR: Penelitian ini bertujuan untuk menghasilkan media pembelajaran fisika berbasis android as mentioned in this paper, mengacu pada model ADDIE ying terdiri dari lima tahap yaitu analisis ( analyze), desain ( design), pengembangan ( development), implementasi ( implementation), and evaluasi ( evaluation) Dari hasil validasi ahli media didapatkan persentase sebesar 87,42% dengan kriteria
Abstract: Penelitian ini bertujuan untuk menghasilkan media pembelajaran fisika berbasis android Penelitian ini merupakan penelitian dan pengembangan (R&D) yang mengacu pada model ADDIE yang terdiri dari lima tahap yaitu analisis ( analyze ), desain ( design ), pengembangan ( development ), implementasi ( implementation ), dan evaluasi ( evaluation ) Dari hasil validasi ahli media didapatkan persentase sebesar 87,42% dengan kriteria sangat baik, hasil validasi ahli materi didapatkan persentase sebesar 76,67%, dan hasil validasi ahli desain didapatkan persentase sebesar 80% Hasil respon siswa uji coba didapat rata-rata uji coba kelompok one to one sebesar 85,83 % dengan kriteria positif, uji coba kelompok sedang rata-rata sebesar 89,38% dengan kriteria positif, dan uji coba kelompok besar dengan rata-rata sebesar 95,21% dengan kriteria positif Dari hasil validasi dan uji coba produk menunjukan bahwa media pembelajaran fisika berbasis android layak untuk digunakan dalam pembelajaran fisika

8 citations