The purpose of this development research is expected to produce a product development package in the form of a learning model: 1). Learning device, 2). Assessment / evaluation guide to learning, 3). Guidelines for learning development, 4). Produce game- based learning models adopted from monopoly, 5). The development of the model is based on identifying the characteristics of students at the age that has reached the formal operational stage in terms of cognitive development, 6). The development of the model is based on the identification of learning objectives by considering the curriculum that has been implemented, namely the development of materials from the 2013 curriculum, 7). The learning model focuses on one material namely foreign eXIchange rates, and the same model cannot be applied to other subject matterAfter the product prototype was developed, the eXIpert validation test process, individual trials, small group tests and field tests were carried out. Based on the test results, the learning model is very valid, interesting, and effective can be applied in learning. This can be seen from the results of validation tests with the level of product feasibility of eXIperts content / material of 100%, validation of learning media eXIperts obtained an average score of 97.5%. Level of attractiveness of the product with an average percentage score of 89.76% entered the criteria very interesting. Effective products are used with an average percentage score of 79.66%.This product can also be used for a wider audience with adjustments, especially adjustments to the characteristics of students as users. Furthermore, the learning model that has been developed can be integrated with the use of information and communication technology.Keywords: Development, Learning Model, My Trip My Adventure
The purpose of this research development is expected to produce a product of social research methods: 1). Learning devices, 2). Learning assessment / evaluation guidelines, 3). Product social research methods, based on the identification of learning objectives by considering the curriculum that has been applied namely the development of material from the 2013 curriculum on the material "designing and conducting social research", social research methods focus on just one material, and cannot apply the same method to the material another lesson. Products that have been developed are then subjected to the process of expert validation, individual trials, small group tests and field tests. Based on these test results, social research methods are very valid, interesting, and effective can be applied in classroom learning. This can be seen from the results of the validation test with the level of product eligibility from each material expert 90%, effective products are used with an average percentage score of 91%. The results of small group product trials found 87% results and class trials were carried out after going through stages that were feasible to be applied in a classroom learning. The results of the pretest and posttest tests were found to be satisfactory with a value of 100%, which indicates that this product was able to boost student interest and learning outcomes in this case using the development product in the form of ISAKE social research methods in social research design materials. This method can also be used for a wider audience with adjustments, especially adjustments to the characteristics of students as users. Furthermore ISAKE's social research methods that have been developed can be integrated with the use of renewable information and communication technology
This development research aims to produce a product of socio-economic research methods, namely: 1). The feasibility of using the GISAKE learning method, 2). The usefulness of using the GISAKE learning method, 3). The effectiveness of using the GISAKE learning method. Based on the identification of learning objectives by considering the curriculum that has been applied, namely the development of material from the 2013 curriculum on the material "designing and conducting socio-economic research", the socio-economic research method focuses on one material only, and the same method cannot be applied to other subject matter . The product that has been developed is then carried out by an expert validation test process, individual trials, small group tests and field tests. Based on the test results, the socio-economic research method is very valid, interesting, and effective and can be applied in classroom learning. This can be seen from the results of the validation test with the product feasibility level from each material expert of 90%, the product is effectively used with an average percentage score of 91%. The results of the small group product trial were found to be 87% and the class trial was carried out after going through the appropriate stages to be applied in a classroom learning. The results of the pretest and posttest trials were found to be quite satisfactory with an achievement level of value of 100%, which indicates that this product is able to boost student interest and learning outcomes in this case using a development product in the form of the GISAKE socio-economic research method in the socio-economic research design material. The results of this study indicate: 1). GISAKE learning method is feasible to be applied, 2). This GISAKE learning method received good appreciation, and 3). Very effective learning methods are used in socio-economic research design materials.
The purpose of this study is to encourage an increase in business activity and creativity in community groups in Bima Regency and Bima City, Obtain information related to the economic potential of the region, Obtain information related to various obstacles faced by the community, especially related to the development of productive economic enterprises, Explore information related to local government policies in Bima Regency and Bima City, especially those related to the development of productive economic enterprises. The methodology of this research is a research and development (RD) approach covering ten stages starting from (1) research and information collecting; (2) planning; (3) develop preliminary form of product; (4) preliminary field testing; (5) main product revision; (6) mainfield testing; (7) operational product revision; (8) operational field testing; (9) final product revision; (10) dissemination and implementation. The results of the study show that the Agriculture, Forestry, and Fisheries Sector is still the largest contributor to the economy of Bima Regency. According to BPS data, in 2019 this sector contributed 43.50 percent to the economic posture of Bima Regency and the Bima City Economy was mostly contributed from the trade sector where, in 2019 this sector contributed 25.11 percent to the economic structure of Bima City
Tujuan penelitian pengembangan ini diharapkan akan menghasilkan suatu paket produk pengembangan berupa model pembelajaran: 1). Perangkat pembelajaran, 2).Pedoman penilaian/evaluasi pembelajaran, 3). Pedoman untuk pengembangan pembelajaran, 4). Menghasilkan model pembelajaran berbasis game yang di adopsi dari monopoli, 5). Pengembangan model didasarkan pada identifikasi karakteristik siswa pada usianya yang telah mencapai tahap operasional formal dari sisi perkembangan kognitif, 6). Pengembangan model didasarkan pada identifkasi tujuan pembelajaran dengan mempertimbangkan kurikulum yang telah diterapkan yaitu pengembangan materi dari kurikulum 2013, 7). Model pembelajaran fokus pada satu materi saja, dan tidak dapat diterapkan model yang sama untuk materi pelajaran yang lainnya.Setelah produk selesai dikembangkan selanjutnya dilakukan proses uji validasi ahli, uji coba perorangan, uji kelompok kecil dan uji lapangan.Berdasarkan hasil uji tersebut, model pembelajaran sangat valid, menarik, dan efektif dapat diterapkan dalam pembelajaran. Hal ini dapat diketahui dari hasil uji validasi dengan tingkat kelayakan produk dari ahli isi/materi sebesar 89%, validasi ahli media pembelajaran diperoleh skor rata-rata sebesar 91%.Tingkat kemenarikan produk dengan skor presentase rata-rata sebesar 92,92% masuk kriteria sangat menarik. Produk efektif digunakan dengan rata-rata skor presentase sebesar 90,76%. Produk ini juga dapat dimanfaatkan untuk kalangan lebih luas dengan penyesuaian terutama penyesuaian pada karakteristik siswa sebagai pengguna. Lebih lanjut model pembelajaran yang sudah dikembangkan dapat diintegrasikan dengan penggunaan teknologi informasi dan komunikasi.
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