This research is aimed to developing interactive learning media physics for high school class XI with chapter of momentum and test the feasibility of interactive learning media through media expert validation and subject experts. Based on the evaluation of the validator (media specialists and subject experts), the media of the development of aspects of the product appearance and usefulness aspects of the product got a score average of 80.23% is included in the category of Most Eligible. Based on the results of the validation assessment of media experts, media development results are included in the category of Most Eligible with the feasibility level of 81.98%. Based on the validation results subject experts, media development results included in the category of Eligible with the feasibility level of 78.47%. Based on the results of the response of students scored an average 74.63% included in the category of Eligible. Based on the assessment, it can be concluded that, media interactive learning on the subject of momentum declared fit for use as a medium of learning physics class XI high school student.Keywords: media interactive learning, physics education, learning strategies, high school. AbstrakPenelitian pengembangan ini bertujuan untuk mengembangkan media pembelajaran fisika interaktif untuk sekolah menengah atas kelas XI materi momentum dan menguji kelayakan media pembelajaran interaktif melalui validasi ahli media dan ahli materi. Berdasarkan hasil penilaian dari para validator (ahli media dan ahli materi), media hasil pengembangan dari aspek penampilan produk dan aspek kemanfaatan produk mendapat skor rerata 80.23% yang termasuk dalam kategori Sangat Layak. Berdasarkan hasil penilaian validasi ahli media, media hasil pengembangan termasuk dalam kategori Sangat Layak dengan tingkat kelayakan 81.98%. Berdasarkan hasil validasi ahli materi, media hasil pengembangan termasuk dalam kategori Layak dengan tingkat kelayakan 78.47%. Berdasarkan hasil respon peserta didik mendapat skor rerata 74.63% termasuk dalam kategori Layak. Berdasarkan penilaian yang telah dilakukan dapat disimpulkan bahwa, media pembelajaran interaktif pada pokok bahasan momentum dinyatakan layak digunakan sebagai media pembelajaran fisika untuk siswa kelas XI Sekolah Menengah Atas.Kata-kata kunci: media pembelajaran interaktif, pendidikan fisika, strategi pembelajaran, sekolah menengah.
Teacher ability to arrange learning environmet will affect the student’s interest in learning as well in utilizing mobile technology. The purpose of this research is to develop mobile learning using the cooperative learning approach especially Jigsaw technique. The method of this research is development research using ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. The application was validated by experts for technical aspects and also students from two different grades, i.e grade VII and grade VIII on physics subject for application acceptance responses. The result showed that both technically and application acceptance were in good level. It means that this mobile cooperative learning application can used to enhance student’s learning interest.
The goal of this investigation to implement a problem-based learning model as an effort to improve student learning activities and outcomes. This model of research is a classroom action research divided into two cycles. The study conducted at High School 1 Piyungan class X MIPA 1 totaling 35 students consisting of 15 male and 20 female, the topic used the momentum and impulse of semester 2. The research instrument is observation sheet, achievement test, and questionnaire. The results of the analysis learning model with problem-based learning can increase the activity of studying physics class X MIPA1. Improved physics learning activities of class X MIPA 1 students at High School 1 Piyungan with problem-based learning for the academic year 2018/2019 from the first cycle at the first meeting and the second meeting increased from 84.75% to 91.11% which was 6.36In the second cycle there was an increase from 85.28% to 91.85%, an increase of 6, 57%.
This research was aimed to produce students worksheet (LKPD) based on PhET Interactive Simulations Software in cognitive through the application of physics-based guided discovery learning model that is devoted to the concept of Newton's Law of Motion. Guided Discovery-based approach is expected and is believed to develop students' skills in various aspects of one study that showed achievement levels mastery of physics students after participating in the learning process under the expected educational purposes. Researchers conducted a study on the process of learning physics for the discovery-oriented at vocational senior high school students in Newton's law of motion with R&D. Subjects were students of class X TKRO in the first semester of the academic year 2018-2019 in vocational high school in Ciamis, West Java Province as many as 35 students. Data collected through tests, observations and interviews.
Abstrak. Tujuan dari penelitian ini adalah untuk mengetahui validitas dan respon siswa terhadap pengembangkan panduan eksperimen fisika menggunakan smartphone dengan aplikasi phyphox pada materi tumbukan. Penelitian ini merupakan penelitian pengembangan (Research and Development) dengan Model pengembangan ADDIE terdiri dari lima tahapan yaitu Analysis, Design, Development, Implementation dan Evaluation. Penelitian ini menggunakan teknik analisis deskriptif, yakni dengan cara menghitung persentase nilai hasil validasi serta respon siswa dengan menggunakan instrumen angket. Hasil validasi ahli materi sebesar 85% kategori sangat layak digunakan dan hasil validasi oleh guru sebesar 81% kategori sangat layak digunakan. Hasil angket respon siswa terhadap teknik eksperimen menggunakan phyphox sebesar 90%. Sehingga panduan eksperimen dapat digunakan untuk mendukung pembelajaran fisika.Kata kunci: Panduan Eksperimen, Phyphox, Tumbukan.Abstract. The purpose of this study was to study the validity and response of students towards developing a physics experiment guide using a smartphone with a phyphox application on collision material. This research is a development research (Research and Development) with ADDIE development model consisting of five meetings namely Analysis, Design, Development, Implementation and Evaluation. This study uses descriptive analysis techniques, namely by calculating the percentage value of the results of validation and student responses using a questionnaire instrument. The results of the material expert validation of 85% were very feasible to use and the results of validation by the teacher were 81%, the category was very suitable to use. The results of student questionnaire responses to the experimental technique used phyphox by 90%. Can be used to support physics learning.
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