AbstrakSeiring perkembangan teknologi yang sangat cepat menyebabkan nilai-nilai agama kurang di perhatikan, sehingga dalam pembelajaran siswa hanya mengetahui namun tidak memahami, padahal ilmu agama merupakan ilmu yang di gunakan sebagai pedoman hidup. Pemahaman siswa terhadap ilmu agama di sebabkan oleh proses pembelajaran yang masih menggunakan metode pembelajaran konvensional tanpa memberikan contoh-contoh konkret dalam proses pembelajaran, sehingga menyebabkan kurangnya pemahaman siswa dan tidak tecapainya hasil belajar secara maksimal. Penelitian ini bertujuan untuk (1) mendeskripsikan rancang bangun video pembelajaran, (2) mendeskripsikan kualitas hasil validitas pengembangan video pembelajaran menurut para ahli dan uji coba produk, (3) mengetahui efektivitas video pembelajaran. Analisis menggunakan analisis deskriptif kualitatif, deskriptif kuantitatif dan analisis statistik inferensial (uji-t). model pengembangan yang di gunakan adalah model 4D, video pembelajaran Agama Hindu valid dengan: (a) hasil review ahli isi mata pelajaran menunjukkan produk berpredikat sangat baik (93,3%), (b) hasil review ahli media menunjukkan produk berpredikat sangat baik (98,6%), (c) hasil review ahli desain pembelajaran menunjukkan produk berpredikat sangat baik (93,8%), (d) hasil uji perorangan menunjukkan produk berpredikat sangat baik (94,76%), hasil uji kelompok kecil menunjukkan produk berpredikat sangat baik (95,9%). Hasil uji lapangan menunjukkan produk berpredikat sangat baik (95,98%). Efektivitas pengembangan menunjukkan bahwa video pembelajaran Agama Hindu yang dikembangkan efektif meningkatkan hasil belajar Agama Hindu (thitung = 11,368 > ttabel = 2,042 pada taraf signifikansi 5%). artinya produk terbukti efektif secara signifikan dapat meningkatkan hasil belajar Agama Hindu. Kata-kata kunci : 4D, Agama Hindu, Video Pembelajaran AbstractAlong with quick technological development caused religious value less be cared, so that in learning proces, students only knew but did not understand religion besides religion is a science used as life orientation. Students understanding of religion were caused by learning proces that still used convensional learning method without giving concrete examples in learning proces so as caused students lavk of understanding and not achieving maximum students learning outcomes. This research was intended to describe a Hindu learning video, described/explained the result quality of Hindu developing validity learning videos according to experts and product trial, to find out the effectiveness of Hindu learning video. Data analysis used were qualitative descriptive analysis tecnique, deskriptif kuantitatif dan analisis statistik inferensial (uji-t). Developing model used was 4D model, (2) valid Hindu learning video with: review result of subject matter experts showed learning videos of Hindu predicated very well (93.3%), review result of media expert showed the design predicated very well (98,6%), review result of learning design expert showed Hindu learning video predicated very well (93,8%), individual test result showed Hindu learning video predicated very well (94,76%), small group test result showed Hindu learning video predicated very well (95,9%). Field test result showed product predicated very well (95,98%). (3) developing effectiveness showed Hindu learning video which effectively developed increasing result study of Hindu religion (t count = 11,368> t table = 2,042 at the significance level of 5%). It means Hindu learning video proven effective in improving the learning outcomes of Hindu effectively. Keywords: 4D, Learning Video, Hindu
Gong Kebyar is one of the group of Balinese music that has five pelog tones which the playing technique using kebyar system. Gong Kebyar serves the instrumental performances, accompanying various types of dances, and accompanying Himdu's religious ceremonial activities in Bali. But not many young people can play the gong kebyar due to lack of adequate facilities. One effort that can be done is to utilize virtual reality technology as an instructional media for playing Gong Kebyar. The purpose of the study was to design and implement the design of Gamelan Gong Kebyar based on Virtual Reality.The development of the Gamelan Gong Kebyar Game based on Virtual Reality was implemented using the ADDIE model. The main feature of this game was playing the gamelan Gong Kebyar instrument, besides that there is a feature playing the instrument accompanied by the song so that the player could feel the situation of playing it in form of sekaa. The design is using a functional model which is UML (Unified Modeling Language) and implemented using programming language C# which edited by MonoDevelop-Unity. The results of this study is a Gong Kebyar application based on virtual reality which is operated with a computer and HTC VIVE VR device. All features in this application function properly. With this application, the community can learn to play Gong Kebyar with the results of the user response test obtaining a value of 91%, which means it is included in the excellent category.
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.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.