The development of Android-based interactive digital textbooks is one of the means which is expected to help improve students' understanding of concepts in the learning process. Interactive digital books can be used as a tool by lecturers in the learning process in the classroom so that lecturers do not only use conventional learning methods in the learning process. In line with the times, many lecturers, students and even the public generally access all information via digital. This paper aims to create an Android-based interactive digital textbook as media and resources for Nonformal Education (PLS) learning tools. The ADDIE Model (Branch, 2009) is used in this study. It consists of five stages: analysis, design, development, implementation, and evaluation. The research starts with a literature review and need`s assessment of 47 students for an Android-based interactive digital textbook, followed by a textbook draft. After compiling the Android-based interactive digital textbook, it is validated by three experts: content/material expert, presentation expert, and Indonesian language expert. After being evaluated by three experts, the draft of an Android-based interactive digital textbook is revised to accommodate individual and small group testing. In the outstanding category, interactive digital media textbooks and PLS learning resources based on Android received a total score of 146 (91.25%) from three expert validators. This research shows that interactive digital textbooks are very practical, with a practicality percentage of 83.33% for one-to-one and 83.16% for small groups. The android-based PLS media and learning resources are valid and valuable. Due to the lack of availability of media teaching materials and learning resources in out-of-school education, the presence of Android-based textbooks that can be accessed anywhere and at any time can help both lecturers and students understand media materials and learning resources outside of school.
Penelitian ini bertujuan untuk mengembangkan produk berupa Prototype Model Taman Bacaan Masyarakat (TBM) Berbasis Ekonomi Kreatif di Ogan Ilir. Penelitian pengembangan ini dilaku-kan dengan mempedomani langkah pengembangan model ADDIE (Analyze, Design, Development, Implementation, and Evaluation). Penelitian ini hanya sampai pada tahap validasi ahli yang mengguna-kan 3 ahli yaitu ahli bahasa, ahli materi/isi dan ahli penyajian/media dan 7 orang masyarakat untuk. Instrumen validasi yang digunakan adalah angket. Penelitian ini menggunakan analisis data deskriptif dengan satu variabel yaitu kualitas prototype model Taman Bacaan Masyarakat (TBM) berbasis Ekonomi Kreatif. Hasil penelitian menunjukkan bahwa: (1) model Taman Bacaan Masyarakat (TBM) berbasis Ekonomi Kreatif dengan menerapkan metode montessori yang terdiri dari 2 sentra yaitu sentra literasi baca tulis dan sentra ekonomi kreatif, secara tujuan dinilai layak untuk digunakan oleh masyarakat dalam meningkatkan kegiatan baca tulis dan kegiatan ekonomi kreatif masyarakat, (2) tingkat keterpakaian model Taman Bacaan Masyarakat (TBM) berbasis Ekonomi Kreatif dinilai sangat tinggi untuk digunakan oleh masyarakat. Prototype model of community reading park based on creative economy creative economy-based community reading park prototype model Abstract: This study aims to develop products in the form of Prototype Model Taman Bacaan Masyarakat (TBM) Based on Creative Economy in Ogan Ilir. This developmental research was carried out by guiding the steps of developing the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). This study only reached the validation stage of experts who used 3 experts namely linguists, content/content experts and presentation/media experts. The validation instrument used was a questionnaire. This study uses descriptive data analysis with one variable, namely the quality of the prototype model of Community Reading Gardens (TBM) based on the Creative Economy. The results showed that: (1) Creative Economy-based Community Reading Garden (TBM) model by applying the Montessori method consisting of 2 centres namely literacy centres and creative economic centres, the objectives are considered feasible to be used by the community in increasing literacy activities and the creative economy activities of the community, (2) the level of usage of the Creative Economy-based Community Reading Park (TBM) model is considered very high for community use.
The purpose of this research is to develop and determine the validity and practicality of the content of public education innovation materials on the Android-based PLS.edu application in the Public Education Study Program, FKIP Sriwijaya University. The research method used is research and development using the ADDIE development model with the research subject being 5th semester students who take the Diffusion of Educational Innovation course. The results showed that the validation results obtained a feasibility value by material experts by 78%, linguists by 52% and media experts by 84%. Furthermore, based on the results of product practicality trials, namely individual trials, the feasibility score was 82.67 % and small group trials were 86.40 %. So that the overall average percentage of eligibility is 76.61 with "Good" criteria. These results indicate that the content of public education innovation material on the Android-based PLS.edu application developed in this study is valid and practical so that it is declared feasible to be used in learning.Keywords: Content development, Community education innovation, Android
This development research aims to produce web media in the promotion of songket weaving empowerment products as a valid and practical promotional media using the ADDIE development model (analysis, design, development, implementation and evaluation) which is carried out at the Mardiah Songket Gallery in Muara Penimbung Ulu village. The data collection techniques used in this study were interviews and questionnaires. The result of this study is that web media in the promotion of songket weaving products that have a media validity level get a total value of 38 with a percentage of 95%, then the material gets a total value of 32 with a percentage of 80%, and the language gets a total score of 34 with a percentage of 94.4%. This songket weaving product empowerment promotional web has a practicality level of 95% which is very feasible. Based on the results of validation and implementation, it can be concluded that the development of web media in the promotion of songket weaving empowerment products is categorized as very valid or very feasible and practical.Keywords: web, promotion, empowerment
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