为八年级的学生制作基本的电子胜任模块漫画

Indah Dwi Cahyanti Dipura, Iriaji Iriaji, S. Anggriani
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E-modul telah diuji oleh dua validator ahli media dan dua validator ahli materi, uji efektivitas oleh 20 peserta didik, dan penghitungan N-Gain score pretest posttest kepada 20 peserta didik kelas VIII SMPN 24 Malang. Hasil penelitian menunjukkan persentase validasi oleh ahli media sebesar 83,9 persen dan validasi ahli materi sebesar 91,6 persen dengan rata-rata sebesar 87,8 persen menunjukkan produk sangat layak untuk diimplementasikan. Hasil uji efektivitas sebesar 83,2 persen membuktikan produk masuk kriteria sangat layak. Hasil N-Gain score pretest posttest sebesar 0,59 menunjukkan pemahaman peserta didik terhadap materi dalam e-modul mengalami peningkatan yang sedang.\nKata kunci: e-modul, kompetensi dasar, menggambar komik berkarakter wayang\nThe Development of E-Module Basic Competency in Drawing Comics with Puppet Characters for Eight Grade of Middle School Students\nThe era of globalization erodes adolescents' knowledge of local culture, especially puppetry. 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引用次数: 0

摘要

全球化时代,年轻人对当地文化的了解尤其深刻。各种各样的教学材料引入有限的框架,使研究人员通过插入行字符来开发e模块。研究的目的是开发和生成基本的能力模块,画木偶漫画。使用ADDIE开发模式的研究包括:(1)分析;(2)设计;(3)发展;(4)实施;(5)评估。使用的工具是专家验证的试金石,学习者和预科生的有效试金石。研究采用定性和定性数据。e -模块已经接受了两名媒体专家有效性和两名材料专家有效性的测试,测试了20名学习者的有效性,并对20名八年级SMPN 24个不幸的学习者进行了n -增益得分预测性测试。研究结果显示,媒体专家的验证率为83.9%,而物质专家的验证率为91.6%,平均为87.8%,表明该产品非常可行。83.2%的有效性测试结果证明产品符合标准。n增益前分数0.59表示,学习者对e模块材料的理解正在增加。关键词:e-模,基本的能力,漫画人物绘画,描绘了e-模基础基础文化的发展,以8年级的中学生魅力再现对当地文化尤其缺乏知识。培养puppetry材料的教学发展有限,因此,风险模型通过附加木偶功能进行装饰。研究的目标是开发和生产一种由木偶角色设计的基本技能制作的电子模块。研究使用了ADDIE开发模型,步骤的提出:(1)分析;(2)设计;(3)发展;(4) implementation;和(5)评估。使用的工具是验证问题,有效问题测试由students和pretest posttest sheets。研究利用了可用的量和数量数据。e -模已经被两种媒体的经验和两种材料的试验性测试,由20名学生进行,以及20名八年级SMPN 24班学生的n增益得分前测试。最近的结果表明,93.9 %的媒体准确率和98.8的平均准确率对93.6的媒体准确率是非常有效的。83.2效率测试的结果是生产能力很强的。在e调中,学生对材料的了解增加了适度。e模块,基本强迫,drawing漫画,木偶角色
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Pengembangan E-Modul Kompetensi Dasar Menggambar Komik Berkarakter Wayang untuk Siswa SMP Kelas VIII
Era globalisasi menggerus pengetahuan remaja mengenai budaya lokal khususnya pewayangan. Pen-gembangan bahan ajar yang mengangkat pewayangan terbatas sehingga peneliti mengembangkan e-modul dengan menyisipkan karakter pewayangan. Tujuan penelitian yaitu mengembangkan dan menghasilkan e-modul kompetensi dasar menggambar komik berkarakter wayang. Penelitian meng­gunakan model pengembangan ADDIE mencakup: (1) analisis; (2) desain; (3) pengembangan; (4) implementasi; dan (5) evaluasi. Instrumen yang digunakan yaitu angket uji validasi ahli, angket uji efektivitas oleh peserta didik dan pretest posttest. Penelitian menggunakan data kualitatif dan kuan­titatif. E-modul telah diuji oleh dua validator ahli media dan dua validator ahli materi, uji efektivitas oleh 20 peserta didik, dan penghitungan N-Gain score pretest posttest kepada 20 peserta didik kelas VIII SMPN 24 Malang. Hasil penelitian menunjukkan persentase validasi oleh ahli media sebesar 83,9 persen dan validasi ahli materi sebesar 91,6 persen dengan rata-rata sebesar 87,8 persen menunjukkan produk sangat layak untuk diimplementasikan. Hasil uji efektivitas sebesar 83,2 persen membuktikan produk masuk kriteria sangat layak. Hasil N-Gain score pretest posttest sebesar 0,59 menunjukkan pemahaman peserta didik terhadap materi dalam e-modul mengalami peningkatan yang sedang. Kata kunci: e-modul, kompetensi dasar, menggambar komik berkarakter wayang The Development of E-Module Basic Competency in Drawing Comics with Puppet Characters for Eight Grade of Middle School Students The era of globalization erodes adolescents' knowledge of local culture, especially puppetry. The development of teaching materials that raise puppetry is limited so that researchers develop e-modules by inserting puppet characters. The aim of the research is the development and production of an e-module on basic skills in drawing comics with wayang characters. The research used the ADDIE development model, consisting of steps: (1) analysis; (2) design; (3) development; (4) implementation; and (5) evaluation. The instruments used are expert validation test questionnaires, effectiveness test questionnaires by students and pretest posttest question sheets. The study used qualitative and quantitative data. E-modules have been tested by two media experts and two material experts, effectiveness test by 20 students, and calculation of N-Gain score pretest posttest to 20 students of class VIII SMPN 24 Malang. The results showed the percentage of media expert validation of 83.9 percent and material expert validation of 91.6 percent with an average of 87.8 percent indicating the product is very feasible to implement. The results of the effectiveness test of 83.2 percent prove the product is very feasible. The pretest posttest N-Gain score of 0,59 shows that students' understanding of the material in the e-module has increased moderately. Keywords: e-module, basic competency, drawing comics, wayang characters
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