Multimedia Simulasi Getaran untuk Meningkatkan Hasil Belajar Siswa
Abstract
Abstrak: Pemerintah terus melakukan perbaikan kualitas Pendidikan, salah satunya dengan adanya kurikulum 2013 yang berfokus pada pembelajaran mandiri dan pembelajaran yang berpusat pada pebelajar. Pebelajar tak hanya harus menguasai konsep Fisika secara teoritis, dalam pembelajaran Fisika pebelajar perlu sanggup menggunakan metode ilmiah untuk membuktikan teori-teori tersebut. Simulasi dapat meningkatkan motivasi karena pebelajar akan lebih termotivasi ketika mereka aktif berpartisipasi dalam sebuah situasi daripada hanya mengobservasi secara pasif. Tujuan dari penelitian ini adalah mengembangkan produk multimedia simulasi yang valid dan efektif untuk meningkatkan motivasi belajar. Model penelitian pengembangan yang dipakai adalah model Lee dan Owens. Tahap validasi oleh ahli materi menghasilkan rata-rata jawaban dengan presentase 95,14%, produk multimedia valid. Sedangkan hasil dari validasi ahli media yaitu rata-rata jawaban dengan presentase 98,86% . Hasil dari pretest memperoleh rata-rata nilai 55,94, sedangkan dalam hasil posttest mendapatkan rata-rata nilai 78,91 dengan N-gain sebesar 0,52. Rata-rata hasil angket pebelajar terkait penggunaan produk multimedia adalah 3,36 dari 4,0 yang diharapkan dengan presentase 84%.
Abstract: The Government continues to improve the quality of education, one of which has a 2013 curriculum that focuses on independent learning and learning-centered study. Learning not only has to master the concept of physics Theoretically, in the learning of Physics , Learning needs to be able to use scientific methods to prove these theories. Simulations can increase motivation because learning will be more motivated when they are actively participating in a situation rather than simply observing passively. The purpose of this research is to develop a valid and effective simulated multimedia product to improve learning motivation. The method used in this study was a method of research and development with the research models Lee and Owens. The validation phase by material experts resulted in an average answers with a 95.14% percentage, a valid multimedia product. While the result of the media expert validation is the average answer with a percentage of 98.86%. Results of pretests gained an average of 55.94 values, whereas in posttest results received an average of 78.91 values with N-gain of 0.52. The average results of the poll related to the use of multimedia products is 3.36 from 4.0 which is expected with a percentage of 84%.
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DOI: http://dx.doi.org/10.17977/um038v3i12019p040
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