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1

Oka, Gede Putu Arya, and Ferdinandus Bate Dopo. "PENGEMBANGAN VIDEOSCRIBE BERFIKIR SIMBOLIK REPRESENTASI BERBAGAI MACAM BENDA PADA KELOMPOK ANAK USIA 5-6 TAHUN DI PAUD LAB ANANDA CITRA BAKTI." Ejurnal Imedtech 3, no. 2 (2019): 56–72. https://doi.org/10.5281/zenodo.3594344.

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<strong>Abstrak</strong> Penelitian ini merupakan penelitian Desain dan Pengembangan (Design &amp; Development Research, DDR). Tujuan pengembangan &nbsp;adalah untuk mengetahui tingkat kelayakan videoscribe berfikir simbolik berbagai macam benda pada kelompok anak usia 5-6 tahun. Model &nbsp;pengembangan mengadopsi kerangka model pengembangan produk multimedia pathways Cathie Sherwood. Tahapan multimedia patways terdiri dari (1) <em>initiation</em>, (2) <em>specification</em>, (3) <em>design</em>, (4) <em>production,</em> (5) <em>review and evaluation </em>dan (6) <em>delivery and implementation</em>. Metode analisis data menggunakan analisis deskriptif kuantitatif dan kualitatif. Adapun hasil pengembangan adalah produk videoscribe yang telah diuji dengan parameter hali isi, media dan desain pembelajaran. Analisis draft I pengembangaan dengan tingkat pencapaian kualitas isi videoscribe sebesar 92%, setelah dikonversi berada dalam kualifikasi Sangat Baik. Kemudian Analisis draft II pengembangan dengan tingkat pencapaian kualitas media videoscribe sebesar 90%, setelah dikonversi berada sangat baik. Begitupun tingkat pencapaian kualitas desain pembelajaran videoscribe sebesar 94,67%, setelah dikonversi berada dalam kualitas sangat baik. Sedangkan analisis draft III pengembangan, tingkat pencapaian kualitas dalam uji perseorangan sebesar 93%. Setelah dikonversi berada dalam kualifikasi sangat baik. Begitupun tingkat pencapaian kualitas videoscribe dalam uji kelompok kecil sebesar 88% dan setelah dikonversi berada dalam kualifikasi juga baik. Dengan demikian, mengacu pada parameter-parameter diatas maka dapat disimpulkan pengembangan videoscribe berfikir simbolik representasi berbagai macam benda untuk anak usia dini&nbsp; 5-6 tahun layak untuk diimplementasikan dalam pembelajaran anak usia dini, khususnya untuk mencapa Kompotensi Dasar (KD) 3.3, 3.5, 3.6 dan 3,9. &nbsp; Kata kunci: pengembangan videoscrbe, berfikir simbolik, AUD 5-6 tahun, <strong>Abstract</strong> This research is a Design &amp; Development Research (DDR). The purpose of the development is to determine the feasibility of videoscribe to symbolic thinking of various objects in the group of children aged 5-6 years. The development model adopts Cathie Sherwood&#39;s pathway for multimedia product development model frameworks. The stages of multimedia patways consist of (1) initiation, (2) specification, (3) design, (4) production, (5) review and evaluation and (6) delivery and implementation. The method of data analysis uses quantitative and qualitative descriptive analysis. The results of the development are videoscribe products that have been tested with content, media and learning design parameters. Analysis of draft I development with the level of achieving video quality content of 92%, after being converted is in a Very Good qualification. Then Analysis II draft development with the level of achieving video quality video subscription by 90%, after being converted is very good. Likewise the level of quality achievement of videocribe learning design is 94.67%, after being converted it is in very good quality. While the analysis of draft III development, the level of quality achievement in individual tests was 93%. Having converted is in very good qualifications. Likewise, the level of achieving videocribe quality in the small group test was 88% and after being converted was also in good qualifications. Thus, referring to the parameters above, it can be concluded that the development of videoscribe to think symbolic representations of various objects for early childhood 5-6 years is feasible to be implemented in early childhood learning, especially to achieve Basic Compotence (KD) 3.3, 3.5, 3.6 and 3.9 Keyword:&nbsp; &nbsp;videoscribe development, symbolic mindset, AUD 5-6 Tahun
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2

Asmawati, Mai Liza, Slamet Rianto, and Loli Setriani. "Kelayakan dan Praktikalitas Media Pembelajaran Menggunakan Aplikasi Sparkol Videoscribe terhadap Motivasi Belajar Siswa pada Mata Pelajaran Geografi di SMA N 4 Bukittinggi." Horizon 2, no. 1 (2022): 77–87. http://dx.doi.org/10.22202/horizon.v2i1.5633.

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This study aims to determine and analyze the development, feasibility and practicality of Learning Media Development Using Sparkol Videoscribe on Students' Learning Motivation in Geography Subjects at SMA N 4 Bukittinggi.The type of research used in this research is research and development (Research and Development). The 4D model includes 4 stages, namely: Define, Design, Development, Desiminate. The subjects in this study were students of class XI IPS 1 and Class XI IPS 4 who took part in the geography learning process at SMA N 4 Bukittinggi in the academic year 2021/2022, with a total of 64 students.The results of the study found that: 1.) The development of the sparkol videoscribe learning media included validation from experts, namely media experts, education experts, and linguists. So that the media validation data is obtained and then processed with the Interaclass Coefitien Correlation (ICC) formula assisted by processing using the SPSS version 22 application for Windows, the result is 0.868. if the value is more than 0.5, it can be concluded that the level of validation is adequate. 2.) The sparkol videoscribe learning media was declared very feasible after analyzing data processing using Microsoft Excel so that the total score was 174 with a mean level of 4.37 and a percentage level of 87% with the predicate "Very Good". 3.) The sparkol videoscrieb learning media was declared practical after processing the research data obtained from the questionnaire, and a practical test was carried out so that a total score of 3875 was obtained with a mean level of 4.15 and a percentage of 83% in the "Very Practical" category. Keywords: Appropriateness, Practicality, Sparkol videoscribe.
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3

Fitriana, Ilma, Fathimah Soraya, Eka Putri Surya, Alby Aruna, and Abdul Rahman Prasetyo. "Training on Videoscribe-Based HOTS Learning Media Development to Improve the Skills of Teachers." Bubungan Tinggi: Jurnal Pengabdian Masyarakat 6, no. 3 (2024): 585. http://dx.doi.org/10.20527/btjpm.v6i3.11526.

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The community service program in the form of training in creating HOTS-based Videoscribe learning media for Al-Azhar Islam Plus Elementary School teachers was initiated to overcome the challenges of suboptimal integration of information technology in the learning process. The distribution of teacher skills regarding technology, which is currently still low, means that many teachers in various schools still need the insight or skills to optimise the use of technology to maximise the classroom learning system. This training program aims to increase Al-Azhar Islam Plus Elementary School teachers' understanding of HOTS material for elementary school students and build teachers' skills in operating Videoscribe Sparkol software to create learning media. This training program was carried out in a structured manner using the ABCD method. During its implementation, several stages of training were carried out, namely, holding interactive workshops related to HOTS material and Videoscribe Sparkol software, group discussions, and direct practice sessions. Videoscribe, an effective learning visualisation tool, is the main focus of the training. This technology is an important means to facilitate students' HOTS development, stimulating critical, analytical and creative thinking. This training program has succeeded in increasing the understanding of Al-Azhar Islam Plus Elementary School teachers regarding HOTS material, as evidenced by the percentage of 83% of teachers who participated in the training getting a score above 80 on the post-test. The teachers at Al-Azhar Islam Plus Elementary School have also succeeded in working together and creating two learning videos using Videoscribe Sparkol software at the end of the training program. The success of this training not only confirms the need for digital literacy for teachers and highlights Videoscribe's significant potential in creating deeper and more memorable learning experiences for students, in line with the evolving needs of contemporary education. This dedication is evidence of constant efforts to perfect the teaching and learning process in the digital era, placing quality and innovation at its core.
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4

Oka, Gde Putu Arya, and Yasinta Maria Fono. "PEMANFAATAN VIDEOSCRIBE PEMECAHAN MASALAH SEHARI-HARI DAN BERPERILAKU KREATIF DALAM SETTING BELAJAR DARI RUMAH ANAK USIA 5-6 TAHUN DI TKK FATIMA SOA." IMEDTECH (Instructional Media Design and Technology) 5, no. 2 (2021): 88–109. http://dx.doi.org/10.38048/imedtech.v5i2.248.

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ABSTRAKPenelitian ini bertujuan untuk mengetahui Pemanfaatan Videoscribe Pemecahan Masalah Sehari-hari dan Berperilaku Kreatif dalam Setting BDR pada Anak Usia 5-6 Tahun di TKK Fatima Soa, Desa Seso, Kecamatan Soa, Kabupaten Ngada. Jenis dan metode digunakan penelitian deskriptif kualitatif dengan subyek penelitian anak kelas B. Metode penelitian dan pengumpulan data yang menggunakan metode triangulasi, artinya data akan diambil dengan menggunakan observasi partisipatif, wawancara mendalam, dan dokumentasi untuk sumber data yang sama secara serempak. Metode analisis data menggunakan model interakif dari Miles dan Huberman dengan komponen-komponenya yaitu pengumpulan data, reduksi data, penyajian data dan penarikan kesimpulan. Data yang diperoleh melalui observasi, wawancara dan dokumentasi pada anak anak di TKK Fatima Soa direduksi dengan cara membuat konsep mapping yakni menghubungkan tema tema dari setiap klasifikasi fungsi pemanfaatan videoscribe. Hasil penelitian berdasarkan klasifikasi adalah sebagai berikut. Manfaat videoscri beberdasarkan fungsi dengan sub komponen suplemen informan tampak senang, dan penasaran. Sedangkan pada komponen komplemen,ditandai mampu membantu anakmengembangkan kreativtas anak kemudian pada sub komponen substitusi, manfaat videoscribe untuk informan seperti memudahkan untuk belajar, dan menarik perhatiananak. 2) Manfaat Videoscribe Berdasarkan Panduan dalam penggunaan videoscribe yakni dilengkapi dengan buku panduan/pedoman dalam menggunakan videoscribe, 3)Manfaat Videoscribe Berdasarkan Sikap dan Pola dengan komponennya sebagai berikut: persiapan sebelum menonton videoscribe, informan tampak mendengar arahan dari guru, sedangkan perilaku sebelum menonton videoscribe,informan tampak tenang, tidur di atas meja, ganggu teman, penasaran, semangat Kemudian perilaku selama menonton videoscribe informan sangat fokus, menoleh kekiri dan kekanan, dan perilaku setelah menonton videoscribe, informan tampak sering bertanya, 4) Manfaat Videoscribe Berdasarkan Prosedur terdiri atas dua komponen yaitu bagaimana anak-anak menggunakan videoscribe yakni duduk dengan teman-temannya untuk mengamati videoscribe, mengamati isi dari videoscribe dan menyaksikannya. Sedangkan intensitas yakni, anak sering menonton videoscribe bersama guru, 5) ManfaatVideoscribe Berdasarkan Minat. terdapat beberapa komponen yaitu ungkapan rasa senang anak terhadap videoscribe yakni dengan, melompat dan bertepuk tangan. Berdasarkan hasil analisis dan pembahasan dapat disimpulkan bahwa videoscribe pada umumnya memberikan pengaruh yang positif pada perkembangan kognitif anak usia 5-6 tahun di TKK Fatima Soa seperti menambah wawasan, pengetahuan, membangkitkan semangat belajar anak, menarik perhatian dan mengembangkan kreativitas anak.Kata kunci : Pemanfaatan videoscribe, Kemampuan Kognitif, Pemecahan Masalah dan Berperilaku Kreatif ABSTRACTThis study aimed to determine the use of Videoscribe daily problem solving and creative behavior in BDR settings for children aged 5-6 years at Fatima Soa kindergarten, Seso Village, Soa District, Ngada Regency. In this study, using by a qualitative descriptive research with the research subjects of children class B, at class B . The research method of data collection used by researchers is the triangulation method, meaning that data will be taken using participatory observation, in-depth interviews, and documentation for the same data source simultaneously. The data analized method uses an interactive model from Miles and Huberman with its components, namely data collection, data reduction, data presentation and conclusion drawing. The data obtained through observation, interviews and documentation on children at the Fatima Soa Kindergarten the date was reduced by making a concept mapping by connecting the themes of each classification of the use of videoscribe functions. The classification of the videoscribe utilization function consists of 1). The benefits of videoscribe based on function with the sub-component of the supplement, the informants seemed happy, and curious. While the complement component is marked as being able to help children develop children's creativity then in the substitution sub component, the benefits of videoscribe for informants such as making it easier to learn, and attracting children's attention. 2) Benefits of Videoscribe Based on Guidelines in using videoscribe which is equipped with a guidebook/guideline for using videoscribe, 3) Benefits of Videoscribe Based on Attitudes and Patterns with the following components: preparation before watching videoscribe, informants seem to hear directions from the teacher, while behavior before watching videoscribe , the informant looks calm, sleeps on the table, disturbs friends, is curious, excited. Then the behavior while watching videoscribe, the informant is very focused, looking left and right, and after watching videoscribe, the informant seems to often ask questions, 4) Benefits of Videoscribe based on the procedure consists of two component, namely how children use videoscribe, namely sitting with their friends to observe videoscribe, observe the contents of videoscribe and watch it. While the intensity, namely, children often watch videoscribe with teachers and researchers 5) Benefits of Videoscribe Based on Interest.There are several components, namely the expression of children's pleasure towards videoscribe, jumping and clapping their hands. Based on the results of the analysis and discussion, it can be concluded that videoscribe generally has a positive influence on the cognitive development of children aged 5-6 years at Fatima Soa Kindergarten such as improving understanding, knowledge, uncreasing children's learning enthusiasm, attracting attention and developing children's creativity. Keywords: Utilization of videoscribe, Cognitive Ability, Problem Solving and Creative Behavior
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Sihabul Fahmi, Syifa, Nur Hayati, and Nur Kuswanti. "Development Of Video-Based Learning Media With Videoscribe Application On Liquid Pressure Materials Class VIII A MTs Miftahul Huda Batukasur." Journal of World Science 1, no. 5 (2022): 308–18. http://dx.doi.org/10.36418/jws.v1i5.42.

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Based on the results of observations and interviews with several teachers and students conducted on April 13, 2020 in class VIII A of MTs Miftahul Huda Batukasur, it shows that science learning uses learning facilities in the form of a blackboard and does not use interesting media for students. In the learning process, it can be seen that students' interest in science lessons is still low. The aims of this study were to determine: (1) To determine the process of developing learning media and the feasibility of video-based learning media with the videoscribe application on Pascal's legal liquid material. This type of research is research and development (R&amp;D). This model consists of analysis, design, and development. The type of data obtained is qualitative data in the form of the process of developing video-based learning media with the videoscribe application and quantitative data in the form of validation results of video-based learning media with the videoscrib application. Collecting data in this study using a questionnaire research method. This development research is in the form of a video-based learning media product with a videoscribe application on Pascal's law fluid pressure material for class VIII A MTs Miftahul Huda Batukasur. The results of this development research indicate that video-based learning media with the videoscribe application on liquid law material for class VIII A MTs Miftahul Huda Batukasur are in the appropriate category. the results of the validation of the media expert obtained the percentage of the graphic feasibility component of 73%, the result of the validation of the material expert obtained the percentage of the graphic feasibility component of 55%, the validation result by the science teacher obtained the percentage of the graphic feasibility component of 77%.
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Habib, Zamakhsyari bin Hasballah Thaib, and Ahmad Afandi. "Tatwir Wasilah Sparkol Videoscribe Fi at Tadris al Qowaid an Nahwiyah." Al-Himam: Jurnal Pendidikan Bahasa Arab 2, no. 2 (2023): 15–35. http://dx.doi.org/10.51590/alhimam.v2i2.532.

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الهدف من هذا البحث لتطوير وسيلة ‎ Sparkol Videoscribeفي تدريس القواعد النحوية ولمعرفة مدى فعالية تطوير وسيلة Sparkol Videoscribe في تدريس القواعد النحوية. أما طريقة البحث التي يستخدمها الباحث هي طريقة البحث والتطوير (Research and Development) للبحث الميداني مع نموذج ADDIE (التحليل والتصميم والتطوير والتنفيذ والتقييم). نتائج تجربة تطوير وسائل Sparkol Videoscribe لديها معدل صلاحية 93٪ من خبراء المواد، و 67٪ من خبراء الإعلام، و 84٪ من خبراء التعلم الأول، و 97٪ من خبراء التعلم الثاني، لذلك يمكن الاستنتاج أن المنتجات الإعلامية التي تم تطويرها مجدية / صالحة ويمكن تنفيذها في هذا المجال، أي في طلاب الصف العاشر في مدرسة الثانوية الإسلامية الحكومية 2 ميدان. بلغ متوسط الفرق في نتائج تعلم الطلاب 82،3529 فئة التحكم و 91،7647 فئة تجريبية ونتائج تحليل اختبار t تبين أن عدد t = 0،044 أصغر من جدول t = 0،05. من النتائج التي تم الحصول عليها، فإنه يظهر أن المنتجات التي تم تطويرها يمكن أن تؤثر على نتائج التعلم لطلاب الصف العاشر من مدرسة الثانوية الإسلامية الحكومية 2 ميدان. وبالتالي فإن وسائلSparkol Videoscribe مناسبة لتعلم اللغة العربية في مادة القواعد النحوية.
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Silfiani, Silfiani, Jasruddin Jasruddin, and Bunga Dara Amin. "Development of VideoScribe Assisted Learning Media to Improve Understanding of Physics Concepts." Jurnal Penelitian Pendidikan IPA 8, no. 6 (2022): 2995–3000. http://dx.doi.org/10.29303/jppipa.v8i6.2064.

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Penelitian ini adalah penelitian pengembangan yang bertujuan untuk: mendeskripsikan kelayakan media pembelajaran berbantuan video scribe, penilaian praktisi terhadap media pembelajaran berbantuan video scribe, efektivitas media pembelajaran berbantuan VideoScribe pada pembelajaran fisika, dan menghasilkan media pembelajaran berbantuan video scribe. Subjek uji coba penelitian ini adalah 20 orang peserta didik kelas XI IPA 3 SMAN 6 Sinjai. Penelitian ini menggunakan pengembangan model ADDIE. Instrumen yang digunakan dalam penelitian ini adalah lembar validasi media pembelajaran, kuesioner respon praktisi dan instrumen tes pemahaman konsep peserta didik. Kriteria kelayakan media pembelajaran dilihat dari aspek validitasnya. Kriteria kepraktisannya dilihat dari penilaian praktisi terhadap media pembelajaran, dan kriteria efektivitasnya dilihat dari peningkatan hasil tes pemahaman konsep peserta didik. Berdasarkan hasil analisis diperoleh simpulan: (1) media pembelajaran berbantuan VideoScribe yang dikembangkan, berdasarkan penilaian pakar dengan menggunakan analisis indeks Aiken V dinyatakan valid dan layak digunakan dengan revisi kecil; (2) media pembelajaran berbantuan VideoScribe ditinjau dari respon praktisi guru fisika berada pada kategori sangat baik; (3) efektivitas media pembelajaran berbantuan VideoScribe dilihat dari kemampuan pemahaman konsep peserta didik yang dianalisis dengan N-gain diperoleh rata-rata nilai sebesar 0,64 berada pada kategori sedang yang berarti bahwa terdapat peningkatan kemampuan pemahaman konsep peserta didik sehingga dapat dikatakan bahwa media pembelajaran berbantuan VideoScribe yang dikembangkan efektif dalam meningkatkan kemampuan pemahaman konsep peserta didik.
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Oka, Gde Putu Arya, and Ferdinandus Bate Dopo. "PENGEMBANGAN VIDEOSCRIBE BERFIKIR SIMBOLIK REPRESENTASI BERBAGAI MACAM BENDA PADA KELOMPOK ANAK USIA 5-6 TAHUN DI PAUD LAB ANANDA CITRA BAKTI." IMEDTECH (Instructional Media, Design and Technology) 3, no. 2 (2019): 56. http://dx.doi.org/10.38048/imedtech.v3i2.213.

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Penelitian ini merupakan penelitian Desain dan Pengembangan (Design &amp; Development Research, DDR). Tujuan pengembangan adalah untuk mengetahui tingkat kelayakan videoscribe berfikir simbolik berbagai macam benda pada kelompok anak usia 5-6 tahun. Model pengembangan mengadopsi kerangka model pengembangan produk multimedia pathways Cathie Sherwood. Tahapan multimedia patways terdiri dari (1) initiation, (2) specification, (3) design, (4) production, (5) review and evaluation dan (6) delivery and implementation. Metode analisis data menggunakan analisis deskriptif kuantitatif dan kualitatif. Adapun hasil pengembangan adalah produk videoscribe yang telah diuji dengan parameter hali isi, media dan desain pembelajaran. Analisis draft I pengembangaan dengan tingkat pencapaian kualitas isi videoscribe sebesar 92%, setelah dikonversi berada dalam kualifikasi Sangat Baik. Kemudian Analisis draft II pengembangan dengan tingkat pencapaian kualitas media videoscribe sebesar 90%, setelah dikonversi berada sangat baik. Begitupun tingkat pencapaian kualitas desain pembelajaran videoscribe sebesar 94,67%, setelah dikonversi berada dalam kualitas sangat baik. Sedangkan analisis draft III pengembangan, tingkat pencapaian kualitas dalam uji perseorangan sebesar 93%. Setelah dikonversi berada dalam kualifikasi sangat baik. Begitupun tingkat pencapaian kualitas videoscribe dalam uji kelompok kecil sebesar 88% dan setelah dikonversi berada dalam kualifikasi juga baik. Dengan demikian, mengacu pada parameter-parameter diatas maka dapat disimpulkan pengembangan videoscribe berfikir simbolik representasi berbagai macam benda untuk anak usia dini 5-6 tahun layak untuk diimplementasikan dalam pembelajaran anak usia dini, khususnya untuk mencapa Kompotensi Dasar (KD) 3.3, 3.5, 3.6 dan 3,9.This research is a Design &amp; Development Research (DDR). The purpose of the development is to determine the feasibility of videoscribe to symbolic thinking of various objects in the group of children aged 5-6 years. The development model adopts Cathie Sherwood's pathway for multimedia product development model frameworks. The stages of multimedia patways consist of (1) initiation, (2) specification, (3) design, (4) production, (5) review and evaluation and (6) delivery and implementation. The method of data analysis uses quantitative and qualitative descriptive analysis. The results of the development are videoscribe products that have been tested with content, media and learning design parameters. Analysis of draft I development with the level of achieving video quality content of 92%, after being converted is in a Very Good qualification. Then Analysis II draft development with the level of achieving video quality video subscription by 90%, after being converted is very good. Likewise the level of quality achievement of videocribe learning design is 94.67%, after being converted it is in very good quality. While the analysis of draft III development, the level of quality achievement in individual tests was 93%. Having converted is in very good qualifications. Likewise, the level of achieving videocribe quality in the small group test was 88% and after being converted was also in good qualifications. Thus, referring to the parameters above, it can be concluded that the development of videoscribe to think symbolic representations of various objects for early childhood 5-6 years is feasible to be implemented in early childhood learning, especially to achieve Basic Compotence (KD) 3.3, 3.5, 3.6 and 3.9 Keyword: videoscribe development, symbolic mindset, AUD 5-6 Tahun
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Nanda, Annisa Aulia, and Syarifah Widya Ulfa. "Development of videoscribe-based learning media for biodiversity material with the environmental potential of Rahmat Zoo and Park." BIO-INOVED : Jurnal Biologi-Inovasi Pendidikan 6, no. 3 (2024): 331. https://doi.org/10.20527/bino.v6i3.20247.

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Biodiversity is often considered a complex topic for students to understand. Therefore, media connecting the material with the environment's potential is needed. With the development of technology, interactive learning media such as videoscribe is one solution. Videoscribe is a video media that uses the concept of a blackboard, where virtual hands appear to draw or write on the screen. This research aims to develop videoscribe media that is valid, practical, and effective. Researchers used the Research and Development (R&amp;D) method with the Borg &amp; Gall model consisting of seven stages: identification of potential problems, data collection, product design, design validation, design revision, product trial, and final revision. The research instruments included interviews with teachers, student needs questionnaires, media and material expert validation sheets, and teacher and student response questionnaires. To measure the effectiveness of the media, 10 multiple choice questions were used. The results showed that the validity of videoscribe according to media experts reached 97.5%, and according to material experts 100%, both in the very valid category. This media is also considered very practical, with 97.72% teacher response and 92.86% student response. The effectiveness of the media was measured using N-Gain from the pretest and posttest results, which showed a score of 0.76, including in the effective category. The videoscribe media developed is considered valid, practical, and effective for use in the learning process.Abstrak. Keanekaragaman hayati sering dianggap sebagai topik yang sulit dipahami oleh siswa. Oleh karena itu, dibutuhkan media yang dapat menghubungkan materi dengan potensi lingkungan. Dengan perkembangan teknologi, media pembelajaran interaktif seperti videoscribe menjadi salah satu solusi. Videoscribe adalah media video yang menggunakan konsep papan tulis, di mana tangan virtual tampak menggambar atau menulis di layar. Penelitian ini bertujuan untuk mengembangkan media videoscribe yang valid, praktis, dan efektif. Peneliti menggunakan metode Research and Development (R&amp;D) dengan model Borg &amp; Gall yang terdiri dari tujuh tahap, yaitu identifikasi potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk, dan revisi akhir. Instrumen penelitian meliputi wawancara dengan guru, kuesioner kebutuhan siswa, lembar validasi ahli media dan materi, serta angket respon guru dan siswa. Untuk mengukur keefektifan media, digunakan 10 soal pilihan ganda. Hasil penelitian menunjukkan bahwa validitas videoscribe menurut ahli media mencapai 97,5%, dan menurut ahli materi 100%, keduanya dalam kategori sangat valid. Media ini juga dinilai sangat praktis, dengan respon guru 97,72% dan respon siswa 92,86%. Keefektifan media diukur menggunakan N-Gain dari hasil pretest dan posttest, yang menunjukkan skor 0,76, termasuk dalam kategori efektif. Jadi, media videoscribe yang dikembangkan ini dinilai valid, praktis, dan efektif untuk digunakan dalam proses pembelajaran.
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Refianti, Rani, and Idul Adha. "Efek Potensial Pengembangan Sparkol Videoscribe terhadap Hasil Belajar Mahasiswa." Jurnal Pendidikan Matematika (JUDIKA EDUCATION) 4, no. 2 (2021): 154–59. http://dx.doi.org/10.31539/judika.v4i2.3008.

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ABSTRACT&#x0D; This study aims to determine the potential effect of developing sparkol videoscribe-based learning media on student learning outcomes of STKIP PGRI Lubuklinggau. This research is a development research using a 4D development model. This model consists of 4 stages of development, namely define, design, develop and disseminate. An assessment of student learning outcomes was conducted to determine the potential effect of developing sparkol videoscribe. Assessment of student learning outcomes is carried out by giving test questions after the learning is completed. The results of the research, the development of sparkol videoscribe has a positive potential effect, where 50% of students are in the very satisfactory category, 33.33% of students are in the satisfactory category and 16.66% of students are in the moderate category. In conclusion, the development of the sparkol videoscribe learning media that has been carried out has a potential effect on student learning outcomes.&#x0D; Keywords: Potential Effects, Learning Outcomes, Development, Sparkol
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Oka, Gde Putu Arya, and Maria Ferjinia Oje. "PEMANFAATAN VIDEOSCRIBE PEMECAHAN MASALAH SEHARI-HARI DAN BERPERILAKU KREATIF DALAM SETTING BDR ANAK USIA 5-6 TAHUN DI TKK FATIMA SOA." IMEDTECH (Instructional Media Design and Technology) 6, no. 1 (2022): 62–80. http://dx.doi.org/10.38048/imedtech.v6i1.262.

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AbstrakPenelitian ini bertujuan untuk mengetahui Pemanfaatan Videoscribe Pemecahan Masalah Sehari-hari dan Berperilaku Kreatif dalam Setting BDR pada Anak Usia 5-6 Tahun di TKK Fatima Soa, Desa Seso, Kecamatan Soa, Kabupaten Ngada. Pada penelitian ini penulis menggunakan jenis penelitian deskriptif kualitatif dengan subyek penelitian anak kelas B yang berjumlah 5 orang anak. Metode penelitian pengumpulan data yang digunakan peneliti adalah metode triangulasi, artinya data akan diambil dengan menggunakan observasi partisipatif, wawancara mendalam, dan dokumentasi untuk sumber data yang sama secara serempak. Metode analisis data menggunakan model interakif dari Miles dan Huberman dengan komponen-komponenya yaitu pengumpulan data, reduksi data, penyajian data dan penarikan kesimpulan. Data yang diperoleh melalui observasi, wawancara dan dokumentasi pada anak anak di TKK Fatima Soa direduksi dengan cara membuat konsep mapping yakni menghubungkan tema tema dari setiap klasifikasi fungsi pemanfaatan videoscribe. Klasifikasi fungsi pemanfaatan videoscribe tersebut terdiri dari 1). Manfaat videoscribe berdasarkan fungsi dengan sub komponen suplemen informan tampak senang, dan penasaran. Sedangkan pada komponen komplemen,ditandai mampu membantu anak mengembangkan kreativtas anak kemudian pada sub komponen substitusi, manfaat videoscribe untuk informan seperti memudahkan untuk belajar, dan menarik perhatian anak. 2) Manfaat Videoscribe Berdasarkan Panduan dalam penggunaan videoscribe yakni dilengkapi dengan buku panduan/pedoman dalam menggunakan videoscribe, 3) Manfaat Videoscribe Berdasarkan Sikap dan Pola dengan komponennya sebagai berikut: persiapan sebelum menonton videoscribe, informan tampak mendengar arahan dari guru, sedangkan perilaku sebelum menonton videoscribe, informan tampak tenang, tidur di atas meja, ganggu teman, penasaran, semangat Kemudian perilaku selama menonton videoscribe informan sangat fokus, menoleh kekiri dan kekanan, dan perilaku setelah menonton videoscribe, informan tampak sering bertanya, 4) Manfaat Videoscribe Berdasarkan Prosedur terdiri atas dua komponen yaitu bagaimana anak-anak menggunakan videoscribe yakni duduk dengan teman-temannya untuk mengamati videoscribe, mengamati isi dari videoscribe dan menyaksikannya. Sedangkan intensitas yakni, anak sering menonton videoscribe bersama guru dan peneliti 5) Manfaat Videoscribe Berdasarkan Minat. terdapat beberapa komponen yaitu ungkapan rasa senang anak terhadap videoscribe yakni dengan, melompat dan bertepuk tangan. Berdasarkan hasil analisis dan pembahasan dapat disimpulkan bahwa videoscribe pada umumnya memberikan pengaruh yang positif pada perkembangan kognitif anak usia 5-6 tahun di TKK Fatima Soa seperti menambah wawasan, pengetahuan, membangkitkan semangat belajar anak, menarik perhatian dan mengembangkan kreativitas anak.Kata kunci : Pemanfaatan videoscribe, Kemampuan Kognitif, Pemecahan Masalah dan Berperilaku KreatifAbstractThis study aimed to determine the use of Videoscribe daily problem solving and creative behavior in BDR settings for children aged 5-6 years at Fatima Soa kindergarten, Seso Village, Soa District, Ngada Regency. In this study, using by a qualitative descriptive research with the research subjects of children class B, at class B consisting of 5 children. The research method of data collection used by researchers is the triangulation method, meaning that data will be taken using participatory observation, in-depth interviews, and documentation for the same data source simultaneously. The data analized method uses an interactive model from Miles and Huberman with its components, namely data collection, data reduction, data presentation and conclusion drawing.The data obtained through observation, interviews and documentation on children at the Fatima Soa Kindergarten the date was reduced by making a concept mapping by connecting the themes of each classification of the use of videoscribe functions. The classification of the videoscribe utilization function consists of 1). The benefits of videoscribe based on function with the sub-component of the supplement, the informants seemed happy, and curious. While the complement component is marked as being able to help children develop children's creativity then in the substitution sub component, the benefits of videoscribe for informants such as making it easier to learn, and attracting children's attention. 2) Benefits of Videoscribe Based on Guidelines in using videoscribe which is equipped with a guidebook/guideline for using videoscribe, 3) Benefits of Videoscribe Based on Attitudes and Patterns with the following components: preparation before watching videoscribe, informants seem to hear directions from the teacher, while behavior before watching videoscribe , the informant looks calm, sleeps on the table, disturbs friends, is curious, excited. Then the behavior while watching videoscribe, the informant is very focused, looking left and right, and after watching videoscribe, the informant seems to often ask questions, 4) Benefits of Videoscribe based on the procedure consists of two component, namely how children use videoscribe, namely sitting with their friends to observe videoscribe, observe the contents of videoscribe and watch it. While the intensity, namely, children often watch videoscribe with teachers and researchers 5) Benefits of Videoscribe Based on Interest.There are several components, namely the expression of children's pleasure towards videoscribe, jumping and clapping their hands. Based on the results of the analysis and discussion, it can be concluded that videoscribe generally has a positive influence on the cognitive development of children aged 5-6 years at Fatima Soa Kindergarten such as improving understanding, knowledge, uncreasing children's learning enthusiasm, attracting attention and developing children's creativity.Keywords: Utilization of videoscribe, Cognitive Ability, Problem Solving and Creative Behavior
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Kusumawardhani, Mega Laylia, Trapsilo Prihandono, and Firdha Kusuma Ayu Anggraeni. "Pengembangan Media Pembelajaran Fisika Menggunakan Sparkol Videoscribe Materi Fluida Dinamis Kelas XI SMA." Jurnal Ilmiah Pendidikan Fisika 6, no. 2 (2022): 441. http://dx.doi.org/10.20527/jipf.v6i2.5073.

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Penelitian ini bertujuan untuk mengembangkan dan mengetahui kelayakan serta keefektifan media pembelajaran fisika menggunakan Sparkol Videoscribe pokok bahasan fluida dinamis. Produk yang dikembangkan berupa video pembelajaran memakai Sparkol Videoscribe pokok bahasan fluida dinamis. Penelitian ini menggunakan metode penelitian dan pengembangan dengan model pengembangan 4D dengan 4 tahap yakni define, design, development, disseminate. Subjek dalam penelitian ini adalah siswa kelas XI MIPA 3 dan XI MIPA 4 di SMA Negeri 1 Glenmore tahun ajaran 2021/2022. Instrument pengumpulan data yang digunakan di penelitian ini yakni lembar validasi, lembar pre-test serta post-test yang terdiri dari 5 soal. Hasil penelitian pengembangan media pembelajaran menggunakan Sparkol Videoscribe pokok bahasan fluida dinamis dikategorikan valid atau layak dengan hasil rata-rata uji validator ahli dan pengguna mencapai tingkat kevalidan 88,5% dan media pembelajaran ini efektif dipakai pada kegiatan belajar mengajar di kelas XI karena terbukti dapat menaikkan hasil belajar siswa di aspek kognitif dengan nilai N-gain sejumlah 75% termasuk dalam kategori “tinggi”, sehingga media pembelajaran fisika memakai Sparkol Videoscribe menghasilkan video pembelajaran yang valid. Berdasarkan hasil penelitian, media pembelajaran fisika menggunakan Sparkol Videoscribe valid, efektif dan dapat digunakan sebagai alat bantu dalam pembelajaran fluida dinamis. This research aims to develop and determine the feasibility and effectiveness of physics learning media using Sparkol Videoscribe on dynamic fluid topics. The product developed is a learning video using Sparkol Videoscribe on dynamic fluid topics. This study uses research and development methods with a 4D development model with four stages: define, design, development, and dissemination. The subjects in this study were students of classes XI MIPA 3 and XI MIPA 4 at SMA Negeri 1 Glenmore for the academic year 2021/2022. The data collection instruments used in this study were validation sheets and pre-test and post-test sheets consisting of 5 questions. The results of the research on the development of learning media using Sparkol Videoscribe the subject of dynamic fluid discussions are categorized as valid or feasible, with the average results of expert and user validator tests reaching a validity level of 88.5%. This learning media is effectively used in teaching and learning activities in class XI because it is proven to increase student learning outcomes in the cognitive aspect with an N-gain value of 75% are included in the "high" category, so that the physics learning media using Sparkol Videoscribe produces valid learning videos. Based on the research results, the physics learning media using Sparkol Videoscribe is valid, effective and can be used as a tool in dynamic fluid learning.
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Listari, Ayu, Aris Doyan, Syahrial Ayub, and Hikmawati Hikmawati. "Pengembangan Media Pembelajaran Fisika Berbasis Videoscribe Pada Materi Momentum dan Impuls Untuk Meningkatkan Pemahaman Konsep." Jurnal Ilmiah Profesi Pendidikan 8, no. 1 (2023): 22–28. http://dx.doi.org/10.29303/jipp.v8i1.1140.

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Seiring berkembangnya teknologi media pembelajaran perlu terus dikembangkan agar kualitas pendidikan bisa semakin baik. Videoscribe merupakan salah satu media pembelajaran yang dapat digunakan oleh peserta didik dalam proses pembelajaran. Adapun tujuan dari penelitian ini adalah untuk mengetahui kelayakan, kepraktisan dan keefektifan dari media pembelajaran fisika berbasis videoscribe yang  telah dikembangkan untuk meningkatkan pemahaman konsep. Metode yang digunakan dalam penelitian ini yaitu Research and Development (R&amp;D) dengan model pengembangan yang terdiri dari tahap define (pendefinisian), design (perancangan), develop (pengembangan), dan disseminate (perluasan). Kelayakan ditinjau oleh 6 validator yaitu 3 validator ahli dan 3 validator praktisi. Bagian kepraktisan dianalisis dari keterlaksanaan pembelajaran dan hasil respon peserta didik. Untuk bagian keefektifan dianalisis melalui hasil uji coba terbatas pada X kelas di SMAN 1 Alas Barat. Instrumen penelitian terdiri dari videoscrib, lembar observasi keterlaksanaan pembelajaran , angket respon  peserta didik, lembar validasi, dan dan tes pemahaman konsep. Teknik analisis yang digunakan yaitu deskriptif kuantitatif dan uji N-gain. Berdasarkan hasil penelitian menunjukkan bahwa media pembelajaran ini layak digunakan dengan rata-rata 3,4 yang termasuk  kategori sangat baik serta reliabilitas penelitian mencapai &gt;75% yang termasuk kriteria reliabel. Berdasarkan rata-rata skor N-gain yaitu 0,60 dengan kriteria sedang maka penelitian termasuk dalam kategori efektif karena adanya peningkatan pemahaman konsep peserta didik. Berdasarkan penelitian yang telah dilakukan maka dapat dikatahui bahwa media pembelajaran fisika berbasis videoscribe layak, efektif, dan praktis untuk meningkatkan kemampuan pemahaman konsep pada materi momentum dan impuls.
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Triyani, Triyani, Eli Karliani, Eddy Lion, and Dotrimensi Dotrimensi. "Development of Sparkol Videoscribe Interactive Video Learning Media Integrated with Case Method on Pancasila Material." Jurnal Lingua Idea 15, no. 1 (2024): 74. http://dx.doi.org/10.20884/1.jli.2024.15.1.10481.

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This study aims to develop an interactive Sparkol VideoScribe learning video integrated with the case method in the Pancasilacourse, which will enable students to understand the Pancasila material better. The problem is the lack of interactive learning mediathat students can access, especially when learning Pancasila. This research uses the type of research development (Research andDevelopment) with the 4-D development model with the stages of defining, designing, developing and dissemination. Thedevelopment stages are integrated in the activities of 1) Integration of Pancasila material, namely the History of Pancasila Formulation, Pancasila as an Ethical System and Pancasila as the Basis for Science and Technology Development; 2) Integrating the material that has been developed into the Sparkol VideoScribe application; 3) Development of Sparkol VideoScribe Interactive Video integrated with Case Method; 4) Preparation of validation instruments and validation of Sparkol VideoScribe Interactive Video Integrated with Case Method by material experts and media experts; 5) Implementing videos that have beendeveloped to students while reflecting and evaluating; 6) Disseminating research products to students. The results of this studyare based on the results of material expert validation obtained a result of 85% with the category "Very Valid". In addition, basedon the assessment of media experts, the result is 75% with the category "Valid". Based on the assessment results from material andmedia expert validators, the interactive video learning media Sparkol VideoScribe is suitable for use in the Pancasila learning process.
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Limbong, Daniel Setiawan, and Jongga Manullang. "PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS SPARKOL VIDEOSCRIBE PADA MATA PELAJARAN GARDU INDUK KELAS XI TEKNIK JARINGAN TENAGA LISTRIK DI SMK NEGERI 1 PERCUT SEI TUAN." JEVTE Journal of Electrical Vocational Teacher Education 3, no. 2 (2024): 98. http://dx.doi.org/10.24114/jevte.v3i2.57177.

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Abstract This research aims to find out how to develop Sparkol Videoscribe based learning media in the class XI substation subject Electrical Power Network Engineering at SMK Negeri 1 Percut Sei Tuan, and find out the level of feasibility of the Sparkol Videoscribe based learning media product in the substation subject in Class XI Engineering Electric Power Network (TJTL) SMK Negeri 1 Percut Sei Tuan. This research is included in Research and Development (R&amp;D) and the model used in this research is the ADDIE model including analysis, design, development, implementation and evaluation. The results of this research are: (1) Making learning video media containing substation material using VideoScribe software, the steps include analyzing student needs and collecting materials for substation subject matter, designing the format and design of learning media products, developing ( making) learning media products according to the design and format that has been designed, assessing the suitability of the media by material experts and media experts, and revising the final product. (2) Feasibility results for Sparkol Videoscribe based learning media include material expert assessment, obtained a score of 4.10 with appropriate criteria, and media expert assessment obtained a value of 4.10 with appropriate criteria.. Key Words: Learning Media, Sparkol Videoscribe, Substation AbstrakPenelitian ini bertujuan untuk mengetahui bagaimana mengembangkan media pembelajaran berbasis Sparkol Videoscribe pada mata pelajaran Gardu Induk kelas XI Teknik Jaringan Tenaga Listrik di SMK Negeri 1 Percut Sei Tuan, dan mengetahui tingkat kelayakan produk Media Pembelajaran berbasis Sparkol Videoscribe pada mata pelajaran Gardu Induk Di Kelas XI Teknik Jaringan Tenaga Listrik (TJTL) SMK Negeri 1 Percut Sei Tuan. Penelitian ini termasuk dalam Penelitian dan Pengembangan (R&amp;D) dan model yang digunakan dalam penelitian ini yaitu model ADDIE meliputi analysis (analisis), design (desain), development (pengembangan), implementation (implementasi) dan evaluation (evaluasi). Hasil penelitian ini adalah: (1) Pembuatan media video pembelajaran yang berisi materi Gardu Induk menggunakan software VideoScribe, langkah-langkahnya meliputi analisis kebutuhan peserta didik dan mengumpulkan bahan-bahan materi mata pelajaran Gardu Induk, merancang format dan desain produk media pembelajaran, pengembangan (pembuatan) produk media pembelajaran sesuai dengan desain dan format yang sudah dirancang, penilaian kelayakan media oleh ahli materi dan ahli media, dan revisi produk akhir. (2) Hasil Kelayakan media pembelajaran berbasis Sparkol Videoscribe meliputi penilaian ahli materi diperoleh nilai 4,10 dengan kriteria layak, dan penilaian ahli media diperoleh nilai 4,10 dengan kriteria layak.Kata kunci : Media Pembelajaran, Sparkol Videoscribe, Gardu Induk
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Amanda, Fitria, Rosa Murwindra, and Dwi Putri Musdansi. "LITERATUR RIVIEW: PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS SPARKOL VIDIOSCRIBE PADA PEMBELAJARAN SAINS." JEDCHEM (JOURNAL EDUCATION AND CHEMISTRY) 6, no. 1 (2024): 13–17. https://doi.org/10.36378/jedchem.v6i1.3131.

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The rapid development of technology has caused various aspects to adapt, including education. Learning using technology can make it easier for teachers to deliver materials, one of which is science learning. One type of technology-based media is sparkol videoscribe. The purpose of this study was to see the development of sparkol videoscribe learning media in science learning. The research method used was a systematic literature review. The articles analyzed were 10 which were obtained through Google Scholar in the 2018-2024 period. The results obtained showed that sparkol videoscribe can be developed in all science subjects, can be developed at various levels of education, both elementary, middle and high school. The average validation results of all articles analyzed showed that the sparkol videoscribe media was valid with an average expert validity of 87.03%, and media validity of 87.30%.
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Dewi, Fitri Yuliana, Sugiarti Sugiarti, and Lefudin Lefudin. "Pengembangan Video Pembelajaran Berbantuan Sparkol Videoscribe untuk Meningkatkan Keterampilan Proses Sains Siswa di SMA." Justek : Jurnal Sains dan Teknologi 6, no. 1 (2023): 69. http://dx.doi.org/10.31764/justek.v6i1.13076.

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Abstract: This study aims to develop sparkol videoscribe-assisted learning videos that can improve students' science process skills in high school, as well as to determine the level of validity, practicality and potential effects of the developed learning videos. The method used is research and development (R&amp;D) with the rowntree research model (planning, developing and evaluating). The research subjects for class X8 SMA Negeri 12 Palembang totaled 32 students. The object of research is Sparkol videoscribe-assisted learning videos. The research instruments used were validation sheets, practice response questionnaires, pretest and posttest questions. The results of the study show 1) The learning videos developed are very valid 92%. 2) Instructional videos develop practically 78.5% at the one to one stage, and 78.6% at the Small Group stage. 3) The developed learning videos have the potential to influence science process skills with an N-gain of 0.58 in the medium category. It can be concluded that the sparkol videoscribe assisted learning videos are declared valid, practical and have potential effects so that the products developed by researchers are suitable for use in further learning activities.Abstrak: Penelitian ini bertujuan untuk mengembangkan video pembelajaran berbantuan sparkol videoscrobe yang dapat meningkatkan keterampilan proses sains siswa, serta untuk mengetahui tingkat kevalidan, kepraktisan dan efek potensial dari video pembelajaran yang dikembangkan. Metode yang digunakan yaitu penelitian dan pengembangan (R&amp;D) dengan model penelitian rowntree (perencanaan, pengembangan dan evaluasi). Subjek penelitian kelas X8 di SMA Negeri 12 Palembang sebanyak 32 peserta didik. Objek penelitian video pembelajaran berbantuan sparkol videoscribe. Instrumen penelitian yang digunakan yaitu lembar validasi, angket respon kepraktisan, serta soal Pretest dan Posttest. Hasil penelitian menunjukkan 1) Video pembelajaran yang dikembangkan sangat valid dengan persentase 92%. 2) Video pembelajaran yang dikembangkan praktis dengan persentase 78,5% pada tahap one to one, dan 78,6% pada tahap Small Group. 3) Video pembelajaran yang dikembangkan memiliki efek potensial terhadap keterampilan proses sains dengan N-gain 0,58 dikategorikan sedang. Dapat disimpulkan bahwa video pembelajaran berbantuan sparkol videoscribe dinyatakan valid, praktis dan memiliki efek potensial sehingga produk yang dikembangkan oleh peneliti layak digunakan pada kegiatan pembelajaran kedepannya.
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NINGSIH, ARI, and HARIANTO II. "DEVELOPMENT OF TEACHING MATERIAL IN NARRATIVE TEXT BASED ON SPARKOL VIDEOSCRIBE AT MA RAUDHTUL HASANAH, MEDAN." LINGUISTICA 12, no. 2 (2023): 58. http://dx.doi.org/10.24114/jalu.v12i2.45196.

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The purpose of this development teaching the material research was to increase the students’ interest in X grade MAS PP Raudhatul Hasanah Medan. The development of teaching the material narrative text based on Sarkol VideoScribe adapts of the curriculum 2013 on third competency. The advantages of this development based on Sparkol VideoScribe such as: (1) Enhance teaching the material to be the most attractive and effective. (2) Can help to improve the interesting of students in reading and being active in the classroom. (3) Stimulate students’ attending of the lesson. (4) Increase students’ achievement in learning process. (5) Make the students are more exited. (6) The teachers enjoy and serve in learning atmosphere. This research and development approach will result in a finished product. The five-step ADDIE development paradigm is the one that was used. Analysis, design, development, implementation, and evaluation are the development measures. Before looking for the t-test result, the investigation establishes the results of normality and homogeneity. T-count is 16,2 and T-table is 1,6892 as a consequence of the calculation. Because t-count &gt; t-table and there is a notable difference between learning outcomes prior to and following the use of teaching materials based on Sparkol VideoScribe's subtheme "the smartest animal" in X grade students at MAS PP Raudhatul Hasanah Medan, it means that Ho was rejected and Ha was accepted.
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Khairani, Azania, and Siti Quratul Ain. "Pengembangan Media Pembelajaran Video Menggunakan Sparkol Videoscribe Pada Materi Statistika Kelas IV SD." QALAMUNA: Jurnal Pendidikan, Sosial, dan Agama 13, no. 2 (2021): 219–38. http://dx.doi.org/10.37680/qalamuna.v13i2.898.

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The purpose of this research is to develop learning media in the form of videos using the sparkol videoscribe application which is appropriate to help the mathematics learning process in statistics material. This research method uses development research with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation) but the researchers only use three stages, namely Analysis, Design, and Development. The instruments used in this study were interview guidelines and validation sheets consisting of material expert validation sheets, media expert validation and linguist validation. Data analysis using descriptive statistics in the form of calculating the average score. Based on the results of the study, an assessment of the videoscribe media from the material expert assessment obtained a valid category with a percentage of 91.87%. The media expert's assessment got a valid category with a percentage of 93.35%. The assessment of linguists is in the valid category with a percentage of 93.74%. From these results, the developed videoscribe media is in the valid category so that the videoscribe learning media can be used in the classroom.
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Amalia Nurusyifa and Desi Wulandari. "Sparkol Videoscribe Learning Media for Science Subjects on Human Needs Material." Jurnal Penelitian dan Pengembangan Pendidikan 8, no. 3 (2024): 643–52. https://doi.org/10.23887/jppp.v8i3.80114.

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The most prominent problem in learning Natural and Social Sciences (IPAS) is the less-than-optimal use of learning media, which affects students' learning outcomes. This development research aims to develop Sparkol Videoscribe media on IPAS on human needs material. This type of research is development research. This research applies the ADDIE development model. The research subjects are 1 learning media expert and 1 learning material expert. The subjects of this development research trial are 18 students and grade IV teachers. Data collection techniques are done through interviews, observations, tests, questionnaires and documentation. The data collection instrument uses questions to test the feasibility of the Sparkol videoscribe media. The techniques used to analyze the data are qualitative, quantitative, descriptive analysis, and inferential statistics. The study results showed that Sparkol videoscribe is feasible to use, based on the assessment of media experts by 95.8% and material experts by 90% with very feasible criteria. The media developed is practical based on the t-test and n-gain test with moderate criteria. It is concluded that the Sparkol videoscribe learning media that has been developed is feasible and effective to use in IPAS learning because it can improve students' learning outcomes. The implications of the research are that the Sparkol Videoscribe media developed for science subjects can be used in learning.
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Dewi, Ni Ketut Ratmita, and Kadek Yudiana. "Video Scribe Learning Media Material Changes in Forms of Objects Solutions to Increase Competency in Natural Science Knowledge." Jurnal Edutech Undiksha 11, no. 2 (2024): 336–43. https://doi.org/10.23887/jeu.v11i2.65757.

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Students' low learning outcomes and enthusiasm in learning science are due to the content or material provided needing to be more interesting. Educators need to utilize technology, one of which is by using interesting learning media. This research aims to create VideoScribe learning media on material changing the shape of objects. This development research adapts the ADDIE development model. The data collection methods are interviews, observation, questionnaires, tests, and documentation. The data analysis techniques used are quantitative analysis and qualitative analysis. This research resulted in the validation of VideoScribe learning media on material changing the shape of objects, which was declared feasible from the validation results of learning material experts with a percentage (96.00%) with very good criteria. The validation results of learning media experts obtained a percentage (94.5%) with very good criteria. Both state that VideoScribe learning media is very suitable for use. The level of practicality of VideoScribe learning media from the results of teacher responses obtained a percentage (95.3%), and the results of student responses obtained a percentage (95.41%) with very practical criteria. Moreover, the level of effectiveness of VideoScribe learning media obtained an average pretest score (69.68) and an average post-test score (78.06). It was concluded that the VideoScribe learning media effectively improved student learning outcomes in the material on changes in the shape of objects for class V students.
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Kurniati, Kurniati, and Siti Rohayati. "IMPROVING THE MATHEMATICAL CREATIVE THINKING ABILITY AND SOFT SKILLS STUDENTS THROUGH VIDEOSCRIBE MULTIMEDIA TEACHING MATERIALS." AKSIOMA: Jurnal Program Studi Pendidikan Matematika 12, no. 2 (2023): 2306. http://dx.doi.org/10.24127/ajpm.v12i2.7416.

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This study aims to determine the increase of improving in The Mathematical Creative Thinking Ability and Soft skills of chemical analysts school students in the Bogor City through Videoscribe Multimedia Teaching Materials. This research uses the Research &amp; Development (R &amp; D) method by researching and developing multimedia videoscribe learning materials in mathematics learning. The instruments use in this study are videoscribe teaching materials, RPP, pretest and posttest, and soft skills scale questionnaire. The tests use the essay test because they are used to measure high-level abilities. The attitude scale use the Likert Model soft skills scale. The research use two different classes. The first class is an experimental group that obtains learning using videoscribe, while the second class is a control group that does not use videoscribe. The results showed that students who obtained learning using videoscribe media has an increase in creative thinking ability and soft skills better than students who use conventional learning. Data analysis of the increase in the creative thinking ability using 2-way analysis of varians statistical test with interaction, while data analysis for the improvement of soft skills uses the U-Mann Whitney Non-Parametric Test.Â
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Betty Simanjuntak, Eva, and Astria Hospital Tampubolon. "PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO ANIMASI BERBASIS SPARKOL VIDEOSCRIBE PADA TEMA 7 SUB TEMA 2 SISWA KELAS IV SD NEGERI 030355 PARRATUSAN." SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED 11, no. 3 (2021): 269–78. http://dx.doi.org/10.24114/sejpgsd.v11i3.30133.

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This study aims to produce sparkol videoscribe-based animated video learning media, to determine the feasibility of sparkol videoscribe-based animated video learning media and to determine the effectiveness of using Sparkol videoscribe-based animated video learning media on Theme 7 Sub-theme 2 Grade IV Students of SD Negeri 030355 Parratusan. This research and development was carried out using the ADDIE model (Analysis, Design, Development, Implementation and Evaluation) with the research subjects being fourth grade students of SD Negeri 030355 Parratusan. The results of this development research are appropriate and effective learning media to use. The final result by a material expert is 95% or in the “Very Eligible” category. Furthermore, the final result from the media expert is 100% included in the "Very feasible" category, then the results obtained from the fourth grade teacher are 97% and are included in the "very Eligible" category and at the time of product testing the average score obtained from students is 94 %. Then based on the results of the pretest and posttest obtained an increase in student learning outcomes with the achievement of KKM. Keywords: Development, Learning Media, Video Animation, Sparkol Videoscribe.
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Sari, Widya, and Ahmad Landong. "Development of 5 Weather Theme Videoscribe Learning Media to Improve Learning Motivation of Class III Students at SDN 132406 Tanjung Balai." Widyagogik : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar 10, no. 2 (2023): 372–84. http://dx.doi.org/10.21107/widyagogik.v10i2.18192.

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This development research aims to (1) development videoscribe learning media in learning theme 5 Weather, (2) find out the feasibility of developing videoscribe media in increasing student learning motivation. This research is a type of research and development Research and Development (RD) using the ADDIE development model which consists of 5 stages, namely. Analysis (Analysis). Design (Design). Development (Development), Implementation (Implementation) and Evaluation (Evaluation).The instruments used in this study were educational practitioner questionnaires, media expert questionnaires, material expert questionnaires, student response questionnaires and teacher response questionnaires to determine the feasibility of the developed 5 weather theme videoscribe media.Based on the validation results from educational practitioners, a percentage of 98.8% was obtained with the "Very Eligible" criteria. From the validation results of media experts, it was obtained an average percentage of 96.6% with the criteria of "Very Eligible". From the results of the material expert validation, an average percentage of 94.5% was obtained with the criteria of "Very Eligible". From the validation results of student responses, a percentage of 95.7% was obtained with the criteria "Very Eligible" and from the validation results of the teacher's response, a percentage of 98% was obtained with the criteria "Very Eligible". From the assessment obtained, it can be said that the 5 weather theme videoscribe media developed "Very Eligible" is used in the learning process.
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Rahmadani, Ginta Prastya, Wahyudi Wahyudi, and Sutrisno Sahari. "Pengembangan Media Pembelajaran Berbasis Videoscribe pada Materi IPS Pokok Bahasan Gejala Alam di Indonesia dan Negara Tetangga Kelas Vi Sekolah Dasar." DIAJAR: Jurnal Pendidikan dan Pembelajaran 2, no. 2 (2023): 195–201. http://dx.doi.org/10.54259/diajar.v2i2.1497.

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This research aims to develop from research to produce product development of videoscribe-based learning media social studies subject matter of natural phenomena in Indonesia and neighboring class countries. This research method uses the R&amp;D (Research and Development) method with the ADDIE model which consists of (1) Analysis, (2) Design, (3) Development, (4) Implementation, (5) Evaluation stages. The subjects in this study were teachers and students of class VI at SD Negeri 3 Besole, Besuki District, Tulungagung Regency. There were two trial designs that were carried out, consisting of a limited trial on 8 students and a large trial on 28 students. The conclusions of this study are (1) Videoscribe media can be said to be valid and suitable for use as learning media by obtaining validation carried out by media expert validators obtaining a percentage of 95%, while material validators obtain a percentage of 97.7%. (2) Videoscribe media can be said to be practical and appropriate for use in learning by obtaining a percentage score of 98%. While the response of class VI students to videoscribe media obtained a score percentage of 92.8%. (3) Videoscribe media can be declared effective in the learning process. with mastery learning to get a value of 88%. Meanwhile, for the wide trial, it obtained an average score of 96 and exceeded the KKM score (75) with the percentage of learning completeness obtaining a score of 100%.
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Widiastuti A, T. T., A. Faiqoh, R. Kariadinata, and H. Sugilar. "Development of sparkol videoscribe on mathematical representation." IOP Conference Series: Materials Science and Engineering 1098, no. 3 (2021): 032021. http://dx.doi.org/10.1088/1757-899x/1098/3/032021.

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Amin, Saiful. "Peningkatan Profesionalisme Guru melalui Pelatihan Pengembangan Media Pembelajaran Sparkol Videoscribe di Kabupaten Malang." Jurnal Pengabdian Pada Masyarakat 4, no. 4 (2019): 563–72. http://dx.doi.org/10.30653/002.201944.238.

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ENHANCEMENT OF TEACHERS PROFESSIONALISM THROUGH SPARKOL VIDEOSCRIBE LEARNING MEDIA WORKSHOP IN MALANG DISTRICT. The program of activities proposed by the group of KKM 68 and 105 UIN Maulana Malik Ibrahim Malang, in the form of assistance in making sparkol videoscribe learning media. Through these activities, it is expected that the product of the development can add learning resources for teachers and students, and become an encouragement for students in learning. The method used in this service is service learning. Service learning is learning for students based on understanding and the process of recognizing a community. Community service activities in the form of ICT media development workshops can improve the understanding of elementary school teachers in Tulusbesar Village, Malang District in making and using learning media with sparkol videoscribe applications. The products produced in these activities are in the form of learning media in the form of sparkol videoscribe which are interesting in material grades 1 to 6 of elementary school. This service activity received a positive response from teachers as workshop participants.
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Kartikasari, Cika, Sholeh Hidayat, and Isti Rusdiyani. "PENGEMBANGAN BAHAN AJAR BERBASIS APLIKASI VIDEOSCRIBE MATERI GAYA DAN GERAK MATA PELAJARAN IPA." JRPD (Jurnal Riset Pendidikan Dasar) 6, no. 1 (2023): 1–11. http://dx.doi.org/10.26618/jrpd.v6i1.8266.

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Penelitian ini bertujuan untuk mendeskripsikan dan menganalisis tahapan pengembangan, kelayakan, efektivitas dan respon peserta didik terhadap bahan ajar berbasis videoscribe materi gaya dan gerak mata pelajaran IPA kelas IV SDN Gelam 4. Penelitian ini menggunakan metode penelitian pengembangan Research and Development (RD) dengan pendekatan ADDIE yang terdiri dari Analyze, Design, Development, Implementation dan Evaluation. Hasil penelitian yang diperoleh untuk tahap pengembangan bahan ajar berbasis videoscribe memperoleh nilai rata-rata 86,8 termasuk ke dalam kategori baik. Adapun nilai kelayakan media 87% termasuk ke dalam kategori sangat layak, kelayakan isi materi 85% termasuk ke dalam kategori sangat layak dan kelayakan penyajian 87% termasuk ke dalam kategori sangat layak. Adapun uji efektivitas melalui pretest dan posstest dengan nilai N-Gain 0,85 dan pada N-Gain Score 85% termasuk kedalam kategori Tinggi. Hasil respon peserta didik terhadap bahan ajar berbasis videoscribe mata pelajaran IPA materi gaya memperoleh nilai 87% termasuk ke dalam kategori baik. Dengan demikian bahan ajar berbasis videoscribe mata pelajaran IPA materi gaya dan gerak kelas IV dinyatakan sangat layak dan valid digunakan dalam proses pembelajaran.
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Zaini, Abdul Wahid, Samsul Susilawati, and Rini Nafsiati Astuti. "Archives / Vol 5 No 3 (2022): Islamic Education In Indonesia / Articles Improving Student Learning Outcomes Through The Development Of Videoscribe Sparkol-Based Learning Media." Jurnal At-Tarbiyat: Jurnal Pendidikan Islam 5, no. 3 (2019): 386–400. http://dx.doi.org/10.37758/jat.v5i3.512.

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The objectives of this research and development are; 1) To determine the feasibility of Sparkol Videoscribe-based video learning media, 2) To explain the attractiveness of Sparkol Videoscribe-based video learning media, 3) to test the effectiveness of using Sparkol Videoscribe-based video learning media. This type of development research is Research and Development (R&amp;D), which refers to the Borg &amp; Gall model. The subjects in this study were fourth-grade students at MI Miftahul Ulum Pandan Wangi. Data collection techniques in this study used interviews, achievement tests, and questionnaires. The data analysis technique used is qualitative and quantitative analysis techniques. The research was conducted at MI Mifatahul Ulum Pandanwangi with test subjects of 25 students in class IV A and 25 students in class IV B. The research results on developing video learning media based on Sparkol Videoscribe met the valid criteria, with material experts reaching a validity level of 97.5%, design experts at 97.5%, and learning practitioners at 95%. In the post-test analysis for the experimental class, the result was 85.04, while for the control class, it was 70.28. In the t-test obtained at t-count 3.55 and t-table 2.06. From these data, it can be concluded that the t table is larger than the t count, so the results are significant, with Ha being accepted and Ho rejecting. So that Sparkol Videoscribe learning media effectively improves student learning outcomes in the life cycle material of living things in class IV students.
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A. Hasan, Adtman, and Umi Baroroh. "PENGEMBANGAN MEDIA PEMBELAJARAN BAHASA ARAB MELALUI APLIKASI VIDEOSCRIBE DALAM MENINGKATKAN MOTIVASI BELAJAR SISWA." لسـانـنـا (LISANUNA): Jurnal Ilmu Bahasa Arab dan Pembelajarannya 9, no. 2 (2020): 140. http://dx.doi.org/10.22373/ls.v9i2.6738.

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This paper describes the use of Scribe Video as a Media in Learning Arabic to Improve Student Learning Motivation. The problem of education and teaching is a fairly complex problem where there are many factors that influence it. One of these factors is the teacher. The teacher is a component of teaching that plays an important and primary role, because the success of the learning process is largely determined by the teacher's factor. The teacher's task is to convey the subject matter to students through communication interactions in the learning process that they do. The success of the teacher in delivering the material is very dependent on the smooth interaction between the teacher and the students. This study uses development research methods in education or in English development research, a process in developing and validating educational products. The purpose of this research is to develop Arabic learning media using software sparkol (video scribe) in increasing student learning motivation. This research is a research and development focusing on software sparkol (video scribe). Videoscribe is a software (software) for automatically creating whiteboard animation (whiteboard animation). Videoscribe was launched in 2012 by sparkol company United Kingdom (UK) in the UK. Videoscribe is developed by Adobe Flash and Flash Video. Videoscribe is a form of video media with a blackboard concept that uses hand drawings and as if it were drawing or writing on the board. The concept of videoscribe is usually used as a video presentation, promotion, learning, and so on.
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Amaliah, Kholisotul, Lukman Nulhakim, and Liska Berlian. "Pengembangan Sparkol Videoscribe Tema Gelombang pada Kehidupan Sehari-hari Untuk Melatih Kemampuan Argumentasi Siswa." PENDIPA Journal of Science Education 9, no. 1 (2025): 223–32. https://doi.org/10.33369/pendipa.9.1.223-232.

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Penelitian ini dilakukan untuk menghasilkan Sparkol Videoscribe yang valid berbasis kemampuan argumentasi tema pemanfaatan gelombang pada kehidupan sehari hari siswa dan mendeskripsikan respon siswa pada Sparkol Videoscribe berbasis kemampuan argumentasi tema pemanfaatan gelombang pada kehidupan sehari hari siswa. Metode yang digunakan metode Research and Development (R&amp;D). Model pengembangan yang digunakan model 4-D memiliki tahapan define, design, dan develop. Instrumen yang digunakan yaitu angket wawancara, angket respon siswa, dan angket validasi. Analisis data secara deskriptif kuantitatif dan kualitatif. Hasil persentase penilaian validasi video pembelajaran yang diperoleh dari validator materi 85,20% (sangat valid), validator media 81,52% (sangat valid), validator guru IPA 91,48% (sangat valid). Hasil dari tingkat respon siswa menunjukan nilai persentase dengan rata-rata 85,42% (sangat setuju). Dengan hal ini dapat disimpulkan video pembelajaran berbasis Sparkol Videoscribe pada tema Gelombang pada Kehidupan Sehari-hari dapat digunakan oleh siswa dalam proses pembelajaran IPA. Kata kunci: Video pembelajaran, Sparkol Videoscribe , Kemampuan Argumentasi.
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Firdayanti, Neni. "PENGEMBANGAN VIDEO ANIMASI BERBANTUAN SPARKOL VIDEOSCRIBE MATERI KERAGAMAN BUDAYA DI INDONESIA." Joyful Learning Journal 9, no. 3 (2020): 138–43. http://dx.doi.org/10.15294/jlj.v9i3.39918.

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Abstrak&#x0D; Tujuan penelitian ini adalah untuk mengetahui pengembangan, menguji kelayakan dan keefektifan media pembelajaran video animasi berbantuan sparkol videoscribe dalam pembelajaran IPS materi keragaman budaya di Indonesia. Metode penelitian yang digunakan adalah Research and Development (R&amp;D). Subjek penelitian ini adalah siswa kelas IV SDN Manyaran 01 Semarang. Teknik analisis data yang digunakan adalah analisis kelayakan media, analisis tanggapan guru dan siswa, uji normalitas, uji gain, dan uji t. Hasil penelitian menunjukkan bahwa video animasi berbantuan sparkol videoscribe layak digunakan dalam pembelajaran, berdasarkan penilaian ahli media 92,86% (sangat layak), materi 90% (sangat layak), dan bahasa 87,5% (sangat layak). Persentase tanggapan guru sebesar 100% dengan kriteria sangat baik dan persentase tanggapan siswa sebesar 90% dengan kriteria sangat baik. Video animasi berbantuan sparkol videoscribe efektif dapat meningkatkan hasil belajar siswa kelas IV berdasarkan uji gain nilai pretest dan posttest sebesar 0,462 dengan kategori sedang. Uji hipotesis dengan uji paired sampel t-test diperoleh nilai signifikasi 2-tailed &lt; α yaitu 0,00 &lt; 0,05 sehingga Ha diterima. Kesimpulan dari penelitian ini adalah video animasi berbantuan sparkol videoscribe yang dikembangkan layak dan efektif diterapkan dalam pembelajaran siswa kelas IV SDN Manyaran 01 Semarang.&#x0D; The purpose of this research was to determine the development, test the feasibility and effectiveness of animation video assisted by sparkol videoscribe in social studies learning material on cultural diversity in Indonesia. The research method used was Research and Development (R&amp;D). The subjects of this research were students of class IV Elementary School Manyaran 01 Semarang. Data analysis techniques used were media feasibility analysis, analysis of teacher and student responses, normality test, gain test, and t-test. The results showed that animation video assisted by sparkol videoscribe are suitable for use in learning, based on the assessment of media experts 92.86% (very feasible), 90% material (very feasible), and 87.5% language (very feasible). The percentage of teacher responses by 100% with very good criteria and the percentage of students responses by 90% with very good criteria. Animation video assisted by sparkol videoscribe can effectively improve student learning outcomes in class IV based on the gain test of pretest and posttest scores of 0.462 in the medium category. Hypothesis testing with paired sample t-test obtained 2-tailed significance value &lt;α that is 0.00 &lt;0.05 so that Ha is accepted. The conclusion of this research is animation video assisted by sparkol videoscribe which was developed is feasible and effectively applied in the learning of fourth-grade students of Elementary School Manyaran 01 Semarang.
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Naadinna, Dina. "PENGEMBANGAN E-MODUL BERBASIS EXE – LEARNING BEBANTUAN VIDEOSCRIBE TERHADAP PEMAHAMAN KONSEP SISWA MATERI BANGUN RUANG SISI DATAR." TRISALA: JURNAL ILMIAH PENDIDIKAN 9, no. 2 (2023): 19. http://dx.doi.org/10.54211/trisala.v9i2.98.

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ABSTRAK&#x0D; Penelitian dan pengembangan ini bertujuan 1) untuk mengetahui kelayakan E-modul berbasis Exe – learning bebantuan Videoscribe 2) untuk mengetahui kepraktisan E-modul berbasis Exe – learning bebantuan Videoscribe 3) untuk mengetahui keefektifan E-modul berbasis Exe – learning bebantuan Videoscribe. Penelitian ini merupakan penelitain research and development (R&amp;D) mengadaptasi dari Plomp (2010). Penelitian ini terdiri dari 3 fase.Teknik pengumpulan data dengan metode validasi, metode angket dan metode tes. Instrumen penelitian yang digunakan berupa lembar validasi, angket respon, serta instrumen tes berupa soal pretest dan posttest untuk mengetahui keefektifan. Hasil penelitian menunjukkan bahwa persentase kelayakan E-modul pada aspek materi 85,60 % dan media 87, 50 yang berarti sangat layak dan dapat digunakan dengan revisi dari masukan validator. Persentase kepraktisan oleh guru pada aspek performa tampilan 78 %, aspek relevansi tes 87,5 % dan kebermanfaatan 87, 5 % dan angket respon siswa dengan hasil data analisis yang diperoleh persentase pada aspek performa tampilan sebesar 81,08 %, dari aspek relevansi materi test sebesar 87,17 % dan dari aspek kebermanfaat sebesar 80,76 % sehingga dinyatakan sangat praktis. Serta uji T-test memiliki pengaruh yang signifikan karena memiliki nilai Sig.&lt; 0,05 yaitu 0,000 dan t hitung &gt; t tabel yaitu 8,062 &gt; 2,060 sehinga dinyatakan efektif.&#x0D; Kata Kunci : Pengembangan; E-modul; Exe-learning; Videoscribe.&#x0D; &#x0D; ABSTRACT&#x0D; This research and development aims 1) to determine the feasibility of Exe-based E-modules – Videoscribe-assisted learning 2) to determine the practicality of Exe-based E-modules – Videoscribe-assisted learning 3) to determine the effectiveness of Videoscribe-assisted Exe-based E-modules. This research is a research and development (R&amp;D) study adapted from Plomp (2010). This research consists of 3 phases. Data collection techniques are validation methods, questionnaire methods and test methods. The research instruments used were validation sheets, response questionnaires, and test instruments in the form of pretest and posttest questions to determine effectiveness. The results showed that the percentage of feasibility of the E-module in the material aspect was 85.60% and the media was 87.50 which means it is very feasible and can be used with revisions from the validator's input. The percentage of practicality by the teacher in the display performance aspect is 78%, the relevance aspect of the test is 87.5% and the usefulness is 87.5% and the student response questionnaire with the results of the data analysis obtained is a percentage in the display performance aspect of 81.08%, from the aspect of the relevance of the test material of 87.17% and from the usefulness aspect of 80.76% so that it is declared very practical. And the T-test has a significant effect because it has a Sig. value &lt;0.05, which is 0.000 and t count &gt; t table, namely 8.062 &gt; 2.060 so that it is declared effective.&#x0D; Keywords: Development; E-module; Exe-learning; Videoscribe.
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Butarbutar, Shanty Teresia, Sorta Simanjuntak, Arifin Siregar, Erlinda Simanungkalit, and Apiek Gandamana. "Pengembangan Media Audio Visual Berbasis Sparkol Videoscribe Pada Tema 4 Sehat Itu Penting Kelas V SDN 101777 Saentis." Indo-MathEdu Intellectuals Journal 4, no. 3 (2023): 1667–74. http://dx.doi.org/10.54373/imeij.v4i3.397.

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This research purpose to determine the feasibility, practicality, and effectiveness of using Sparkol Videoscribe based audio visual media in theme 4 being healthy is important class V at SDN 101777 Saentis school year 2022/2023. The type of this research is R&amp;D (Research and Development) by using ADDIE model through 5 stages that is Analysis, Design, Development, Implementation, dan Evaluation. The subjects of this study were all students in class Vb SDN 101777 Saentis that contains 32 students. Data collection techniques using interview, questionnaires, and test. Feasibility assessment is obtained from the result of material and media validation by PGSD FIP UNIMED lecturers, practically assessment is obtained from the teacher’s assessment by filling in the practically instrument carried out by class V teachers at SDN 101777 Saentis and effectiveness assessment is obtained from the tests carried out by class V student at SDN 101777 Saentis. The results of media research developed showed sparkol Videoscribe audio visual media was stated to be very feasible with a score of 90% for material experts and 87% for media experts. Sparkol Videoscribe audio visual media was stated to be very practical to apply with a score 92% for Class V teacher assessment SDN 101777 Saentis. Student responses did the pre-test and post-test when field trial using Sparkol Videoscribe based audio visual media were declared effective with an N-gain score of 0,8003 with percentage of 80%. The conclusion is that Sparkol Videoscribe based audio visual media that has been developed is very feasible, very practical, and effective
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Govin, Govin, and Dara Fitrah Dwi. "PENGEMBANGAN MEDIA VIDEOSCRIBE DENGAN MODEL PROBLEM BASED LEARNING PADA PEMBELAJARAN TEMATIK TEMA 7 PERKEMBANGAN TEKNOLOGI KELAS III SD." ARMADA : Jurnal Penelitian Multidisiplin 1, no. 7 (2023): 717–30. http://dx.doi.org/10.55681/armada.v1i7.705.

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Penelitian pengembangan ini bertujuan untuk (1) Mengembangkan media pembelajaran videoscribe pada tema 7 perkembangan teknologi kelas III SD, (2) Mengetahui kelayakan media pembelajaran videoscribe dengan model problem based learning, (3) Untuk mengetahui respon guru dan peserta didik terhadap media videoscribe. Penelitian ini merupakan jenis penelitian pengembangan Research And Development (R&amp;D) dengan menggunakan model pengembangan ADDIE yang terdiri dari 5 tahap, yaitu Analisis (Analysis), Perancangan (Design), Pengembangan (Development), Penerapan (Implementation), dan Evaluasi (Evaluation). Subjek dalam penelitian ini adalah validator ahli media dan ahli materi. Instrumen yang digunakan untuk mengumpulkan data adalah angket. Teknik analisis data yang digunakan dalam penelitian ini adalah skala likkert. Berdasarkan analisis data yang diperoleh melalui uji validitas ahli media, ahli materi, respon guru, dan respon siswa. Hasil validasi oleh ahli media yaitu 76,9% termasuk kategori Layak. Hasil validasi oleh ahli materi yaitu 85% termasuk kategori Sangat Layak. Hasil validasi dari respon guru yaitu 91,6% termasuk kategori Sangat Layak, sedangkan untuk respon siswa yaitu 95,3% termasuk kategori sangat Layak. Berdasarkan hasil presentase dari ahli media, ahli materi, respon guru, dan respon siswa tersebut, maka penilaian yang didapatkan dari telaah ahli dapat dikatakan bahwa media videoscribe tema 7 perkembangan teknologi yang dikembangkan “Sangat Layak” digunakan pada proses pembelajaran di kelas III SD.
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Mareti, Risda, and Mohammad Givi Efgivia. "PENGEMBANGAN VIDEOSCRIBE SEBAGAI MEDIA PEMBELAJARAN PENCEGAHAN PENULARAN COVID-19 DI DESA CIMANGGU 02." PKM-P 4, no. 2 (2020): 174. http://dx.doi.org/10.32832/pkm-p.v4i2.742.

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Covid-19 merupakan penyakit pernapasan akut yang disebabkan oleh virus corona jenis baru. Penyakit ini pertama kali merebak di Wuhan, Cina lalu menyebar hampir ke seluruh dunia dan menyebabkan pandemi global. Gejala utama. penyakit Covid-19 antara lain batuk, demam, dan sesak napas. Penyakit ini menyerang semua golongan, dewasa, lansia, maupun anak-anak. Masyarakat perlu mendapatkan edukasi yang mudah dipahami mengenai Covid- 19 dan cara-cara pencegahannya. Untuk menyampaikan informasi kepada masyarakat mengenai covid-19 maka dilakukan pengembangan media video berbasis sparkol videoscribe sebagai media pembelajaran. Media pembelajaran videoscribe merupakan media video pembelajaran yang efektif dan mudah dipahami. Penyampaian informasi kepada masyarakat dengan cara mengirimkan videoscribe kepada masyarakat melalui aplikasi WhatsApp Group dan dilakukan diskusi melalui aplikasi Google Meet. Metode Penelitian ini merupakan metode penelitan pengembangan (Development Research) dengan tujuan akhir penelitian membuat suatu produk yaitu videoscribe dengan materi pencegahan penularan virus covid-19. Terdapat lima tahapan dalam metode penelitian produk yaitu Concept,Design, Collecting Materials, Assembly dan Test Drive and Distribution. Lengkah – langkah pembelajaran yang akan dilakukan yaitu tahap persiapan, tahap pelaksanaan kegiatan dan tahap evaluasi.
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Aryuntini, Novita, Indri Astuti, and Yohanes Gatot Sutapa Yuliana. "Development of Learning Media Based on VideoScribe to Improve Writing Skill for Descriptive Text of English Language Study." JETL (Journal Of Education, Teaching and Learning) 3, no. 2 (2018): 187. http://dx.doi.org/10.26737/jetl.v3i2.746.

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This study generally aims to develop VideoScribe-based learning media to improve the ability in writing descriptive text in English subjects. The development model used in this study is a combination of Borg and Gall development research steps, and the design of 4D-Thiagarajan learning model includes initial research and information gathering, planning stages, design stages, development stages, revision, and final product stages. The techniques of data collection in this study were carried out through indirect communications and test. Data collection tools used was questionnaires, observation’s sheet, and performance tests. The results showed that the design of instructional media development in this study consisted of (1) The design of the development of learning media was conducted using the modified models Borg and Gall and 4D Thiagarajan. (2) The application of VideoScribe-based learning media through activity as follows a) preparation, b) introduction, d) Evaluation, e) closing. (3) After applying VideoScribe-based learning media to improve students’ ability on writing Descriptive Text in English subjects and conducted pretest and posttest, it can be concluded that there is an increase in students' ability in writing Descriptive Text before and after the use of learning media.
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Meiliani, Haryanti, and I. Nyoman Arcana. "Pengembangan YouTube Pembelajaran Kedudukan Titik terhadap Lingkaran di SMA Menggunakan VideoScribe." UNION: Jurnal Ilmiah Pendidikan Matematika 7, no. 2 (2019): 217. http://dx.doi.org/10.30738/union.v7i2.4054.

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Penelitian ini bertujuan untuk: mengembangkan YouTube pembelajaran Kedudukan Titik Terhadap Lingkaran di SMA menggunakan VideoScribe dan mengetahui kelayakannya. Metode Penelitian ini menggunakan Research and Development (R&amp;D) dengan model pengembangan ADDIE yang melalui 5 tahapan yaitu Analysis, Design, Development, Implementation, dan Evaluation. Penelitian dilaksanakan di Fakultas Keguruan dan Ilmu Pendidikan Universitas Sarjanawiyata Tamansiswa. Uji coba produk dilakukan di SMA Negeri 1 Piyungan pada kelas XI IPA 2 dengan jumlah 23 peserta didik. Teknik pengumpulan data menggunakan angket validasi, angket respon peserta didik dan tes hasil belajar. Teknik analisis data secara deskriptif kualitatif dan kuantitatif. Hasil penelitian berupa YouTube Pembelajaran Kedudukan Titik Terhadap Lingkaran menggunakan VideoScribe. Berdasarkan penilaian validator YouTube pembelajaran dikategorikan valid dan angket repon peserta didik dikategorikan baik sehingga, YouTube pembelajaran kedudukan titik terhadap lingkaran menggunakan VideoScribe layak dan efektif digunakan dalam proses pembelajaran. Penilaian ini didukung dengan adanya korelasi positif antara angket respon peserta didik dengan tes hasil belajar.
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Miranty Novita Sari, Sefna Rismen, and Lita Lovia. "Validity of Interactive Learning Media Using Sparkol Videoscribe on Limits of Algebra Functions for Class XI IPS 1 SMAN 12 Padang." Rangkiang Mathematics Journal 1, no. 2 (2022): 66–71. http://dx.doi.org/10.24036/rmj.v1i2.16.

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The development of IT in the 21st century has become the main complement in every learning activity such as using learning media. Learning media is a tool that can help the learning process so that learning objectives are conveyed. This study aims to produce interactive learning media using Sparkol Videoscribe on valid algebraic function limits. This research is a Research and Development (R&amp;D) research with a four-D (4-D) development model. The subjects in this study were students of class XI IPS 1 SMAN 12 Padang. The data collection technique used a validation sheet. The results of this study are: Validity of interactive learning media using Sparkol Videoscribe which is designed to be very valid with the percentage results obtained 95.99% with a very valid category. Based on the results of the study, it can be concluded that the validity of interactive learning media using Sparkol Videoscribe is valid and feasible to use on the material limit of algebraic functions for class XI IPS 1 SMAN 12 Padang.
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Marcelina, Sofia, Rosane Medriati, and Desy Hanisa Putri. "PENGEMBANGAN E-MODUL BERBANTUAN SIMULASI VIDEOSCRIBE UNTUK MELATIH KEMAMPUAN BERPIKIR KRITIS SISWA PADA POKOK BAHASAN GERAK PARABOLA DI SMA." Amplitudo : Jurnal Ilmu dan Pembelajaran Fisika 1, no. 2 (2022): 122–27. http://dx.doi.org/10.33369/ajipf.1.2.122-127.

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ABSTRAK Modul elektronik adalah alat atau sarana pembelajaran yang berisi materi, metode, batasan-batasan dan cara mengevaluasi yang telah dirancang secara sistematis dan menarik untuk mencapai kompetensi yang diharapkan. Penelitian ini merupakan penelitan dan pengembangan (R&amp;D) yang bertujuan untuk menghasilkan e-modul berbantuan simulasi videoscribe untuk melatih kemampuan bepikir kritis siswa pada pokok bahasan gerak parabola. Model pengembangan yang telah digunakan yaitu model 3D dengan langkah-langkah Define, Design dan Develop. Validasi telah dilakukan oleh 3 judgement ahli untuk menilai produk yang dikembangkan dari aspek isi, penyajian, bahasa dan media. Berdasarkan hasil validasi aspek isi didapatkan hasil persentase sebesar 82,14% dengan kategori sangat layak, aspek penyajian sebesar 89,28% dengan kategori sangat layak, aspek bahasa sebesar 93,51% dengan kategori sangat layak dan aspek media sebesar 77,08% dengan kategori sangat layak. Berdasarkan hasil tersebut, dapat disimpulkan bahwa e-modul pembelajaran berbantuan simulasi videoscribe dihasilkan layak dengan presentase rata-rata sebesar 85,50% yang termasuk dalam kategori sangat layak. Kata kunci: Penelitian dan Pengembangan, E-Modul, Videoscribe, Berpikir Kritis, Flip PDF Professional ABSTRACT The electronic module is a learning tool that contains material, methods, limitations and ways of evaluating which are designed systematically and attractively to achieve the expected competencies. This research is a research and development (R&amp;D) which aimed to produce e-modules assisted by videoscribe simulation to train students' critical thinking skills on the subject of parabolic motion. The development model used is a 3D model with the steps Define, Design and Develop. The validation was carried out by 3 expert judgments to assess products developed from the aspects of content, presentation, language and media. Based on the results of the validation of the content aspect, the percentage results were 82.14% with the very feasible category, the presentation aspect was 89.28% with the very feasible category, the language aspect was 93.51% with the very feasible category and the media aspect was 77.08%. very decent category. Based on these results, it can be concluded that the videoscribe simulation-assisted learning e-module is feasible with an average percentage of 85.50% which is included in the very feasible category.language and media. Keywords: Research and Development, E-Module, Videoscribe, Critical Thinking, Flip PDF Professional
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Astriawati, Ningrum. "Development of interactive media based on videoscribe with realistic mathematics education approach to navigation." Math Didactic: Jurnal Pendidikan Matematika 6, no. 3 (2020): 321–33. http://dx.doi.org/10.33654/math.v6i3.1063.

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Penelitian ini mempunyai tujuan untuk mengembangkan media pembelajaran interaktif berbasis software sparkol videoscribe dengan model pendekatan Realistic Mathematics Education (RME) bidang navigasi pelayaran. Penelitian ini merupakan penelitian Research and Development (R&amp;D) menggunakan metode ADDIE (Analysis, Design, Development, Implementation And Evaluation). Dalam menguji hasil media yang telah dikembangkan menggunakan pola one-group pretest- posttest design. Teknik pengumpulan data menggunakan teknik kuesioner, teknik observasi, dan teknik wawancara. Teknik analisis data menggunakan analisis deskriptif kuantitatif. Kategori kualitas produk menggunakan kategori Nieveen yaitu (1) valid, (2) praktis, dan (3) efektif. Hasil penelitian pengembangan media pembelajaran interaktif berbasis software sparkol videoscribe dengan model pendekatan Realistic Mathematics Education (RME) bidang navigasi pelayaran menunjukkan kategori valid, praktis dan efektif untuk meningkatkan motivasi belajar taruna.
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Wadu, Mariana Rodjo, Mikael Samin, and Bella Theo Tomi Pamungkas. "PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS APLIKASI SPARKOL VIDEOSCRIBE PADA MATA PELAJARAN GEOGRAFI KELAS XI DI SMA NEGERI 5 KUPANG." Jurnal Geografi 18, no. 1 (2022): 108–25. http://dx.doi.org/10.35508/jgeo.v18i1.7524.

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This study aims to (1) determine the development of learning media based on the Sparkol Videoscribe application in the geography subject of class XI at SMA Negeri 5 Kupang, (2) determine the feasibility of the learning media developed, and (3) determine the responses of teachers and students to the use of media. learning. The type of research used is Research and Development (R&amp;D) with the ADDIE development model (analysis, design, development, implementation, and evaluation). The research subjects were 50 students in class XI, and 1 teacher for geography in class XI. Data collection techniques using questionnaires and interviews. The results of the study were in the form of learning media based on the Sparkol VideoScribe application. The developed media met the criteria for media quality with the results of the validation of media experts in the very appropriate category, 87% and 79% by material experts in the appropriate category. Meanwhile, the teacher's response to the learning media trial was 85%, the response of 10 students to the small scale trial was 83% and the response of 40 students to the large scale trial was 84%, all of which were categorized as very feasible. So, it can be concluded that the learning media developed based on the Sparkol VideoScribe application in class XI geography subjects at SMA Negeri 5 Kupang is suitable for use in the learning process and it is recommended that teachers use Sparkol VideoScribe in designing learning media as an alternative to improve the quality of learning.
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Rahmatika, Dwi Fadila, and Nining Ratnasari. "Media Pembelajaran Matematika Bilingual Berbasis Sparkol Videoscribe." Desimal: Jurnal Matematika 1, no. 3 (2018): 385–93. http://dx.doi.org/10.24042/djm.v1i3.3061.

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This research and development aims to determine the feasibility, attractiveness of student responses, and the effectiveness of the development of videoscribe sparkol-based bilingual learning media. The type of research in this development is (Research and Development). The development model used is the ADDIE model with five research steps; Analysis (Analyze), planning (Design), development (Development), Implementation (Implementation), and Evaluation (Evaluation). Data collection techniques using questionnaire sheets and tests. The instrument used was in the form of a questionnaire to determine the feasibility and attractiveness of students' responses, as well as tests to determine the effectiveness of the products developed. Data analysis techniques used are quantitative descriptive and qualitative descriptive. Obtained the results of the average feasibility test for learning media by media experts, material experts, and linguists with a "very good (SB)". The results of the average attractiveness test on the response of students with the criteria "very good (SB)". It can be concluded that the product development of the generated videocribe sparkol bilingual learning media is feasible, interesting, and effective by providing good results in its implementation.
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Ananda, Dyas Aditya Rey, Slamet Sujud Purnawan Jati, and Ahmad Khoirul Yaskhudi. "Pengembangan video animasi berbasis videoscribe materi perlawanan terhadap pendudukan Jepang di Indonesia sebagai inovasi media pembelajaran sejarah di SMAN 2 Malang." Historiography 3, no. 2 (2023): 262. http://dx.doi.org/10.17977/um081v3i22023p262-274.

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Based on the development of technology that exists today, there are many innovations in the field of national education. The urgency of developing learning media is one of the important aspects that must be understood by all teachers in general, one of which is in history lessons. This arises because it sees the use of learning media that has not been maximized or is still slightly used. The role of the teacher is clearly to create a new and pleasant historical learning atmosphere, so the development of learning media is indispensable in this regard. The purpose of this study is to (1) produce animated video media products based on Videoscribe material on Resistance to Japanese Occupation, (2) test the effectiveness of the product in the learning process in the classroom. The method used in this study is to use the R&amp;D (Research and Development) method with the ADDIE (Analyze, Design, Develop, Implement, Evaluate) model. The results of the validation results of the Videoscribe-based animation video product showed a score of 88.3 percent, the results of the small trial showed a score of 91.9 percent and the large trial showed a score of 92.3 percent. It is hereby stated that video animation media based on Videoscribe is very feasible and in demand by class XI students at SMAN 2 Malang.Berdasarkan perkembangan teknologi yang ada pada masa sekarang membuat banyak sekali inovasi di bidang pendidikan nasional. Urgensi akan pengembangan media pembelajaran menggambarkan betapa media menjadi bagian penting yang harus dipahami oleh semua guru pada umumnya, salah satunya pada pelajaran sejarah. Hal ini muncul karena melihat dari penggunaan media pembelajaran yang belum maksimal atau masih sedikit digunakan. Peran guru jelas untuk membangun atmosfer lingkungan belajar sejarah yang baru dan mengasyikkan, maka pengembangan media pembelajaran sangat diperlukan dalam hal ini. Tujuan dari penelitian ini yaitu untuk (1) menghasilkan produk media video animasi berbasis Videoscribe materi Perlawanan terhadap Pendudukan Jepang, (2) menguji keefektifan produk dalam proses pembelajaran di kelas. Metode yang diterapkan pada penelitian ini yaitu menerapkan tahapan dari metode R&amp;D (Research and Development) dengan model ADDIE (Analyze, Design, Develop, Implement, Evaluate). Hasil dari validasi produk video animasi berbasis Videoscribe menunjukkan skor 88.3 persen, hasil uji coba kecil menunjukkan skor 91.9 persen dan uji coba besar menunjukkan skor 92.3 persen. Dengan ini menyatakan bahwa media video animasi berbasis Videoscribe sangat layak dan diminati oleh siswa kelas XI di SMAN 2 Malang.
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Harefa, Wiwien Ellora Ester Riang, Sri Mulyani, and Tri Rejeki Andayani. "VALIDITY OF SPARKOL VIDEOSCRIBE BASED ANIMATED VIDEO FOR HANDLING UNDERNUTRITION IN TODDLERS." Media Penelitian dan Pengembangan Kesehatan 34, no. 4 (2024): 893–907. https://doi.org/10.34011/jmp2k.v34i4.2147.

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Gizi kurang merupakan suatu kondisi balita tidak mencapai berat badan ideal, yang bisa memengaruhi pertumbuhan tinggi badan, Berbagai upaya dapat dilakukan untuk menangani antara lain dengan memberikan edukasi gizi melalui media video animasi. Penelitian ini bertujuan untuk mengembangkan materi edukasi berupa video animasi berbasis Sparkol Videoscribe untuk membantu menangani masalah gizi kurang pada balita. Penelitian ini menggunakan metode Reasearch and Development yang mengacu pada kerangka kerja ADDIE meliputi (Analyze, Design, Development, Implementation, dan Evaluation). Validasi video animasi berbasis Sparkol videoscribe melibatkan 3 ahli yaitu ahli materi, ahli bahasa, dan ahli media. Selanjutnya dilakukan uji coba (sampel terbatas n = 10) pada ibu balita gizi kurang. Pemilihan sampel menggunakan teknik purposive sampling. Metode rancangan quasi expeimental dengan desain nonequivalent control group dan dampak penggunaan video diukur dengan tiga alat ukur, yaitu: kuesioner pengetahuan gizi (reliabilitasnya 0,71), kuesioner efikasi diri (reliabilitasnya=0,95), kuesioner pola asuh makan (reliabilitasnya=0,95). Hasil penelitian menunjukkan media video animasi berbasis Sparkol Videoscribe untuk menangani masalah balita gizi kurang dinilai layak dengan skor rata–rata dari ahli materi 84%, ahli bahasa 86,6% dan ahli media 86%, hasil uji coba video animasi dengan small group dihasilkan 85,5% dengan kategori sangat layak dan hasil uji coba kuesioner menunjukkan ada peningkatan pengetahuan gizi, efikasi diri dan pola asuh makan dengan kategori sedang. Kesimpulannya media video animasi berbasis Sparkol Videoscribe yang dikembangkan dalam penelitian dapat diterapkan untuk membantu menangani masalah gizi kurang pada balita.
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Yani, Meri, Sulthan Shahril, Rizki Wahyu Yunian Putra, and Adolf T. Simatupang. "Sparkol Learning Media: Is it Effective to Improve Students’ Mathematical Understanding?" Indonesian Journal of Science and Mathematics Education 3, no. 3 (2020): 329–35. http://dx.doi.org/10.24042/ijsme.v3i3.5240.

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The aims of this study are to find out the view of the validator on learning Sparkol media, to find out the students’ views on learning the Sparkol media, to know the effectiveness of learning by using Sparkol learning media. This research and development used the ADDIE research model. Media development based on Sparkol Videoscribe using Research and Development with Addie model which has 5 stages: Analysis, Design, Development, Implementation, and Evaluation. Student responses to the feasibility of learning media with Sparkol show that this media is feasible and attractive to students. The effectiveness of learning using Sparkol Videoscribe-based mathematics learning media was tested in the range , this result shows that the category is quite effective.
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Salim, Faisal, Herlina Usman, Hasna Wulan Aviarizki, and Debima Jejen Junior Robbyzess. "Development of Sparkol Videoscribe-Based Learning Media in Fourth-Grade of Elementary School Science Lessons." EduBasic Journal: Jurnal Pendidikan Dasar 5, no. 1 (2023): 83–94. http://dx.doi.org/10.17509/ebj.v5i1.53411.

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Learning media that are generally used are less attractive and cannot be used optimally independently. Meanwhile, at the fourth-grade level of elementary school, students need engaging media that can be used independently at home. Sparkol Videoscribe-based learning media can help students understand the material and foster interest in learning and independent learning. This study aims to develop Sparkol Videoscribe-based learning media in science lessons for fourth-grade of elementary schools and determine its feasibility. The research method used is Research and Development (RD) which was conducted in two elementary schools in Jakarta. The research model used is 4D with define, design, develop, and disseminate stages. The data collection technique used was a questionnaire. The results related to media expert validation were 86.1%, material expert validation results were 88.8%, and linguist validation results were 94.7%, so overall, it became 89.7% with a very decent category. The results of user trials conducted by teachers and students obtained a value of 92.5% for teacher trials and 92.3% for students. These results make Sparkol Videoscribe-based learning media in the fourth grade of elementary school science lessons feasible. If implemented, it will increase learning effectiveness and motivate learners to be more active and creative.
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Liana, Vivin Wihartanti, Cornelia Bani Bili Asnat, Ariani Dewi, and Nasikh. "Problem Based Learning (PBL) Videoscribe: An Alternative Learning in the Twentieth Century." International Journal of Innovative Science and Research Technology 7, no. 12 (2022): 516–25. https://doi.org/10.5281/zenodo.7490668.

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This is a development study aimed at determining the development and effectiveness of problem-based learning-based VideoScribe learning media in computer-based accounting learning multimedia courses and computer applications. The ADDIE model is used in the research method, which stands for analysis, design, development, implementation, and evaluation. Data analysis techniques include quantitative and qualitative descriptive methods. According to the findings of the study, the development of problem-based learning-based VideoScribe learning media in computer-based accounting learning multimedia courses and computer applications can improve 4C skills, namely critical thinking, ability to work well with others, communication skills, and creativity, all of which can be applied to learning in the twenty-first century.Product quality is thought to be worthy of development if it meets the criteria of validity, practicability, and effectiveness. The validity value is determined by the material and design expert team&#39;s score at the very valid validity level. The practicality test processing results revealed that the responses of lecturers and students stated that the media was very practical. In terms of the effectiveness of obtaining learning outcomes with a satisfactory and very effective average student score VideoScribe media was tested in small groups with positive results, making it appropriate for use in large group learning groups.
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Indiarti, Siska, and I. Nyoman Arcana. "Pengembangan YouTube Pembelajaran Kedudukan Garis terhadap Lingkaran di SMA Menggunakan VideoScribe." UNION: Jurnal Ilmiah Pendidikan Matematika 7, no. 1 (2019): 125. http://dx.doi.org/10.30738/union.v7i1.4053.

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Penelitian ini bertujuan untuk mengetahui bagaimana mengembangkan youtube pembelajaran materi pokok kedudukan garis terhadap lingkaran menggunakan videoscribe dan mengetahui kelayakannya. Penelitian ini merupakan R&amp;D dengan model ADDIE yaitu Analysis, Design, Development, Implementation and Evaluation. Penelitian dilaksanakan di Pendidikan Matematika Fakultas Keguruan dan Ilmu Pendidikan Universitas Sarjanawiyata Tamansiswa dan diuji cobakan di SMA Negeri 1 Piyungan dengan 22 orang peserta didik kelas XI IPA. Instrumen yang digunakan yaitu angket ahli media dan materi, angket peserta didik, serta tes hasil belajar. Produk yang dihasilkan berupa Youtube Pembelajaran Kedudukan Garis Terhadap Lingkaran Menggunakan Videoscribe yang di upload di channel youtube “Taman Belajar”. Berdasarkan penilaian validator dan angket respon peserta didik, Youtube Pembelajaran Kedudukan Garis Terhadap Lingkaran Menggunakan Videoscribe dikategorikan valid dan baik. Persentase kelulusan hasil tes belajar sebesar 72.72% serta memiliki korelasi yang positif antara hasil tes belajar dengan angket respon peserta didik.
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Manzilina, Farhana, Enny Listiawati, and Rica Wijayanti. "PENGEMBANGAN MEDIA VIDEOSCRIBE PADA MATERI SISTEM PERSAMAAN LINIER DUA VARIABEL (SPLDV)." JIPMat 5, no. 2 (2020): 185–99. http://dx.doi.org/10.26877/jipmat.v5i2.6624.

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Tujuan dari penelitian ini adalah untuk mengembangkan media videoscribe pada materi sistem persamaan linier dua variabel dan untuk melihat validitas media videoscribe tersebut. Jenis penelitian yang digunakan adalah penelitian pengembangan yang menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation) yang hanya menggunakan tiga tahap yaitu Analysis, Design, dan Development. Instrumen yang digunakan dalam penelitian ini adalah pedoman wawancara dan lembar validasi media yang terdiri dari lembar validasi ahli materi dan lembar validasi ahli media. Pengambilan data dengan menggunakan wawancara dan pemberian angket validasi kepada validator. Analisis data dengan menggunakan statistik deskriptif berupa perhitungan rata-rata skor. Berdasarkan hasil penelitian diperoleh penilaian terhadap media videoscribe dari ahli materi dengan rata-rata skor sebesar 4,833 dan termasuk kedalam kategori sangat layak. Sedangkan penilaian ahli media dengan rata-rata 4,058 yang menunjukkan kriteria layak. Dari kedua penilaian ahli materi dan ahli media diperoleh rata-rata 4,445. Dari hasil tersebut maka media video scribe yang dikembangkan berada pada kategori sangat layak serta valid dan dapat digunakan sebagai media pembelajaran di kelas.
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