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Image of Pengembangan E-Modul Interaktif Berbasis Kvisoft Flipbook Dengan Model Discovery Learning Pada Materi Arthropoda Untuk Meningkatkan Hasil Belajar Siswa
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Pengembangan E-Modul Interaktif Berbasis Kvisoft Flipbook Dengan Model Discovery Learning Pada Materi Arthropoda Untuk Meningkatkan Hasil Belajar Siswa

SYARIFAH HANUM HASIBUAN / 1910247924 - Nama Orang;

Education is a process and way of educating to develop one's potential to
have religious spiritual strength, self-control, personality, intelligence, noble
character, and skills of character and quality in an atmosphere of an active
learning process. Education is a learning activity that determines the success of
achieving student learning outcomes in class. So, to achieve learning goals by
increasing student learning outcomes, it is necessary to have a good and correct
learning process with the help of facilities, and good learning methods.
Researchers try to identify problems with education in high schools.
Based on the results of interviews with Biology teachers at SMA N 15
Pekanbaru, information was obtained that learning at the school still applies
conventional learning where learning is still centered on the teacher and have not
yet arrived at the innovation of teaching materials in learning. Interview result
From this information was obtained that student learning outcomes in arthropod
material were not maximized, so one way or solution so that learning at school
goes well is to develop a learning teaching material. Learning teaching materials
have a major role, namely being a tool in the teaching and learning process that
is arranged or created by the teacher. In this study, the teaching materials
developed were interactive e-module teaching materials based on the kvisoft
flipbook with discovery learning models on arthropod material which is a fun and
practical learning alternative and can be used as a means of independent learning
education and learning in class.
This research consisted of the development stage of e-module teaching
materials using Research & Development through the ADDIE approach and the
experimental stage at SMAN 15 Pekanbaru. The parameters in this study are the
quality of e-module teaching materials and the effect of e-modules on student
learning outcomes. The stages carried out in this study were, the analysis stage
carried out curriculum analysis, analysis of student needs, analysis of the
material, and analysis of teaching materials. In the design phase, the design of emodule
teaching materials was developed using the canva.com application and
learning tools and based on the kvisoft flipbook. At the development stage, the
validity test of e-module teaching materials and research instruments was carried
out, as a practicality test, and student response test. Then at the implementation
stage using the experimental method with the pretest-posttest group design
consisting of the control class and the experimental class and in determining it
using the normality test and homogeneity test. Furthermore, the last stage is the
overall evaluation stage of the results of the development of interactive e-module
teaching materials based on the kvisoft flipbook with the discovery learning
model.
The e-module validation phase involved 5 subjects (1 media expert, 1
material expert, and 3 pedagogic experts). Feasibility assessment by experts using
a validation sheet. The practicality test phase involved 3 educators. Assessment of
xv
the practicality of e-module teaching materials using questionnaire responses,
data analysis using descriptive analysis assisted by Microsoft Office Excel 2007.
The experimental stage was to see the effect of the developed e-module teaching
materials on student learning outcomes. Assess student learning outcomes using
multiple choice questions pretest and posttest. Data analysis using the help of
IBM SPSS Statistics 26 software.
The results showed that the quality of the interactive e-module teaching
materials was very good. This can be seen from the average validation result
which is 3.52 with a very valid category, practicality test, and student response
test with a very practical category. The results of the experimental stage research
showed that there was a significant effect due to the use of interactive e-module
teaching materials on student learning outcomes before and after being treated,
namely learning outcomes in the control class 51.03 very fewer categories
increased to 69.74 sufficient categories and an N value -Gain 0.36 medium
category, while the learning outcomes in the experimental class before treatment
were 47.88 categories very less to 80.51 good categories after treatment and the
N-Gain value was 0.62 medium category.
Based on the results of the development and implementation test of the emodule
teaching material product, it was found that the kvisoft flipbook-based
interactive e-module teaching material with the discovery learning model that had
been developed had very good quality, this was seen from the validation test
which obtained a very valid category, and the test practicality with very practical
categories and interactive e-module teaching materials based on kvisoft flipbook
with the discovery learning model has a real influence in improving student
learning outcomes.
Key Words : Discovery Learning, Interactive E-module, Learning Outcomes, and
Kvisoft Flipbook.


Ketersediaan
#
Perpustakaan Universitas Riau 1910247924
1910247924
Tersedia
Informasi Detail
Judul Seri
-
No. Panggil
1910247924
Penerbit
Pekanbaru : Universitas Riau – Pascasarjana – Tesis Pendidikan Biologi., 2022
Deskripsi Fisik
-
Bahasa
Indonesia
ISBN/ISSN
-
Klasifikasi
1910247924
Tipe Isi
-
Tipe Media
-
Tipe Pembawa
-
Edisi
-
Subjek
PENDIDIKAN BIOLOGI
Info Detail Spesifik
-
Pernyataan Tanggungjawab
FATAH
Versi lain/terkait

Tidak tersedia versi lain

Lampiran Berkas
  • JUDUL
  • DAFTAR ISI
  • ABSTRAK
  • BAB I PENDAHULUAN
  • BAB II KAJIAN TEORI
  • BAB III METODE PENELITIAN
  • BAB IV HASIL PENELITIAN
  • BAB V PENUTUP
  • DAFTAR PUSTAKA
  • LAMPIRAN
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