scholarly journals Pengembangan model blended learning menggunakan aplikasi Edmodo untuk mata pelajaran geografi SMA

2017 ◽  
Vol 4 (1) ◽  
pp. 65
Author(s):  
Muhammad Alwan

Tujuan penelitian ini adalah untuk menghasilkan: (1) model blended learning menggunakan Edmodo, (2) tingkat kelayakan model blended learning menggunakan Edmodo pada mata pelajaran geografi, (3) keefektifan model blended learning dengan menggunakan Edmodo pada mata pelajaran geografi. Penelitian ini adalah penelitian dan pengembangan (R&D) yang menggunakan model ADDIE. Prosedur pengembangan meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Tahap analisis dan desain, dilakukan survei di lapangan untuk menganalisis kebutuhan siswa. Tahap desain disesuaikan dengan kebutuhan dalam kegiatan pembelajaran. Tahap pengembangan, validasi ahli model dan materi, kemudian dilakukan revisi produk. Tahap implementasi di kelas XI IPS SMA Assalaam pada 17 siswa. Hasil penelitian ini adalah sebagai berikut. (1) Model blended learning menggunakan aplikasi Edmodo berdasarkan tahapan komponen-komponen model. (2) Model blended learning dinyatakan layak berdasarkan hasil validasi ahli materi dengan skor 3,65 dan ahli model dengan skor 3,64 dengan kategori sangat baik. (3) Keefektifan model blended learningdibuktikan melalui peningkatan hasil belajar siswa dari 55,29 menjadi 88,65. Respon siswa secara umum menanggapi positif.Kata Kunci: model blended learning, Edmodo, geografi DEVELOPING A BLENDED LEARNING MODEL USING THE EDMODO APPLICATION IN GEOGRAPHY SUBJECT MATTER OF SENIOR HIGH SCHOOLSAbstractThis research study aims to produce (1) the blended learning model using Edmodo which can improve learning outcomes and motivation in geography subject matter, (2) the appropriateness level of the blended learning model using Edmodo which can improve learning outcomes and motivation in geography subject matter, and (3) the effectiveness of the blended learning model using Edmodo in geography subject matter. This study was research and development (R&D) using the ADDIE model. The procedure of the development included the steps of analysis, design, development, implementation, and evaluation. In the analysis and design steps, a survey was conducted in the field to analyze the student’s needs in the learning. The development step, a validation was done by the model and materials experts which resulted in the initial revision of the product. In the implementation step, the teaching and learning in class XI social sciences of SMA Assalaam to 17 students. The result of the study is as follows. (1) The blended learning model using the Edmodo application viewed from its components. (2) The blended learning model using the Edmodo application fulfills the appropriateness criteria based on the result of the validity test from the material expert with the mean score of 3.65 and that from the model expert with the mean score of 3.64 which is in a very good category. (3) The effectiveness of the blended learning model was proved by the increasing learning achievements of the students from 55.29 to 88.65. In general, the students responded to the blended learning model positively.Keywords: blended learning model, Edmodo, geography

2020 ◽  
Vol 5 (02) ◽  
pp. 77-83
Author(s):  
Dora Dayu Rahma Turista ◽  
Muhammad Zulhariadi ◽  
Zulkarnain Gazali

Millennial generation is a term that is often used as a symbol of the rapid use of products by people today. The use of mobile phones connected to the internet is spread throughout the community. The material in medical biology courses is considered difficult by most students. The teacher tries to make improvements to the teaching and learning process by using learning models that are suitable for the millennial generation, that is blended learning model combined with mobile games. This study aims to determine the differences in learning outcomes of students who use the blended learning model combined with mobile games with the learning outcomes of students who use the direct learning model in medical biology courses. This research is an experimental quasy study that uses two sample groups, they are the experimental group and the control group. The results of the study were analyzed using Independent T test statistical analysis. Based on the research, there are significant differences in student learning outcomes using the blended learning model combined with mobile games with learning outcomes of students who use direct learning in medical biology courses, where students use blended learning models combined with mobile games have higher learning outcomes when compared with students who use the direct learning model.


E-Structural ◽  
2019 ◽  
Vol 2 (01) ◽  
pp. 82-103
Author(s):  
Testiana Deni Wijayatiningsih ◽  
Nanda Eka Yuniarti

The design development of the CoRe (Content Representation) model is another model of the lesson plan that is applied using the Blended learning model. The purpose of this study is to design and validate the suitability of CoRe products with the high school syllabus. The method used by using descriptive quantitative method based on the stages of R and D (Research and Development), especially in seven stages, namely; research and data collection, planning, initial product development, piloting and refinement of initial products, testing and refinement of products that have been refined for final product testing, and disseminated, implemented and institutionalized. The results obtained are the valid lesson plan design plan with CoRe used in teaching English to high school class XI students. The activity of students also increased by showing a positive response and the results of the daily pre-test and post-test exercise improved well. In addition, the CoRe Model can also be used to help teachers improve Pedagogical Content Knowledge in the teaching and learning process.


2020 ◽  
Author(s):  
Novianti _ ◽  
Nana

The purpose of this paper is to describe the application of the Blended Learning-based POE2WE model with the Google Classroom median to improve student learning outcomes in physics learning. This writing is motivated by the lack of mastery of technology by educators as well as the lack of mastery of the material delivered by educators to students, so that learning has not been maximized. For this reason, there is a need for methods from educators to improve student learning outcomes, one of which is by using the blended learning method and the POE2WE learning model. So the results of this paper indicate that the application of the POE2WE model based on Blended Learning with Google Classroom media can be used as a solution of problems in teaching and learning in the classroom.


2020 ◽  
Vol 2 (1) ◽  
pp. 43
Author(s):  
Muhammad Juaini

AbstractOne of the problems of education in Indonesia is the low quality at every level and unit of education, mainly primary and secondary education. Based on observations made by researchers at SMAN 3 Selong, it was shown that the learning outcomes of Grade X MIPA-3 students obtained the lowest classical completeness, which was 37.5%, so that they had not yet achieved the classical completeness set, namely students who achieved KKM ≥ 85%. This is because teachers still use the conventional approach that is dominated by the lecture method. To overcome this, we need a learning approach that can improve student learning outcomes by connecting students' initial knowledge with the material being studied, where students are more active in the teaching and learning process. One approach that can overcome the above is the Teams Games Tournaments (TGT) cooperative learning model approach. This study aims to determine the application of the TGT type learning model in improving student learning activities and achievement on the trigonometric subject matter in class X MIPA-3 SMAN 3 Selong academic year 2019/2020 with 36 students. This type of research is Classroom Action Research consisting of planning, implementation, observation, evaluation, and reflection. The results of the study show that students are more active in the teaching and learning process, and there is an increase in mathematics learning achievement in class X MIPA-3 SMAN 3 Selong by applying a cooperative model type of TGT on trigonometric subject matter learning. This improvement in achievement can be seen from the increase in the percentage of students completeness in classical learning in the first cycle with classical completeness of 65.71%, the second cycle with classical completeness of 76.47%, and in the third cycle with classical completeness of 90.09%. Besides that, after implementing the TGT type cooperative model, student learning activities increase each cycle with active, active, and very active criteria. From the results of this study, it can be concluded that the application of the TGT type cooperative model in trigonometric subject matter learning can improve student learning activities and achievement Class X MIPA-3 SMAN 3 Selong in the academic year 2019/2020.  AbstrakSalah satu permasalahan pendidikan di Indonesia adalah rendahnya mutu pada setiap jenjang dan satuan pendidikan, khususnya pendidikan dasar dan menengah. Berdasarkan hasil pengamatan yang dilakukan peneliti di SMAN 3 Selong menunjukkan bahwa hasil belajar siswa kelas X MIPA-3 memperoleh ketuntasan klasikal yang paling rendah yaitu sebesar 37,5% sehingga belum mencapai ketuntasan klasikal yang ditetapkan yaitu siswa yang mencapai KKM ≥ 85%. Hal ini disebabkan karena guru masih menggunakan pendekatan konvensional yang di dominasi metode ceramah. Untuk mengatasinya, diperlukan suatu pendekatan pembelajaran yang mampu meningkatkan hasil belajar siswa dengan menghubungkan pengetahuan awal siswa dengan materi yang sedang dipelajari, dimana siswa lebih aktif dalam proses belajar mengajar. Salah satu pendekatan yang dapat mengatasi hal tersebut di atas adalah pendekatan model pembelajaran kooperatif tipe Teams Games Tournaments (TGT).Penelitian ini bertujuan untuk mengetahui penerapan model pembelajaran tipe TGT dalam meningkatkan aktivitas dan prestasi belajar siswa pada materi pokok trigonometri  di kelas X MIPA-3 SMAN 3 Selong tahun pelajaran 2019/2020 dengan jumlah siswa 36 orang. Jenis penelitian ini adalah Penelitian Tindakan Kelas yang terdiri dari perencanaan, pelaksanaan, observasi, evaluasi dan refleksi.Hasil penelitian menunjukkan bahwa siswa lebih aktif dalam proses belajar mengajar dan terjadi peningkatan prestasi belajar matematika siswa kelas X MIPA-3 SMAN 3 Selong dengan menerapkan model kooperatif tipe TGT pada pembelajaran materi pokok trigonometri. Peningkatan prestasi ini dilihat dari meningkatnya presentase ketuntasan belajar siswa secara klasikal pada siklus I dengan ketuntasan klasikal sebesar 65,71%, siklus II dengan ketuntasan klasikal sebesar 76,47% dan pada siklus III dengan ketuntasan klasikal sebesar 90,09%. Selain itu setelah mengimplementasikan dengan model kooperatif tipe TGT, aktivitas belajar siswa meningkat tiap siklusnya dengan kriteria aktif, aktif, dan sangat aktif.Dari hasil  penelitian ini dapat disimpulkan bahwa penerapan model kooperatif tipe TGT pada pembelajaran materi pokok trigonometri dapat meningkatkan aktivitas dan prestasi belajar siswa kelas X MIPA-3 SMAN 3 Selong tahun pelajaran 2019 / 2020.


2021 ◽  
Vol 5 (1) ◽  
pp. 31-35
Author(s):  
Agusti Mardikaningsih ◽  
Praharisti Kurniasari

Technology develops rapidly and it affects the technology development at physical, health, and recreation education study program of IKIP Budi Utomo as this year they uses combination learning approach. Students can study anywhere, anytime, and with whomever. To support the current availability of the facilities, the lecturers are required to develop various learning plan models which are easy and comprehensive; one of them is Blended Learning Model. The objective of this research is to develop blended learning model teaching scenario plan and develop blended learning application using social media as the media to ease the teaching and learning process. Online social media were chosen as the basic platform to distribute learning materials and communicate online because of the determinations of usage affordability, effectiveness, and familiarity. The development of blended learning scenario and application used ADDIE Model because it was a general/common learning system model and one of product development models. There is evaluation in each step of ADDIE model. Evaluation is done through validation process and the collected data were analyzed using percentage technique, they are: per item data tabulation and whole data tabulation. Based on the research result, it could be concluded that the percentage of Blended Learning Teaching Scenario developed was considered as appropriate and able to improve the students’ comprehension significantly.


2021 ◽  
Vol 5 (2) ◽  
pp. 149-155
Author(s):  
Andi Bulkis Maghfirah Mannong ◽  
Sitti Maryam Hamid ◽  
Lilih Insyirah ◽  
Nur Hidayat

This study aims to determine the comparison of the English learning outcomes between the students who taught by Blended Learning model and Discovery Learning model. Moreover, this study also aims to reveal which model is more effective in enhancing the students’ English language learning outcomes. This experimental research involved two experimental classes in which the first experimental class taught using the Blended Learning model with the help of WhatsApp software (online class), while in the second experimental class taught using Discovery Learning model with the help of Power Point software (offline class). The sample who are involved in this study was 30 students. The data collected using writing test. The results showed that the students learning outcomes were increased in both the experimental 1 and 2. However, the mean score of the students who taught using Discovery learning is higher than the mean score of the students who taught using Blended Learning. Thus, it can be concluded that H1 was accepted and H0 was rejected. Further, the applying of Discovery Learning assisted by PowerPoint software is more effective than using Blended Learning model assisted by WhatsApp. The application of the Power Point-assisted Discovery Learning enables the students more focus as they take responsibility in learning, then it allows the students to learn pacely.  


Author(s):  
Nurhayati Nurhayati ◽  
Dina Ampera ◽  
Surniati Chalid ◽  
Farihah Farihah ◽  
Baharuddin Baharuddin

This research development is motivated by low learning outcomes Art Culture students of class XI software engineering 1 SMK Negeri 14 Medan. This study aims to (1) describe the design of blended learning development, (2) to describe the validity of the blended learning development result, and (3) to know the effectiveness of the use of blended learning on the subjects of Art Culture. The type of this research is development research using ADDIE model. Data in the study was collected using document recording method, questionnaire, and test. Instruments used in data collection are document recording reports, questionnaire sheets, and multiple-choice objectives. The collected data were analyzed by qualitative descriptive analysis technique, quantitative descriptive analysis technique, and inferential statistical analysis technique/inductive t-test. The results of the research show that (1) the design of blended learning development through ADDIE model consisting of analysis, design, development, implementation, and evaluation, (2) validation product validated from expert and user review with (a) subjects showed excellent predicated blended learning (90.53%); (b) the results of the design review indicated that blended learning was very good (93%); (c) the results of the media review indicated that blended learning was very good (95%); (d) individual trial results, small group trials, and field trials showed that blended learning predicate very good (98.82%), good (87.84%), and very good (92.55%), (3) on the efficacy test of blended learning shows that the result of t-count (22.07) t-table (2.007). This means, there are significant differences in student learning outcomes between before and after using blended. Thus blended learning is developed effectively to improve Art Culture learning outcomes.


Author(s):  
Yanto Sugiyanto ◽  
M. Haris Effendi Hasibuan ◽  
Evita Anggereni

Innovative and fun learning can be realized through various ways, one of which is by using relevant and interesting media. This study aims to produce a student learning worksheet based on the Contextual Teaching and Learning (CTL) approach on the ecosystem material for class VII, and to determine the effectiveness of the use of the student worksheet. This is a research and development research using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The development process data was collected using a validation questionnaire of design experts, material experts, teacher and student questionnaires and student learning outcomes data after using the worksheet. The results of the assessment by material experts obtained average value 3.11 (good category) while the assessment by media experts obtained average value 3.30 (very good category). Assessment by students gets average value 90.33 (very well category), the assessment by teacher gets average value 10.82 (very good categories). The use of the developed student worksheet in the learning process shows a significant increase in the average learning outcomes from 52.31 to 72.69 (increase 20.38). The produced student learning worksheet is declared appropriate for use in learning.


Author(s):  
Tifani Nurul Fitri ◽  
Purwati Zisca Diana

This study and development are motivated by the use of internet-based technology that has not been maximized in learning in schools, especially junior high schools. Therefore, the purpose of this study is to develop a learning model that combines the learning proces directly throught face-to-face online learning through applications, so that researchers develop a blended learning model based on edmodo in learning news text for class VIII SMP. This study uses the research and development (R D) method, with the ADDIE model development procedure, namely the analysis, design, development, implementation, and evaluation steps. The results of this study indicate that the learning model that has been developed can be categorized as "very feasible". This is evidenced by the average score of 82. The average score obtained from material experts is 87, from media experts is 74, and from teaching experts is 85. Based on this, it can be concludedthat the study and development of this learning model can be a supplement in learning so that students are more active and independent.


2020 ◽  
Vol 3 (1) ◽  
Author(s):  
Yayan Nurbayan ◽  
Sofyan Sauri ◽  
Wawan Hermawan ◽  
Anwar Sanusi

The quality of the students’ understanding and appreciation in <em>Balāgah</em><em> wa Uslūbiyyah</em> course is still low. Therefore, it is urgently needed to conduct a study focused on: a) how the design of teaching and learning <em>Balāgah</em><em> wa Uslūbiyyah</em> using blended learning; b) How the implementation of teaching and learning <em>Balāgah</em><em> wa Uslūbiyyah</em> using blended learning model; c) What the students’ perceptions who learn <em>Balāgah</em><em> wa Uslūbiyyah</em> using blended learning model is; d) how the students’ achievement in <em>Balāgah</em><em> wa Uslūbiyyah</em> course using blended learning model is? The research method used in this study was Design Based Research (DBR). Ten students who taken <em>Balāgah</em> wa Uslūbiyyah course were purposively chosen as the samples in this study. The expected results of this study were: 1) the compilation of <em>Balāgah</em> teaching and learning design using blended learning model; 2) the procedures of teaching and learning <em>Balāgah</em> using blended learning model; 3) the description of the implementation of teaching and learning <em>Balāgah</em><em> </em>using blended learning model; 4) the students learning outcomes in <em>Balāgah</em><em> </em>course using blended learning model; and 4) journal articles in international journals.


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