scholarly journals INOVASI PEMBELAJARAN AKUNTANSI DI YOUTUBE MENYONGSONG INDONESIA EMAS 2045

2021 ◽  
Vol 13 (1) ◽  
pp. 46-59
Author(s):  
Agus Suharsono

Abstract — Indonesia is currently launching an era of demographic bonuses in which the productive population is more dominant than the non-productive population. They are the golden generation that will realize Indonesia Golden 2045. The subject of this research is about innovation in accounting learning to realize the educational goals of 2020, namely capacity building, modernization of the learning process with the use of technology, strengthening services, easy access, and can be felt by all levels of society. The method used is qualitative, data in the form of accounting learning videos on YouTube which are analyzed logically-inductively and then presented descriptively. The results of the study note that there is already an accounting learning video on YouTube but its nature is scattered so that it cannot be used as a complete learning medium for this purpose it is necessary to collaborate with several parties to create an integrated Accounting Learning account and complete one course in accordance with the established curriculum. In order for the video display to suit the tastes of the learner, the making involves students across campus. A complete accounting learning video can be used as a learning media with a blended learning system so that face-to-face meeting is more effective for practice and case studies.   Keywords: Accounting Learning; Millennial Generation; YouTube; Indonesia Gold 2045.

2021 ◽  
Vol 5 (4) ◽  
pp. 597
Author(s):  
Andi Prastomo

The application of technology in education is being developed very intensively today, especially the use of technology to support the teaching and learning process. The transfer of conventional learning methods such as face-to-face in the classroom towards a modern direction such as distance learning using computer-based systems or smartphones (Mobile Learning) has become a common thing implemented in today's education world. But not all educational institutions implement the same thing as MI Taufiqul Athfal Bogor. The purpose of this study was to design and implement a distance learning system based on android with smartphone media (Mobile Learning) to help MI Taufiqul Athfal Bogor in the teaching and learning process. The research method used is the Research & Development (R&D) method. System testing was carried out using the ISO 9126 method by distributing questionnaires to 20 respondents who were teachers at MI Taufiqul Athfal. The test results with four aspects of ISO 9126, namely aspects of Fuctionality, Reliability, Usability, and Efficiency produce an overall Actual Total score, namely Total% Actual of 90%, thus concluding that the quality of the system is Very Good to implement. The final result of this research is an Andiroid-based Mobile Learning system designed by researchers which is implemented very well at MI Taufiqul Athfal and helps support the distance teaching and learning process.


2018 ◽  
Vol 6 (1) ◽  
pp. 5
Author(s):  
Saiful Anwar ◽  
Novi Marlena ◽  
Retno Wulandari

The purpose of the study is to see the effectiveness of the concept of gamification that is applied in the learning process of the subject of Renewal of Economic Education Learning. The approach used in this study is a qualitative approach. Subjects in this study are students of class 06PIEE001 FKIP Pamulang University. In this study adopted Marczewski's Gamification Framework concept which consists of 8 questions: 1) what is being gamified; 2) why is it being gamified; 3) who are the users; 4) how is it being gamified; 5) analytics are set up; 6) tested with users; 7) acted on feedback; and 8) released the solution. Based on the results of data analysis and discussion, it can be concluded that 1) the learning process in the course of Renewal of Economic Education Learning can be done with the concept of gamification by combining face-to-face learning in the classroom with online learning learning; 2) student response in learning process with gamification concept mostly interested because it is new for them; 3) there is a nurturant effect for as long as the concept of gamification is applied in the class


Author(s):  
Maya Nurfitriyanti ◽  
Fatwa Patimah Nursa’adah ◽  
Aulia Masruroh

The Covid-19 pandemic has forced us to make habits that we never imagined before. This also triggers changes in the learning system from primary education to higher education. One of the changes in the education system is the distance learning system (PJJ). In this condition, teachers must quickly adjust the new policies issued by the government, namely by learning activities and teaching students from home to prevent the spread of COVID-19. One of the efforts to do so that learning runs effectively is the blended learning method. Blended learning combines computer and internet technology offered by online learning and face-to-face learning participation to provide the most effective and efficient experience. Using the correct learning methods, overcoming learning obstacles due to COVID-19 can be overcome. With the blended learning method, students learn independently, and teachers can continue to explain the subject matter using learning media such as the internet.


2021 ◽  
Vol 9 (1) ◽  
pp. 1-8
Author(s):  
Chairiyah Chairiyah ◽  
Nadziroh Nadziroh ◽  
Wachid Pratomo

This article aims to describe the implementation of the blended learning model in PPKn learning in grade 1 SD N Bonorowo Kebumen. The type of research used is descriptive qualitative. Data collection techniques using observation, interviews and documentation. The data analysis technique used the Miles and Huberman model, namely data collection, data reduction, data presentation and conclusion drawing. The validity of the data was done by increasing the persistence and triangulation techniques. The results showed that 1) The implementation of the blended learning model in PPKn learning was carried out well starting with face-to-face followed by online, using the same tools as other models, using learning video media and concrete media that could activate students, 2) The supporting factor was assistance. quota from the government, the existence of a library, the existence of a private room that can be used as a temporary class, and parents can access a smartphone, 3) The inhibiting factors are signals and devices that are less supportive, 4) Solutions to overcome these inhibiting factors are easy access to wifi, assignment manuals, and providing screenshots of the learning videos.   Keywords: Implementation, Blended Learning Model, PPKn Learning  


2020 ◽  
Vol 39 (3) ◽  
pp. 507-521
Author(s):  
Nur Fitriyana ◽  
Antuni Wiyarsi ◽  
Jaslin Ikhsan ◽  
Kristian Handoyo Sugiyarto

The 21st century learning system demands the use of technology in learning instruction. This research focuses on the comparison between the use of android-based-game and blended learning in the Chemistry subject on the hydrocarbon lesson toward students’ self-efficacy and achievement. A quasi-experiment with post-test only design was adopted in this research. A number of 143 eleventh graders from two public senior high schools in Purworejo Regency, Indonesia were selected in a cluster random sampling as the research sample. The sample was classified into three groups depending on the media used, i.e. android-based-game only on face-to-face learning (ABG-FTFL), blended learning only (BL), and both android-based-game and blended learning (ABG-BL). Self-Efficacy Scale (SES) was used to obtain the data of students’ self-efficacy while the hydrocarbon test was used to obtain students’ achievement. One-way Analysis of Variance, Kruskal Wallis test, and descriptive quantity technique were performed in the data analysis, and it is found that the use of these technologies has a significant effect on the students’ self-efficacy and achievement. The use of ABG-BL is better in improving students’ self-efficacy while BL is better in enhancing students’ achievement. Therefore, the use of android-based-game and blended learning can be emphasized as media in chemistry learning to gain better self-efficacy and achievement among students.


2021 ◽  
Vol 4 (1) ◽  
pp. 1-8
Author(s):  
Ratni Purwasih ◽  
Yanuarti Apsari

ABSTRAKPenerapan e-learning merupakan salah satu inovasi teknologi pembelajaran yang mengintegrasikan teknologi informasi dan komunikasi dengan konten pelajaran. Meskipun e-learning bisa digunakan secara mandiri oleh siswa, namun eksistensi guru menjadi sangat berarti sebagai orang dewasa yang berfungsi memberi dukungan dan mendampingi siswa dalam proses pembelajaran. Oleh karena itu, model pembelajaran yang menggabungkan (blending) metode face to face learning dengan e-learning secara integratif dan sistematis akan membuat proses pembelajaran menjadi lebih bermakna. Kejadian virus Corona yang mewabah di Indonesia membuat situasi belajar diarahkan ke online learning.  Akan tetapi faktanya penggunaan teknologi masih sangat minim ditemukan di sekolah. Hal yang sama juga ditemukan di sekolah Mitra. MA Cahaya Harapan merupakan sekolah mitra untuk tempat workshop pengabdian ini, dimana kebanyakan guru belum dengan maksimal memanfaatkan penggunaan ICT ini pada proses pembelajaran di kelas. Tahap-tahapn pengabdian ini meliputi tahap persiapan, pelaksanaan, evaluasi dan pendampingan. Tujuan workshop  pendampingan dan pelatihan ini adalah meningkatkan kemampuan guru-guru  dalam pembelajaran blended learning berbasis LMS Moodle  di era post Covid-19. Peserta dalam PKM ini terdiri dari  25 orang dan dilaksanakan selama tiga hari dan dilanjutkan pendampingan selama dua pekan berturut-turut. Berdasarkan hasil angket kepuasaan sebesar 28% peningkatan kemampuan peserta dari sebelum pelatihan. Seluruh peserta terlihat sangat antusias dalam mengikuti program pelatihan. Hal ini bisa dilihat dari kehadiran seluruh peserta mulai dari awal kegiatan sampai akhir kegiatan. Peserta mampu membuat dan mendesain pembelajaran blended learning berbasis LMS Moodle.Kata Kunci : Blended Learning, LMS Moodle, Post Covid 19  ABSTRACTThe application of e-learning is one of the learning technology innovations that integrate information and communication technology with lesson content. Although e-learning can be used independently by students, the existence of teachers is very meaningful as adults who function to support and assist students in the learning process. Therefore, a learning model that combines (blending) the face to face learning method with e-learning in an integrative and systematic manner will make the learning process more meaningful. The outbreak of the Corona virus in Indonesia has directed the learning situation to online learning. However, the fact is that the use of technology is still very minimal in schools. The same thing was found in the Mitra school. MA Cahaya Harapan is a partner school for this PKM workshop, where most teachers have not maximally utilized the use of ICT in the learning process in the classroom. The stages of this workshop include the stages of preparation, implementation, evaluation and mentoring. The purpose of this mentoring and training workshop is to improve the abilities of teachers in Moodle LMS-based blended learning in the post-Covid-19 era. Participants in this PKM consisted of 25 people and was held for three days and continued with mentoring for two consecutive weeks. Based on the results of the satisfaction questionnaire, there was a 28% increase of the participants ability after joining the training. All participants seemed very enthusiastic in participating the training program. This can be seen from the attendance of all participants from the start of the activity to the end of the activity. Participants are able to create and design Moodle LMS based blended learningKeywords: Blended Learning, LMS Moodle, Post Covid 19


Author(s):  
DesiYusnanda Sari And Sri MindaMurni

This study attempted to improve the students’ reading comprehension achievement in descriptive text through Team Games Tournament (TGT) method. This study was conducted by using classroom action research. The subject of the research was class IX SMP PAB 10 Medan Estate which consisted of 25 students. The research was conducted in two cycles and the first cycle consisted of four meetings the second cycle consisted of two meetings. The instruments for collecting the data were quantitative data (reading evaluation) and qualitative data (diary note, observation sheet and interview sheet). Based on reading scores, students’ score kept improving in every evaluation. In the test I the mean was 65,33, in the test II the mean was 71,72 and the test III the mean was 84,54.Based on diary note, observation sheet and interview sheet, it was found that teaching-learning process ran well. Students were active, enthusiastic, and interested in reading. The result of the research showed that Team Games Tournament (TGT) method significantly improved students’ achievement in reading comprehension especially in reading descriptive text.


Author(s):  
Yohanna Situmeang And Busmin Gurning

This study was attempted to improve students’ achievement in writing narrativetext by watching movies. This study was conducted by using classroom action researchin two cycles. Cycle I consisted of four meetings while Cycle II consisted of twomeetings. The subject of the research was class VIII-A SMP SWASTA IMMANUELMEDAN. The number of the students was 34. To collect the data, the instruments werequantitative and qualitative data. The quantitative data was the scores of the studentsand the qualitative data was interview sheets, observation sheets, and diary notes. Basedon the writing score, students’ score were improving in every test. It can be seen inOrientation test, Test I in Cycle I, and Test II in Cycle II. In Orientation test, the meanscore was 37.94 then it was improved to 65.85 in Test I. In the end of cycle II, the meanscore for test II was again improved to 83.41. Based on interview sheets, observationsheets and diary notes, it was found that teaching-learning process ran well. In line withthe data, it showed that the application of watching movies significantly improvedstudent’s achievement in writing narrative text. English teachers were suggested to givemovies to be watched as guidance on students’ narrative writing in the class.


Author(s):  
Sri Wuri Handayani And Masitowarni Siregar

This study attempts to Improving Students’ Achievement Through the Process GenreApproach. The objective of the study is to discover whether the use of the ProcessGenre approach could significantly improve students’ writing achievement. This studyconduct by applying Classroom Action Research which was carried out in two cycles inten meetings. The subject of this study of SMA Panca Budi Medan which consisted of39 students of class X – 2 reguler.. Orientation test was done in the first meeting, test IIwas done in the fourth meeting, and test III was done in the last meeting. The mean ofstudents’ score test III (76,242) was higher than the test II (66,878) and test I (57,606).Besides, the qualitative data was taken from observation sheet, interview, questionnaire,and diary notes. It was found that teaching learning process ran well. By applying theProcess Genre Approach in the classroom, the students understood the content ofdescriptive text easily. They also were active and enthusiastic during the teachinglearning process. The result of the research showed that the application of the ProcessGenre approach significantly improved students’ achievement in writing descriptive text


Author(s):  
Dita Masyitah Sianipar And Sumarsih

This study deals with the way to improve students’ achievement in speaking particularly through Two Stay Two Stray Strategy. This study was conducted by using classroom action research. The subject of of the research was class X-AP SMK Swasta Harapan Danau Sijabut in Asahan Regency that consisted of 34 students. The research was conducted in two cycles consisted of three meetings in each cycle. The instruments of collecting data for quantitative data used Speaking Test and instrument for analysis of qualitative data used observation, interview and questionnaire sheet. Based on the speaking test score, students’ score kept improving in every test. In the test I the mean was 61,47, in the test II the mean was 67,41 and the test III the mean was 78,52. Based on observation sheet and questionnaire sheet, it was found that teaching learning process run well and lively. Students were active and interest in speaking. The using of Two Stay Two Stray Strategy is significantly improved students’ achievement in speaking.


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