scholarly journals Analisis Persepsi Guru dan Siswa Kelas X SMA dalam Mengimplementasikan Video Materi Daur Ulang Limbah Plastik Menggunakan Sparkol Videoscribe

2020 ◽  
Vol 1 (1) ◽  
pp. 1-6
Author(s):  
Ervan Johan Wicaksana ◽  
Pramana Atmadja

Penggunaan video pembelajaran sebagai media pembelajaran diharapkan dapat membantu siswa dalam memahami materi, khususnya daur ulang limbah plastik. Penelitian ini dilakukan di SMA Negeri 6 Kota Jambi pada bulan Mei 2019. Jenis penelitian ini adalah penelitian analisis deskriptif dengan metode kuantitatif. Penelitian ini bertujuan untuk melihat persepsi guru dan persepsi siswa dalam mengimplementasikan video pembelajaran biologi pada materi daur ulang limbah plastik menggunakan sparkol videoscribe. Data penelitian diperoleh dengan cara menyebar angket kepada siswa dan guru. Selanjutnya uji coba produk dilakukan pada 6 orang kelompok kecil, 26 orang siswa kelompok besar dan satu guru mata pelajaran biologi, sebelumnya dilakukan validasi media oleh ahli materi dan ahli media. Hasil validasi oleh ahli materi dengan persentase 81,25% dengan kategori “Sangat Baik” sedangan hasil validasi ahli media 93,75% dengan kategori “Sangat Baik”. Pada uji coba kelompok kecil memperoleh tanggapan 92,5% dengan kategori “sangat baik” sedangkan pada uji coba kelompok besar memperoleh tanggapan 87,2%. Persepsi guru bidang studi biologi memperoleh tanggapan 87,5% dengan kategori “sangat baik“ berdasarkan hal tersebut media layak digunakan. Kata Kunci: daur ulang limbah plastik, sparkol videoscribe, video pembelajaran The use of instructional videos as learning media is expected to help students understand the material, especially recycling plastic waste. This research was conducted at the 6th High School of Jambi City in May 2019. This type of research is a descriptive analysis research with quantitative methods. This study aims to look at teacher perceptions and student perceptions in implementing biology learning videos on plastic waste recycling material using sparkol videoscribe. Research data was obtained by distributing questionnaires to students and teachers. Furthermore, the product trial was conducted on 6 small group people, 26 large group students, and one biology subject teacher, before the media validation was done by the material expert and the media expert. The results of the validation by material experts with a percentage of 81.25% with the category "Very Good" while the results of the validation of the media experts 93.75% with the category "Very Good". In the small group trials, it received 92.5% responses in the "very good" category while in the large group trials it got 87.2% responses. Teachers' perceptions in the field of biological studies received 87.5% responses in the category of "very good" based on that the media was appropriate to use.

Author(s):  
M Alwi ◽  
Muhammad Damris ◽  
Rayandra Asyhar

This is a study of the attitudes and perceptions of students and teachers towards e-learning in some schools in the city of Jambi. Information in the form of knowledge attitudes and perceptions of students and teachers towards e-learning becomes an input for teachers in a lesson plan. With the approach combined methods of research sequential-explanatory model of the phase I study design using quantitative methods to answer the problem formulation, and phase II testing hypotheses using qualitative methods to establish, expand and deepen the results of quantitative research methods. The total population of 1,661 people, and 175 students are samples obtained by random and representative for purposive quantitative methods to qualitative methods, and teachers sampled 37 of the 48 people.Quantitative data collected through filling questionnaire and qualitative data by interview and observation, descriptive analysis results obtained variable values Student Attitudes (SS) = 78.3%, variables Student Perceptions (PS) = 78.4% and variable E-learning (EL) = 78.3% and each variable in both categories. For teacher sample of from descriptive analysis values variable Teacher Attitudes  (SG) = 79.4%, variable Teacher Perceptions (PG) = 79.8% and variable EL = 78.7% and each variable in both categories. Overall attitudes and perceptions of students and teachers towards e-learning in science teaching is good.


2021 ◽  
Vol 3 (11) ◽  
pp. 863-871
Author(s):  
Josephine Adelia Putri Agape ◽  
Imam Hariadi ◽  
Prisca Widiawati

Abstract: This study aims to develop a comic-based basketball module for basketball extracurricular students at SD Lesanpuro 4 in Malang City. The research model uses a procedural model adapted from the Lee and Owens procedure using 5 steps, namely: (1) needs analysis, (2) carrying out a design, (3) developing or developing a product, (4) implementation or implementation of activities, (5) evaluation or product evaluation. Product trials include: (1) Trial design, the trial design used is descriptive design. (2) Experimental subjects, the subjects used in this study were extracurricular students of SD Lesanpuro 4 Malang City, and the subject of media experts and learning experts was one of the lecturers from the Faculty of Sports Science. The small group trial subjects consisted of 5 students and the large group test subjects consisted of 15 students. (3) The type of data used is descriptive quantitative and descriptive qualitative. (4) The data collection instrument used in conducting this validation is a non-test in the form of a questionnaire. (5) The analysis technique in this study uses qualitative and quantitative descriptive analysis techniques. The results of learning validation are 73 percent, and the results of media expert validation are 81 percent. While the results of small group trials obtained results of 89 percent and large group trials obtained results of 83.75 percent. Thus, the results of developing a comic-based basketball module for extracurricular students at SD Lesanpuro 4 in Malang City are very valid and can be applied to extracurricular basketball students at SD Lesanpuro 4, Malang City. Abstrak: Penelitian ini bertujuan untuk mengembangkan modul bola basket yang berbasis komik untuk siswa ekstrakurikuler bola basket SD Lesanpuro 4 di Kota Malang. Model penelitian menggunakan model prosedural yang diadaptasi dari prosedur Lee dan Owens dengan menggunakan 5 langkah yaitu: (1) analisis kebutuhan, (2) melakukan sebuah desain, (3) development atau pengembangan sebuah produk, (4) implementation atau pelaksanaan kegiatan, (5) evaluation atau evaluasi produk. Uji coba produk meliputi: (1) Desain uji coba, desain uji coba yang digunakan adalah desain deskriptif. (2) Subjek coba, subjek yang digunakan dalam penelitian ini adalah siswa ekstrakurikuler SD Lesanpuro 4 Kota Malang, dan subjek dari ahli media serta ahli pembelajaran merupakan salah satu dosen dari Fakultas Ilmu Keolahragaan. Subjek uji coba kelompok kecil terdiri 5 siswa dan subjek uji coba kelompok besar terdiri 15 siswa. (3) Jenis data yang digunakan berupa deskriptif kuantitatif dan deskriptif kualitatif. (4) Instrumen pengumpulan data yang digunakan dalam melakukan validasi ini yaitu non-tes yang berbentuk angket. (5) Teknik analisis dalam penelitian ini menggunakan teknik analisis deskriptif kualitatif dan kuantitatif. Hasil validasi pembelajaran sebesar 73 persen, dan hasil validasi ahli media sebesar 81 persen. Sedangkan hasil uji coba kelompok kecil memperoleh hasil sebesar 89 persen dan uji coba kelompok besar memperoleh hasil sebesar 83,75 persen. Sehingga, hasil pengembangan modul bola basket berbasis komik untuk siswa ekstrakurikuler SD Lesanpuro 4 di Kota Malang sangat valid dan dapat diterapkan pada siswa ekstrakurikuler bola basket SD Lesanpuro 4 Kota Malang.


Author(s):  
Nurhasanah Nurhasanah ◽  
Arif Budi Wurianto ◽  
Bustanol Arifin

Abstract: This research aim to produce a form of media “KIJANK( comics Indonesia, Java, and Java Script)” that interesting to help student to read java script. This study uses the research of R & D (Research and Development) and the type of research is the development of research. As a source of data, selected 5th grade students of SDN Kedungrejo 1 2014/2015 school year, amounting to 10 students. And 5th grade students of MI Cemorokandang 2014/2015 school year, amounting to 40 students. This study was conducted in August 2014 in two phases, namely the study of small group and large group study. The results showed that the use of media KIJANK can assist students in learning to read Java script. This is evidenced by the results of validation of some experts such as, media expert validation by 84.6%, materials expert validation by 94%, and validation of expert fields of study by 98%. While a small group of trial results showed that 89% of learning to use the media KIJANK in learning the Java language has received a positive response from students and very valid, also feasible to use for learning. And the test results indicate that a large group 94.5% of learning to use the media KIJANK (Comic Indonesia Java and Java script) in learning the Java language is very feasible and valid to use as a learning medium. The results of this study, learning media KIJANK recommended to be used as a reference for the preparation of teaching and tutoring programs as well as develop other learning media that can support the learning process. Reading sklils of java letter, such as wingnyan (h), layar (/), cecek (=), and pangku (\) now is on the decline, so the need for efforts to increase through the use of instructional media. The result of needs analysis through questionnaires and observation showed that 60% of the 40 students are not able to read java letter, so they have difficulty when doing the exam. Abstrak: Kemampuan membaca huruf Jawa, seperti wignyan (h), layar ( /), cecek(=) , dan pangku (\) saat ini sudah mulai mengalami penurunan, sehingga perlu adanya upaya peningkatan melalui pemanfaatan media pembelajaran. Hasil analisis kebutuhan melalui penyebaran angket dan observasi menunjukkan bahwa 60% dari 40 siswa tidak mampu membaca huruf Jawa, sehingga mengalami kesulitan ketika mengerjakan soal ujian. Penelitian ini bertujuan untuk menghasilkan bentuk media “KIJANK (komik Indonesia, Jawa dan aksara Jawa)” yang menarik untuk membantu siswa membaca aksara Jawa. Penelitian ini menggunakan penelitian R&D (Research and Development) dan jenis penelitian yang dilakukan adalah penelitian pengembangan. Sebagai sumber data, dipilih siswa kelas 5 SDN Kedungrejo 1 tahun ajaran 2014/2015 yang berjumlah 10 siswa. Dan siswa kelas 5 MI Cemorokandang tahun ajaran 2014/2015 yang berjumlah 40 siswa. Penelitian ini dilakukan pada bulan Agustus 2014 dalam dua tahap, yaitu penelitian kelompok kecil dan penelitian kelompok besar. Hasil penelitian menunjukkan bahwa penggunaan media KIJANK dapat membantu siswa dalam belajar membaca aksara Jawa. Hal ini dibuktikan oleh hasil validasi beberapa ahli antara lain, validasi ahli media  sebesar 84.6%, validasi ahli materi sebesar  94%, dan validasi ahli bidang studi sebesar 98%. Sementara hasil uji coba kelompok kecil menunjukkan bahwa 89% pembelajaran menggunakan media KIJANK dalam pembelajaran bahasa Jawa ternyata mendapat respon positif dari siswa dan sangat valid serta layak digunakan untuk pembelajaran. Dan hasil uji coba kelompok besar menunjukkan bahwa 94.5% pembelajaran menggunakan media KIJANK (Komik Indonesia Jawa dan Aksara Jawa) dalam pembelajaran bahasa Jawa sangat layak dan valid digunakan sebagai media pembelajaran. Hasil penelitian ini, media pembelajaran KIJANK disarankan untuk dipergunakan sebagai acuan penyusunan program pengajaran dan bimbingan belajar serta mengembangkan media pembelajaran lain yang dapat mendukung proses pembelajaran. Kata Kunci : maningkatkan, membaca, huruf Jawa, KIJANK


2017 ◽  
Vol 1 (1) ◽  
pp. 166
Author(s):  
Muhammad Faishol Harun ◽  
Oni Bagus Januarto ◽  
Usman Wahyudi

Abstract: This study aimed to develop the exercise model of jump shoot for members ofbasketball extracurricular of SMA Negeri 1 Kauman, Tulungagung regency. This isexpected that the members are able to understand and master jump shoot technique welland increase their skill. Data analysis techniques used in this research is qualitativeanalysis techniques (in the form of a sentence) and quantitative (in the form of apercentage). Qualitative data was used to analyze the data collected from the advice andreview experts basketball game, a game of basketball coaching, media expert. While theanalysis of quantitative data in the form of a percentage descriptive analysis techniquesto present the results of the review expert basketball game, basketball game coachingexperts, media experts, test a small group and large group trial.Keywords: Developing, exercise model, jump shoot.Abstrak: Tujuan penelitian ini adalah untuk mengembangkan model latihan jump shootuntuk peserta ekstrakurikuler bolabasket SMA Negeri 1 Kauman KabupatenTulungagung. Dengan adanya pengembangan model latihan ini diharapkan pesertadapat memahami dan menguasai teknik jump shoot dengan baik dan benar serta dapatmeningkatkan keterampilan para peserta ekstrakurikuler. Teknik analisis data yangdigunakan dalam penelitian ini adalah teknik analisis kualitatif (berupa kalimat) dankuantitatif (berupa persentase). Data kualitatif digunakan untuk menganalisis hasilpengumpulan data dari saran dan tinjauan para ahli permainan bolabasket, ahlikepelatihan permainan bolabasket, ahli media. Sedangkan analisis data kuantitatifberupa teknik analisis deskriptif persentase untuk menyajikan hasil tinjauan ahlipermainan bolabasket, ahli kepelatihan permainan bolabasket, ahli media, uji cobakelompok kecil dan uji coba kelompok besar.Kata Kunci: Pengembangan, model latihan, jump shoot.


2021 ◽  
Vol 3 (3) ◽  
pp. 955-961
Author(s):  
Ongku Desix B. Harahap

The aims of this study were to produce and to find out the effectivity of using the Macromedia Flash Profesional 8-based learning media as well. The type of this study was a Research and Development model adopted from ADDIE. The steps of ADDIE model were including Analyze, Design, Develop, Implement, and Evaluate. The trial subjects consisted of material experts of social science, learning design experts, learning media experts, three students of individual trial, nine students of small group trial, and also thirty students of main field trial. The data about the quality of this product was collected by using questionairres. The data was collected and analyzed by qualitative descriptive analysis. The results of Macromedia Flash Profesional 8-based learning media on the subject material of local environmental maps showed that:  the validation of the entire material experts showed that the media was extremely good (96.47%); the validation of the entire design experts showed that the media was extremely good (91.81%); the validation of learning media was extremely good (90.00%); the validation of individual trial was extremely good (88.59%); the validation of small group trial was extremely good (91.75%); and the validation of main field trial was extremely good (95.76%). Based on the result of hypothetical test proved that there was a significant difference between students’ learning  taught by Macromedia Flash Profesional 8  conventional learning.


Author(s):  
Ervan Johan Wicaksana ◽  
Pramana Atmadja ◽  
Yuli Asmira

Penelitian ini bertujuan untuk mengembangkan poster kesehatan reproduksi berbasis pendidikan karakter menggunakan canva pada usia remaja sekolah di SMA. Penelitian ini merupakan penelitian analisis-deskriptif dengan metode kuantitatif yang dilakukan di SMA Negeri 8 Kota Jambi. Produk divalidasi oleh ahli materi dan ahli media menggunakan lembar validasi, yang selanjutnya diujicoba pada kelompok kecil (6 siswa) dan kelompok besar (30 siswa dan 1 guru) menggunakan instrumen berbentuk angket untuk mendapatkan persepsi siswa dan guru. Keefektifan produk juga diuji menggunakan instrumen tes degan desain One group pretest-posttest. Hasil penelitian menunjukkan bahwa (1) validasi oleh ahli materi (93,3%) dan ahli media (87,5%) berkategori sangat baik, (2) ujicoba pada 6 orang kelompok kecil (81,4%), kelompok besar (87,3%) dan guru (83,3%) diperoleh tanggapan dengan kategori sangat baik, dan (3) hasil belajar siswa meningkat dengan kategori sedang (0,65). Berdasarkan hasil penelitian dapat disimpulkan bahwa poster kesehatan reproduksi berbasis pendidikan karakter menggunakan canva layak digunakan dalam pembelajaran.The Development of Reproductive Health Poster Based on Character Education Using Canva in School Adolescents in High SchoolAbstractThis study aimed to develop a reproductive health poster based on character education using Canva in the school's teenage years in high school. This research is a descriptive analysis research with quantitative methods conducted at SMA Negeri 8 Jambi City. The product was validated by material experts and media experts using validation sheets, which were then tested on small groups (6 students) and large groups (30 students and 1 teacher) using questionnaire-shaped instruments to get students and teacher perceptions. The effectiveness of the product was also tested using a test instrument with the One group pretest-posttest design. The results showed that (1) validation by material experts (93.3%) and media experts (87.5%) were categorized as very good, (2) trials in 6 small groups (81.4%), large groups (87.3%) and teachers (83.3%) obtained responses in the excellent category, and (3) student learning outcomes improved in the moderate category (0.65). Based on the results of the study it can be concluded that the reproductive health poster based on character education using canva is suitable for use in learning.


Jurnal Varian ◽  
2019 ◽  
Vol 3 (1) ◽  
pp. 1-5
Author(s):  
Doni Dwiranata ◽  
Dewi Pramita ◽  
Syaharuddin Syaharuddin

Abstract: This study aims to develop and produce android-based mathematics learning media on the subject of three dimensions of point, line, and field positions in space, for class X high school students and find out the validity, effectiveness, and practicality of interactive multimedia-based learning media. This type of research is a research development in the form of a three dimensional interactive learning media. Media development refers to the ADDIE development model which includes 5 stages, namely Analysis, Design, Development, Implementation, Evaluation. The subjects of this study were students of class X IPA and students of class X IPS SMA Negeri 1 Maronge. The instruments used in this study were questionnaire validation of material experts and media experts, student questionnaire responses, and student evaluation tests. The results of the development research are: (1) The results of the validation of the material and the media obtain an average score of 36 with the category "quite valid"; (2) The results of the effectiveness of the media in small group trials have achieved 100% mastery learning in the "very effective" category; (3) The results of the practicality of the media in small group trials obtained an average score of 57 in the "very practical" category; (4) The results of the effectiveness of the media in large group trials gained mastery learning reaching 80% with the category of "effective"; and (5) The practicality of the media in the large group test obtained an average of 54,485 in the "practical" category.


Author(s):  
Rizki Wahyu Yunian Putra ◽  
Jamal Fakhri ◽  
Dewi Fitriani

This study aims to develop teaching materials gamification-based problem solving on the material in terms of four. To view the judging of the validator against the feasibility of teaching materials gamification-based problem solving on the material  terms of four and see the response of students to the attractiveness of the teaching materials gamification-based problem solving on the material in terms of four. This research use type research of research and development with a research model ADDIE (Analysis, Design, Development, Implementation and Evaluation. Stage of development (development) involving 9 validator (three validator matter experts, three media experts and three language experts) to assess the feasibility of the material, the media and the Indonesian language good and right. Stage of Implementation (field trials) involving 80 students ( 20 students trial of small group and 60 students test a large group). The assessment of the attractiveness of the teaching materials gamification-based problem solving on the material in terms of four using the questionnaire i.e. a questionnaire the validator and questionnaires of learners. Data analysis using descriptive analysis using Microsoft Office Excel 2010. The results of the validation matter experts from the 3 validator shows that the overall product to obtain an average value of 3.7 and the Results of the validation media experts obtained an average value of 3.3 while the results of the validation of language experts to obtain an average value of 3.4. While the results of the trials of a small group of 10 students of MTs N 1 Bandar Lampung obtained the results of the attractiveness of the teaching materials with an average value of 3.4. while the test is a large group that was conducted in SMP 30 Bandar Lampung to obtain an average value of 3.5. Thus, it can be concluded that the development of teaching materials gamification-based problem solving on the criteria of very worthy and interesting.


2020 ◽  
Vol 10 (2) ◽  
pp. 212
Author(s):  
Deden Darma Wiadi

The aim of this reaserch is to get interactive audio visual teaching media on the discussion about teaching Genetic Substance that can be used by teacher and educators so that it can vary and improve teaching and learning quality at senior high school. The method is model designing multimedia based research consisted of five stoges : 1) analysis; 2). Design; 3). Development; 4). Implementation and 5). Evaluation. The outcome of this research was media which were developed very well. It can be describle by the following : (1). Media validity gave good criteria to the media based on the visual look, and (2). Material validity gave good criteria based on the media produced in the research, (3). As a peer evaluation state that the product is worth given to a small Group to learner as a user, (4) student’s response showed from the test given to a small group of student state that this audio visual media had good quality so that it’s easy to understand, (5). Student’s response showed from the test given to a large group of student state that the media produced in this research can improve the student’s interest to study. The research was conducted SMA N 4 Jambi, the subjects were all 12th grade students and the teacher of Biology subject


Author(s):  
Heri Susanto ◽  
Arief Daryanto ◽  
Iwan Setiawan

Plastic waste which is not handling properly will disrupt the enviromental balance. The plastic waste should be seen as a resource which has economic value and can be a chance of business. This study aim is to create business model development of plastic waste recycling in CV. Majestic Buana Group (MBG). The study uses descriptive analysis with the approachment method namely Business Model Canvas, Delphi Method, SWOT (Strength, Weakness, Opportunities, Threat) and Blue Ocean Strategy. It is done by purposive sampling method in the five company division (production, finance, marketing, HRD and expert). The result shows that the business model development can be amphasized on three elements; <em>key resources, key partner</em> and <em>value propositions. </em>The development of key resources can be done through writing business books and becoming a speaker of business seminar. It is adapted by the company vision to be able to transfer knowlegde as much as possible to the society. The key partners development is based on the result of SWOT analysis that shows major weakness compared to the other elements, therefore it is needed to give an anticipation by making new partnership with central production of plastic waste dan reducing the commercial partnership with the existing plastic waste supplier. The development of value proposition element is also based on the result of SWOT analysis which shows major strength and has a great opportunity. It can be utilized to strengthen the business model by using the company's expertise to design a household scale machine.


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