scholarly journals Computer-based peer assessment as a part of learning process

2018 ◽  
Vol 42 ◽  
pp. 00024
Author(s):  
Komang Setemen ◽  
Luh Joni Erawati Dewi ◽  
I Ketut Purnamawan

This study aimed to develop prototype of computer based peer assessment application. This application is used for learning assessment which involves the students in learning process, either individually or in group. This study was research and development (R&D) model which adopted 4D model (Define, Design, Develop, and Disseminate). Prototype of this application was developed by utilizing internet media (online). The users of this system are lectures and students. In this application, the lecturers has roles to design the scoring rubrics, give the tasks, and assess the students’ tasks. The students had roles to submit the tasks, and assess their pairs. Every kind of scoring rubrics can be implemented in some subject matters which have same characteristics (sharing rubrics). This application is expected to produce transparent, quick, correct, and accurate scoring. It is also efficient for lecturers in students assessment. The online-based application design will make this application become an electronic assessment which can be accessed whenever and wherever.

Vidya Karya ◽  
2017 ◽  
Vol 31 (2) ◽  
Author(s):  
Herman Herman ◽  
Andi Momang Yusuf

 Abstract: This article is a result of an R&D (Research & Development) study which used a 4-D model to develope a teaching material in the form of student’s work sheet that based on science process skill. A valid teaching material has been developed in 2015. The framework of the work sheets was composed of identify (core competence, basic competence, topic, objective), inquiry question, analytical question, and conclusive question. The framework could minimalized the guiding expalanation as often found in experiment manual books. The result showed that the students’ performance in practicing the experiment given was in sufficient category, all of the student were responded positively and all of the activities expected in the learning process were impelemented.  Key words: work sheet, science process skill. Abstrak: Tulisan ini merupakan hasil penelitian R & D (Research and Development) dengan mengngunakan model pengembangan perangkat 4-D yang bertujuan untuk menghasilkan perangkat pembelajaran berupa lembar kerja berbasis keterampilan proses sains. Pada tahun 2015 telah dihasilkan perangkat pembelajaran yang valid. Kerangka lembar kerja terdiri dari identitas (Kompetensi Inti, Kompetensi Dasar, judul, tujuan), pertanyaan penyelidikan, pertanyaan analisis, dan pertanyaan penyimpulan. Kerangka ini meminimalkan pernyataan tuntunan seperti dalam penuntun praktikum (yang  mirip ”resep kue”). Hasil ujicoba menunjukkan kinerja praktikum siswa berada pada kategori cukup, semua siswa merespon positif dan semua aktivitas yang diharapkan muncul dalam pembelajaran terlaksana seluruhnya.  Kata kunci: lembar kerja (LK), keterampilan proses sains.


2019 ◽  
Vol 7 (1) ◽  
Author(s):  
Della Indika Juniarni ◽  
Raudhatul Fadhilah ◽  
Rizmahardian Ashari Kurniawan

The students problem in understanding the electron configurations was caused by the ineffective learning media which is used by the teacher didn’t fit the student’s characteristic. Therefore, it is important to develop media of Lego Chemistry games for electron configurations class. The validation of the media is validated in three aspects. They were validity from the results of the game, practicality from the results of the questionnaire, and the effectiveness from the results of the pre and post tests. This study used a Research and Development (R & D) model of Borg and Gall conducted in seven stages. The study showed that media of Lego Chemistry games was suitable for teaching learning process. It can be seen from the results of the material and media aspects by 0,83 and 0,94 which was valid. The results of the practicality of the questionnaires on the small and main tryouts were 92,50% and 90,66% and were considered practical. The results of the effectiveness of the N Gain on the small and main tryouts were 0.74 and 0.92 (high). Therefore, media of Lego Chemistry games was valid and effective. It is suitable to be used as the learning media in Chemistry class.


2018 ◽  
Vol 2 (1A) ◽  
pp. 59-69
Author(s):  
Roby Zulkarnain Noer ◽  
Fadhlan Muchlas Abrori

Pemanfaatan media pembelajaran di dalam kelas selama proses pembelajaran pada kebanyakan sekolah di Indonesia umumnya kurang inovatif dan cenderung monoton. Monotonnya pengunaan media dalam proses pembelajaran menyebabkan siswa tidak mampu mengikuti pelajaran dengan maksimal sehingga pembelajaran menjadi tidak efektif dan efisien. Salah satu media pembelajaran yang efektif digunakan dalam kelas untuk membangkitkan motivasi dan minat siswa adalah media grafis terutama media komik pembelajaran. Tujuan dalam penelitian ini adalah untuk mengetahui kualitas komik pembelajaran yang dikembangkan. Penelitian ini merupakan jenis penelitian pengembangan (research and development). Model pengambangan dalam penelitian dan pengembangan ini menggunakan modifikasi pengembangan perangkat Four-D Model. Berdasarkan hasil dan pembahasan di atas maka dapat disimpulkan: Kualitas komik pembelajaran ditinjau dari penilaian validasi dari ahli materi didapatkan hasil komik pembelajaran memiliki kriteria valid dengan presentase 90,3%. Penilaian validasi dari ahli media didapatkan hasil validasi komik pembelajaran memiliki kriteria valid dengan presentase 87,8%. Penilaian validasi ahli bahasa pada komik pembelajaran memiliki kriteria valid dengan presentase 96 %. Hasil uji coba lapang berdasarkan penilaian guru dan dan siswa didapatkan presentase pada guru sebesar 86% dan pada siswa sebesar 86.5% (valid). Generally, using of instructional media in the classroom during learning process in most schools in Indonesia is less innovative and monotonous. That problems it caused students can not followed the lesson maximally, therefore learning process becomes uneffective and unefficient. One of the effective learning media can be use in the class to increase motivation and interest of students is the graphic/visual media, for example is a comic. The purpose of this research is to find out of comic quality. This research approach is research development (R&D). The developing model in this research and development uses modification of Four-D Model. Based on the above result and discussion it can be concluded: The quality of learning comic review from the validation of the material experts obtained the result of the learning comic having valid criteria with 90.3%. Assessment validation from media expert got result of validation of comic learning have valid criterion with percentage 87,8%. Assessment of validation of linguists on learning comics has valid criteria with 96% percentage. The results of field trials based on the assessment of teachers and students obtained a percentage of teachers at 87.2% and at students of 86.5% (valid).


BIOLOVA ◽  
2021 ◽  
Vol 2 (2) ◽  
pp. 88-94
Author(s):  
Candra Arutyastuti Wijaya ◽  
Muhfahroyin Muhfahroyin

Abstrak: Pengembangan modul ini didasarkan pada proses pembelajaran yang sudah menggunakan media internet, namun pada kenyataannya pemanfaatannya selama proses pembelajaran belum maksimal dan media pembelajaran belum pernah dikembangkan berupa modul E-learning. tujuan dari penelitian ini adalah mengembangkan modul pembelajaran IPA (Biologi) pada materi sistem organisasi kehidupan untuk meningkatkan hasil belajar siswa dan mengetahui aktivitas virtual siswa dengan memanfaatkan aplikasi Edmodo. Model pengembangan yang dijadikan dasar penelitian ini dikemukakan oleh Trianto (2011:189) model pengembangan perangkat yang dikemukakan oleh Thiagarajan, Semmel dan Semmel pada tahun 1974 adalah model 4-D, model ini terdiri dari 4 tahap pengembangan yaitu define, merancang, mengembangkan, dan menyebarluaskan. Berdasarkan penjabaran yang telah dijelaskan di atas, dapat dikatakan bahwa modul pembelajaran biologi (IPA) berbasis E-learning dengan edmodo pada materi sistem organisasi kehidupan kelas VII SMP untuk meningkatkan hasil belajar kognitif siswa perlu diperhatikan sebagai penunjang dalam proses pembelajaran IPA.  Abstract:  The development of this module is based on the learning process that already uses internet media, but in reality its use during the learning process has not been maximized and the learning media has never been developed in the form of E-learning modules. the purpose of this study was to develop a science learning module (Biology) in the material system of life organizations to improve student learning outcomes and find out virtual activities of students by utilizing Edmodo application. The development model used as the basis for this research is stated by Trianto (2011: 189) the device development model suggested by Thiagarajan, Semmel and Semmel in 1974 is a 4-D model, this model consists of 4 development stages, namely define, design , develop, and disseminate. Based on the elaboration that has been explained above, it can be said that the biology learning module (IPA) based on E-learning with edmodo on the material system of life organization class VII SMP to improve student cognitive learning outcomes need to be considered as a support in the learning process of Natural Sciences


2017 ◽  
Vol 15 (2) ◽  
pp. 188-211
Author(s):  
Haizah Haizah

This paper aimed to empirically determine and describe: lesson planning in the 2013 curriculum, the implementation of the 2013 curriculum, learning assessment conducted by the class XI teacher of Pendidikan Agama Islam at SMK Negeri 3 Parepare. The method aiming at describing an existing phenomenon and its true condition by using observation techniques, interview, and studying documents. The data were then analyzed by following the steps of (1) data reduction; (2) data presentation; (3) the data conclusion and verification. The results of the study showed that to date SMK Negeri 3 is still applying 2013 curriculum as its reference for a learning process. The implementation of the 2013 curriculum was determined by (1) lesson planning; (2) learning implementation; and (3) learning assessment. At the stage of lesson planning, teacher designs lesson plan which are then implemented in learning process by applying a scientific approach consisting of the following stages: (1) observing; (2) questioning; (3) collecting materials; (4) processing materials; and (5) communicating, which is then followed by administering authentic assessment on the learning in the forms of: (1) observation; (2) oral and written test; (3) self assessment; (4) peer-assessment; (5) journal; (6) performance assessment; and (7) portfolio assessment. Factors that support the implementation of the 2013 curriculum include (1) teacher; (2) learners; (3) infrastructure and facilities; and (4) environment. On the other hand, the hindering factors are (1) lack of learners’ care with their lessons; (2) lack of teachers’ understanding of 2013 curriculum due to minimum education and training.


2020 ◽  
Vol 30 (2) ◽  
pp. 99-108
Author(s):  
Rendy Putra Pratama ◽  
Rochmawati Rochmawati

Learning media is believed to be one of the important parts of the learning process, especially computer-based media. This study aims to develop a computer game-based media Make a Match and to analyze its feasibility as a media enrichment. This study provided a type of educational Research and Development (RD) by referring to the model of development ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The result of validations by material experts, linguists, and media experts showed thatthe average worthiness of assessment was 86,27%. The average percentage revealed the number of 90,1% in the material aspect, 81,4% in the linguistics aspect, and 86,7% in the media aspect. Therefore, this computer based-game is very decent to be used as amedia enrichment for students. 


2020 ◽  
Vol 3 (2) ◽  
pp. 121-128
Author(s):  
Besse Qur’ani

This study aims to develop learning tools based on Project Based Learning (PPA) in improving the basic skills of catering to students of SMKN 6 in Makassar. This type of research is the development of learning tools in the form of research and development (R/D). The tools developed include the Plan-Implementation-Learning (RPP), jobsheets, and student books. The development model used is a 4-D model with stages of define, design, develope, and dissemination. Based on the results of the analysis conducted, the development of learning tools with the PPA model is declared valid, practical, and effective so that it is feasible to use, so it is necessary to consider criteria that include; (1) the results of the validity of BJBL-based learning tools after being assessed and examined by experts produce valid categories for lesson plans and jobsheets, while for student books in the category are very valid (very good); (2) students' activities get classical completeness in the category of very valid (very good), whereas for cognitive, affective and psychomotor learning outcomes students are in the valid category; and (3) students' responses and management of learning in class categories are very valid. The suggestions put forward in this study are (1) to fellow teachers to use the PPA model as an alternative used in the learning process; (2) PES-based learning tools that have been developed after being made improvements and revisions can be trialled at several other schools based on the problem characteristics of each school


2017 ◽  
Author(s):  
Slamet Widodo

As the importance of parents’ role in education, minimum perticipation of parents in taking a part in their children education results in less maximum of the children’s learning process. Parents less communicate with their children due to their other business particularly their works results in a lack of parents’ participation in education. This study aimed to describe the feasibility and appropriateness of the use of parents’ participation based portfolio assessment in teaching and learning process. The design of this study was research and development with Four-D model. The data was collected using observation sheet and questionnaire, then the data was analysed both quantitatively and qualitatively. This result of this study showed that parents’ participation based portfolio assessment is appropriate to be implemented in teaching and learning process.


2018 ◽  
Vol 12 (2) ◽  
pp. 211-220
Author(s):  
Diana Diana ◽  
Anandita Eka Setiadi

This research aims to develop learning materials at science based on local wisdom and islamic values that can be used at schools. This research conducted with research and development 4-D Model. There are four stages which are define, design, develop, and dessiminate. Data were collected through observation, interview, validation sheets and response sheets for teachers and students. Product learning materials tested limited trials at ANNUR kindergarten in Pontianak. The validity of the results achieved very valid. The results of validation learning materials achieved very well with score 81%. The results of a response teacher and students achieved strong category with score 76%. The conclusion about this research learning materials at science based on local wisdom and islamic values worthy to use in the learning process at schools. Keywords: Learning material, Early childhood Penelitian ini bertujuan untuk menghasilkan bahan ajar sains anak usia dini berbasis kearifan lokal dan nilai keislaman yang layak digunakan dalam proses pembelajaran di sekolah. Penelitian ini menggunakan metode pengembangan Four D (Model 4D). Terdapat empat tahapan dimulai dari define, design, develop, dan dessiminate. Pengambilan data menggunakan lembar observasi, lembar wawancara, lembar validasi dan angket respon untuk guru dan siswa. Analisa data menggunakan metode deskriptif. Produk bahan ajar melalui uji coba terbatas di TK ANNUR di Kota Pontianak. Hasil penilaian bahan ajar oleh validator sebesar 81% dengan kriteria sangat valid. Respon siswa dan guru terhadap bahan ajar sebesar 76% dengan kriteria kuat. Disimpukan bahwa bahan ajar berbasis kearifan lokal dan nilai keislaman layak digunakan dalam proses pembelajaran. Kata Kunci: Bahan ajar, Anak usia dini  


2016 ◽  
Vol 3 (1) ◽  
pp. 79 ◽  
Author(s):  
Sri Wahyuni ◽  
Djukri Djukri

Penelitian ini bertujuan untuk mengetahui: (1) kelayakan media pembelajaran berbantuan komputer pada materi Bryophythe untuk peserta didik kelas X, (2) keefektifan media pembelajaran berbantuan komputer terhadap kemandirian belajar peserta didik kelas X SMA Negeri I Girimulyo, dan 3) keefektifan media pembelajaran berbantuan komputer terhadap penguasaan konsep peserta didik kelas X SMA Negeri I Girimulyo. Jenis penelitian ini adalah Research and Development (R&D). Pengembangan dilakukan dengan mengacu pada model 4-D yang meliputi define (pendefinisian), design (perancangan), develop (pengembangan) and disseminate (penyebaran). Hasil penelitian menunjukkan bahwa: (1) media pembelajaran berbantuan komputer yang dikembangkan menurut ahli materi, ahli media, pendidik biologi, teman sejawat, peserta didik uji coba terbatas maupun peserta didik uji coba lapangan secara umum berkategori baik. Hasil tersebut menunjukkan bahwa produk pengembangan media pembelajaran biologi berbantuan komputer yang telah dikembangkan layak digunakan, (2) media pembelajaran komputer ini efektif untuk meningkatkan kemandirian belajar peserta didik, dan (3) media pembelajaran komputer ini efektif untuk meningkatkan penguasaan konsep peserta didik. Kata kunci: media pembelajaran berbantuan komputer, kemandirian belajar, penguasaan konsepDEVELOPING COMPUTER-ASSISTED LEARNING MEDIA AND EFFECTIVENESS AUTONOMY LEARNING AND CONCEPT MASTERY BRYOPHYTE Abstract This study aims to find out: (1) the feasibility of the computer-assisted learning media for grade X students of senior high school, (2) the effectiveness of the computer-assisted learning media to autonomy learning of grade X students of SMA Negeri I Girimulyo, and 3) the effectiveness of the computer-assisted learning media to concept mastery of grade X students of SMA Negeri I Girimulyo. The type of this study was Research and Development (R &D). The development was done by referring to 4-D model including define, design, develop and disseminate. The result of the study showed that: 1) the computer-based learning media was developed according to the material expert, media expert, biology teachers, colleagues, definite testing students and field testing students which generally in good category; it showed that the computer-based learning media product that had been developed is ready to use, (2) this computer-assisted learning media effective to improve autonomy learning of learners, and (3) this computer-assisted learning media effective to improve concept mastery of learners. Keywords: computer-assisted learning media, autonomy learning, concept mastery


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