Modification and Development of Proficiency Tests for Visually Handicapped Senior High School Students

1981 ◽  
Vol 75 (7) ◽  
pp. 286-291 ◽  
Author(s):  
Joy R. Efron ◽  
Joanna Gibson

This article describes how proficiency tests administered to senior high school students in the Los Angeles Unified School District were modified for visually handicapped students with the aid of a committee composed of experts in the fields of education and blindness, students, and parents. The authors discuss (1) the legislative mandate for the revisions, (2) concerns with the validity of administering the regular tests to visually handicapped students, (3) the committee's resolution of controversial issues, (4) its recommendations concerning proficiency tests in general and the SHARP and WRITE tests in particular, and (5) the procedures followed to develop, modify, and field test the SHARP.

2015 ◽  
Vol 3 (2) ◽  
pp. 164-177
Author(s):  
Hendra Setyawan ◽  
Dimyati Dimyati

Penelitian ini bertujuan menghasilkan model-model permainan Aktivitas Luar kelas (ALK) yang layak digunakan sebagai materi pembelajaran penjas, serta efektif untuk mengembangkan ranah kognitif, afektif, dan psikomotorik siswa SMA. Penelitian ini dilakukan dengan langkah-langkah sebagai berikut: (1) pengumpulan informasi di lapangan, (2) menganalisis informasi yang telah dikumpulkan, (3) mengembangkan produk awal, (4) validasi ahli dan revisi, (5) uji coba skala kecil dan  revisi, (6) uji coba skala besar dan revisi, dan (7) pembuatan produk final. Uji coba skala kecil dilakukan terhadap siswa kelas X-D dan XI-IPA 4 dari SMA N I Prambanan berjumlah 66 orang. Uji coba skala besar dilakukan terhadap siswa kelas X-G, X-H, XI-IPS 3, dan XI-BHS dari SMA N I Prambanan berjumlah 132 orang. Instrumen pengumpulan data yang digunakan yaitu; (1) pedoman wawancara, (2) skala nilai, (3) pedoman observasi permainan, (4) pedoman observasi keefektifan permainan, (5) pedoman observasi terhadap guru pelaku uji coba, dan (6) rubrik penilaian siswa. Teknik analisis data dengan analisis deskriptif kuantitatif dan kualitatif. Hasil penelitian berupa tujuh model permainan yang layak dan efektif digunakan dalam pembelajaran penjas, hal ini dibuktikan dengan perolehan persentase sebesar 100% dari data hasil kuesioner skala nilai, observasi model permainan, observasi keefektifan permainan, dan observasi guru pelaku uji coba. Model permainan juga efektif untuk mengembangkan ranah kognitif, afektif, dan psikomotorik, yang dibuktikan dengan terjadinya peningkatan persentase nilai rata-rata siswa sebesar 21%. Kata kunci: model, permainan, aktivitas luar kelas, kognitif, afektif, psikomotorik THE OUTDOOR ACTIVITY GAME MODEL TO DEVELOP THE ASPECT OF COGNITIVE, AFFECTIVE, AND PSYCHOMOTOR OF THE SENIOR HIGH SCHOOL STUDENTS Abstract This study aims at producing outdoor activity game models which are proper to be used for physicall education learning and developing cognitive, affective, and psychomotor domains for senior high school students. This educational research and development was carried out following the steps of developing research, consisting of: (1) collecting information, (2) information analysis, (3) developing initial product, (4) expert validation and revision, (5) preliminary field test and revision, (6) main field test and revision, and (7) making the final product. The small field try out is done for the students of the class X-H and XI-IPA 3 from SMA N 1 Prambanan, with the total number of students 66. The big field try out is done for the students of class X-G, X-H, XI-IPS, and XI Bahasa from SMA N 1 Prambanan, with the total number students 132. The data instruments collecting which were used were: (1) interview guide, (2) rating scale, (3) observation guide for games observation, (4) observation guide for games effectiveness, and (5) observation guide for perpetrator teachers, (6) scoring rubric for measuring student’s work. The data were analyzed using quantitative descriptive analysis and qualitative descriptive analysis. The results of the study in the form of seven models of the game are proper and effective to be used in physicall education, this is proved by percentage result about 100% from score scale questioner data, game model observation, observation for the offender trial teacher. Besides, the game is also effective for developing the aspect of cognitive, affective, and psychomotor which is proved by the increasing of percentage average of the students about 21%. Keywords: models, games, outdoor activity, cognitive, affective, psychomotor


Author(s):  
Anggi Yulihar And Nora Ronita Dewi

The study deals with the developing interactive media for senior high school students. The objective of this study is to find out how to develop interactive media for better speaking skill of senior high school students. The research was conducted by using Research and Development (R&D). The subject of this research was 2016/2017 students of the eleventh grade of Class XI IPA4 in SMAN 1 Batang Kuis. The number of the students was 30 students. The data of this study was collected by using need analysis questionnaire and experts’ judgment. Need analysis questionnaire was calculated by using percentage to get the information of students’ need before developing interactive media. Experts’ judgment was calculated by using likert data, mean and criteria interval of expert judgment to know the validity of interactive media which has been developed. After the data analyzed, it was found that the experts’ judgment result was 4.80 which had a very good criteria interval. The result of the research find that interactive media is a very good to be used in teaching speaking skill.


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