scholarly journals Pengembangan Media Pembelajaran Menggunakan Model CAI Sebagai Upaya Memperbaiki Kualitas Pembelajaran Pada Mata Kuliah Fisika Optik

Author(s):  
Euis Ismayati

This research aims to develop instructional media products with the computer based instructions  in Physics Optical subject matter for S1 Electrical Engineering students, know the difference learning outcomes between students who use instructional media and students who do not use instructional media, and to study the response of students to instructional media with computer based instructions. The research was conducted in two stages: 1) preliminary research stage,   research and development which is carried out to develop an interactive instructional media products for Optical Physics. 2) Further research using action research class method, the steps using the model of Lewin. The research consisted of four cycles, in which researcher as a teacher as well as research instruments. The results showed that the instructional media products that are developed enough to attract students which is indicated from the increase of learning outcomes and positive response from students.

2018 ◽  
Vol 8 (1) ◽  
pp. 6
Author(s):  
Nurlia Ali ◽  
Sulasmi Anggo

Abstract: This study is a research and development, which aims to produce instructional media, based MindManager that valid, practical and effective. The subjects were eighth grade students of SMP 27 Makassar by the number of students 39 people. This study uses the research and development according to Borg and Gall. Data collection techniques used in this research is the data on validation results obtained from the validation instrument sheet filled out by the valuator, the data for practicality level obtained from questionnaires that filled out by the valuator and practitioners, the data for effectiveness obtained from questionnaire of students' responses and mastery of student learning outcomes by intructional media based on MindManager. The data obtained from the study were analyzed using the criteria of validity, practicality and effectiveness by Hobri. The research results of development instructional media based on MindManager shows that the total value of the validation results by valuator are 4.42 and included in the valid category. The average level of practicality by valuator questionnaire was 91.33% and 90.66% by practitioners. The effectiveness of the media based on the student response was 96.6% gave a positive response and mastery of learning outcomes is 89.7% of the subjects achieved a minimum level of mastery of the material. Based on these results it can be concluded that the instructional media based MindManager developed by validity, practicality and effectiveness criteria.


2016 ◽  
Vol 4 (1) ◽  
pp. 34
Author(s):  
Muna Aprilianto ◽  
Tomoliyus Tomoliyus

Penelitian ini bertujuan untuk menghasilkan buku pedoman bermain sepakbola untuk meningkatkan aspek psikologis (semangat, gembira, dan disiplin) anak usia 12-13 tahun di Yogyakarta. Penelitian ini merupakan penelitian dan pengembangan yang terdiri atas dua tahapan yaitu tahap penelitian pendahuluan terdiri dari kajian literatur, kajian penelitian relevan, studi lapangan dan tahap pengembangan terdiri perencanaan, validasi ahli, uji skala kecil, dan uji skala besar. Peneliti ini mengambil sampel dari sekolah sepakbola di Yogyakarta. Teknik sampling yang digunakan adalah purposive sampling. Pada uji coba skala kecil dilakukan di SSB Real Madrid melibatkan 10 siswa dan satu orang pelatih. Pada uji coba skala besar dilakukan di dua tempat yaitu di SSB Real Madrid dan SSB Bina Putra Jaya Sleman melibatkan 38 siswa dan dua pelatih. Analsis data dalam penelitian ini menggunakan teknik analisis deskriptif kuantitatif dan kualitatif. Hasil validasi menunjukkan model bermain sepakbola anak usia 12-13 tahun layak untuk diuji cobakan. Berdasarkan Hasil pelaksanaan pada uji coba skala kecil dan besar secara substansi isi dan pelaksanaan tergolong sangat baik. Hasil penilaian efektivitas model tehadap psikologis anak berupa semangat, gembira, dan disiplin mengalami peningkatan: nilai pertemuan kedua lebih tinggi dari pertemuan pertama. Dapat disimpulkan model bermain sepakbola anak usia 12-13 tahun efektif untuk meningkatkan aspek psikologis berupa semangat, gembira, dan disiplin siswa dalam melakukan latihan sepakbola.Kata Kunci: model, bermain, psikologis, sekolah sepakbola Development a playing soccer model to improve the psychological aspects of 12-13 years old children in Yogyakarta AbstractThis research aims to develop a playing soccer model to improve the psychological aspects (spirit, joy, and discipline) of 12-13 years old children in Yogyakarta. This study is a research and development which consists of two stages. The Preliminary research stage and development stage. The Preliminary research stage consisted of a literature review, relevant research studies and field studies. The Development stage consisted of planning, validation expert, small-scale test, and test large scale. The Validation involve three people experts. The sampel of take it from soccer school in Yogyakarta. The small-scale tryout was conducted on 10 students and one coach of Real Madrid Soccer School in Yogyakarta. The large-scale trials were conducted with two soccer school on 38 students and two coach of Yogyakarta Real Madrid Soccer School and Sleman Bina Putra Jaya Soccer School. The resul is a playing soccer model for children aged 12-13 years with the title "Playing Soccer in Practice to Improve Psychological Aspects". Based on the small-scale tryout and the small-scale tryout content implementation aspects are in an excellent category. The Psychological development of students assessment resulting in the form of passion, joy, and discipline in playing soccer show improvement: score of the second meeting is greater than the average score of the first meeting, thus it can be concluded thaat the playing soccer model for children age 12-13 years is effective to improve students’ psychological aspects, including the aspects of spirit, joy, and discipline in doing soccer practice.Keywords: models, play, psychological, soccer school


Alotrop ◽  
2017 ◽  
Vol 1 (1) ◽  
Author(s):  
Wise Meilan ◽  
Salastri Rohiat ◽  
Hermansyah Amir

This study aimed to compare the learning outcomes of students with using cooperative learning type Team Games Tournament (TGT) with media Call Card and Truth and Dare in SMA Negeri 05 Bengkulu Tengah. This research is quasy experimental with population all grade students in SMA Negeri 05 Bengkulu Tengah and the sample is X3 class as experiment class 1which implement instructional media truth and dare and X1 class  as experiment class 2 which implement instructional media Call Card. Students learning outcomes in this research extend from the difference of pretest and posttest value. In the experimental class 1 average value of students learning outcomes 69,46 while the experimental class 2 at 58,21. Through a series of statistical test done hypothesis testing using t test (0,01) was obtained t =3,13 and t table =2,39. The results of data analysis showed that shere were significant differences in student learning result between the aplication of instructional media Truth and Dare with media Call Card in hydrocarbon compound material in X grade SMA Negeri 05 Bengkulu Tengah. This can be showed t test that has been done on student learning outcomes for cognitife aspect got the result that value t table < t. The obtained t = 3,133 mean while t table = 2,397. 


Author(s):  
Jusrin Efendi Pohan

This study aims to produce an inquiry learning model on Indonesian subjects. This model emphasizes the discovery of meaning contained in a text. This inquiry learning model was developed through the Plomp model (2013) which consisted of the preliminary research stage, the prototype stage, and the assessment stage. This model is validated by experts in terms of substance aspects, presentation, language, and graphics. This model was tested in class XII of SMA Negeri 1 Padang Bolak to see the practicality and effectiveness. This study shows that the inquiry learning model in Indonesian language subjects in class XII of SMA Negeri 1 Padang Bolak is valid, practical, and effective. The validity of the inquiry learning model seen from the results of content validation and constructs with a score of 3.70 is a very valid category. The practicality of the inquiry learning model can be seen from the results of the practical sheet filled by students of 84.5 with a very practical category, while the effectiveness of the inquiry learning model seen from the increase in student learning outcomes by 94.65 in the very effective category.


Author(s):  
Maryati Bilang ◽  
Andi Dirpan ◽  
Nur Sakinah

Spaghetti sauce of tuna is a processed product of tomato (Lycopersicum esculentum) with the addition of tuna and added some seasoning. It has a typical taste and as a complement to eat spaghetti. This research was divided into two stages, the preliminary research stage aimed to find out the best treatment of tuna spaghetti sauce which was treated with recurrent heating 1 to 3 times of heating wherein interval 24 hours for each time of heating, with the criteria was organoleptic test results (color, flavor, and flavour) and total microbes. From the preliminary research results obtained the best spaghetti sauce treatment has A2 treatment with 2 times heating. The main research in this study aimed to determine the shelf life of the best sample by using the Arrhenius model acceleration method. The product has stored in 3 different temperatures at 31oC, 38oC and 45oC. Analyzes and parameters used were pH measurement, total microbes, total titrated acids, color and organoleptic brightness levels that include aroma and taste. The result of microbial analysis was TPC as the key parameter, the shelf life of tuna spaghetti sauce was 78 days or 2.6 months while from physical analysis (organoleptic) that has the flavor as the key parameter, the age of tuna spaghetti sauce was 267 days or 8.9 months.


2016 ◽  
Vol 3 (2) ◽  
pp. 207
Author(s):  
Kimpul Endro Sariyono ◽  
Mukminan Mukminan

Penelitian ini bertujuan: (1) menghasilkan multimedia pembelajaran kartografi dan (2) mengetahui kelayakan multimedia pembelajaran dari aspek materi, aspek tampilan dan kelayakan untuk pembelajaran. Penelitian ini merupakan penelitian dan pengembangan (research and development). Produk awal divalidasi oleh ahli materi dan ahli media kemudian diujicobakan. Subjek uji coba produk adalah mahasiswa Jurusan Pendidikan Geografi Fakultas Ilmu Sosial UNY. Data yang dikumpulkan dalam penelitian ini adalah data dari ahli materi, data ahli media, dan tanggapan mahasiswa terhadap daya tarik media. Instrumen pengumpulan data berupa lembar evaluasi untuk ahli materi dan ahli media, serta lembar angket untuk uji coba kelompok kecil dan uji coba lapangan. Analisis data menggunakan analisis deskriptif. Hasil penelitian ini adalah: (1) hasil pengembangan multimedia pembelajaran  melalui tahap  persiapan, desain, produksi, uji coba, dan revisi; 2) kualitas media ditinjau dari aspek materi termasuk kategori sangat baik; (3) kualitas media ditinjau dari aspek tampilan termasuk kategori  baik; (4) tanggapan mahasiswa tentang daya tarik media termasuk kriteria sangat menarik; dan (5) evaluasi hasil belajar menunjukkan lebih dari 75% mahasiswa mampu menguasai kompetensi pembelajaran menggunakan multimedia yang dikembangkan.Kata kunci: kartografi, multimedia  DEVELOPING COMPUTER-BASED INSTRUCTION MULTIMEDIA FOR CARTOGRAPHY AT GEOGRAPHY EDUCATION YOGYAKARTA STATE UNIVERSITYAbstractThis research aims: (1)to product multimedia for cartography; and (2)to reveal the quality of the developed instructional media viewed from the aspects of content, appearance, and attraction for instruction. This research is research and development. The initial product was validated by an expert in subject matter and an expert in media and then was trying out. The subject of product trials are students from the Department of Geography Education Faculty of Social Sciences Yogyakarta State University. The data were collected using an evaluation sheet for the subject matter expert, the media expert, and questionnaire sheet for the one-to-one try-out, the small group try-out, and the field try-out. The data were analyzed using the statistic descriptive technique. The research results show that: (1)the steps in developing  computer-based multi media was in some stages, namely, need analysis, design, production, try-out, and revision; (2) the quality of the developed instructional media viewed from the content aspects is very good; (3) the quality of the developed instructional media in terms of the appearance aspects is good; (4) the quality of the developed instructional media in regard to the attraction aspects is interesting; and 5) result of study explain more than 75% of students competen to received the targets of study with this multimedia.Keywords: cartography, multimedia


2018 ◽  
Vol 6 (2) ◽  
pp. 299-304
Author(s):  
Sefrida Nengsih ◽  
Tika Septia

AbstrakPenelitian ini dilatarbelakangi oleh adanya siswa yang belum memahami materi peluang dan penyajian materi pada LKS belum membimbing siswa menemukan konsep secara mandiri. Penelitian ini bertujuan untuk menghasilkan LKS berbasis penemuan terbimbing pada materi peluang untuk siswa kelas XI IPA SMA Adabiah 2 Padang yang valid, praktis dan efektif. Jenis penelitian ini adalah penelitian pengembangan dengan menggunakan model Plomp yang terdiri atas 3 fase yaitu preliminary research, prototyping phase, dan assessment phase. Tahap preliminary research terdiri dari wawancara kepada siswa dan guru, analisis silabus, dan analisis buku teks. Tahap prototyping phase yaitu merancang sistematika dan struktur LKS, penyusunan prototipe, evaluasi diri, tinjauan ahli, evaluasi satu-satu dan evaluasi kelompok kecil. Tahap assessment phase yaitu uji kelompok besar terhadap satu kelas yaitu kelas XI IPA 3 sebagai kelas ekperimen.Hasil penelitian menunjukkan LKS berbasis penemuan terbimbing valid, praktis, dan efektif dalam meningkatkan hasil belajar dan memotivasi siswa.Kata Kunci: Pengembangan, Lembar Kegiatan Siswa, Penemuan Terbimbing.AbstractThis research is motivated by the existence of students who do not understand the material opportunities and presentation of the material on the LKS has not lead the students find the concept independently. This study aims to produce LKS based on guided discovery on the material opportunities for students of class XI IPA SMA Adabiah 2 Padang valid, practical and effective. This type of research is a development research using a plomp model consisting of 3 phases, namely preliminary research, prototyping phase, and assessment phase. The preliminary research stage consists of interviews to students and teachers, syllabus analysis, and textbook analysis. Phase prototyping phase is designing LKS systematics and structures, prototype arrangement, self-evaluation, expert review, one-to-one evaluation and small group evaluation. The assessment phase phase is a large group test of one class that is class XI IPA 3 as the experimental class. The result of the research shows that LKS based on the discovery of guidance is valid, practical, and effective in improving learning outcomes and motivating students.Keyword: Development, Student Activity Sheet, Guided Discovery.


2021 ◽  
Vol 5 (1) ◽  
pp. 50
Author(s):  
SUGENG HARIYADI

This action research was to increase the student interaction in the learning process. The subjects were the students at class X MIPA 4 SMA Negeri 1 Tarakan, consisting of 35 students (18 male and 17 female). It was held in the odd semester of the 2020-2021. The treatment given was by introducing the use of Google Classroom as the platfom of the learning. The result shows that there was an  increase of the student interaction in the learning process on the Protista subject matter, by looking at the interactive score, namely the difference between the final score and the previous score > 30 with a score of 25, from 5.7% in cycle I to 0.0%, indicating an increase in student interactive, it even occurs interactively for all students in the learning process in cycle II, and this has a significant effect on student learning outcomes. Student learning outcomes increased from 76.2% in cycle I to 78.1% in cycle II, with attendance of students in cycle I of 99.0% and cycle II of 96.2%. There was an increase in student interaction in the learning and completeness of 80.0% with an average value of 65.9.  It can be concluded that learning using Google Classroom


Author(s):  
Yunita Yunita ◽  
Hidayat Hidayat ◽  
Harun Sitompul

This study aims to: (1) investigate the effect of Jigsaw cooperative learning on students learning outcomes; (2) find the difference in learning outcomes between high and low learning motivation and (3) find the interaction between learning approaches and learning motivation towards learning outcomes. The population of the study is students of grade IVa, IVb, IVc at SD Kasih Ibu Patumbak and the sample in this study is grade IVa with 35 students and grade IVb with 35 students. The results show that: (1) the average student learning outcomes of jigsaw cooperative learning is 28.40 while conventional is 24.14. Thus, students learning outcomes that get cooperative learning of jigsaw type are higher than conventional learning, (2) Students who have high motivation get an average value = 30.74, while low motivation is 22.72. Thus, it can be concluded that there are differences in student learning outcomes having high learning motivation and low learning motivation, and (3) students learning outcomes  taught by jigsaw cooperative learning are high learning motivation groups (32.94), and low learning motivation groups (24.58), while students taught with conventional learning are high learning motivation groups (28.40 ), and low motivation groups (20,95). Thus, there is no interaction between learning approaches and learning motivation towards learning outcomes.


2018 ◽  
Vol 2 (5) ◽  
pp. 744
Author(s):  
Zainur Zainur

This research was motivated by the low learning outcomes of grade IX SMP Muhammadiyah Padang LuasKecamatan Tambang Kabupaten Kampar. This study aims to improve learning outcomes in mathematicslearning through STAD type cooperative learning with the RME approach in class IX SMP MuhammadiyahPadang Luas Kecamatan Tambang Kabupaten Kampar. The subjects of this study were all classes IX in SMPMuhammadiyah Padang Luas Kecamatan Tambang Kabupaten Kampar totaling 26 people. The form ofresearch is classroom action research. This research instrument consists of performance instruments and datacollection instruments in the form of teacher activity observation sheets and activities. The results of the studystated that there were significant differences between students' mathematics learning outcomes before applyingthe STAD type cooperative learning model with the RME approach with after applying the STAD typecooperative learning model with the RME approach. The difference shows student learning outcomes after theaction is better than before the action with completeness reaching 80.77% or 21 completed. Based on the resultsof the study and discussion it can be concluded that the application of STAD type learning model with RealisticMathematic Education (RME) approach can improve the learning outcomes of grade IX students of SMPMuhammadiyah Padang Luas Kecamatan Tambang Kabupaten Kampar on statistical material.


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