scholarly journals Adaptasi Budaya Cangkruk’an sebagai Teknik Dalam Panduan Pelatihan Konseling Sebaya

2020 ◽  
Vol 5 (8) ◽  
pp. 1167
Author(s):  
Muhammad Fuadi ◽  
Blasius Boli Lasan ◽  
Arbin Janu Setiyowati

<p><strong>Abstract:</strong> The purpose of this research and development is to produce a culture based <em>Cangkruk'an</em> peer counseling training manual that can be used by peer counselors at school. Research and development uses the Borg and Gall 10 model and has been adjusted to the needs of researchers to 7 and uses quantitative analysis of the agreement of experts from the Grinelle model. First, preliminary studies, planning, making initial products in the form of manuals for peer counselors, validation expert tests, namely learning media experts, get an assessment percentage of 81% (very high) in terms of graphics, product content, and language. Second, two experts test Guidance and Counseling with an average percentage score of 73% (high) in terms of accuracy of usefulness and feasibility. Third, the validation of the <em>cangkruk'an</em> cultural experts got an average score of 92% (very high) in terms of accuracy and clarity. Fourth, the validation of the guidance and counsling Material expert is by five Counselor’s getting an average score of 64% accuracy (moderate). It can be concluded that all the results of the assessment from the validator of this guide product are in the Good category so they are suitable for use and continue to the next stage.</p><strong>Abstrak:</strong> Tujuan dari penelitian dan pengembangan ini adalah menghasilkan buku panduan pelatihan konseling sebaya berbasis budaya <em>cangkruk’an</em> yang nantinya dapat digunakan konselor sebaya di sekolah. Penelitian pengembangan ini menggunakan model Borg and Gall 10 tahap dan telah disesuaikan dengan kebutuhan peneliti menjadi tujuh tahap dan menggunakan analisis data verbal dan numerik tentang kesepakatan para ahli dari model Grinelle. <em>Pertama</em>, studi pendahuluan, perencanaan, pembuatan produk awal berupa buku panduan untuk konselor sebaya, uji ahli validasi yaitu ahli media pembelajaran mendapatkan persentase penilaian sebesar 81% (sangat tinggi) ditinjau dari segi kegrafisan, konten produk, dan kebahasaan. <em>Kedua</em>, dua orang uji ahli Bimbingan dan Konseling dengan skor persentase rata-rata 73% (tinggi) ditinjau dari ketepatan kegunaan dan kelayakan. <em>Ketiga</em>, validasi dari ahli budaya <em>cangkruk’an </em>mendapat skor rata-rata 92% (sangat tinggi) ditinjau dari ketepatan dan kejelasan. <em>Keempat</em>, validasi ahli materi BK yaitu oleh lima orang guru BK mendapatkan skor rata-rata ketepatan 64% (sedang). Dapat disimpulkan bahwa semua hasil penilaian dari validator produk panduan ini masuk pada kategori Baik sehingga layak digunakan dan dilanjutkan ke tahap berikutnya.

2018 ◽  
Vol 2 (4) ◽  
pp. 340
Author(s):  
Tohriah Tohriah ◽  
Ni Wayan Rati

The purpose of this research was to know the improvement of students’ learning outcomes of Indonesian subject in class IIB SD Undiksha Laboratory academic year 2017/2018 after applying model picture and picture assisted with audio visual media. The present research was a classroom action research held in 2 cycles. Every cycle consisted of the planning stages, the implementation, observation and evaluation and reflection. Methods used in collecting the data in this research was administering observation and test. In the first cycle, the average percentage of learning outcomes obtained was 82.67% and the average score of learning activities was 73.50 in which categorized as active, and teacher’s activity was categorized good with a score of 73.50. In second cycle data of learning result and activity of student and teacher had increased with 90,11% of average percentage of learning result and categorized very high, and students’ activity average score was 81,00 in which categorized active, teacher’s activity was categorized good with score equal to 81.00. Thus, it could be concluded that the application of picture and picture model assisted with audio-visual media could improve the students’ learning outcomes of Indonesian subject in class IIB SD Undiksha Laboratory academic year 2017/2018.


BIOEDUSCIENCE ◽  
2021 ◽  
Vol 5 (1) ◽  
pp. 49-56
Author(s):  
Lintang ◽  
Purwati Kuswarini Suprapto ◽  
Ryan Ardiansyah

Background: This study aims to develop and produce a diagnostic tool capable of detecting student misconceptions on the concept of ecosystems. Methods: This study used a research and development method with a modified 4D design (Define, Design, Develop and Disseminate) without disseminating or spreading. Data collection methods used in this research and development are observation, literature review, documentation, questionnaires, interviews and tests. Results: The results showed that the instruments developed were valid by validating 3 experts, namely material experts, evaluation and assessment experts, and linguists with an average percentage of each feasibility of 90% material expert judgment, 82% assessment expert assessment and evaluation. and 80% linguist assessment. Meanwhile, the instrument readability test showed a percentage of 63% in good category. The validity value of the instrument in general was 0.70 with the valid or high validity category, while the instrument reliability value was 0.82 with the very high category of reliability. The overall results of students' misconceptions on ecosystem material showed 23% of students experienced low-category miconceptions, 8% of students experienced no conceptual understanding, 17% of students experienced conceptual understanding, and 52% of students experienced partial understanding. Conclusion: Based on these results it can be said that the four-tier test instrument developed is feasible and can diagnose misconceptions in students


2019 ◽  
Vol 7 (2) ◽  
pp. 38-43
Author(s):  
KARIMATIN NURISA ◽  
MUHAMMAD ABDUL GHOFUR

Abstrak Pembelajaran di dalam kelas yang menciptakan suasana menyenangkan akan berdampak positif bagi siswa untuk menambah rasa ingin tahu, sebuah game edukasi berbasis yang diharapkan menciptakan suasana belajar yang menyenangkan dan hasil belajar yang di dapat dengan baik. Pada penelitian ini memiliki tujuan untuk melihat bagaimana meningkatkan hasil belajar dengan menggunakan media pembelajaran game edukasi berbasis android terhadap hasil belajar peserta didik kelas X SMA Negeri 1 Bangkalan. Penelitian ini menggunakan penelitian pengembangan atau Research and Development (R&D) dengan model ADDIE yaitu Analysis (Analisis), Design (Desain), Development (Pengembangan), Implementation (Implementasi) dan Evaluation (Evaluasi). Desain Penelitian yang di pakai adalah One Group Pretest-Posttest Design Penelitian ini mengambil subjek peserta didik kelas X IPS untuk uji coba produk media pembelajaran game edukasi berbasis android. Hasil penelitian yang di dapat dari perolehan hasil validasi untuk mengetahui kelayakan media, hasil belajar dan respon siswa. Hasil dari penelitian ini menunjukkan bahwa validasi kelayakan media pada seluruh aspek memeroleh rata-rata presentase sebesar 100%. Hasil validasi evaluasi memeroleh skor rata-rata 76,06 %. Hasil respon siswa pada seluruh aspek memeroleh hasil rata-rata presentasen sebesar 97 %. Penelitian menunjukkan rata-rata pre-test 69,55 ; rata-rata post-test 83,7. Uji paired sampel t-test posttest menunjukkan sig. (2-tailed) ,000 (0,00) Hasil menunjukkan bahwa terdapat peningkatan antara pretest dan posttest < 0,05 yaitu 0,00 < 0,05. Berdasarkan hasil analisis uji paired sample t-test di atas, maka Ha diterima dan H0 ditolakHal ini menunjukkan bahwa media pembelajaran Game Edukasi berbasis android sangat layak digunakan. Kata Kunci: Game Edukasi berbais Android, Bank Sental, Hasil Belajar Abstract The Joyful Learning is expected to make students have more curiosity aboaut something, An educational-based game that is expected to create a fun learning atmosphere and learning outcomes that are obtained well. The purpose of this study is to see how to improve learning outcomes by using an Android-based educational game learning media on the learning outcomes of class X students of SMA 1 Bangkalan. This study uses research and development (R & D) with the ADDIE model, namely Analysis, Design, Development, Implementation and Evaluation. The research design used is One Group Pretest-Posttest Design This study took the subject of students of class X IPS to test educational media products based on Android games. The research results obtained from the results of validation to determine the feasibility of the media, learning outcomes and student responses. The results of this study indicate that the validation of media feasibility in all aspects obtained an average percentage of 100%. The evaluation validation results obtained an average score of 76.06%. The results of student responses in all aspects obtained an average percentage of 97%. Research shows an average pre-test of 69.55; post-test average 83.7. The paired test of the posttest t-test sample shows sig. (2-tailed), 000 (0,00) The results show that there is an increase between pretest and posttest < 0.05 which is 0.00 <0.05. Based on the results of the paired sample t-test analysis above, Ha is accepted and H0 is rejected. This shows that the Android-based Educational Game learning media is very feasible to use. Keywords: Android Based Educational Game, Central Bank, Learning Outcomes


2016 ◽  
Vol 7 (5) ◽  
pp. 913
Author(s):  
Sehe Sehe ◽  
Achmad Tolla ◽  
Kamaruddin Kamaruddin ◽  
Akmal Hamsa

This study was a research and development, with the aim of producing the development of Indonesian language learning materials based on local wisdom. There were three steps in this research and development. The first was a preliminary study. It was the literature studies and field studies. The second was the development study starting from analyzing the development of learning materials, the design of the initial product (prototype), and the development of Indonesian learning materials based on local wisdom. The third was an evaluation. It was conducted to test the effectiveness and feasibility of the development of Indonesian language learning materials based on local wisdom. The data of test results show that students’ average score reaches 82.31 from 30 students who were tested. The highest score is 87.70, and the lowest score is 73.60. Of the 30 students who worked on the student worksheet, there are 25 students (83.33%) who have a very high score category, and five students (16.67%) are in the high score category. Based on the learning outcomes regarding the mastery standard of the class namely 75%, the data show that students' work has been completed because there are 90% of 30 students who have reached the mastery standard of the class. Therefore, the use of Indonesian language learning materials based on local wisdom is feasible and suitable to be applied in accordance with the level of capabilities and characteristics of the first-grade students in SMA Negeri 3 Palopo.


2020 ◽  
Vol 21 (2) ◽  
pp. 207
Author(s):  
Ariyaldi Ariyaldi ◽  
Muh Yunus ◽  
Army Auliah

Penelitian ini merupakan penelitian pengembangan (research and development) yang bertujuan untuk menghasilkan modul praktikum berbasis inkuiri terbimbing yang bersifat valid, praktis dan efektif. Pengembangan modul praktikum ini mengacu pada model pengembangan 4-D oleh thiagarajan yang meliputi tahap pendefinisian (define), perancangan (design), pengembangan (develop), dan penyebarluasan (disseminate). Modul praktikum ini telah melalui tahap validasi oleh validator ahli dan telah melalui uji coba terbatas, serta mengalami revisi oleh pengembang sehingga menghasilkan modul praktikum yang bersifat valid, praktis dan efektif. Hasil penelitian pengembangan modul praktikum ini adalah : 1) penilaian kevalidan ahli materi sebesar 3,65 dengan kategori sangat valid, hasil penilaian tampilan modul sebesar 3,68 juga memperoleh kategori sangat valid. 2) respon peserta didik dan guru juga memperoleh 83,14% dan 88,98% dengan kategori sangat tinggi sehingga modul praktikum dikatakan praktis; 3) pada tahap uji coba terbatas kepada 32 peserta didik kelas XI MIA di SMAN 5 Makassar memperoleh masing-masing rata-rata 87,50% yang berada pada kategori tinggi, sehingga modul praktikum dikatakan efektif. Kesimpulan dari penelitian ini adalah modul praktikum berbasis inkuiri terbimbing yang dikembangkan dengan model 4D bersifat valid, praktis dan efektif untuk digunakan dalam pembelajaran. Kata kunci: Modul praktikum, Inkuiri terbimbing, Larutan penyangga ABSTRACT This study was a research and development that aimed to develop a experiment module based on guided inquiry which valid, effective, and practic. The development of this experiment module reffered development model of 4-D by thiagarajan that included are define, design, develop and disseminate of phases. This experiment module has validated by expert, and had been tried limitedly, and revised by order to obtain avalid, practical and effective experiment module. The result of this study were: 1) Validation of the validity of the material expert was 3.65 with a very valid category, the module display evaluation was 3.68 which very valid category; 2) students and teachers responses received 83,14% and 88.98% which very high category, so experiment module could be said practical; 3) in phase of tried limitedly to 32 students of class XI MIA SMAN 5 Makassar obtained the average score of students learning result was 87,50% which was high category. Experiment module could be said effective. The conclusion of this research was experiment module based on guided inquiry developed by 4D model was valid, practical, and effective to use on learning. Keywords: Experiment module, Buffer solution, Guided inquiry


2021 ◽  
Vol 13 (3) ◽  
pp. 1786-1798
Author(s):  
M.Jaya Adi Putra ◽  
Mauliatun Nisa

The purpose of this study was to examine the validity of the development of the game of Monopoly on hydrospheric science learning in grade V Elementary School. Research and Development (RD) research is used in this type of research. The Four-D model describes the research and development process, consisting of four stages: defining, designing, developing, and distributing. The study took place in Pekanbaru in the 2020/2021 academic year with four fifth grade private elementary school students. The Four-D model in this development research is only up to the development stage. The purpose of this research is to develop a product and validate by the validator then test individually. We were collecting data using a Likert scale instrument. Physical aspects, usage aspects, image aspects, colour aspects, writing aspects, and functional aspects obtained an average score of 97.78%, categorized as very valid in the assessment carried out by media expert validators. The assessment results carried out by the material expert validator consisted of the content/material aspect, and the learning aspect resulted in an average score of 90%, which indicated both were very valid. The average individual test evaluation results were 97.78%, categorized as very good. Monopoly game media was declared valid for grade V Elementary School science learning based on data analysis by media experts, material experts, and individual trials.


2019 ◽  
Vol 5 (1) ◽  
pp. 141-154
Author(s):  
Nisaul Jamilah

Using media in language teaching has various weaknesses in terms of design, material aspects, and in terms of language. Based on this, the problem of this research "How is the development, feasibility, response of students to the power point learning media ispring the presenter on vocabulary material?" The research aims to: develop power point learning media, ispring presenters in vocabulary material and knowing the feasibility, effectiveness, and response of students to the ispring presenter's power point learning media. This research was conducted using the Research and Development (R & D) method which adopted the development of Borg & Gall. Instruments for data collection using questionnaires and interviews. Based on the results of this study, it was found that the development of the powerpoint ispring presenter included three main points, design, material and language. The feasibility of the validation results of the media expert team obtained an average percentage of 84%. The results of the validation of the material expert team obtained an average percentage of 89%. And the results of the validation of the linguist team gained an average percentage of 92%. The response of students to the attractiveness of learning media based on small-scale trials obtained an average score of 86.5% with interpretation criteria "Very Interesting", and in large-scale trials obtained an average score of 95.7% with interpretation criteria "Very Interesting". While the average score of a teacher as users is 86% with "Very Worth" interpretation criteria. Abstrak Penggunaan media pembelajaran yang selama ini digunakan memiliki berbagai kelemahan dilihat dari segi desain, materi, dan bahasa. Berdasarkan hal tersebut, penulis merumuskan masalah “Bagaimana pengembangan, kelayakan, respon peserta didik terhadap media pembelajaran power point ispring presenter pada materi kosakata?”. Adapun penelitian ini bertujuan untuk: mengembangkan media pembelajaran power point ispring presenter pada materi kosakata dan mengetahui kelayakan, keefektifan serta respon peserta didik terhadap media pembelajaran power point ispring presenter. Penelitian ini dilakukan dengan metode Research and Development (R&D) yang mengadopsi pengembangan dari Borg & Gall. Instrumen pengumpulan data menggunakan angket dan wawancara. Berdasarkan hasil penelitian ini diperoleh bahwa, pengembangan power point ispring presenter mencakup tiga hal pokok, yaitu desain, materi dan bahasa.. Kelayakan hasil validasi tim ahli media memperoleh presentase rata-rata sebesar 84%. Hasil validasi tim ahli materi memperoleh presentase rata-rata sebesar 89%. Dan hasil validasi tim ahli bahasa memperoleh presentase rata-rata sebesar 92%. Respon peserta didik terhadap kemenarikan media pembelajaran berdasarkan uji coba skala kecil diperoleh skor rata-rata 86,5% dengan kriteria interprestasi “Sangat Menarik”, dan pada uji coba skala besar diperoleh skor rata-rata 95,7% dengan kriteria interprestasi “Sangat Menarik. Sedangkan skor rata-rata pendidik sebagai pengguna adalah 86% dengan kriteria interprestasi “Sangat Layak”. Kata Kunci: Media Pembelajaran, Power Point Ispring Presenter, Kosakata


2020 ◽  
Vol 2 (1) ◽  
pp. 13-21
Author(s):  
Khairurraziqin Khairurraziqin ◽  
Abdul Haris Handoko

Softball was originally a branch of sports games played by nine players with different positions and abilities, softball in Indonesia has only been developing for several decades. This research aims to find out how the development of test instruments to measure the accuracy of punches to targets in softball sports. This research is a research and development (research and development), which means this research is a product-oriented research. The development of this test is carried out through stages: preliminary, developing, carrying out product development, product evaluation, and the final results in the form of a manual test of accuracy of punches to the target in softball sports. Data is collected through tests, questionnaires and interviews. The data is in the form of assessment results concerning product bags, suggestions for improvement, as well as other qualitative data. Quantitative data were analyzed with descriptive statistics. The suggestions obtained are used to revise the product. The results of the product quality assessment of the development of the accuracy of the hit to target test in softball are very decent with an average score of 4.7, and the average percentage score of 94%. The validity and reliability of the test obtained from the trial results is the validity of "0.448" reliability "0.697". Based on the results of the assessment, the product development test instrument to measure the accuracy of punches to the target in softball sports is feasible to be used as a test instrument to measure the accuracy of punches to the target in standard softball. Abstrak. Softball pada awalnya adalah merupakan cabang olahraga permainan yang dimainkan oleh Sembilan orang pemain dengan kedudukan dan kemampuan yang tidak sama, softball di Indonesia baru berkembang beberapa decade ini, Penelitian ini bertujuan untuk mengetahui bagaimana pengembangan instrument tes untuk mengukur ketepatan pukulan ke target dalam olahraga softball. Penelitian ini merupakan penelitian dan pengembangan (research and development), yang berarti penelitian ini merupakan penelitian yang berorientasi pada produk. Pengembangan tes ini dilakukan melalui tahapan: pendahuluan, melakukan pengembangan, melakukan pengembangan produk, evaluas iproduk, dan hasil akhir berupa buku pedoman tes ketepatan pukulan ke target dalam Olahraga softball, Data dikumpul kan melalui tes, kuesioner dan wawancara. Data berupa hasil penilaian mengenaikuali tas produk, saran untuk perbaikan, serta data kualitatif lainnya. Data kuantitatif dianalisis dengan statistic deskriptif. Saran-saran yang diperoleh digunakan untuk merevisi produk. Hasil penilaian kualitas produk pengembangan tes ketepatan pukulan ke target dalam olahraga softball ini sangat Layak dengan skor rerata 4,7, dan rerata persentase skor 94%. Validitas dan reliabiltas tes yang didapatkan dari hasil uji coba adalah validitas “0,448” reliabilitas “0,697”, Berdasarkan hasil penilaian tersebut, produk pengembangan instrument tes untuk mengukur ketepatan pukulan ke target dalam olahraga softball ini layak digunakan sebagai instrument tes untuk mengukur ketepatan pukulan ke target dalam olahraga softball yang baku.


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