scholarly journals Pengembangan Buku Panduan Konseling Kelompok dengan Teknik Behavior Contract untuk Meningkatkan Tanggung Jawab Akademik Siswa SMK

Author(s):  
Dede Ayu Anggraeni ◽  
Ella Faridati Zen ◽  
Lutfi Fauzan

Abstract: This research is a research and development which aims to produce a group counseling manual with the behavior contract technique to increase the academic responsibility of students in vocational schools that are theoretically and practically acceptable. This research procedure adapted Borg and Gall's development model, namely knowing the potentials and problems found, collecting data and information, designing product guides, testing products by experts, and revising the final product. The results of the product trials indicated that the assessment of media experts and potential users stated that the product was "very feasible", while the assessment of the material experts stated that the content of the material in the product was "quite feasible". Thus, it can be concluded that the group counseling guide product with the behavior contract technique to increase the academic responsibility of students in vocational schools has gone through a product expert test based on the acceptance criteria for the format and content of the material. Abstrak: Penelitian ini merupakan penelitian dan pengembangan yang bertujuan untuk menghasilkan sebuah buku panduan konseling kelompok dengan teknik behavior contract untuk meningkatkan tanggung jawab akademik siswa di SMK yang berterima secara teoritis maupun praktis. Prosedur penelitian ini mengadaptasi model pengembangan Borg dan Gall, yaitu mengetahui potensi dan masalah yang ditemukan, mengumpulan data dan informasi, mendesain produk panduan, menguji coba produk oleh para ahli, dan merevisi produk akhir. Hasil uji coba produk menunjukkan bahwa penilaian dari ahli media dan calon pengguna menyatakan bahwa produk “sangat layak” sedangkan penilaian dari ahli materi menyatakan bahwa isi materi dalam produk “cukup layak”. Dengan demikian, dapat disimpulkan bahwa produk panduan konseling kelompok dengan teknik behavior contract untuk meningkatkan tanggung jawab akademik siswa di SMK telah melalui uji ahli produk berdasarkan kriteria keberterimaan format dan isi materi.

2019 ◽  
Author(s):  
Fariha Azalea

This research aims to promote the development of the character of learning community at Madrasah Tsanawiyah of Bantul Regency Yogyakarta, and two problems posed to be addressed: why the character of community learning pattern does not realize as it has been expected, and how does the development of the character of learning community at MTs of Bantul look like? The research uses the Research and Development model that is consisted of four stages: exploration, development, tests, and dissemination. The data were collected by means of observatiosn, interviews, questionaire, and review of documentation. The results show: (1) the character of learning community at the MTs in Bantul Regency has not been fully established because the teachers were not active in preparing their lesson study, and they did not benefit from it. Also, they were too busy in fulfilling their obligations as teachers; (2) the development of the character of learning community at MTs in Bantul could be implemented through Classroom Action Research-based lesson study plans which are consisted of five stages: consolidation of lesson study concepts, explanation of Classroom Action Research as a form of scientific publication, planning, implementation of action, and reflection.


2016 ◽  
Vol 6 (2) ◽  
pp. 173 ◽  
Author(s):  
Ismalik Perwira Admadja ◽  
Eko Marpanaji

Penelitian ini bertujuan untuk: (1) menghasilkan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, (2) mengetahui kelayakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, dan (3) mengetahui peningkatan hasil belajar siswa menggunakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar. Metode penelitian yang digunakan adalah metode penelitian dan pengembangan dengan desain model pengembangan Stephen M. Alessi dan Stanley R. Trollip. Langkah-langkah pengembangannya yaitu: (1) perencanaan; (2) desain; dan (3) pengembangan. Teknik analisis data untuk uji coba produk menggunakan statistik deskriptif. Hasil penelitian menunjukkan bahwa: (1) ditinjau dari aspek media dinilai “Sangat Baik” dengan skor 4,27 oleh ahli media;(2) ditinjau dari aspek materi dinilai “Sangat Baik” dengan skor 4,47 oleh ahli materi; (3) ditinjau dari aspek penggunaan dinilai “Sangat Baik” dengan skor 4,23 oleh siswa; (4) peningkatan hasil belajar siswa menunjukkan kenaikan rerata skor siswa kelas yang menggunakan multimedia sebesar 31,53 sedangkan kelas yang tidak menggunakan multimedia meningkat sebesar 20,11. Kata kunci: pengembangan, pembelajaran, multimedia pembelajaran, kelayakan. DEVELOPING LEARNING MULTIMEDIA OF INDIVIDUAL PRACTICE IN FUNDAMENTAL MUSIC INSTRUMENT FOR SMK STUDENTS IN THE EXPERTISE OF KARAWITAN Abstract The purposes of this research were: (1) to produce multimedia learning on the subject of individual practice in fundamental music instrument; (2) to determine the appropriateness of the learning multimedia in the subject of individual practice in fundamental music instrument; and (3) to determine the improvement in the students’ learning outcomes from the use of multimedia in teaching the subject of individual practice in fundamental music instrument.This research was a research and development, with the development model design by Alessi and Trollip. The development stages were as follows: (1) planning; (2) design; and (3) development. The data of the try-out of the product was analyzed using descriptive statistics. The results showed that: (1) the media aspects were rated "very good" with a score of 4.27 by the media expert; (2) the material aspects were rated "very good" with a score of 4.47 by the materials expert; (3) the aspects of using product were rated "very good" with a score of 4.23 by the students; (4)the improvement of the students’ learning outcomes in the class using the multimedia showed a mean score increase of 31.53 which was greater than that of the nonmultimedia class which was only 20.11. Keywords: development, learning, learning multimedia, appropriateness


EduKimia ◽  
2019 ◽  
Vol 1 (2) ◽  
pp. 53-60
Author(s):  
Rosi Efliana ◽  
Minda Azhar

Learner Worksheet (LKPD) of reaction rates based structured inquiry in class XI SMA had been dertemine validity and practicality. The type of research used is Research and Development (RD). The development model was a 4-D model consisting of 4 stages, namely (1) Define, (2) Design, (3) Develop, (4) Desseminate. The disseminate stage was not carried out due to time and cost constraints. The research instrument used was a questionnaire validation and practicality questionnaire. The validation questionnaire was filled by 3 chemistry lecturers from FMIPA UNP and 2 chemistry teachers from SMAN 2 Lubuk Basung. Practicality questionnaire was filled by 2 chemistry teachers and 30 students of class XII MIPA 3 SMAN 2 Lubuk Basung. Data were analyzed using kappa moments. The average kappa moment of validity test was 0.87 with a very high validity category. The average kappa moment of teacher were 0,88 with a very high practicality category. The average kappa moment of student were 0,87 with a very high practicality category. Thus, it was concluded that reaction rates LKPD based on structured inquiry was valid and practice.


Author(s):  
Komang Ariasa ◽  
Gede Saindra Santyadiputra ◽  
I Gede Partha Sindu

The purposes of this study were (1) to generate a design and implement the result of the design for the development of e-modul assisted CAI media on the subject of photography for tenth grade of Desain Komunikasi Visual at SMK Negeri 1 Sukasada, (2) to know the responses of the teacher and students toward development of e-modul assisted CAI media on the subject of photography for tenth grade of Desain Komunikasi Visual at SMK Negeri 1 Sukasada. The learning model that used in the development of electronic modul was project based learning. The type of research used in this study was the Research and Development (R&D) using ADDIE development model. The subjects of this study were tenth grade students of Desain Komunikasi Visual at SMK Negeri 1 Sukasada in academic year 2016/2017. In order to know the response of the teacher and students of e-module photography, questionnaire was used to obtain the data. The results showed that: (1) The design and implementation of e-module assisted CAI media which have been developed on the photography course for tenth grade of Desain Komunikasi Visual at SMK Negeri 1 Sukasada was successfully applied by some of the tests conducted. (2) The results of the data analysis showed that the mean score obtained from teacher’s responses was 47, if it converted into a table of classification response; it was classified as the category of very positive. Meanwhile, the mean score obtained from the students' response of the development of e-module, was 67,79, if it converted into a table of classification response, student responses classified as category of very positive.Keywords: E-Module, Photography, Project Based Learning


2021 ◽  
Vol 12 (2) ◽  
pp. 169-179
Author(s):  
Siska Putri Damayanti ◽  
Eny Enawaty ◽  
Masriani Masriani

ABSTRAKPenelitian ini bertujuan untuk menentukan tingkat kelayakan dan respon guru terhadap Permainan Kartu Kuartet pada materi asam basa, dan garam di SMP Negeri 9 Pontianak. Bentuk penelitian dan pengembangan adalah (R&D) yang mengadopsi model pemngembangan ADDIE. Pengambilan data untuk mengetahui respon guru dengan cara memberikan angket kepada 3 Guru IPA di sekolah yang diteliti. Hasil pengolahan data menunjukkan bahwa Permainan Kartu Kuartet yang dikembangkan layak digunakan dalam pembelajaran ditinjau dari aspek kelayakan Bahasa 100% (sangat layak), media 100% (sangat layak) dan materi 91,66% (sangat layak), dan respon guru sebesar 81,24% terhadap Permainan Kartu Kuartet. Hal ini menunjukkan di SMP Negeri 9 Pontianak tergolong kategori sangat tinggi. Dengan demikian Permainan Kartu Kuartet dapat digunakan pada pembelajaran materi Asam Basa dan Garam sebagai media pembantu dalam pembelajaran.Kata Kunci : Kartu Kuartet, Asam Basa Garam, Kelayakan, ResponABSTRACTThis research was conducted to determine the level of feasibility and teacher response to the Quartet Card Game on acid base and salt material Junior High School 9 Pontianak. The form of research and development is (R&D) which adopts the ADDIE development model. Collecting data to determine the teacher’s response by giving a questionnaire to 3 science teachers in the schools studied. The results of data processing show that the developed quartet card game is suitable for use in learning in terms of the percentage of language feasibility of 100%, media is 100%, in the proper category and material is 91,66%, with the very feasible category, and the teacher’s response was 81,24% for the Quartet Card Game. This shows that Junior High School 9 Pontianak is in the very high category. This the Quartet Card Game can be used in leraning of Acid Base and Salt materials as an auxiliary medium in learning.Keywords: Quartet Card, Acid Base Sald, Feasibility, Response


2021 ◽  
Vol 58 (1) ◽  
pp. 5313-5320
Author(s):  
Tristiadi Ardi Ardani Et al.

  The aim of this article is to develop a forgiveness-based peace education model to increase resilience. Peace Education is the process of obtaining values, knowledge and developing attitudes, skills and behavior to live in harmony with oneself, with others, and with the natural environment. In a positive psychology perspective, forgiveness is an effort to become an afterthought and practice to reconcile the soul in the digital era. While resilience is an individual's ability to remain able to survive and remain psychologically stable and healthy after going through traumatic events. Meanwhile, this research method uses a development research design approach. Gay (1990) The research and development design approach method is a research procedure that produces a product that is effective for use at both the university learning level and school learning. The design of research and development designs through the exploratory and experimental stages. The explorative stage with a quantitative approachwith a survey method to analyze the problem. While the experimental stage uses experimental stages in existing research.


2018 ◽  
Vol 6 (2) ◽  
pp. 93
Author(s):  
Lia Angela ◽  
Riko Aprianto

<p>Modul adalah salah satu bahan ajar yang dapat digunakan peserta didik dalam proses pembelajaran. Untuk meningkatkan hasil belajarnya, peserta didik membutuhkan modul pembelajaran biologi yang berbasis <em>contextual Taeching Learning</em> (CTL). Tujuan penelitian ini adalah untuk menghasilkan modul yang valid dan praktis. Penelitian ini merupakan penelitian <em>Research and development </em>(R&amp;D) dengan menggunakan model pengembanan 4-D (<em>four D</em>) terdiri dari tahap define, design dan develop, sedangkan tahap dessiminate tidak dilakukan. Hasil penelitian ini menunjukkan modul yang dikembangkan memiliki nilai rata-rata kevalidan yaitu 3,51 dengan kriteria sangat valid. Nilai rata-rata kepraktisan modul oleh peserta didik yaitu 3,49 dengan kategori praktis.</p><p> </p><p>Modules are one of the teaching materials that students can use in the learning process. Students need a biology learning module based on contextual learning (CTL) to increase their learning achievement. The purpose of this study was to produce a valid and practical module. This research was a Research and development (R&amp;D) study using the 4-D (four-D) development model consisting of define, design and development stages, while the disseminate stage was not carried out. The results of this study indicate that the module developed has an average value of validity 3.51 or on very valid criteria. The average value of the practicality of the module was 3.49 or on the practical category</p>


2019 ◽  
Vol 2 (3) ◽  
pp. 363-371
Author(s):  
Agna Deka Cahyanti ◽  
Farida Farida ◽  
Rosida Rakhmawati

Abstract: This research aimed to develop tool of evaluation(online/offline tests) using Ispring Suite 8 to math learning at the junior high school. This research method used research and development model (R&D) by using a test instrument development model that includes measuring instrument specifications, statement or question writing, statement or question review, instrument assembly, test, selection and assembly of instruments, instrument administration and scaling and norms writing. The data analysis techniques used expert questionnaire validation and students’ questionnaire response. The results obtained: first, material expert validation got the final percentage of 87% with very reasonable criteria, the media expert got the final percentage of 85,5% with very reasonable criteria, the linguist got the final percentage of 84% with very reasonable criteria, and the second, the final percentage result of students' response was 87,6% with very interesting criteria. So it can be concluded that the development of online tests using Ispring Suite 8  is very suitable to be used in tool of evaluation learning of mathematicsAbstrak: Penelitian ini bertujuan untuk mengembangkan alat evaluasi (online/offline tes) menggunakan Ispring Suite 8  pada pembelajaran matematika pada tingkat SMP. Metode penelitian ini menggunkaan model research and development (R&D). Dengan menggunakaan model pengengembangan intrumen tes yang meliputi spesifikasi alat ukur, penulisan pernyataan atau pertanyaan, penelaahan pernyataan atau pertanyaan, perakitan instrumen, uji coba, seleksi dan perakitan instrumen, administrasi instrumen dan penulisan skala dan norma. Teknik analisis data menggunakan angket validasi ahli dan angket respon peserta didik. Hasil penelitian yang diperoleh: pertama validasi ahli materi mendapat persentase akhir sebesar 87% dengan kriteria sangat layak, ahli media mendapat persentase akhir sebesar 85,5% dengan kriteria sangat layak, ahli bahasa mendapat persentase akhir sebesar 84% dengan kriteria sangat layak, dan yang kedua hasil persentase akhir respon peserta didik sebesar 87,6% dengan kriteria sangat menarik. Sehingga dapat disimpulkan bahwa pengembangan tes online/offline menggunakan ispring suite 8 sangat layak digunakan sebagai alat evaluasi pada pembelajaran matematika.


2019 ◽  
Vol 2 (2) ◽  
pp. 194-203
Author(s):  
Yesi Andra Yuni ◽  
Zulhanan Zulhanan ◽  
Sodikin Sodikin

Abstract: This study aims to; 1) identifies the eligibility ladder snake game in Islamic learning IPA; 2) know the response of the students against Islamic ladder snake game in learning the IPA as a learning resource that will be developed. Methods in this study using the method of research and development (Research and Development) model Borg and Gall that have been developed through dimodifiksi; 1) potential and problems; 2) data collection; 3) product design; 4) validation of the design; 5) revision of the product; 6) free trial products; 7) revision of the product. Taken only up to seven steps because of the limitations. The research data was collected by using the sheet validation, the now and the response of the learners. The results of this research are; 1) game development ladder snake islami in IPA is well worth learning is used in learning based on the results of validation experts, namely 93.5% material experts, 80.5%, media expert and expert religion 100%; 2) on the response of the students performed at the three schools earn a percentage of the feasibility of an average of 93% with a very worthy category.Abstrak: Penelitianini bertujuan untuk; 1) mengidentifikasi kelayakan permainan ular tangga islami dalam pembelajaran IPA; 2) mengetahui respon peserta didik terhadap permainan ular tangga islami dalam pembelajaran IPA sebagai sumber belajar yang akan dikembangkan. Metode dalam penelitian ini menggunakan metode penelitian dan pengembangan (Research and Development) model Borg and Gall yang telahdimodifiksi yang dikembangkan melalui; 1) potensi dan masalah; 2) pengumpulan data; 3) desainproduk; 4) validasidesain; 5) revisiproduk; 6) ujicobaproduk; 7) revisiproduk. Langkah yang diambil hanya sampai dengan tujuh langkah karena keterbatasan. Data penelitian ini dikumpulkan dengan menggunakan lembar validasi, angket dan respon peserta didik. Hasil penelitian ini adalah; 1) pengembangan permainan ular tangga islami dalam pembelajaran IPA sangat layak digunakan dalam pembelajaran berdasarkan hasil validasi para ahli, yaitu ahli materi 93,5%, ahli media 80,5%, dan ahli agama 100%; 2) pada respon peserta didik yang dilakukan di tiga sekolah mendapatkan persentase kelayakan rata-rata sebesar 93% dengan kategori sangat layak.


2020 ◽  
Vol 5 (2) ◽  
pp. 151
Author(s):  
Buce Trias Hanggara ◽  
Noveria Anggraeni Fiaji ◽  
Prima Zulvarina

Research and development of AKSARA: interactive digital pocketbooks, focusing on the development of a mobile application based on ethics of politeness and academic corruption, introduced as a form of early learning for Brawijaya University students. This research method was a mixed-method type. The development of digital pocketbooks was using a Recursive, Reflective, Design and Development model or can be abbreviated as R2D2. In the development of digital pocketbooks, the focus was on the three development focuses of R2D2, namely (1) Focus on determination; (2) Focus on developing product design, as well as its trials, and; (3) Focus on dissemination in accordance with the context of the development’s environment and needs. The results from the research and development process was a pocketbook app using mobile platform, which makes the product more ubiquitous. Applying the concept of gamification, this application has several interesting functions that stimulate user interaction. AKSARA provides ethics of politeness and academic corruption materials which are divided into systematic chapters and subchapters, each of them contains a quiz to measure user's understanding of the material. The correctness of answers and speed in answering the question determined the points received by users which can decide the user’s level and its ranking in the leaderboard. Users can also share their profiles in social media such as Instagram and Facebook. 


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