scholarly journals WONDERSHARE QUIZ CREATOR BERBASIS ANDROID DALAM MATA PELAJARAN SOSIOLOGI KELAS XI IPS 2 MAN 1 MALANG

2018 ◽  
Vol 4 (2) ◽  
pp. 111
Author(s):  
Achmad Kholid Fadlullah

<p>The quality of education is determined by the integration between all learning components such as teachers, pre-facility facilities, curriculum, learning methods, learning media. The use of media is an effort to overcome learning problems. The media functions as an intermediary between educators and students in conveying information. To achieve this goal, the researchers developed a media that is an Android-based Wonder share Quiz Creator evaluation media. The purpose of the research is 1) To describe the specifications of the evaluation media for Wonder share Quiz Creator based on Android in Sociology subjects in XI IPS 2 MAN 1 Malang. 2) To develop an Android-based Wonder share Quiz Creator evaluation media in Sociology subjects in XI IPS 2 MAN 1 Malang. 3) To describe the results of the development of an Android-based Wonder share Quiz Creator media evaluation in Sociology subjects in XI IPS 2 MAN 1 Malang. The research method uses Research and Development (R &amp; D), referring to the model introduced by Borg and Gall. Techniques for collecting data through observation, tests, and questionnaires. Data analysis techniques used content analysis of learning and descriptive analysis. The results of this study indicate that: 1) Android-based Wonder share Quiz Creator evaluation media in sociology learning is an application containing’s a variety of questions, random in nature, can be used online and offline. 2) Wonder share Quiz Creator media evaluation which was initially web-based in the computer was developed into an Android-based application 3) this development proved useful, interesting and valid in, based on 80% sociology material validator data, 73% design experts, and IPS 2 student responses 82.57%. The increase in learning outcomes pre-test and post-test from the results of t-test, T table is 3.23&gt; 1.68. This shows that the product developed has a high level of validity and high attractiveness, so it is suitable to be used in supporting the evaluation process.</p><p><strong><em>Keywords:</em></strong><strong><em> wonder share quiz creator; android; social science</em></strong></p>

2020 ◽  
Vol 6 (2) ◽  
pp. 169
Author(s):  
Philip Nababan ◽  
Efendi Napitupulu ◽  
R Mursid

Abstrak: Penelitian ini bertujuan untuk: (1) Mengetahui tanggapan siswa terhadap kualitas media pembelajaran interaktif pada pembelajaran Teknik Pemesinan Bubut. (2) Mengetahui keefektifan media pembelajaran interaktif pada pembelajaran Teknik Pemesinan Bubut pada siswa program keahlian Teknik Pemesinan. Jenis penelitian ini adalah penelitian pengembangan. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket dan dianalisis dengan teknik analisis deskriptif kualiatatif. Hasil penelitian menunjukkan bahwa; (1) uji ahli materi pelajaran Teknik Pemesinan Bubut berada pada kualifikasi sangat baik (88,92%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (85,21%), (3) uji ahli rekayasa perangkat lunak berada pada kualifikasi sangat baik (84,03%), (4) uji coba perorangan berada pada kualifikasi sangat baik (88,75%), (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (91,35%) dan (5) uji coba lapangan berada pada kualifikasi sangat baik (88,31%). Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan antara hasil belajar siswa yang menggunakan media pembelajaran interaktif  dengan hasil belajar siswa yang menggunakan buku teks. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh  thitung sebesar 4,68 dan ttabel sebesar 1,67 pada taraf kepercayaan 95 persen. Maka diperoleh bahwa thitung> ttabel. Disimpulkan bahwa  hasil belajar siswa yang menggunakan media pembelajaran interaktif dengan efektifitas sebesar 72,77 %. lebih tinggi dari hasil belajar siswa yang diajar dengan pembelajaran menggunakan buku teks dengan efektifitas sebesar 62,13%. Kata Kunci: media pembelajaran interaktif, teknik pemesinan bubut Abstract: This study aims to: (1) Determine student responses to the quality of interactive learning media on learning Lathe Machining Techniques. (2) Knowing the effectiveness of interactive learning media on learning of Machining Lathe in students of Machining Engineering expertise program. This type of research is development research. Data about the quality of this development product was collected by a questionnaire and analyzed by qualitative descriptive analysis techniques. The results showed that; (1) Lathe machining engineering subject matter expert test is in very good qualification (88.92%), (2) learning design expert test is in very good qualification (85.21%), (3) software engineering expert test is in in very good qualifications (84.03%), (4) individual trials were in very good qualifications (88.75%), (5) small group trials were in very good qualifications (91.35%) and (5 ) field trials are in very good qualifications (88.31%). Hypothesis testing results prove that there are differences between student learning outcomes using interactive learning media with student learning outcomes using textbooks. This is indicated by the results of data processing obtained by tcount of 4.68 and ttable of 1.67 at a confidence level of 95 percent. Then it is obtained that tcount> ttable. It was concluded that student learning outcomes using interactive learning media with an effectiveness of 72.77%. higher than student learning outcomes taught by learning to use textbooks with an effectiveness of 62.13%. Keywords: interactive learning media, lathe machining techniques


2021 ◽  
Vol 2126 (1) ◽  
pp. 012006
Author(s):  
M A Karaeng ◽  
S Saehana ◽  
U Wahyono

Abstract The purpose of this study was to develop a refractor telescope using a web camera as learning media. It was the Research and Development (R&D) study which referred to the model modified by Sugiyono. The product was evaluated by a media expert and undergraduate students of Sub-Department of Physics Education, Tadulako University using questionnaires with a 4-point Likert scale. The product quality data obtained were analyzed using descriptive analysis. The quality of the product based on the analysis of the media expert’s assessment was good with the average score of 2.92. Meanwhile, the results of student responses to the limited trial obtained a score of 3.20 which indicated the agreement of usability. The test results and questionnaire analysis showed that the refractor telescope using the developed Web Camera (WebCam) is feasible to be used as learning media.


2021 ◽  
Vol 4 (1) ◽  
pp. 8-18
Author(s):  
Lulu Fajar Wati ◽  
Agusti Efi

The purpose of this research is to produce a valid e-modules based on discovery learning, and effective in basic food subjects. This e-modules based on discovery learning is designed to improve student’s understanding so that it can improve students learning outcomes. The method in this study uses Research and Development (R&D) with 4-D development procedures (Define, Design, Develop, Desseminate). The data of analysis technique uses descriptive analysis techniques to describe the validity, practicality, and effectiveness of e-modules based on discovery learning. The results obtained of this development research: The validity of e-modules based on discovery learning is declared valid on the media and material aspects. The practicality of e-modules based on discovery learning  from teacher and student responses is stated to be very practical. The effectiveness of e-modules based on discovery learning is stated to be effective in improve to learn the outcomes. Based on the findings of this study it is concluded that the e-modules based on discovery learning is valid, practical, and effective to be used as a learning aid in basic food subjects.


2018 ◽  
Vol 4 (1) ◽  
Author(s):  
Dwi Hendra Kusuma ◽  
Trisno Martono ◽  
Dewi Kusuma Wardani

<p>The aim of this research is to develop learning media using Online Marketing Video Learning Information System technology which can be accessed online, and improve the learning outcomes in Online Marketing learning at Vocational High School in Sukoharjo. The method used in this research is Research and Development methods that apply the media to students in grade X of Marketing Vocational High School, Sukoharjo especially in online marketing program. The research was examined by procedure steps of preliminary research, development and testing steps. The steps of video development cover collecting material, making storyboard, surveying, producing media, and applying media. The information system development steps involve Communication, Planning, Modelling, Construction and Deployment. Data analysis techniques applied in this research is a simple descriptive analysis. The research compares between the Pre test and Post test result to find out the result of study. This research was expected to increase the result of study in Online Marketings learning.</p>


2020 ◽  
Vol 1 (01) ◽  
pp. 13-20
Author(s):  
Dian Saputra

This study aims to find out the relationship between learning style and students’ knowledge aspect on Computer System Subject at SMK IT Rahmatan Karimah of  Central Bengkulu, the type of research is quantitative and the subject of research is grade X in SMK IT Rahmatan Karimah of  Central Bengkulu. Data collection techniques using observation, Questionnaire and documentation. Data analysis techniques used were Descriptive Analysis, and inferential Statistical Analysis. The results of visual learning style post-test were 11 people with a mean of 76.36, an auditory learning style of 8 people at a mean of 62.14, a kinesthetic learning style of 3 people at a mean of 50.33, apart from that (r x y = 2.35) and the magnitude of r is reflected in the table (r table = 0.4132). Then rxy > r table ie = 2.35> 0.4132. In other words, Ho is rejected and Ha is accepted. It has a significant relationship between the learning styles of students and students’ knowledge aspect on Computer System Subject of grade X TKJ in SMK IT Rahmatan Karimah of  Central Bengkulu


ijd-demos ◽  
2020 ◽  
Vol 1 (2) ◽  
Author(s):  
Agus Dedi Subagja ◽  
Hanifah Hanifah

Kualitas pelayanan adalah totalitas fitur dan karakteristik produk atau jasa yang tergantung pada kemampuannya untuk memuaskan kebutuhan yang dinyatakan atau tersirat. Kepuasan pelanggan adalah tingkat perasaan seseorang setelah membandingkan kinerja (atau hasil) yang ia persepsikan dibandingkan dengan harapannya. Penelitian ini bertujuan untuk menganalisis kualitas pelayanan customer service terhadap kepuasan nasabah dan menguji pengaruh kualitas pelayanan customer service terhadap kepuasan nasabah pada Bank BJB cabang Subang. Penulis menggunakan pendekatan kuantitatif dengan metode analisis deskriptif dan analisis statistik. Populasi pada penelitian ini sebanyak 3.841, dengan jumlah sampel yang diambil sebanyak 100 orang. Sedangkan alat pengumpulan data yang digunakan adalah kuesioner. Hasil analisis penelitian menunjukkan pengaruh kualitas pelayanan customer service terhadap kepuasan nasabah pada Bank BJB cabang Subang menunjukkan tingkat hubungan yang tinggi dengan kontribusi pengaruh yaitu sebesar 64,4% dan sisanya sebesar 35,4% dipengaruhi oleh faktor lain yang tidak diteliti.Service quality is the totality of features and characteristics of a product or service that depends on its ability to satisfy stated or implied needs. Customer satisfaction is the level of one's feelings after comparing the performance (or results) he perceives compared to his expectations. This study aims to analyze the quality of customer service service to customer satisfaction and examine the influence of customer service quality on customer satisfaction at the Bank of the Subang branch BJB. The author uses a quantitative approach with descriptive analysis and statistical analysis methods. The population in this study was 5,240, with a total sample of 100 people. While the data collection tools used were questionnaires. The results of the research analysis showed the influence of customer service quality on customer satisfaction at the Bank of the Subang branch BJB showed a high level of relationship with the contribution of influence that is equal to 64.4% and the remaining 35.4% is influenced by other factors not examined.


2006 ◽  
Vol 24 (18_suppl) ◽  
pp. 8573-8573 ◽  
Author(s):  
M. N. Neuss ◽  
J. O. Jacobson ◽  
C. Earle ◽  
C. E. Desch ◽  
K. McNiff ◽  
...  

8573 Background: Little is known about the quality of end-of-life (EOL) care provided to cancer patients, with data largely available only from administrative databases. QOPI is a practice-based system of quality self-assessment now available to any ASCO physician wishing to participate. QOPI methodology allows comparison of EOL care among practices and provides a basis for self-improvement. Methods: In Summer 2005, during the pilot phase of QOPI, several EOL questions were included in the survey instrument. Practices were requested to review the records of at least 15 patients who had died. Practice members performed standardized chart abstractions and data were entered directly on to a secure web-based application. A total of 455 charts were abstracted from 22 practices. Results: See table. Conclusion : QOPI provides an effective mechanism for collecting practice-specific EOL data. Aggregate data from the 22 QOPI pilot practices demonstrate a high level of performance compared with results reported from population-based studies. Significant variation among practices is present, representing an opportunity to improve the EOL care of cancer patients. [Table: see text] No significant financial relationships to disclose.


2019 ◽  
Vol 2 (2) ◽  
pp. 39-44
Author(s):  
Eko Ady Saputra ◽  
Wakhinuddin Wakhinuddin ◽  
Fahmi Rizal

This study aims to obtain valid, practical, and effective problem-based electronic learning media on the computer and basic network subjects. Problem-based electronic learning media is designed to be able to improve student understanding and activities so as to improve learning outcomes. This research uses Research and Development (R and D) research method with 4-D development procedures (define, design, develop, and disseminate). Data analysis techniques used descriptive analysis techniques to describe the validity, practicality, and effectiveness of problem-based electronic learning media. The results obtained from this development research: (1) the validity of problem-based electronic learning media is declared validly on media aspects and material aspects (2) the practicality of problem-based electronic learning media based on teacher and student responses is declared very practically (3) the effectiveness of learning media Problem-based electronics are declared effective in improving learning outcomes and learning motivation. Based on the findings of this study concluded that the problem-based electronic learning media is declared validly, practical and effective to be used as teaching materials in the Computer and Basic Network subjects.


2019 ◽  
Vol 10 (2) ◽  
pp. 101-107
Author(s):  
Nurfadilah Nurfadilah ◽  
Ishafit Ishafit ◽  
R Herawati ◽  
E Nurulia

The purpose of this study was to study the validity and response of students towards developing a physics experiment guide using a smartphone with a phyphox application on collision material. This research is a development research (Research and Development) with ADDIE development model consisting of five meetings namely Analysis, Design, Development, Implementation and Evaluation. This study uses descriptive analysis techniques, namely by calculating the percentage value of the results of validation and student responses using a questionnaire instrument. The results of the material expert validation of 85% were very feasible to use and the results of validation by the teacher were 81%, the category was very suitable to use. The results of student questionnaire responses to the experimental technique used phyphox by 90%. Can be used to support physics learning


2020 ◽  
Vol 1 (2) ◽  
pp. 1-9
Author(s):  
Muhammad Nuryogatama ◽  
Tono Sugihartono ◽  
Ari Sutisyana

Lembar Kerja Peserta Didik (LKPD), is research and development that is commonly called (R&D). The subjects of this study were Students of grade VII of SMP Negeri 18 Bengkulu City with 27 students and 2 teachers. Data analysis techniques using quantitative descriptive analysis as outlined in the form of percentages. Data collection instruments and techniques with a questionnaire. The results of the study stated that the products developed were feasible with expert validation scores, , in expert I, Content eligibility aspects "very good" 100%, aspects of conformity with character education "very good" 97%, didactic aspects "very good" 93%, construction aspects "very good" 100% and technical aspects "very good" 93%. whereas the final result of the assessment was conducted by expert II, the aspect of Feasibility of "very good" content was 100%, the suitability aspect of Character Education was "very good" 97%, the Didactic aspect was "very good" 100%, the construction aspect was "very good" 100% and the technical aspect was "very good” 96%. While overall the quality of LKPD percentage of students' responses to LKPD based on Character Education is "very good" with a percentage of 86% and the results of teacher responses are "very good" with a percentage of 93%.


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