scholarly journals Designing MOOCs with VMS (Virtual Microscopic Simulation) for Measurement Student’s Level Understanding (LU)

2020 ◽  
Vol 6 (1) ◽  
pp. 17-24
Author(s):  
Sisi Saptria Dewi ◽  
Suherman Suherman ◽  
Firmanul Catur Wibowo ◽  
Dina Rahmi Darman ◽  
Aji Pancer Agung Rino ◽  
...  

The aims of this research to design Massive Online Open Courses (MOOCs) from now on referred to as Virtual Microscopic Simulation (VMS) to measure the Level Understanding (LU) of the construction of microscopic phenomena electric-field conceptions. The research method used is a mixed-method using embedded design. The research subjects are high school students, and one of the universities in Banten Province. The results of this study are software with features in the form of MOOCs-VMS that are categorized very well based on expert judgment on aspects of usability and learning content. The average score of media expert validation score is 96% with a very feasible category, the average score for material expert validation is 98% with a very decent category, and the average user response rate is 86% with a very good category. It can be concluded that the design of MOOCs-VMS can be used as an alternative media for conducting distance learning and is significant in building the level of understanding students.

2021 ◽  
Vol 5 (4) ◽  
pp. 665
Author(s):  
Yeyen Vioskha ◽  
Yenita Roza ◽  
Maimunah Maimunah

This research was motivated by the learning outcomes of SMAN 5 Tapung students who were under the target (KKM). This research was to intend providing the solutions by applying Bandicam videos in the learning. The purpose of this study was to improve student learning outcomes on trigonometric comparison material in right triangles using Bandicam video media in class X Mia SMAN 5 Tapung. This study used a quantitative approach with interview observation steps, survey methods and blended learning methods. The research subjects were students of class X MIA SMAN 5 Tapung and the object of this study was the use of videos recorded with the Bandicam application to improve cognitive mathematics learning outcomes. Data collection techniques used tests, observations, and documentation, while data analysis techniques used qualitative descriptive data analysis methods. The average score obtained by students at the end of the first cycle was 67.6 with the number of students who reached the KKM as many as 32 students (43.7%), then at the end of the second cycle the average value of students increased to 77.4 and as many as 32 students scored reaching the KKM (87.5%). By increasing the KKM results obtained after learning using Bandicam video media, the cognitive learning outcomes of students are increased.


2020 ◽  
Vol 1 (1) ◽  
pp. 7-14 ◽  
Author(s):  
Yustina Yustina ◽  
Lilia Halim ◽  
Imam Mahadi

The study aims to analyze the effect of the fish diversity book in Kampar District on the learning motivation and obstacles of Kampar High School students through online learning during the COVID-19 period. This type of research is a quasi-experimental study with research subjects in class XI SMA Kampar (Kampar High School). In its implementation, students were given a motivational questionnaire in the beginning, after that they were given the task of studying the types of fish in Kampar through the book files of fish diversity in Kampar District through online learning. After online learning, the post-test was given using a questionnaire evaluation of the motivation and online learning obstacles questionnaire. Parameters: learning motivation with five indicators, ten indicators of online obstacles. Motivation data collection using pre-test and post-test. Data is presented and analyzed descriptively. The results obtained an average score of post-test student learning motivation (77.7) increased compared to before studying diversity book (65.9) with an N-gain index of 0.34, 74% of respondents said online learning was more effective, 50% of respondents stated the ordinary school is better than online learning. The implementation of fish species diversity books through online learning is effective in increasing student learning motivation, but it is less effective in motivating desires, appreciation, and not being attractive enough. The obstacles of online learning at Kampar High School include internet network facilities and field practicum during the COVID-19 period. 


2020 ◽  
Vol 4 (2) ◽  
pp. 86-90
Author(s):  
Yayuk Arnawati

IMPROVING THE LEARNING OUTCOMES OF JUNIOR HIGH SCHOOL STUDENTS TO MASTERING DYNAMIC ELECTRIC CONCEPTS THROUGH INCREDIBLE LEARNING MODELS This study aims to improve student learning outcomes, know the process of improving student learning outcomes, and know the magnitude of the increase in student learning outcomes in the Dynamic Electricity material in class IX D SMP Negeri 5 Bogor City in the 2019/2020 academic year, through the inkuri learning model. This research is a Classroom Action Research by providing action on research subjects in two learning cycles. The results of this study indicate that the application of the Inquiry Model to Dynamic Electricity in class IX D SMP Negeri 5 Bogor City shows an increase in the average score of 59.57. increased to 70.48 in cycle I and 81.67 in cycle II. From the description above, it can be concluded that the application of the Inquiry model can be used by educators to increase the activities and learning outcomes of students, therefore researchers suggest that the application of learning methods needs to be socialized and used in science learning in schools in the Bogor City Education Office.


2021 ◽  
Vol 11 (4) ◽  
pp. 303-312
Author(s):  
Nini Sonia ◽  
◽  
Nila Kesumawati ◽  
Nora Sulmilasari ◽  
◽  
...  

This study aims to produce an E-Module based on discovery learning in thematic learning of theme 6 sub-theme 1 for class II SD which is valid and practical and to determine the potential effects of development. This research is included in research and development, referring to the development of ADDIE. The research took place at SDN 199 Palembang. The research subjects were 24 second grade elementary school students. Data collection was carried out by means of a media and language expert validation questionnaire, material expert, mathematics teacher questionnaire, student response questionnaire, and student test result data. The data were analyzed quantitatively and qualitatively. The results showed that the validation of the validators got an average validation score of 88.66% with a valid category. The results of student responses based on trials got an average score of 91.58% in the practical category. The results of the test questions distributed to 24 students contained 21 students who completed and 3 students did not complete, the average student score was 84.50% in the very good category or had a potential effect on student learning outcomes. Keywords: E-Module, ADDIE, Discovery Learning, Thematic Theme 6 Sub-theme 1


Author(s):  
Wenny Nureflia ◽  
Revis Asra ◽  
Nazaruddin Nazaruddin

Traditional knowledge held by society contains character values ​​and scientific concepts, but such knowledge is frequently ignored. This study aims to develop Student Activity Sheets on plant taxonomy based on ethnoscience for high school, and analyze the response of teachers and students to the products developed. The model used in this study follows the ADDIE stages. The instrument used is a response questionnaire given to teachers and students. Product feasibility was analyzed through the results of material expert validation and design experts. The result of the study is in the form of student worksheet based on ethnoscience and character values ​​for plant taxonomy material. The results of product validation obtained a score of 74 ("very valid") for the material aspects while the design validation obtained a score of 46 ("valid"). The results of the small group and large group trials obtained percentages of 87,0% and 89,0% respectively; both were in the excellent category. The teacher's response obtained an average score of 44 which was also in the excellent category. Overall student worksheets based on ethnics and character values ​​in material plant taxonomy for high school students is feasible to be used in plant taxonomy learning in schools.


2021 ◽  
Vol 4 (1) ◽  
pp. 17-24
Author(s):  
Mazetha Ramadayanty ◽  
Sutarno Sutarno ◽  
Eko Risdianto

 ABSTRAK Penelitian ini merupakan penelitian dan pengembangan (R&D) yang bertujuan untuk mendeskripsikan kelayakan dan karakteristik e-modul fisika berbasis multiple representation untuk melatihkan keterampilan pemecahan masalah siswa SMA pada materi alat optik. Model pengembangan yang digunakan pada penelitian ini adalah model pengembangan 3D yaitu define, design, dan develop. Tahap define terdiri dari merancang instrumen untuk tahap define, analisis RPP, analisis perangkat pembelajaran (modul). Tahap design terdiri dari rancangan e-modul dan rancangan instrumen untuk mengevaluasi e-modul. Tahap develop terdiri dari pengembangan instrumen untuk mengevaluasi e-modul dan validasi ahli serta revisi berdasarkan hasil validasi ahli. Berdasarkan hasil validasi ahli, diperoleh persentase skor rata-rata pada aspek media adalah 78% dengan kategori valid, aspek isi sebesar 76% dengan kategori valid, aspek penyajian sebesar 81% dengan kategori sangat valid dan aspek bahasa sebesar 76% dengan kategori valid dengan nilai rata-rata keseluruhan sebesar 78% dengan kategori valid. Berdasarkan hasil validasi yang telah dilakukan oleh ahli dapat disimpulkan bahwa e-modul yang dikembangkan sudah “layak” untuk digunakan. Karakteristik e-modul antara lain: isi e-modul berbasis multiple representation, representasi yang digunakan ditunjukkan untuk menstimulus keterampilan pemecahan masalah siswa dan kegiatan pendahuluan pembelajaran serta soal pada e-modul melatihkan keterampilan pemecahan masalah siswa. Kata kunci: Penelitian dan Pengembangan, e-modul, multiple representation, keterampilan pemecahan masalah ABSTRACT This research was a research and development (R&D) which aims to describe the feasibility and characteristics of multiple representation-based physics e-modules to train high school students' problem solving skills in optical instrument material. The development model used in this study was a 3D development model, namely define, design, and develop. The define stage consists of designing instruments for the define stage, RPP analysis, analysis of learning tools (modules). The design stage consists of e-module design and instrument design for evaluating the e-module. The develop stage consists of developing instruments for evaluating the e-module and expert validation and revisions based on the results of expert validation. Based on the results of expert validation, the percentage of the average score on the media aspect is 78% with the valid category, the content aspect is 76% with the valid category, the presentation aspect is 81% with the very valid category and the language aspect is 76% with the valid category with the value the overall average is 78% with the valid category. Based on the validation results that have been carried out by experts, it can be concluded that the e-module developed is feasible with the characteristics of e-module, including: the content of e-module based on multiple representation, the representation used is shown to stimulate student problem solving skills and preliminary learning activities as well as questions on the e-module train students' problem solving skills. Keywords: Research and Development, e-module, multiple representation, problem solving skills


2020 ◽  
Vol 1 (02) ◽  
pp. 1-9
Author(s):  
Yoniswan Yoniswan

The purpose of this study was to implement Role-Play method in improving English speaking abilities. This research is a classroom action research consisting of 2 cycles, each cycle consisting of planning, implementation, observation and reflection. The study was conducted in eight grade semester I of 2016/2017 academic year at SMP Negeri 17 Bintan with a total of 34 research subjects. The data collection methods used in this study are performance tests and observations. Quantitative method is used as data analysis. The results showed an increase in English speaking skills through Role Play method, in the first cycle with an average score of 63.06 percentage of completeness 17.65%, increased in the second cycle with an average score of 75.65 percentage of completeness 85.29%. It was concluded that Role Play method can improve English speaking skills.


2020 ◽  
Vol 4 (2) ◽  
pp. 179
Author(s):  
Amalia Nabila Salim ◽  
M Hosnan ◽  
M Taufik

This study aims to develop an Android-based evaluation device for grade VI elementary school students. This research was conducted at SD Tridarma Budhidaya North Jakarta City in the academic year 2019/2020. This research uses the Research and Development (R&D) method. The product produced from this research is an evaluation device. This evaluation device is software that is made using WEB by using Android as a supporting tool. Testing the feasibility in this media, an expert validation trial was conducted. Expert validation was carried out by media experts with research subjects namely all grade VI students of SD Tridarma Budhidaya North Jakarta as many as 13 students. From the data obtained, this Android-based evaluation device gets an average score of expert validation of 94.15%, so that it gets the category of "very feasible", and gets an average score of 94% of student responses and falls into the criteria of "very good ", Subsequently scored 87% of the responses of teachers who get the criteria of" very good ". So it can be concluded that this android-based evaluation tool is feasible and can be used in grade VI students of elementary schools.


10.32698/0772 ◽  
2019 ◽  
Vol 2 (2) ◽  
pp. 113
Author(s):  
Eryzal Novrialdy ◽  
Herman Nirwana ◽  
Riska Ahmad

Adolescents are currently in the midst of technological sophistication, which is very helpful for its development. On the other hand, many adolescents are trapped in the problem of technology addiction. Adolescents are the most age group who experience problems with the use of technology, including online games. Online game addiction is the loss of control over the use of online games, which makes other daily activities are disrupted. Online game addiction in adolescents have an impact on several aspects of life, such as health aspects, psychological aspects, academic aspects, social aspects, and financial aspects. Lack of understanding about the risks of online game addiction can get adolescent stuck in online game addiction. This research aims to describe high school students understanding about the risks of online game addiction. The sample consisted of 255 high school students selected by proportional random sampling technique. Data was collected using a scale measuring understanding of the risks of online game addiction. Data analysis used a quantitative approach with descriptive methods. The results showed that high school students understanding about the risks of online game addiction was included in the moderate category with an average score of 198,48 and an achievement score level of 55,14%. Therefore, school counselors must to improve high school students understanding of the risks of online game addiction.


2019 ◽  
Vol 5 (2) ◽  
pp. 104-111
Author(s):  
Dian Puspita Eka Putri

This study aims to review  the effectiveness of using android-based multimedia learning  to improve achievement cognitive learning outcome of students. The research method is the analysis of field studies. The focus in this research is Multimedia which can influence cognitive learning outcomes of students. data obtained in this study from the literature and direct field observations. The research subjects were high school students in Yogyakarta. The result of analysis and discussion of research indicate that there is the influence of multimedia learning to increase student achievement, which is indicated by increasing post-test result  than before  not using multimedia learning. Posttest value is greater than pretest.


Sign in / Sign up

Export Citation Format

Share Document