scholarly journals PENGEMBANGAN MODUL MULTIMEDIA MOBILE LEARNING DENGAN ANDROID STUDIO 4.1 MATERI KEANEKARAGAMAN HAYATI BAGI SISWA SMA KELAS X

Biosfer ◽  
2018 ◽  
Vol 9 (1) ◽  
pp. 55-64
Author(s):  
Ade Suryanda ◽  
Ernawati Ernawati ◽  
Akbar Maulana

The future competence of the 21st century requires students to be able to utilize Information and Communication Technology (ICT). One of ICTs used by students is smartphone. To get the smartphone benefits used  by  students, a medium of learning is needed in the form of modules on smartphone operating system. Hopefully, it can make the students  feel more interested and motivated  in learning biology. The purpose of this study was to develop multimedia mobile learning modules based on android operating system which contains biodiversity material for senior high school students of class X. The research was conducted in September 2015 to January 2016. The research method used was a research and development. The validation test results of subject expert, a linguists and media experts testing obtained scores of 84%, 80.57% and 63%. The trial test results of initial and primary use of students was 81,41% and 81,15%. Next result was a trial test from biology teachers with 87.50%. Pre test obtained an average score 83.98 while the post test gained an average score of 87.23. The conclusion of this research and development was the multimedia mobile learning modules of biodiversity material based on android operating system for senior high school students of class X has been developed, got a good interpretation score and increase student learning outcomes.

2020 ◽  
Vol 1 (1) ◽  
pp. 75-88
Author(s):  
Enny Zarvianti ◽  
Desrianti Sahida

The designing of high school / Islamic high school physics comic teaching materials has been done to improve students' critical thinking skills in Newton's Law material. The purpose of this research is to determine to develop a physics comic for high school / Islamic high school based on problem-based learning (PBL) to improve the creative thinking skills of students at MAN Sebukar. The research method used is the research and development method, namely the 4D development method which consists of 4 phases: defining, designing, developing and disseminating. At the defining stage, need analysis on curriculum, students, and materials were carried out. The designing stage was done by designing high school / Islamic high school physics comics based on problem based learning to improve students' creative thinking skills. At the developing stage, validity, practicality and effectiveness tests were carried out. Furthermore, the disseminating stage also carried out the practicality and effectiveness tests. At the defining stage, the analysis on results of the students’ score showed the low acquisition of students competencies is due to the low creative thinking skills of students, so a teaching material is designed that is in accordance with the student's needs, materials, and learning objectives that is expected to improve students’ learning competence, namely physics comics for senior high school students/Islamic senior high school students. Furthermore, at the designing stage, an initial draft of PBL-based for / Islamic high school physics comics was made in accordance with the curriculum used in the school where the research was conducted. And in the next stage, namely the developing stage, the analysis results were obtained from the development of physics comics for high school / Islamic high school which have valid (0.85), practical (94.67%), and effective criteria for skill assessment that are judges as very good category. And the final stage after developing stage, namely the disseminating stage, researchers carried out practicality and effectiveness tests in different classes and the practicality test results were obtained in the very practical category, namely 94.33% from students’ response questionnaires and effectiveness test results from the assessment of students knowledge with a percentage of completeness reaching 82.33. % in the very good category, the students' attitude competency reached an average score of 87.43% in the very good category, the skills competency reached an average score of 89.17% with the very good category. The designing of PBL-based high school / Islamic high school physics comics is able to improve students' creative thinking skill since it eventually gives impact on students’ scores.


2021 ◽  
Vol 2 (1) ◽  
pp. 42-53
Author(s):  
Dyah Ayu Setyarini ◽  
Zainal Arifin Imam Supardi ◽  
Elok Sudibyo

This research aims to improve senior high school students’ physics problem-solving skills through learning used IBMR learning model. This research was a pre-an experimental study with a one-group pre-test and post-test design. The Methods of data collection used validation and test. The materials used to teach were valid category by two experts and can be used to practice physics problem-solving skills. The average post-test score physics problem-solving ability was 73.24 with an N-gain of 0.59 was classified as moderate. The success of IBMR learning model-based devices in practicing problem-solving abilities can be seen in the increase in the average score in each indicator of problem-solving abilities. The indicator of understanding the problem had the highest post-test average score of 94.58 with an N-gain of 0.89 in the high category. The problem-solving indicator had the lowest posttest average score was 58.22 with N-gain 0.39 and mean that it was the moderate category. Based on the results study, it can be concluded that the learning used by IBMR learning model can practice the ability to solve physics problems on heat material and its displacement. Learning with the IBMR learning model was expected to train students in solving physics problems. The stages in the IBMR learning model can help students


2020 ◽  
Vol 18 (2) ◽  
pp. 147
Author(s):  
Yuliana Mara Yuliantini ◽  
Aunurrahman Aunurrahman ◽  
Ageung Darajat

<p><strong>Abstract</strong></p><p>This research aimed to improve reading comprehension of public senior high school students by using Experience-Text-Relationship method. The research was done in two cycles and involved 31 eleventh-grade students of a public senior high school in SimpangDua, Ketapang in the Academic Year of 2018/2019. The researcher used observation field notes and reading tests to collect data of the study. A collaborator was involved during the observations and practices to build trustworthy of the study. The data from the observation field notes were analyzed qualitatively and the data from the reading test results were analyzed by using descriptive statistics. The analysis of the observation field notes shows that the students became active and polite, had high enthusiasm in the teaching and learning processes. The analysis of the reading test results also reveals that the students had improved their reading comprehension. In conclusion, Experience-Text-Relationship method can improve the students’ reading comprehension.</p><p> </p><p><strong><em>Abstrak</em></strong></p><p><em>Penelitian bertujuan untuk meningkatkan pemahaman membaca siswa SMA negeri menggunakan metode Experience-Text-Relationship. Penelitian ini menggunakan dua siklus dan melibatkan 31 siswa kelas sebelas siswa di salah satu SMA negeri di SimpangDua, Kabupaten Ketapang pada Tahun Akademik 2018/2019. Peneliti menggunakan catatan lapangan observasi dan tes membaca untuk mengumpulkan data penelitian. Seorang kolaborator dilibatkan selama pengamatan dan praktik untuk membangun penelitian yang dapat dipercaya. Data dari catatan lapangan observasi dianalisis secara kualitatif dan data dari hasil tes membaca dianalisis dengan menggunakan statistik deskriptif. Analisis catatan observasi lapangan menunjukkan bahwa siswa menjadi aktif dan sopan, memiliki antusiasme yang tinggi dalam proses belajar-mengajar. Analisis hasil tes membaca juga mengungkapkan bahwa terjadi peningkatan pemahaman membaca siswa. Kesimpulannya, metode </em>Experience-Text-Relationship <em>dapat</em><em> membantu meningkatkan pemahaman membaca siswa.</em></p>


Jurnal Ecopsy ◽  
2017 ◽  
Vol 4 (1) ◽  
pp. 17
Author(s):  
SITI KHUMAIDATUL UMAROH

ABSTRAK Tujuan penelitian ini adalah untuk melihat peran iklim sekolah dan keyakinan normatif mengenai agresi terhadap agresivitas siswa di sekolah. Penelitian ini menggunakan pendekatan kuantitatif dengan metode survei, dan menggunakan teknik pengambilan sampel berupa multistage random sampling dan melibatkan 471 siswa SMA dan sederajat. Data penelitian dikumpulkan menggunakan tiga jenis skala untuk mengukur agresivitas, iklim sekolah, dan keyakinan normatif mengenai agresi. Hipotesis penelitian diuji menggunakan regresi linier berganda yang menunjukkan bahwa adanya pengaruh yang signifikan antara iklim sekolah dan keyakinan normatif mengenai agresi terhadap agresivitas siswa. Menurut hasil uji parsial terlihat bahwa keyakina normatif mengenai agresi berperan lebih besar terhadap agresivitas siswa dibandingkan dengan iklim sekolah.  Kata Kunci: Agresivitas, Iklim Sekolah, Keyakinan Normatif, Siswa ABSTRACT The purpose of this study is to look at the role of school climate and normative beliefs about aggression against the aggressiveness of the students in the school. This study uses a quantitative approach with survey methods, and the use of sampling techniques such as multistage random sampling and involve 471 senior high school students. Data were collected using three types of scales to measure aggressiveness, school climate, and normative beliefs about aggression. The hypothesis was tested using multiple linear regression showed that there is significant relationship between school climate and normative beliefs about aggression against the aggressiveness of the students. According to the partial test results shown that keyakina normative acts of aggression against the aggressiveness of students greater than the school climate. Keywoard: Agresiveness, School Climate, Normative Belief


2017 ◽  
Vol 8 (1) ◽  
Author(s):  
Nurwahyuningsih Ibrahim ◽  
Ishartiwi Ishartiwi

This study aims to (1) produce learning media based on android mobile learning (2) to know the level of feasibility of learning media according to material experts, media experts, and users, (3) to know the effectiveness of learning media to improve the learning outcomes of junior high school students. This development study follows the steps developed by Alessi and Trollip consisting of three stages: planning, designing and development. Initial product validated by media expert and material expert then revised. The next stage is a small group beta test carried out to six prospective users, and tested to 32 users. Furthermore sumative test against 32 students. The results showed that (1) android-based mobile learning products packaged in android package format (apk) using helios eclips software. (2) mobile learning product is considered feasible as a learning media based on the assessment of media experts 3,8 and material experts 4.3 with the category of "very good". (3) the effectiveness of the product is evidenced by the increase of learning outcomes to reach the average score of pretest score 65.46 and posttest of 79.53


2018 ◽  
Vol 1 (1) ◽  
pp. 1-22
Author(s):  
Ayi Mi’razul Mu’minin

This study meant to analyze the influence of brand image and perceived quality on repurchase intention of senior high school students at Al Ma’soem Jatinangor to AMIK Al Ma'soem Jatinangor. The results of this study indicate; the brand image has a significant influence on the repurchase intention of SMA Al Ma’soem students to AMIK Al Ma'soem Jatinangor. While for the perception of quality there are some influences but rather weak and not significant enough to further influence the repurchase intention SMA Al Ma’soem students to AMIK Al Ma'soem Jatinangor. The F test results explained that the brand image and the perceived quality simultaneously affect the repurchase intention of Al Ma’soem senior high school student. The obtained R-square value amounted to 0.271 or 27.1%, it means that the simultaneous brand image and perceived quality contribute to the repurchase intention of Al Ma’soem  senior high school students to AMIK Al Ma'soem Jatinangor which amounted of 27.1%.


2020 ◽  
Vol 3 (1) ◽  
pp. 52-57
Author(s):  
Anna ◽  
Riski Annisa ◽  
Robi Parwandar

Today, mobile devices are very popular with the public and the android operating system become the most famous mobile phone in the world because of its sophistication and efficiency to be everywhere. One feature that is often used in Android is a game. Learning by the method of reading through a book directly usually causes boredom for a reader while studying. Because of the identical content of the book, it usually contains only ordinary writing and pictures, so that a reader tends to get bored and lazy to learn more. Therefore, the author makes an adventure game that combines games and education, as a medium for learning and playing that is interesting. Game level consists of three levels where each level is given questions about accounting learning with different levels of difficulty. Making this game application is intended for Vocational High School students majoring in Accounting as well as for the general public to increase knowledge about accounting. This game was created using the Construct2 application based on HTML5 and Adobe Photoshop. Based on the results of research and submission of the questionnaire that the author did, it was found that the percentage of answers to the questions of 10 respondents stated that this game can increase knowledge about accounting, and overcome boredom in learning accounting.


2020 ◽  
Vol 6 (2) ◽  
pp. 181-194
Author(s):  
Akim Akim ◽  
Chandra Purnama ◽  
Neneng Konety ◽  
Febriani Amalina Shalihah

The existence of Indonesia as a country with the largest number of Muslim societies in the world is an allure for foreign producers, coupled with the preference of people who are relatively more interested in imported products resulting in Indonesia's domestic market being flooded with imported products. This condition is a bit dangerous for Muslim consumers when it is associated with the lack of halal awareness in Indonesian society, so that the activities of community awareness are needed, one of which is in the form of socialization activities. This article aims to evaluate the socialization activities carried out among Madrasah Aliyah (Islamic Senior High School) students in Rancaekek Bandung. The socialization activities are carried out using the seminar method in the form of lectures with questions and answers and simulation methods in the form of simulation exercises. Meanwhile, the evaluation of the socialization activities was carried out by conducting pre-test and post-test with the help of IBM SPSS version 21 to measure the effect of socialization on the knowledge of the students of Madrasah Aliyah Persis 24 Rancaekek related to the halal of imported products. From the test results obtained, it can be concluded that the socialization activities carried out succeeded in increasing the knowledge of the students of Madrasah Aliyah Persis Rancaekek regarding the importance of the halal status of imported products circulating in the community.


2018 ◽  
Vol 7 (2) ◽  
pp. 109
Author(s):  
Aulia Fonda ◽  
Sumargiyani Sumargiyani

This study aims to determine the feasibility of learning media electronic module (e-module) based on Kvisoft Flipbook Maker Pro on derivative material with Scientific approach using Research and Development research methodology. The study was conducted in two schools by taking 4 students as a student response in small classes and 20 students in a large class. The research instrument used in the form of evaluation formative form of teaching materials for material experts, media experts, and student responses. From the result of the assessment of expert material instrument obtained an average score of 101.25 with very good criteria, the assessment of expert media instruments obtained an average score of 116 with good criteria as well as on student response instruments obtained 86.44 with very good criteria. These results indicate that the e-module of mathematics with the scientific approach of the derived material for the XI class of the even semester high school is worthy of use in the process of learning in the classroom.


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