scholarly journals THE DEVELOPING OF LEARNING MEDIA BASED ARTICULATE STUDIO’13 IN ASSESSMENT COURSE AT BIOLOGY EDUCATION STUDY PROGRAM

2018 ◽  
Vol 5 (1) ◽  
pp. 27
Author(s):  
Hepta Bungsu Agung Jayawardana ◽  
Mochammad Maulana Trianggono

<em>The purpose of the study is developing articulate studio '13 based learning expert validation through the media and examine the effect on the student learning outcomes. The participants include 48 students of biology education IKIP PGRI Jember with One Shot-Case Study design. The data is analyzed descriptively qualitative. The result of the validation is categorized, the feasible learning activity is good, the student's response is well classified and learning outcomes is complete. The conclusion of this study is learning media based articulate studio '13 can improve student motivation and learning outcomes.</em>

Author(s):  
Pandu Prabowo Warsodirejo ◽  
Budianto Budianto

This study aims to determine whether there are significant differences between student learning outcomes using media concept maps and Audio-Visual media on educational statistics material in the Biology Education Study Program by teaching using concept map media and Audiovisual media. This type of research is experimental research. The sample in this study was only 1 class, 32 students. Sampling was done by purposive sampling. The results of this study indicate that student learning outcomes use audio-visual media rather than teaching using concept maps, where obtained 𝑋̅1 = 7.806 and SD 𝑋̅1 = 0.788 for Audiovisual Media, while for conventional teaching obtained 𝑋̅2 = 6.333 and SD 𝑋̅2 = 2.224 While the percentage the increase in student learning outcomes of the experimental class was 35.12% and the percentage of the control class increased by 32.20%. The results of data analysis showed t hit> t table (5.43> 2.00). So it can be concluded that there is an influence of the use of audio-visual media on learning outcomes in biology statistical material for the fourth semester of the Biology Education Study Program.


Author(s):  
Martina Restuati ◽  
Muhammad Yusuf Nasution ◽  
Ahmad Shafwan S. Pulungan ◽  
Nanda Pratiwi ◽  
Bella Safirah

This study aims to improve students' motivation and learning outcomes by applying Edmodo-based e-learning model in the Biology Education Study Program of Medan State University. The research method used is class action research with the application of two cycles. The subjects of this study were 17 students who took basic accounting courses and research objects of activities that took place during the learning process. Data analysis techniques used are descriptive quantitative with percentages used to measure the level of motivation of students, for the results of learning is evaluated at the end of each learning. The results of class action research obtained by the application of Edmodo can improve students' motivation and learning outcomes. This is evident from the implementation of actions starting from pre-action, cycle I, and cycle II. Student learning motivation is said to succeed with an average of 75-100%. The results obtained in cycle action I were 84.11% and 88.11% in cycle II. While the percentage of student learning outcomes also increased. The increase in pre-action from 50.75 to 73.53 in cycle I increased by 22.77, from 73.53 to 87.35 in cycle II which means an increase of 13.82.


2020 ◽  
Vol 3 (2) ◽  
pp. 172
Author(s):  
Febblina Daryanes ◽  
Deci Ririen

This study aims to determine the effectiveness of the kahoot application as an evaluation tool for students in terms of student motivation and attention. This type of research is quantitative, with a one shot case study design. The population in this study were all 3rd semester students of the Riau University Biology Education Study Program who took the instructional media course, the sampling in this study was through purposive sampling, which is one class of the 3rd semester students who took the instructional media course. The research instrument consisted of a motivation and attention questionnaire which was used after the students had conducted lectures with an evaluation sistem using the kahoot application, observation sheets and a list of interview questions. The validity and reliability of the motivation and attention questionnaires have been tested, the reliability value of the motivation and attention questionnaire is 0.835. The results showed that the level of effectiveness of the kahoot application on student motivation was 82.6% with the very effective category and 80.6% for student attention with the very effective category. So it can be concluded that the kahoot application is very effective as an evaluation tool in terms of motivation and attention.Keywords: effectiveness, kahoot, evaluation tool ABSTRAK.Penelitian ini bertujuan untuk mengetahui efektivitasi aplikasi kahoot sebagai alat evaluasi pada mahasiswa ditinjau dari motivasi dan atensi mahasiswa. Jenis penelitian ini adalah kuantitatif, dengan desain penelitian one shot case study. Populasi pada penelitian ini adalah seluruh mahasiswa semester 3 Program Studi Pendidikan Biologi Universitas Riau yang mengikuti mata kuliah media pembelajaran, pengambilan sampel pada penelitian ini melalui purposive sampling, yaitu salah satu kelas mahasiswa semester 3 yang mengikuti mata kuliah media pembelajaran. Instrumen penelitian terdiri dari angket motivasi dan atensi yang digunakan setelah mahasiswa melakukan perkuliahan dengan sistem evaluasi menggunakan aplikasi kahoot, lembar observasi dan daftar pertanyaan wawancara. Angket motivasi dan atensi telah diuji validitas dan reliabilitasnya, nilai reliabilitas pada angket motivasi dan atensi adalah 0,835. Hasil penelitian menunjukkan bahwa tingkat keefektifan aplikasi Kahoot terhadap motivasi mahasiswa yaitu sebesar 82,6% dengan kategori sangat efektif dan untuk atensi mahasiswa yaitu sebesar 80,6% dengan kategori sangat efektif. Sehingga dapat disimpulkan bahwa aplikasi Kahoot sangat efektif sebagai alat evaluasi ditinjau dari motivasi dan atensi.Kata kunci: efektivitas, kahoot, alat evaluasi.


2021 ◽  
Vol 9 (1) ◽  
pp. 27-33
Author(s):  
TIURLINA SIREGAR

This study aims to determine the feasibility of a literacy culture-based chemistry module on the Elements Periodic System (SPU) material and to determine the increase in student learning outcomes. Research Methods Research and Development. The sample of the research was 12 students of the Master of Science Education Study Program, FKIP UNCEN. The results showed that the chemistry module was suitable for use as teaching material and the improvement of student learning outcomes with the n-Gain test was obtained an average of 0.81 in the high category


2020 ◽  
Vol 7 (2) ◽  
pp. 98-107
Author(s):  
Kiptiatul Hasanah ◽  
Nursalam Nursalam

This study aims to determine the effect of the discovery learning model on student learning outcomes in the Integrated Social Studies subject Class VII A at MTs Miftahul Ulum Situbondo. This study used a one-shot case study design. The subjects of this study were Class VII A, with a total of 30 students. They were collecting data using test instruments, observation and interviews. The results of the test instruments were tested by t-test. The analysis result shows that tcount> ttable is 3,814> 2,045. So it can be concluded that there is an average difference between the pretest and posttest learning outcomes. Which means that there is an effect of the discovery learning model on student learning outcomes in the Integrated Social Studies subject Class VII A at Mts Miftahul Ulum Situbondo.


Author(s):  
Nurfarida Ilmianah

The learning process at this time tends to decrease. This is caused by learning that is less interesting.   The Media and methods as a way to overcome monotonous learning need to be developed to improve the quality of  the student learning outcomes. This study aims to improve the activeness and learning outcomes through the implementation of the Creative Proplem Solving (CPS) learning model. "This study uses classroom action research (PTK) consisting of 4 stages,  the stages namely of planning, implementation, observation and reflection. With  the research  subjects XDPIB2 class students consisting of 34 students, 24 male students and 10 female students. The instrument used was an observation sheet of student learning activities, and a test of student learning outcomes. The results of this study indicate an increase in the average of student learning activities that continue to increase from cycle I to cycle III, it can be seen from the average learning activity of students who continue to increase starting from cycle I in the category of sufficient activity, amounting to 2.44. Cycle II was 3.38 with good category activity and Cycle III increased by 4.31 with very good category activity. Learning by using this CPS can improve student learning outcomes. based on observations on cycles I, II and III. From the three cycles, there was an increase in the average test of student learning outcomes in a row starting from cycle I, II and III was 60.65, 72.85 and 85.24 and only 1 student had a score below 75 of 34 students so that the application of the model CPS learning can improve the activities and learning outcomes of students of SMK Negeri 1 Sidoarjo


Author(s):  
Halimah Tussadiah ◽  
Mutia Febriyana

This study aims to determine (1) the validity of the development of the cooperative learning model type team games tournament (TGT) based on snake and ladder game media which is carried out online on Indonesian Literature material for students of the Indonesian Language Education study program, FKIP UMSU ?, and (2) the effectiveness of model development. Cooperative learning type team games tournament (TGT) based on snake and ladder game media which was carried out online on Indonesian Literature material for students of the Indonesian Language Education study program, FKIP UMSU. This research is a type of development research with a 4D model, namely define, design, develop, and disseminate. Data collection techniques in this study were carried out through observation, questionnaires, and tests. The research trial was carried out in Semester IV of the Indonesian Language Education Study Program. The results of the study proved that student learning outcomes reached 100% after being given the application of the team games tournament (TGT) learning model based on the snake and ladder game media. The results of the validity test by the validator show that the use of snake and ladder game media is valid and effective in online learning.


2019 ◽  
Vol 2 (1) ◽  
pp. 55
Author(s):  
Fitria Eka Wulandari ◽  
Noly Shofiyah

At this time, there is no textbook for the Science Learning I courses at th Science Education Study Program and the way to teach students is still based on the power point used by the lecturer. As consequences, the student learning process was to be less than optimal in getting learning references. The purpose of this study was to describe the teaching skills of students after the implementation of the Science Learning Textbook I. This study used one shot case study design. The results showed that the use of Science Learning Textbook I could train students' teaching skills. The average student teaching skills were 3.45 with a percentage of 78 categorized Good.


2020 ◽  
Vol 2 (1) ◽  
pp. 29-34
Author(s):  
Waqingah Husniyah ◽  
Moh Masrur ◽  
Salamun

Abstract Libraries as educational institutions and information provider institutions will have a good performance if supported by adequate management, so that all activities of the institution will lead to efforts to achieve the goals that have been declared. Based on the description above, the researcher is interested to examine more deeply about library management as supporting student learning outcomes. There are five purposes in this research are: (1) describing the meaning of library; (2) describe library technical services; (3) describe library reader services; (4) describe the benefits of libraries for school residents; And (5) to describe the involvement of citizens in the provision of libraries in MA Nurul Huda Pringsewu. Kab. Pringsewu. This research was conducted in MA Nurul Huda Pringsewu. Kab. Pringsewu.dengan using a qualitative approach with case study design. Data collection techniques used include: (1) participant observation; (2) indepth interviews; And (3) documentation study. Checking the validity of data conducted in this study in several ways, namely: (1) persistence observation; (2) triangulation; And (3) member checks. Abstrak Perpustakaan sebagai lembaga pendidikan dan lembaga penyedia informasi akan memiliki kinerja yang baik apabila didukung dengan manajemen yang memadai, sehingga seluruh aktivitas lembaga akan mengarah pada upaya pencapaian tujuan yang telah dicanangkan. Berdasarkan uraian diatas maka peneliti tertarik untuk menelaah lebih dalam tentang manajemen perpustakaan sebagai penunjang hasil belajar siswa. Ada lima tujuan dalam penelitian ini yaitu: (1) mendeskripsikan pengertian perpustakaan; (2) mendeskripsikan layanan teknis perpustakaan; (3) mendeskripsikan layanan pembaca perpustakaan; (4) mendeskripsikan manfaat perpustakaan bagi warga sekolah; dan (5) mendeskripsikan keterlibatan warga dalam penyelenggaraan perpustakaan di MA Nurul Huda Pringsewu. Kab. Pringsewu. Penelitian ini dilakukan di MA Nurul Huda Pringsewu. Kab. Pringsewu.dengan menggunakan pendekatan kualitatif dengan rancangan studi kasus. Teknik pengumpulan data yang digunakan meliputi: (1) observasi partisipasi; (2) wawancara mendalam; dan (3) studi dokumentasi. Pengecekan keabsahan data yang dilakukan dalam penelitian ini dengan beberapa cara yaitu: (1) ketekunan pengamatan; (2) triangulasi; dan (3) pengecekan anggota. Kata Kunci: Manajemen, Perpustakaan.


Sign in / Sign up

Export Citation Format

Share Document