scholarly journals MAKSI for ICT-based accounting learning at vocational high schools

2019 ◽  
Vol 9 (2) ◽  
pp. 185-196
Author(s):  
Vivi Pratiwi ◽  
Moh. Danang Bahtiar ◽  
Han Tantri Hardini

This study aims to produce ICT-based learning media for Vocational High Schools (VHS) in the form of ICT-based accounting multimedia application, named “Multimedia Akuntansi” (MAKSI) on bank reconciliation material. The development of learning media is done because of the limited number of innovative learning media available for VHS students, especially in the accounting field. The condition is influential on the students' low level of understanding. This research was research and development using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The use of the ADDIE model is because the model is flexible, so it can be used for learning instrument development. At each phase of development, evaluation and revision were conducted so that the resulting product became a valid and reliable product. This development resulted in MAKSI proven to be suitable for use in accounting learning. The feasibility of MAKSI was evaluated from the average score of product feasibility validation from the material expert by 87%, from the media expert of 96%, and the result of the students' evaluation by 88.7%. MAKSI can help the learning process more enjoyable so that the media is interesting and proven to improve students' understanding significantly. MAKSI can be a complement, alternative, and variation of learning media in VHS. This product can be operated via laptops/computers as well as smartphones through free downloads in Play Store. The utilization of MAKSI is in accordance with the curriculum demand on the utilization of ICT in the learning process to support independent and student-centered learning.

2019 ◽  
Vol 17 (2) ◽  
pp. 27-37
Author(s):  
Pratiwi Apriniya ◽  
Mimin Nur Aisyah

This research aimed to develop interactive learning media with Lectora Inspire for the students of grade X AKL SMK Negeri 1 Tempel on Basic Banking subjects with the competence of saving. The research used the Research Development with ADDIE (analysis, design, development, implementation, evaluation) model. The media was assessed by material expert, media expert, and teacher. The results show that the feasibility of interactive learning media by material expert in strongly feasible category (average score of 4, 26), by media experts in strongly feasible category (average score of 4, 36), by teacher in strongly feasible (average score of 4, 33), and by students in feasible category (average score of 4, 07). The interactive learning media developed is strongly feasible to be used as learning media for students. The student’s learning interest before and after the use of interactive learning media has increased by 8% from 64% to 72%. Paired sample t-test obtained tcount  -5.213 with sig 0.000 showed significant learning interest’s improvement. Therefore, it can be concluded that interactive learning media is able to improve student’s learning interest. Keywords: Interactive Learning Media, Lectora Inspire, Student’s Learning Interest.


Author(s):  
Samuele Borri

AbstractThe concept of “space as the third teacher” suggests that the learning environment is as important as the teacher in the learning process. A constructivist pedagogical paradigm requires student-centered learning processes and learners to be autonomous and active. Therefore, more and more stakeholders and policy makers interested in school innovation put school buildings and learning environments at the top of their agendas. The Organisation for Economic Co-operation and Development (OECD), the European Commission and many universities all over the world are observing case studies and promoting guidelines to implement new ways to design and furnish schools. Indire is leading a research project on educational architectures, which promotes a support framework, entitled “1 + 4 Learning Spaces for a New Generation of Schools.” It is aimed at architects, municipalities, school principals and other stakeholders involved in the design, development and use of innovative learning environments.


Author(s):  
Atin Prihatin ◽  
Sudiyanto ◽  
Hermanu Joebagio

Evaluation is divided into several kinds, one of which is formative evaluation. Formative evaluation is appropriately used because the process involves students directly in the learning process and is able to improve students' conceptual understanding. The qualitative data were taken from a field research consisting of: 1) observations, observing the students' activities during teaching-learning process and their learning activities while doing evaluation; 2) Interviews, the techniques used were open interview, the interview conducted with the informants using interview guides and documentation analysis. From the results of the case study, some problems were found. To overcome the problems, a model of formative evaluation needs to be developed in order to provide fast feedback for the students and the teachers. The purpose of this research is to make formative evaluation model for ICT (Information and Communication Technology) learning in Vocational High Schools. The design of the research was research and development of a formative evaluation model. The instruments used were questionnaires for product feasibility tests including book review validation, pre-learning quiz instruments, post-learning quiz instruments and product-segment models. Based on the results of qualitative data, interviews were conducted to both students and ICT teachers, and documentation recorded. It was found that 90% teachers had not done formative evaluation system well. On one hand, the results of quantitative data analysis show that the results of student learning, especially ICT subjects were still relatively low. From the above data, it can be concluded that it is necessary to do research on the development of formative evaluation model to improve student learning outcomes in Vocational High Schools.


Akademika ◽  
2021 ◽  
Vol 10 (01) ◽  
pp. 77-92
Author(s):  
Sudarman Sudarman ◽  
Ardian Ardian

This study aims to develop an interactive module that supports student-centered learning and test the feasibility and the response of students to the interactive module. The product development stages use the Analyze, Design, Development, Implementation, and Evaluation procedure. The validation of the developed products was carried out by two material experts and two media experts. Products that have been revised and get a proper assessment are tested out in small groups consisting of 5 teachers and tested in large groups consisting of 30 students. The results show that the interactive module as a support for Student Centered Learning is very good and feasible to use. This is based on the results of the validation of material experts which show the percentage of the feasibility level of 95% and the results of the validation of the media experts show the percentage of the feasibility level of 80%, while the small group trials and large group trials show the percentage of the feasibility level of 87% and 86% respectively. Meaning that it is in the very feasible category.


Author(s):  
Mukhamad Murdiono ◽  
Suyato Suyato ◽  
Elly Nur Rahmawati ◽  
Muhammad Abdul Aziz

The study has developed an android-based mobile application that can assist in the teaching-learning process of civic education in senior high schools. As a research-and-development activity, it employed the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Based on validation by material experts, the developed application was very feasible to use (89.04%), and the media experts concurred with this assessment (90.78%). During the large-group trials, the application scored between 3.96 and 4.68, meaning that it provides an excellent media or platform with high feasibility for the teaching-learning process of civic education in senior high schools.


2019 ◽  
Vol 10 (2) ◽  
pp. 184-197
Author(s):  
Pahmi ◽  
Wandi Syahfutra

To master English, students must learn many things, including about grammar in order to use English properly and correctly. There are a number of ways lecturers can do to support teaching and learning process, one of which is by making use of technology to develop learning media. Using media is expected to make learning process about grammar enjoyable. This research aims to develop learning media using VideoScribe for the subject of Present Continuous Tense which is one of the materials studied by odd semester students at Universitas Muhammadiyah Riau. This research further designs, implements and tests the feasibility of the learning media. This research is a research and development (R&D) model with ADDIE which consists of 5 stages, namely Analysis, Design, Development, Implementation and Evaluation. The subjects of this study were undergraduate students majoring in non-English Department which consisted of 35 students in odd semester. The results of alpha testing, expert material assessment showed that the media that were designed was in a very good category with an average score of 4.26. Meanwhile, for trials with students, the video animation media using VideoScribe was in a very good category with an average score of 4.25. Therefore, it can be concluded that the instructional media designed is suitable to be used to support teaching and learning activities.


2021 ◽  
Vol 1 (1) ◽  
pp. 94-99
Author(s):  
Impron Saputra ◽  
Yusuf Suharto ◽  
Rudi Hartono

The development of learning media is based on the problems that occur today, namely the lack of utilization of learning media in the learning process. The use of learning media at SMAN 1 is one of them. Most students use learning methods that are still monotonous, because there are still many who use monotonous and teacher-centered learning methods at school. The purpose of developing research is to produce innovative learning media products. The media intended to be an easy-to-use media in this case is the story map media. As per the development of the 21st century and the current 4.0 industrial revolution, which requires digital based media. The use of digital-based media in addition to being easy to use, also teaches students the usefulness of technology. The development model in this study follows the development model adapted from the ADDIE instructional design model which includes the analysis (design), design (development), development (implement) and evaluation stages. The results of the media feasibility trials in the field have a percentage of (75.9%) which states that it is feasible, while the percentage (24.1%) states that the media is very feasible. The results of the tests of understanding tests were obtained (82.7%) students were able to answer questions well. Based on the results of feasibility trials and understanding tests in the field stated that the media is feasible to use and effectively used to help the learning process at school. Pengembangan media pembelajaran ini didasarkan pada permasalahan yang terjadi saat ini yaitu kurangnya pemanfatan media pembelajaran dalam proses pembelajaran. Pemanfaatan media pembelajaran di SMAN 1 Tumpang salah satunya. Siswa kebanyakan menggunakan cara belajar yang masih monoton, karena di sekolah masih banyak yang menerapkan metode pembelajaran yang monoton dan terpusat pada guru. Tujuan dilakukannya penelitian pengembangan yaitu menghasilkan produk media pembelajaran yang inovatif. Media yang dimaksudkan merupakan media yang mudah digunakan dalam hal ini adalah media story map. Sesuai perkembangan abad 21 dan revolusi industri 4.0 saat ini, yang membutuhkan media berbasis digital. Kegunaan media yang berbasis digital selain mudah digunakan, juga mengajarkan kepada siswa kegunaan dari teknologi. Model pengembangan pada penelitian ini mengikuti model pengembangan yang diadaptasi dari model desain instruksional ADDIE yang meliputi tahap analisis (analysis), desain (design), pengembangan (development), implementasi (implement) dan evaluasi (evalutation). Hasil uji coba kelayakan media dilapangan didapatkan persentase sebesar (75,9%) yang menyatakan layak, sementara persentase (24,1%) meyatakan media sangat layak. Hasil dari uji coba tes pemahaman didapatkan hasil (82,7%) siswa mampu menjawab pertanyaan dengan baik. Berdasarkan hasil uji coba kelayakan dan tes pemahaman dilapangan menyatakan bahwa media layak digunakan serta efektif digunakan untuk membantu proses pembelajaran disekolah.


2021 ◽  
Vol 5 (1) ◽  
pp. 43-62
Author(s):  
Ahmad Busthomy MZ ◽  
Imam Syafi'i

An Education in the 4.0 era requires teachers and students to be literate in technological developments. Conventional methods that are not relevant to technological advances must be updated. There are many teachers who have not mastered information technology in the learning process. Boredom to do learning activities that emphasize student textbooks and worksheets, ultimately have an impact on students’ enthusiasm for learning that that are less than optimal. In order to achieve the maximum learning process, one of the alternatives offered is to use learning media with the help of the Flipbook application. This study aims to determine the validity of flipbook-based learning media and to measure the practicality of flipbook-assisted learning media in overcoming boredom. This research is a research and development that uses the ADDIE model (analyzing, design, development, implementation, evaluation). Researcher Collected data by means of observations, interviews, and distributing questionnaires, then analyzed descriptively quantitatively and qualitatively. The research subjects were 30 students of grade V SDN Sumput Sidoarjo. Based on the validation test from material experts, the average value is 84% ​​which means very valid, while the media expert test is 80% with the valid category. The practicality test of the development product obtained an average score of 80% in the attractive category. The results of the study showed that the development product is in the valid and attractive category. It can be concluded that the flipbook-based PAI learning media is practical and interesting to use as learning media.  Keywords: Learning Media, PAI, Flipbook


2016 ◽  
Vol 9 (8) ◽  
pp. 231 ◽  
Author(s):  
Abdurrachman Faridi ◽  
Seful Bahri ◽  
Sita Nurmasitah

<p>This study was descriptive qualitative study aimed to investigate the problems of applying student centered syllabus in vocational high schools in Kendal regency, Central Java, Indonesia. The subjects of the study were twenty English teacher in vocational high schools in Kendal. The data were collected through observations, questionnaires, and interviews. The collected data further were analyzed using inductive analysis in which the researchers looked for the pattern of the data and the meaning of the data. Based on the data, there are three points concluded. The first was the English teaching and learning process in vocational high schools in Kendal had applied the student-centered syllabus. The second, in designing the students-centered syllabus the teachers found difficulties in having a model of the student-centered syllabus as a guideline in adapting and designing their own syllabus, describing the learning indicators, and formulating learning activities alligned with the student-centered learning. The third, the teachers faced difficulties in terms of encouraging their students to participate actively during the teaching and learning, and requiring a lot of time in implementing the student-centered syllabus. Thus, even though the teachers had already applied the student-centered syllabus in their teaching, they still found difficulties in implementing it. In conclusion, they need a model of student-centered syllabus for being a guideline in designing their syllabus and workshops to train them the ways to implement the student-centered syllabus successfully in their teaching.</p>


2020 ◽  
Vol 8 (01) ◽  
pp. 55-66
Author(s):  
Feri Tiona Pasaribu ◽  
Yelli Ramalisa

The focus of this research is to design geometry learning mediain junior high schools based on RME and integrated with Science, Technology, Engineering and Mathematics (STEM) using 3D Pageflip Proffesional,and to explain quality of the learning media. In the process of design and development of this media used is the ADDIE development model which begins with the stages analysis, design, development, and  carried out an evaluation in each stages. Implementation stages will be continued in the following years research. This research resulted in a product in the form of geometry learning media in junior high schools especially eight grade according to purpose. Based on the validity test and practicality test the results obtained from the validation by material experts and media design experts were 4.09 namely 81.8% and 4.21 or 84.2%.Based on the criteria for the validity of the instrument, the criteria for "very valid" were obtained. And the practicality results, namely the results of teacher response questionnaire obtained an average of 4.26 or 85.19%, and the results of student questionnaire responses were 4.07 or 81.4%. Then based on the percentage criteria of practicality of the instrument, it is found that the criteria are very practical and the media can be implemented with minor revisions.


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