scholarly journals PENGEMBANGAN MULTIMEDIA PEMBELAJARAN HUKUM AGRARIA PADA PROGRAM STUDI PENDIDIKAN KEWARGANEGARAAN DAN HUKUM FIS UNY

2015 ◽  
Vol 2 (1) ◽  
pp. 105-114
Author(s):  
Suripno Suripno ◽  
Abdul Gafur

Penelitian ini bertujuan: (1) menghasilkan produk multimedia pembelajaran hukum agraria yang layak dari aspek materi, aspek tampilan dan respon mahasiswa; (2) mengetahui efektivitas multimedia pembelajaran yang dikembangkan dalam meningkatkan hasil belajar mahasiswa. Penelitian ini merupakan jenis penelitian dan pengembangan (research and development). Produk awal yang dihasilkan, kemudian dilakukan validasi ahli materi dan ahli media. Setelah direvisi, produk diujicobakan kepada mahasiswa melalui tiga tahap, yaitu uji coba perorangan, uji coba kelompok kecil, dan uji coba lapangan. Subjek uji coba produk adalah mahasiswa Program Studi Pendidikan Kewarganegaraan dan Hukum, Fakultas Ilmu Sosial, UNY. Hasil penelitian ini adalah: (1) produk multimedia pembelajaran yang dikembangkan memiliki: (a) kualitas aspek materi kriteria baik; (b) kualitas aspek tampilan  kriteria baik; (c) respon mahasiswa tentang daya tarik media kriteria menarik. (2) efektivitas penggunaan multimedia pembelajaran yang dikembangkan untuk meningkat-kan hasil belajar, ditunjukkan pada: (a) peningkatan rata-rata skor dari 51,50 pada saat pre-test, menjadi 73,75 pada waktu post-test (30,16%); (b) peningkatan ketuntasan dari 20 mahasiswa, 5 mahasiswa tuntas (25%) pada saat pre-test menjadi 17 mahasiswa tuntas (85%) pada waktu post-test, terjadi peningkatan ketuntasan 60%. Dengan demikian, multimedia untuk pembelajaran Hukum Agraria layak digunakan.Kata kunci: multimedia, hukum agraria_____________________________________________________________________DEVELOPING MULTIMEDIA FOR LEARNING AGRARIAN LAWS IN THE STUDY PROGRAM OF CIVICS AND LAWS EDUCATION, FACULTY OF SOCIAL SCIENCES, YOGYAKARTA STATE UNIVERSITY Abstract This study aims to: 1) produce multimedia for learning agrarian laws which is appropriate in terms of the material and presentation aspects and students’ responses, and 2) investigate the effectiveness of the developed multimedia to develop students’ learning outcomes. This was a research and development study. The preliminary product was then validated by material and media experts. After revision, the product was tried out to the students through three stages, i.e. the one-to-one tryout, small-group tryout, and field tryout. The subjects of the product tryouts were the students of the Study Program of Civics and Laws Education, Faculty of Social Sciences, Yogyakarta State University. The results of the study were as follows: (1) Regarding the developed learning multimedia product: (a) it had good quality in terms of the material aspect; (b) it had good quality in terms of the presentation aspect; and (c) the students’ responses to the media attractiveness showed that the multimedia was attractive. (2) The effectiveness of the use of the developed learning multimedia to improve learning outcomes was indicated by the fact that: a) there was a score improvement (30.16%) from a mean score of 51.50 in the pre-test to 73.75 in the post-test; and b) there was an improvement in mastery by 60% among 20 students, from five students (25%) attaining mastery in the pretest to 17 students (85%) attaining mastery in the posttest. Therefore, the multimedia for Agrarian Laws learning is appropriate to apply.Keywords: multimedia, agrarian laws

2016 ◽  
Vol 13 (1) ◽  
Author(s):  
Suripno Suripno

This study was aimed at: 1) producing an appropriate learning multimedia for agrarian laws in terms of the material and presentation aspects student responses, and 2) investigate the effectiveness of the developed multimedia to develop student learning outcomes. This was a research and development study. The results of the study were as follows. 1) Regarding the developed learning multimedia product: a) it had good quality in terms of the material aspect with a mean score of 4.10; b) it had good quality in terms of the presentation aspect with a mean score of 4.07; and c) the students’ responses to the media attractiveness showed that the multimedia was attractive with a mean score of 3.82. 2) The effectiveness of the use of the developed learning multimedia to improve learning outcomes was indicated by the fact that: a) there was a score improvement (30.16%) from a mean score of 51.50 in the pre-test to 73.75 in the post-test; and b) there was an improvement in mastery by 60% among 20 students, from five students (25%) attaining mastery in the pretest to 17 students (85%) attaining mastery in the posttest. Therefore, the multimedia for Agrarian Laws learning is appropriate to apply.


2020 ◽  
Vol 3 (2) ◽  
pp. 35
Author(s):  
Sigit Trimayanto ◽  
Dian Novita

This study aims to produce the Practical KIT along with its devices that are effectively used as learning media to train students SPS on the sub material of the Reaction Rate Law. The method used in this study is Research and Development design. The research instrument used consisted of a sheet of pre-test and post-test. Data analysis was carried out in descriptive quantitative to determine the effectiveness of Practical KIT along with the devices developed. The media is said to be effective if it meets 2 requirements, namely the percentage of classical completeness <85% and N-gain value <0.3. The developed media has been declared effective as indicated by the increase in the value of cognitive learning outcomes in the "Medium" and "High" categories with 100% classical completeness, an increase in the value of science process skills of students after using the Practical KIT media. "With classical completeness reaching 91.67%.


2017 ◽  
Vol 8 (2) ◽  
pp. 291
Author(s):  
Misnawaty Usman ◽  
Alimuddin Mahmud ◽  
Muhammad Asfah Rahman ◽  
Darman Manda

This study aims at determining the effectiveness of meaningfulness approach in enhancing students’ speaking skill at German Language Study Program, Faculty of Languages and Literature, State University of Makassar. This study used a Pre - Experimental Design, and applied one group pre-test - post-test design. The population was the fifth semester student years 2011-2012 at the German language education study program with the total sample was 64 students by using total sampling method. Inferential statistics analysis in form of t-test was used to test research hypothesis. The result of this study showed that t = 4,09 is higher than t- table (t table = 1,999) at the significance level 0.05 or 4 , 09 ≥ 1,999 . The result showed that the meaningfulness approach was effective in enhancing students’ speaking skill at German Language Study Program, Faculty of Languages and Literature, State University of Makassar.


2016 ◽  
Vol 3 (1) ◽  
pp. 53
Author(s):  
Siska Miga Dewi ◽  
Mukminan Mukminan

Penelitian ini bertujuan untuk: (1) menghasilkan multimedia pembelajaran rias wajah dalam meningkatkan pengetahuan siswa SMK kecantikan kulit kelas X yang layak digunakan dalam proses pembelajaran rias wajah, dan (2) mengetahui keefektifan produk multimedia pembelajaran rias wajah dalam meningkatkan pengetahuan siswa. Model penelitian dan pengembangan ini dilakukan melalui tiga tahap, yaitu perencanaan, desain dan pengembangan. Proses validasi terhadap produk dilakukan dengan tahap uji alpha, uji beta dan uji coba produk. Hasil penelitian sebagai berikut. (a) Multimedia dikembangkan dinilai layak digunakan dalam pembelajaran ditinjau dari media, materi, dan penilaian siswa. Kelayakan tersebut dapat dilihat dari skor penilaian ahli media 4,2 kategori baik, skor ahli materi 4,9 kategori sangat baik, dan skor penilaian siswa 4,4 kategori sangat baik. (b) Multimedia pembelajaran rias wajah yang menggunakan Macromedia Flash dinilai efektif karena dapat meningkatkan pengetahuan siswa. Hal ini dibuktikan dengan hasil nilai pre-test dengan rata-rata nilai 61,0 dan nilai post-test dengan rata-rata nilai 83,9. Persentase ketuntasan belajar siswa 100%. Kata kunci: multimedia, rias wajah, kecantikanDEVELOPING MULTIMEDIA IN MAKE-UP LEARNING FOR INCREASING THE KNOWLEDGE OF GRADE X STUDENTSOF VOCATIONAL SCHOOL 0F SKIN BEAUTY Abstract This research aims to: (1) product multimedia on make-up learning in increasing students’ knowledge vocational of skin beauty, and (2) know the effectivness of multimedia product on make-up learning in increasing students’ knowledge on learning process. It applied the research and development with 3 stages, i.e.: planning, design, and development. The process of validation of this product was carried out through 3 stages, i.e.: alpha testing, beta testing and product testing. The results of the study are as follows. (a) Multimedia learning developed is judged worthy tobe used as a learning in terms of media, materials, and students’ assessment. Feasibility can be seen from the expert assessment score of 4.2 in media with good category, a score of 4.9 with category expert material very good, and students’ assessment score of 4.4 with very good category. (b) Multimedia on makeup learning using Macromedia Flash is considered effective because it can increase students' knowledge. This is evidenced by the results of the pre-test with an average value of 61.0 and a post-test value with an average value of 83.9. The percentage of students’ learning mastery is 100%. Keywords: multimedia, make-up, beauty


2021 ◽  
Vol 2 (2) ◽  
pp. 188
Author(s):  
Yami Yami

Based on the formulation of the problem, the objectives to be achieved in this study are as follows. To find out the improvement of learning outcomes after using the discussion method, in learning Social Sciences the main discussion of the location and area of Indonesia in SMPN 4 Tapung Hilir The research design set in this study is classroom action research. There are four stages in action research, namely (1) planning, (2) implementation, (3) observation, and (4) reflection. Based on the results of research conducted on students of Class VIIA IPS, amounting to 20 students, the researcher can collect data on student learning outcomes through written tests. The following are the results of pre-test and post-test learning of students taught using the discussion method. the level of mastery of students' material in the pretest as follows. value 40-46 with a frequency of 4 (20%), a value of 47 -53 with a frequency of 5 (25%), a value of 54-60 with a frequency of 4 (20%), a value of 61-67 with a frequency of 2 (10%), a value of 68-75 with a frequency of 5 (41.67%). Based on the data obtained in the pretest shows that the number of students who completed as many as 5 students or (25%), not complete as many as 15 students or (75%), while the first cycle of students who completed as many as 15 students or (75%), and incomplete 5 students or (25%).


2019 ◽  
Vol 15 (2) ◽  
pp. 136
Author(s):  
Febryanti Febryanti ◽  
Herlina Ahmad

This study aims to determine the effect of the head numbered learning structure model on the material relations and integrated functions of Islamic values on the ability of students to understand mathematical concepts. This research was conducted at the Mega Link Majene Vocational School in class X with a total of 20 students. The research design used is the One Group Pretest Posttest design. The instrument of this research is the concept understanding ability test, observation sheet of student activity and observation sheet of the researcher in the learning process. The results showed that the average pretest score was 50,65 and the average post-test was 82,45 while the normalized N-gain calculation obtained an average increase in student learning outcomes was 0,60 (medium category) and the results of the t-test analysis were obtained. 4,21 with a significance value of 0,000 <α. So it can be concluded that the application of the head learning model with integrated structure with Islamic values can affect the ability to understand students' mathematical concepts.


2021 ◽  
Vol 5 (1) ◽  
pp. 171-179
Author(s):  
Elda Permata Sari ◽  
Muldi Yuhendri

This study aims to determine the effectiveness of using E-learning as a learning medium during the COVID-19 pandemic in the January-June 2021 semester of the Technology and Vocational Education study program, Padang State University. This research is descriptive research with quantitative method. Data collection techniques using a questionnaire given via google form, where the data analysis technique is to see the achievement of the existing indicators. The subjects of this study were postgraduate students of technology and vocational education in the 2020 entry year of the Faculty of Engineering, Padang State University. Based on data analysis, it was found that quantitative data, indicators of learning objectives were seen that the respondent's achievement level (TCR) reached 77.20% with sufficient category. The indicator of learning infrastructure shows that the TCR reaches 82.07% with a good category. The indicator of the ability to use technology is seen that the TCR reaches 81.18% in the good category. The time efficiency indicator shows that the TCR reaches 81.93% with a good category. Indicators of learning outcomes seen that the TCR reached 86.70%. Thus, it can be concluded that the use of E-learning as a learning medium during the COVID-19 pandemic is categorized as effective, it can be seen from the results of research on 5 indicators, there are 4 indicators which are in good category and 1 is in sufficient category.


2021 ◽  
Vol 4 (3) ◽  
Author(s):  
Wahyu Hutria ◽  
Nurhasan Syah ◽  
Azwar Inra

Jobsheet learning media is designed to improve student learning outcomes so that students can understand the overall material provided and help learn independently. This research aims to develop a  Jobsheet learning medium in the course of Stone and Concrete Work Practices Building Engineering Education Study Program that is valid, practical, and effective. This research uses Research and Development (R&D)method with 4-D development model. The subject of the study was a building engineering education student who took a course in Working Practice of Stone and Concrete Semester January-June 2019. The results obtained in this study are as follows:(1) produce jobsheet learning media    (2) Validity of Jobsheet learning media,  declared valid on the content aspect with a value of   0.83 and valid on the aspect of media format with a value of 0.89,  (3) Practicality of  jobsheet learning media based on two responses lecturers expressed very practical with a percentage of 89.92% and based on  15 responses students expressed very practical with a percentage of 85.03%, (4)  Jobsheet learning media, otherwise effective can improve the knowledge aspect of students who use  Jobsheet seen from student learning outcomes and effectively improve aspects of student skills seen from results and practice reports. Based on the results of this study, it can be concluded that  jobsheet learning media has been valid, practical and effective as a teaching material in the course of Working Practice of Stone and Concrete.


2017 ◽  
Vol 15 (1) ◽  
pp. 43-57
Author(s):  
Rahman Apen

This article is aimed at describing the process and the result in improving grammar mastery in writing English of English Education Study Program in State University ofPadang through problem solving technique. The subject of the research was 30 students who took Grammar I subject in even semester of academic year 201112012. The instruments used are: questionnaire.students' portfolio, observers' journals, researcher's journal, pre-test, and post-test. The data were analyzed by using the descriptive statistic in the form of the mean and percentage, and the validity of the data was Checkedby using triangulation technique. The results of the study show that 1) the process in improving grammar mastery in writing English through problem solving technique ran well. 2) Theresultof improvementon the grammar mastery in writing English varied within the three cycles of different instructional activities conducted. The indicators were seen from the pre-to post test results. of each cycle. The results in writing English sentence mastery through classical instructional activities improved from 2,4 (limited to moderate) to 3,6 (moderate to extensive). In group discussion activities the improvement is from 3,36 (moderate to extensive) 3,7 (moderate to extensive). Meanwhile, the improvement is seen from 3,8 (moderate to extensive) to 4,6 (extensive to complete) in pair work instructional activities. Based on the results, the learning processthrough problem solving technique can improve the learning results of grammar mastery in writing English. In other words, the hypothesis of action proposed is accepted.


2019 ◽  
Vol 7 (2) ◽  
pp. 38-43
Author(s):  
KARIMATIN NURISA ◽  
MUHAMMAD ABDUL GHOFUR

Abstrak Pembelajaran di dalam kelas yang menciptakan suasana menyenangkan akan berdampak positif bagi siswa untuk menambah rasa ingin tahu, sebuah game edukasi berbasis yang diharapkan menciptakan suasana belajar yang menyenangkan dan hasil belajar yang di dapat dengan baik. Pada penelitian ini memiliki tujuan untuk melihat bagaimana meningkatkan hasil belajar dengan menggunakan media pembelajaran game edukasi berbasis android terhadap hasil belajar peserta didik kelas X SMA Negeri 1 Bangkalan. Penelitian ini menggunakan penelitian pengembangan atau Research and Development (R&D) dengan model ADDIE yaitu Analysis (Analisis), Design (Desain), Development (Pengembangan), Implementation (Implementasi) dan Evaluation (Evaluasi). Desain Penelitian yang di pakai adalah One Group Pretest-Posttest Design Penelitian ini mengambil subjek peserta didik kelas X IPS untuk uji coba produk media pembelajaran game edukasi berbasis android. Hasil penelitian yang di dapat dari perolehan hasil validasi untuk mengetahui kelayakan media, hasil belajar dan respon siswa. Hasil dari penelitian ini menunjukkan bahwa validasi kelayakan media pada seluruh aspek memeroleh rata-rata presentase sebesar 100%. Hasil validasi evaluasi memeroleh skor rata-rata 76,06 %. Hasil respon siswa pada seluruh aspek memeroleh hasil rata-rata presentasen sebesar 97 %. Penelitian menunjukkan rata-rata pre-test 69,55 ; rata-rata post-test 83,7. Uji paired sampel t-test posttest menunjukkan sig. (2-tailed) ,000 (0,00) Hasil menunjukkan bahwa terdapat peningkatan antara pretest dan posttest < 0,05 yaitu 0,00 < 0,05. Berdasarkan hasil analisis uji paired sample t-test di atas, maka Ha diterima dan H0 ditolakHal ini menunjukkan bahwa media pembelajaran Game Edukasi berbasis android sangat layak digunakan. Kata Kunci: Game Edukasi berbais Android, Bank Sental, Hasil Belajar Abstract The Joyful Learning is expected to make students have more curiosity aboaut something, An educational-based game that is expected to create a fun learning atmosphere and learning outcomes that are obtained well. The purpose of this study is to see how to improve learning outcomes by using an Android-based educational game learning media on the learning outcomes of class X students of SMA 1 Bangkalan. This study uses research and development (R & D) with the ADDIE model, namely Analysis, Design, Development, Implementation and Evaluation. The research design used is One Group Pretest-Posttest Design This study took the subject of students of class X IPS to test educational media products based on Android games. The research results obtained from the results of validation to determine the feasibility of the media, learning outcomes and student responses. The results of this study indicate that the validation of media feasibility in all aspects obtained an average percentage of 100%. The evaluation validation results obtained an average score of 76.06%. The results of student responses in all aspects obtained an average percentage of 97%. Research shows an average pre-test of 69.55; post-test average 83.7. The paired test of the posttest t-test sample shows sig. (2-tailed), 000 (0,00) The results show that there is an increase between pretest and posttest < 0.05 which is 0.00 <0.05. Based on the results of the paired sample t-test analysis above, Ha is accepted and H0 is rejected. This shows that the Android-based Educational Game learning media is very feasible to use. Keywords: Android Based Educational Game, Central Bank, Learning Outcomes


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