scholarly journals Increase Student Learning Interest in Covid-19 with Digital Teaching Materials

2021 ◽  
Vol 5 (2) ◽  
pp. 322
Author(s):  
I Nyoman Kiriana

The problem behind this research was the implementation of learning courses that tend to attract less students to study. This research was research and development. The subject of the research trial was a student of the Religious Education Study Program. The data collected in this research were data from expert test subject content, design expert test, learning media expert test, and from student trials. Data collection instrument used in the form of evaluation sheet (questionnaire). Data analysis used qualitative and descriptive quantitative descriptive analysis. The results of the assessment of media products were carried out based on six aspects, namely: aspects of the content of the field of study / with a percentage of achievement rate of 87.00% with a worthy predicate; reviewed from the aspect of learning design with a percentage of achievement rate of 85.55% worthy predicate; reviewed from the aspect of learning media with a percentage of achievement rate of 88.00% worthy predicate; reviewed from the aspect of individual trials, with a percentage rate of 90.65% pedikat very feasible; small group trials, with a percentage achievement rate of 95.55% predicate is very feasible;and reviewed from the aspect of field trials with a percentage achievement rate of 94.45% predicate is very feasible. Thus this product in the form of teaching materials has a good level of validity and deserves to be used in the learning process in religious education courses.

2017 ◽  
Vol 7 (2) ◽  
pp. 227-238
Author(s):  
I Nyoman Adi Susrawan ◽  
Dewa Gede Bambang Erawan

This research categorized as Research and Devenlopment (R&D) that aims to (1) describe and identify the design process and the feasibility of learning materials of Bali based on Balinese culture, (2) to describe and analyze the responses of VII grade students of SMP PGRI 3 Denpasar towards the development of Indonesian language based materials of local culture Bali. The data obtained through observation, interview, and questionnaire methods. Furthermore, the collected then analyzed by qualitative descriptive analysis and quantitative descriptive analysis. The results showed that the development of Indonesian language learning materials based on local Balinese culture included into very well category. It was based on the validation results by the subject matter expert who gave an assessment with an average score of 88.42. The results of the pilot test, both initial field trials and major field trials also showed an average score of 90.28 and 92.50 included in the excellent category. Moreover, a good response is also obtained in this study, the overall average score given by students as users of teaching materials is 4.45 included very positive category. Thus, it can be concluded that the developed teaching materials are feasible to be used in the learning process.


2021 ◽  
Vol 3 (11) ◽  
pp. 863-871
Author(s):  
Josephine Adelia Putri Agape ◽  
Imam Hariadi ◽  
Prisca Widiawati

Abstract: This study aims to develop a comic-based basketball module for basketball extracurricular students at SD Lesanpuro 4 in Malang City. The research model uses a procedural model adapted from the Lee and Owens procedure using 5 steps, namely: (1) needs analysis, (2) carrying out a design, (3) developing or developing a product, (4) implementation or implementation of activities, (5) evaluation or product evaluation. Product trials include: (1) Trial design, the trial design used is descriptive design. (2) Experimental subjects, the subjects used in this study were extracurricular students of SD Lesanpuro 4 Malang City, and the subject of media experts and learning experts was one of the lecturers from the Faculty of Sports Science. The small group trial subjects consisted of 5 students and the large group test subjects consisted of 15 students. (3) The type of data used is descriptive quantitative and descriptive qualitative. (4) The data collection instrument used in conducting this validation is a non-test in the form of a questionnaire. (5) The analysis technique in this study uses qualitative and quantitative descriptive analysis techniques. The results of learning validation are 73 percent, and the results of media expert validation are 81 percent. While the results of small group trials obtained results of 89 percent and large group trials obtained results of 83.75 percent. Thus, the results of developing a comic-based basketball module for extracurricular students at SD Lesanpuro 4 in Malang City are very valid and can be applied to extracurricular basketball students at SD Lesanpuro 4, Malang City. Abstrak: Penelitian ini bertujuan untuk mengembangkan modul bola basket yang berbasis komik untuk siswa ekstrakurikuler bola basket SD Lesanpuro 4 di Kota Malang. Model penelitian menggunakan model prosedural yang diadaptasi dari prosedur Lee dan Owens dengan menggunakan 5 langkah yaitu: (1) analisis kebutuhan, (2) melakukan sebuah desain, (3) development atau pengembangan sebuah produk, (4) implementation atau pelaksanaan kegiatan, (5) evaluation atau evaluasi produk. Uji coba produk meliputi: (1) Desain uji coba, desain uji coba yang digunakan adalah desain deskriptif. (2) Subjek coba, subjek yang digunakan dalam penelitian ini adalah siswa ekstrakurikuler SD Lesanpuro 4 Kota Malang, dan subjek dari ahli media serta ahli pembelajaran merupakan salah satu dosen dari Fakultas Ilmu Keolahragaan. Subjek uji coba kelompok kecil terdiri 5 siswa dan subjek uji coba kelompok besar terdiri 15 siswa. (3) Jenis data yang digunakan berupa deskriptif kuantitatif dan deskriptif kualitatif. (4) Instrumen pengumpulan data yang digunakan dalam melakukan validasi ini yaitu non-tes yang berbentuk angket. (5) Teknik analisis dalam penelitian ini menggunakan teknik analisis deskriptif kualitatif dan kuantitatif. Hasil validasi pembelajaran sebesar 73 persen, dan hasil validasi ahli media sebesar 81 persen. Sedangkan hasil uji coba kelompok kecil memperoleh hasil sebesar 89 persen dan uji coba kelompok besar memperoleh hasil sebesar 83,75 persen. Sehingga, hasil pengembangan modul bola basket berbasis komik untuk siswa ekstrakurikuler SD Lesanpuro 4 di Kota Malang sangat valid dan dapat diterapkan pada siswa ekstrakurikuler bola basket SD Lesanpuro 4 Kota Malang.


2021 ◽  
Vol 5 (4) ◽  
pp. 622
Author(s):  
Alfauzan Amin ◽  
Alimni Alimni ◽  
Dwi Agus Kurniawan ◽  
Miftahul Zannah Azzahra ◽  
Sabila Eka Septi

There is still a lack of parental communication on students' learning motivation at the elementary school level. It has an impact on the level of student learning motivation that is less. This study aims to analyze parental communication on students' learning motivation in the learning process of Islamic religious education. This type of research is a mixed-method, namely quantitative and qualitative with an explanatory design. The subjects in this study were parents and elementary students. Data collection techniques used in this study were the distribution of questionnaires and interviews. The data analysis method used is a quantitative descriptive analysis by testing the findings using apps, record results, and concluding. Quantitative description by distributing questionnaires and conducting interviews. The results showed differences and influences between parental communication and student learning motivation in Islamic religious education subjects. So, it can be concluded that parental communication on student learning motivation has been carried out very well, although not optimally. Parental communication has been done well so that students' learning motivation will also increase and impact increasing student learning discipline.


2021 ◽  
Vol 5 (2) ◽  
pp. 307
Author(s):  
Dewa Ayu Made Manu Okta Priantini ◽  
Ni Luh Gede Karang Widiastuti

The problem behind this research was the lack of learning resources for students in science subjects so that learning outcomes are less than optimal. This research was a research and development (research and development). The research trial subjects were fourth grade students. The data collection instrument used was in the form of an evaluation sheet (questionnaire). The data analysis used qualitative descriptive analysis and quantitative descriptive analysis. The results of the assessment of the e-module product were carried out based on six aspects, namely: content aspects of the field of study / with a percentage of achievement level of 86.00% with a predicate worthy; In terms of the learning design aspect, the percentage of achievement level is 87.60%, predicate worthy; In terms of the learning media aspect with the achievement level percentage of 89.00%, the predicate is feasible; in terms of the individual trial aspect, with the percentage level of achievement of 92.50% the predicate is very feasible; small group trial, with the percentage of achievement level of 94.50%, the predicate is very feasible, and in terms of the field trial aspect, the percentage of the achievement level is 95.50%, the predicate is very feasible. Thus the product in the form of e-module has a good level of validity and is suitable for use in the learning process on the subject force material of science subjects.


2021 ◽  
Vol 2 (1) ◽  
pp. 45-50
Author(s):  
Asmi Aminuddin ◽  
Muhammad Yunus ◽  
Sundari Hamid

Penelitian ini bertujuan untuk mengetahui peningkatan hasil belajar dengan penerapan pembelajaran jigsaw berbantuan media puzzle pada mata pelajaran IPS siswa di Kecamatan Tallo Kota Makassar. Jenis penelitian ini adalah penelitian eksperimen semu (quasi eksperimen). Instrumen pengumpulan data yang digunakan adalah observasi dan tes. Teknik analisis data yang digunakan adalah analisis deskriptif kuantitatif. Populasi dalam penelitian ini adalah siswa SD kelas V di SD Inpres Kecamatan Tallo Kota Makassar. Sampel penelitian ini berjumlah 50 orang siswa yang dibagi menjadi dua kelompok yaitu kelompok eksperimen dan kelompok kontrol dengan masing-masing kelompok terdiri atas 25 orang siswa SD Inpres Galangan Kapal II dan 25 orang siswa SD Inpres Galangan Kapal IV Kota Makassar. Hasil penelitian menunjukkan terdapat peningkatan aktivitas dan hasil belajar dalam penerapan pembelajaran jigsaw berbantuan media Puzzle pada mata pelajaran IPS terhadap siswa di Kecamatan Tallo Kota Makassar sebesar 92%. Kegiatan pembelajaran dengan penerapan model pembelajaran jigsaw,  selain dapat meningkatkan pemahaman siswa pada materi pelajaran juga dapat dijadikan sebagai sarana untuk memupuk rasa persatuan, memperlancar komunikasi, membentuk sifat yang tidak egois, dan memupuk rasa tanggung jawab siswa baik dalam kelompok maupun individual. The objective of this research is to know the improvement of learning outcomes using the application of jigsaw learning model by puzzle media in social studies of the students in Tallo District, Makassar City. This study is quasi experimental research. The data collection instrument used observation and test. The data analysis technique used  quantitative descriptive analysis. The population in this study were fourth grade elementary school students at Inpres Elementary Schools, Tallo District, Makassar City. The sample of this study is 50 students who were divided into two groups, namely the experimental group and the control group with each group consisting of 25 students of SD Inpres Galangan Kapal II and 25 students of SD Inpres Galangan Kapal IV Makassar City. The result showed that there was the improvement in learning activities and outcomes using the application of jigsaw learning model by puzzle media in social science of the students in Tallo District, Makassar City  which was 92%. The learning activities using the application of  learning model of jigsaw can improve the students' understanding of learning materials. It can also be used as a mean to increase unity, facilitate communication, forming an unselfish nature, and increase the students' responsibility both in group and individual.


2019 ◽  
Vol 5 (1) ◽  
pp. 16
Author(s):  
Destriani Destriani ◽  
Destriana Destriana ◽  
Endang Switri ◽  
Herri Yusfi

This study aimed to produce the development of proper volleyball games learning for students. The research method used in this study was Research and Development. The development steps were done by using Analysis, Design, Development, Implementation and Evaluation which were often referred to the ADDIE model. The subjects in this study were the students of Physical and Health Education Study Program of Teacher Training and Education Faculty of Sriwijaya University. The results of this study indicated that overall the development of volleyball games learning is feasible to be used. The data analysis technique used was quantitative descriptive analysis. The results of this study included the development of facilities, infrastructure, and rules of volleyball games. In the facilities aspect was by changing the height of the net to 2.15 meters. In the infrastructure aspect modified the size of the field to be 16x9 meters. While in the rules of the game aspect combined female and male students. The feasibility of the development was obtained from the results of the assessment of material experts which were obtained an average of 80.67% included in the good category while the effectiveness was obtained from the learning outcomes of the implementation phase of students with the outcome on the psychomotor aspect was 77.08% included in the sufficient category. The implementation of this development research was that the educators could use as an alternative in teaching and could improve the students’ learning outcomes on psychomotor aspect.


Author(s):  
Rahmatullah Rahmatullah ◽  
Inanna Inanna ◽  
Muhammad Rakib ◽  
Mustari Mustari ◽  
Rabania Rabania

This study aims to develop a character economy comic for early childhood. This research is a type of research development (Research and Development) includes 5 stages, namely needs analysis; Identify the material to be developed; Development; Production; as well as the Trial stage. After the product has been designed, a material expert will assess the feasibility of the material content developed in a comic character design, as well as a design expert to assess the feasibility of the design side, both in the structure and appearance of the images as outlined in designing thematic economic comics. The data analysis technique used qualitative descriptive analysis and quantitative descriptive analysis. The results showed that thematic economic comics were feasible to be developed and tested on users based on the results of due diligence by experts. The average value of the results of the material expert trial was 4.7, while the results of the design expert's assessment obtained an average score of 4.5. The two results of the assessment are in the very feasible category for use in the field trial phase. After conducting field trials on elementary school level students, an average score of 4.7 was obtained and was in the very feasible category. Thus, it can be understood that the character economy comics that are developed can be a supplement in learning, especially in fostering children's economic character from an early age


2020 ◽  
Vol 3 (2) ◽  
pp. 317-324
Author(s):  
Ismail Saleh Nasution ◽  
Eko Febri Syahputera Siregar ◽  
Achmad Yuhdi

This study intends to map the needs of the PGSD FKIP UMSU academic community on the development of digital teaching materials that can be accessed by students at any time because they are integrated with Android. This research is part of the research development (R&D). This type of research is an expo facto research where the researcher collects data directly from the respondent through a data collection instrument. The data collection process is a very important stage in research. The data to be collected will later be used to test the hypotheses proposed in the study where the data is obtained through interviews, questionnaires, and observations. The data analysis technique was done by using quantitative descriptive method. The results showed that there was a positive trend towards the need for digital-based teaching materials development in PGSD FKIP UMSU Study Program. So far, there has not been a single teaching material packaged by lecturers in digital form in the study program. The results of a questionnaire to students showed that 90% of students needed teaching materials that could be accessed by them at any time and wherever they were.


2020 ◽  
Vol 7 (4) ◽  
pp. 339
Author(s):  
Jafarhari Papasi

This study aims to increase student learning motivation by using group work methods in Christian religious education subjects. This research method uses classroom action research. Subjects in this study were 18 grade students of SMP Negeri I Totikum. The research instrument used tests and observations. While the data analysis technique used qualitative and quantitative descriptive analysis. The results of this study indicate that the learning process using work methods can increase student motivation so that it has a positive impact on the final grades obtained by students. Based on the results of observations in cycle I and cycle II through observing student activity in the learning process and student learning outcomes, it was obtained data that all students liked the way of learning and were motivated to learn using the group work method on the grounds that the learning process was fun and did not make it saturated.


2020 ◽  
Vol 1 (1) ◽  
pp. 19-28
Author(s):  
Rivo Alfarizi Kurniawan ◽  
Mochammad Ricky Rifa’i ◽  
Dinar Maftukh Fajar

Pembelajaran listrik magnet bagi program studi Tadris IPA IAIN Jember tidak hanya menitikberatkan pada teori saja akan tetapi juga praktik. Oleh karena itu, perlu dirancang praktikum vitual secara online untuk memenuhi tuntutan pembelajaran online, khususnya sebagai imbas dari pandemi Covid-19. Media pembelajaran Phet merupakan web penyedia kegiatan virtual lab yang dapat dijalankan sebagai pengganti praktikum mahasiswa tersebut. Tujuan dari penulisan ini antara lain: (1) untuk mendeskripsikan media pembelajaran Phet sebagai penyedia kegiatan virtual lab pada mata kuliah listrik magnet, (2) untuk memaparkan pandangan mahasiswa terhadap kemenarikan media pembelajaran Phet berbasis virtual lab pada materi listrik statis selama perkuliahan daring, (3) untuk merekomendasikan proses perkuliahan yang efektif berdasarkan persepsi mahasiswa menggunakan media pembelajaran Phet. Metode yang digunakan dalam penelitian ini adalah berupa survei, dengan memberikan angket kepada mahasiswa yang menempuh mata kuliah listrik magnet sebanyak 61 mahasiswa. Teknik pengelolahan data menggunakan metode analisis deskriptif kuantitatif. Hasil survei menunjukkan media pembelajaran Phet berbasis virtual lab pada materi listrik statis selama perkuliahan daring memiliki kemenarikan desain tampilan yang bagus, memiliki kemenarikan konten materi, memiliki kemenarikan isi percobaan yang bagus serta sesuai dengan kebutuhan mahasiswa. Rekomendasi yang diberikan yaitu media pembelajaran Phet dapat digunakan pada jenjang SMP, SMA dan perguruan tinggi, untuk memaksimalkan penggunaanya guru dapat memberikan buku pedoman tata cara penggunaan media pembelajaran Phet dan guru bisa memberikan tutorial menggunakan bantuan software bandicam dan youtube. Kata kunci: daring, listrik statis, media pembelajaran, phet, virtual lab The study of electric magnets for the Tadris IPA IAIN Jember study program not only emphasizes theory but also practice. Therefore, it is necessary to design an online practicum to meet the demands of online learning, specifically as the impact of the Covid-19 pandemic. Phet Learning Media is a web provider of virtual laboratory activities that can be run as a student practicum training. The objectives of this evaluation include: (1) to describe the learning media of Phet as a provider of virtual lab activities in magnetic electricity courses, (2) to explain the students 'views on the attractiveness of learning media 3) to study the effective lecturing process on students' perceptions using media Phet learning. The method used in this study consisted of a survey, by giving questionnaires to students who studied electric magnet courses as many as 61 students. Data management techniques using quantitative descriptive analysis methods. The survey results show Phet based virtual media learning media on statistical electrical materials during lectures dare to have a good design, have interesting content material, have interesting experiment content that is good according to student needs. The recommendation given is Phet learning media can be used at junior high, high school and college levels, to maximize its use the teacher can provide manuals on how to use the Phet learning media and the teacher can provide tutorials using bandicam and youtube software. Keywords: learning media, online, phet, static electricity, virtual lab


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