scholarly journals E-MODUL IPA UNTUK MEMFASILITASI SISWA MENENGAH ATAS BELAJAR MANDIRI

2021 ◽  
Vol 11 (1) ◽  
pp. 26-39
Author(s):  
W.S. Sembiring ◽  
I.G.W. Sudatha ◽  
A.H. Simamora

There are still many teachers who are not able to create interactive learning resources. This causes students to not fully understand and master the material so that it has an impact on low student learning outcomes. The purpose of this study is to create an E-module in science lessons for 8th grade high school students. This type of research is development research. The model used in developing the media is ADDIE (analysis, design, development, implementation, and evaluation). The product test subjects consisted of 1 learning material expert, 1 learning design expert, and 1 learning media expert. The product trial subjects were 12 students. The methods used to collect data are questionnaires and tests. The instruments used in collecting data are questionnaires, and test questions. The data analysis technique used is descriptive qualitative analysis and descriptive quantitative statistical analysis. The results of the study are the assessments given by subject matter experts get a percentage of 100% so that they get very good qualifications. Assessment by learning design experts is 92.8% (very good). The assessment by learning media experts is 95.8% (very good). The assessment of the individual trial is 91% (very good), and the small group trial is 93.5% (very good). It can be concluded that the E-module that has been developed is valid and feasible to be applied in the learning process. The implication of this research is that the developed E-module can be used by teachers in the learning process, so that it can help students in independent learning.

2021 ◽  
Vol 5 (3) ◽  
Author(s):  
Zulfarina Zulfarina ◽  
Wan Syafii ◽  
Deka Gusnia Putri

The obstacle faced in the learning process so far is the low interest in student learning. Many factors affect interest in learning, one of which is the lack of variety of teaching materials or learning media used by teachers in schools. The use of augmented reality (AR) in education is an important topic of research although its use is still in its infancy. The purpose of this research is to develop learning media, AR-based e-magazine to increase students' interest in learning high school students, on the material of the digestive system. The development of the e-magazine is carried out using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. The parameters in this study are the quality of the e-magazine and interest in learning. Testing interest in learning is done using an interest questionnaire given to students for the control class consisting of 36 students and the experimental class consisting of 36 students. The results of the development of AR-based e-magazines are relatively good. This can be seen from the validation results with a very valid category. Based on the didactic aspect, a score of 3.82 was obtained in the very valid category, the constructive aspect was 3.85 in the very valid category and the technical aspect was 3.78 in the very valid category. The results showed that the use of AR-based e-magazines increased interest in learning. Interest in learning obtained a score of 0.342 in the high category. Thus, it can be concluded that the use of AR-based e-magazines as digital learning media can be used in the learning process. 


2021 ◽  
Author(s):  
Noémi Evelin Tóth ◽  
Győző Yang Zijian

A kutatás célja egy olyan tanulást segítő alkalmazás megvalósítása, amely segítségével a magyar diákok számára könnyebbé tehető az olyan anyanyelvi alapok megértése, mint például, hogy miként épülnek fel a mondatok, milyen egységekből állnak össze és azok hogyan viszonyulnak egymáshoz. A száraz nyelvtani anyagok helyett önállóságot növelő, játékos és interaktív feladatokkal több diák is közelebb kerülhetne a magyar nyelvhez és annak mélyebb megértéséhez. Tapasztalat, hogy a tanulók számára a nyelvtan, mint tanóra, sokszor okoz nehézségeket a tanulás során. Bár az évek alatt átfogó anyagot kapnak ahhoz, hogy a nyelvtan mindennapi használata ne jelenthessen gondot, azonban sokan így sem tudják összeegyeztetni a tanultakat a gyakorlattal, hiába használják nap mint nap helyesen az anyanyelvüket. Elmondható, hogy messze elmarad az általában kedvelt tantárgyak mögött, holott mindennek az alapját az jelentené, ha egy ember a saját anyanyelvét jól ismerné és használná. Ezért fontos lenne elérni, hogy a gyerekek számára a nyelvtantanulás, korosztálytól függetlenül, ne csak teher legyen. Találják meg a nekik megfelelő nehézségű feladatokat, amelyeket élvezettel oldhatnak meg, megfelelő visszajelzést kapva arról, ha hibáztak és azt hogyan javíthatják. Ehhez társul egy olyan webes technológiákkal és nyelvészeti eszközökkel támogatott alkalmazás, ami rendelkezik a megfelelően felépített és letisztult felhasználói felülettel, ami kisebb gyerekek és szülők számára is érthető és könnyen használható. Az alkalmazás funkciói közé tartozik mind a törzsanyag elsajátítása, mind a helyesírás és a mondatok elemzése, ellenőrzése. A tananyag csakúgy, mint ahogy az iskolában, témakörökre bontott, amikben korosztály szerint megtalálhatók a feladatsorok és a hozzájuk artozó magyarázó részek. Így könnyebben feldolgozható, lépésről lépésre, gyakorlati példákon keresztül tanulható az elmélet. A feladatok sokszínűsége miatt a diákok figyelme fenntartható és különböző jutalmazási rendszereken keresztül a tanulás élvezetesebbé válhat. A szoftver hátterében pedig jól bevált, különféle nyelvi elemzők implementálásával maga a szoftver is részt vesz a mondatok elemzésében, a helyesírás ellenőrzésében az iskolákban tanított nyelvi szabályok alapján. A felhasználók pedig maguk is megadhatják az elemezni kívánt mondatot, vagy mondatokat. Mindezzel nemcsak a diákok, de a pedagógusok munkája is egyszerűbbé válhat, ugyanis azzal, hogy a diákok nemcsak az órán kaphatnak visszajelzést a tudásukról, ami a legtöbb iskolában heti egy-két alkalmat jelent, az önálló, otthoni tanulás is eredményessé válhat, a program így elősegíti az anyag helyes rögzülését is. ----- Hungarian grammar learning application for primary and high school students ----- The aim of this research is the development of an application that allows Hungarian students to learn the basics of the Hungarian grammar in an easier way, for instance the sentence structure, the different units that build up a sentence, and how they relate to one another. Instead of the plain grammar rules, this application motivates students for independence, helps students to get closer to the Hungarian language by friendly and interactive tasks, and allows them to gain a deeper understanding of the language itself. When it comes to grammar lessons many individuals have experienced difficulties in the learning process. Although they get a brief overview during the years, granting them the correct use of their language in the everyday life without complication, some still can’t manage to apply their studies in practise. It can be stated that it is far behind the popular subjects, despite the fact that it would be the basis of everything, that a person knows and uses their mother language in the correct way. This is one of the main reasons why we need to find a way, in which every individual regardless of their age finds learning grammar more than just a burden. They should be able to find the right tasks for their knowledge, which they can solve with joy, getting the right feedback, letting them know of their mistakes, and ways to correct those mistakes. Such a thing would be the application stated above, using web technologies and linguistic tools, including a properly structured and clean user interface, which would be easy to use and understand for both small children and adults as well. The application would function as a tool for learning the core material, besides accurate spelling, analysing sentences and inspecting them. The educational material would be themed just like in school, in which themes one can find tasks for particular age groups along with the explanation. With this approach the theory is more processable through practical examples. With the diversity of tasks the attention of students is more viable, and using some kind of a rewarding system the learning process becomes more enjoyable. The software would take part in analysing the sentences, supervising the spelling based on the language and grammar rules applied by schools, alongside with the well proven language analysts. The users would also be able to specify their own sentences when it comes to analysing. Thereby not just the learning process for students would become easier, but the performance for teachers and educators, considering that the students would not only receive feedback of their knowledge in school, which only happens one or two times a week, but also during their independent learning processes which they can manage outside of school, since the application supports the correct fixation of material.


2019 ◽  
Vol 4 (3) ◽  
pp. 414
Author(s):  
Nurul Zakiyatin Nisak ◽  
Murni Saptasari ◽  
Aloysius Duran Corebima

<div align="center"><table width="645" border="1" cellspacing="0" cellpadding="0"><tbody><tr><td valign="top" width="439"><p><strong>Abstract:</strong> This study was aimed to develop a valid biology learning module based on SQ4R model as a learning material for high school students. This study adapted the ADDIE model. The validity of the module was known from the expert validation scores and student responses. The results showed that the validation scores from module expert was 85.45% (valid), material experts was 97.5% (very valid), field practitioners was 98.1% (very valid) and very good student responses with score of 94.96%. Based on these results, it can be concluded that the developed biology learning module based on SQ4R model is classified as valid and practical to be used in the learning process as learning material for high school students.</p><p class="Abstract"><strong>Abstrak:</strong><em> </em>Tujuan penelitian ini yakni untuk mengembangkan modul pembelajaran biologi berbasis model SQ4R yang layak digunakan sebagai bahan belajar untuk siswa SMA. Penelitian ini mengadaptasi model pengembangan ADDIE. Kelayakan modul diketahui dari skor validasi para ahli dan respon siswa. Hasil penelitian menunjukkan perolehan skor validasi ahli bahan ajar sebesar 85,45% (layak), ahli materi sebesar 97,5% (sangat layak), praktisi lapangan sebesar 98,1% (sangat layak) serta respon siswa yang sangat baik dengan perolehan nilai sebesar 94,96%. Berdasarkan hasil tersebut, dapat disimpulkan bahwa modul pembelajaran Biologi berbasis model SQ4R yang dikembangkan tergolong layak dan praktis digunakan dalam proses pembelajaran sebagai bahan belajar untuk siswa SMA.</p></td></tr></tbody></table></div>


2021 ◽  
Vol 12 (3) ◽  
pp. 442-458
Author(s):  
Halawatil Iman ◽  
Sofyan Abdul Gani ◽  
Bustami Usman

The scientific approach constitutes an approach to Indonesia's 2013 curriculum. Since it is imperative for Indonesian education, all teachers need to understand, manage, and apply it in the teaching-learning process. Unfortunately, many English teachers still use inappropriate methods as in the 2013 curriculum. This qualitative research aims at discovering the implementation of a scientific approach by English teachers at State Senior High School in Lhokseumawe. The objects were English teachers at SMAN 1 Lhokseumawe, SMAN 2 Lhokseumawe, and SMAN 5 Lhokseumawe. The tools used in this study were observation for three high school English teachers in the schools. The observation results toward the implementation of five scientific approach stages exposed that the English teachers did not carry out the five stages completely. The teacher should master, understand, and apply the teaching process by following the whole stages of the scientific approach. Class mastery and time management are vital for the learning process. Thus, the teachers should consider those points. Hence, interesting supporting media, appropriate learning material, and methods must be considered by the teachers in teaching so that the students will be motivated to learn.


2018 ◽  
Vol 1 (1) ◽  
Author(s):  
Endang Triningsih ◽  
Imam Ghozali

One of the two most determining factors in the teaching-learning process is teacher. Teacher backgrounds which affect the teaching-learning process cover wide aspects to include creativity. This paper reports a study to describe teachers’ creativity in developing the speaking skills of their students in Junior High Schools in Yogyakarta. The study belongs to qualitative research which data were collected from observation and interviews to four teachers selected from all English teachers in Yogyakarta teaching in both private and public schools based on their creativity in developing speaking skills. The observations were backed up with video-recording to catch detailed teacher-students interaction based on which the phenomenon understudy can be described. Follow-up interviews with teachers and students were conducted to help her in-depth understanding of the nature of creativity of the teachers, and thus triangulate the data for the study. Findings show that teachers’ creativity was exercised in encouraging students, questioning and teacher praising, using the learning material, developing learning activities, and Internet and Communication Technology. Further analysis found the teachers’ creativity was also employed in giving positive feedback and response, understanding students, mistake, and clear questions.


Author(s):  
I Ketut Adhi Krisnayana . ◽  
I Made Putrama, S.T., M.Tech . ◽  
Dr. Dewa Gede Hendra Divayana, S.Kom., M .

Pendidikan merupakan sebuah proses yang di dalamnya terdapat sebuah kegiatan yang disebut dengan belajar. Proses belajar terjadi karena interaksi antara individu dengan lingkungan sekitarnya. SMK TI Bali Global Singaraja memiliki tiga (3) kompetensi keahlian, salah satunya adalah kompetensi keahlian Multimedia. Dalam kompetensi keahlian Multimedia terdapat mata pelajaran khusus atau yang biasa disebut dengan mata pelajaran produktif. Salah satu mata pelajaran produktif yang terdapat pada kompetensi keahlian Multimedia adalah Visual Effect. Setelah dilakukan observasi, wawancara, dan penyebaran angket di kelas XI Multimedia pada mata pelajaran Visual Effect, diperoleh informasi bahwa media pembelajaran yang digunakan belum sesuai dengan tuntutan kemajuan arus informasi yang memanfaatkan teknologi informasi dan komunikasi sebagai sistem informasi pendidikan. Salah satu media yang memenuhi kriteri sebagai media pembelajaran mandiri adalah modul elektronik (e-modul). Modul Elektronik merupakan sebuah media pembelajaran untuk menyampaikan materi kepada siswa. Dalam proses pembelajaran Visual Effect kelas XI Multimedia SMK TI Bali Global Singaraja menggunakan model pembelajaran berbasis proyek (project based learning). Model pembelajaran berbasis proyek sendiri didefinisikan sebagai model pembelajaran yang melibatkan suatu proyek/kegiatan sebagai media dalam proses pembelajaran. Model pengembangan yang digunakan pada penelitian ini adalah Model ADDIE yang terdiri dari Analyze (analisis), Design (Desain), Development (Pengembangan), Implementation (Implementasi), dan Evaluation (Evaluasi). Kata Kunci : E-Modul, Model Pembelajaran Berbasis Proyek, Project Based Learning, Visual Effect, Model ADDIE Education is a process in which there is an activity called learning. The learning process occurs because of the interaction between the individual and the surrounding environment. SMK TI Bali Global Singaraja has three (3) competence skill, one of them is Multimedia skill competence. In the competence of Multimedia expertise there are special subjects or commonly referred to as productive subjects. One of the productive subjects in Multimedia expertise is Visual Effect. After observation, interview and questionnaire in class XI Multimedia in Visual Effect subjects, it was found that the learning media used was not in accordance with the demand of the progress of information flow that utilizes information and communication technology as education information system. One media that meets criteria as an independent learning media is electronic module (e-module). Electronic module is a medium of learning to convey material to students. In the learning process Visual Effect class XI Multimedia SMK TI Bali Global Singaraja using project-based learning model (project based learning). The project-based learning model itself is defined as a learning model that involves a project / activity as a medium in the learning process. The development model used in this research is ADDIE Model which consists of Analyze (Analysis), Design (Design), Development (Development), Implementation (Implementation), and Evaluation (Evaluation). keyword : E-Module, Project Based Learning Model, Project Based Learning, Visual Effect, Model ADDIE


Author(s):  
Susilawati Susilawati ◽  
Raden Oktova ◽  
Della Putri Nindi Lestari

<p class="AbstractEnglish"><strong>Abstract:</strong>. Developments in educational technologies are influenced by developments  of technologies in general, including the use of android-based smartphones as a learning medium. At high schools android-based learning provides an attractive alternative to conventional independent learning using work sheets. This paper reports the development of a practical, interactive and attractive android-based modern physics learning medium on atomic models using Adobe  Flash CS6 with three-dimensional animations for twelfth year high school students.  The development was based on the ADDIE model (Analysis-Design-Development-Implementation-Evaluation). The feasibility of the medium was validated using questionnaires by medium (IT) experts, subject experts, and twelfth year high school students as users. The feasibility level of the medium given by the medium experts, the subject experts, and the students are, respectively, 95.0 %, 93.0 %, dan 85.0 %. It is concluded that the medium developed is feasible for independent learning.</p><p class="KeywordsEngish"> </p><p class="AbstrakIndonesia"><strong>Abstrak:</strong> Perkembangan teknologi pendidikan tidak terlepas dari perkembangan teknologi pada umumnya, termasuk penggunaan telepon pintar berbasis android sebagai media pembelajaran. Di SMA, pembelajaran berbasis android dapat menjadi salah satu alternatif yang menarik dibandingkan pembelajaran mandiri konvensional dengan mengerjakan lembar kerja siswa (LKS). Tujuan penelitian ini adalah untuk menghasilkan media pembelajaran Fisika Modern berbasis android menggunakan Adobe  Flash CS6 dengan animasi tiga dimensi pada materi Model Atom untuk siswa Kelas XII SMA yang praktis, interaktif dan menarik untuk belajar secara mandiri. Model pengembangan yang digunakan adalah ADDIE (Analysis-Design-Development-Implementation-Evaluation). Untuk mengetahui kelayakan media dilakukan validasi dengan angket oleh ahli media (TI), ahli materi, dan pengguna siswa Kelas XII SMA. Tingkat kelayakan media yang diberikan oleh ahli media, ahli materi  dan pengguna berturut-turut adalah sebesar  95,0 %, 93,0%, dan 85,0 %. Dapat disimpulkan bahwa media yang dikembangkan layak digunakan untuk belajar secara mandiri.</p>


Author(s):  
Harsono Harsono ◽  
Susi Yulia Rosanti ◽  
Noor Aslinda Abu Seman

The aim of the study is to identify the importance of poster as a learning media that can be utilized in learning activities. It also aims to explore the learning outcomes of students who use poster as learning media. In Indonesia, high school students are not allowed to carry a mobile phone, while the school on the other hand, does not provide enough computers for all students. The school computer laboratory could only cater for students need interchangeably. Therefore, teachers in schools choose other media that they think are effective, such as poster media. The poster media was seemed very relevant and appropriate to improve the quality of learning and student achievement. This study involved both qualitative and quantitative research method through Four-D model (Define, Design, Development, and Dissemination) that used for the learning material development. The data was collected through interview with two experts and experimental research design among two groups of students. The qualitative data were analyzed and the experimental data was tested using T-test statistical analysis. The learning outcomes with poster as learning media showed the mean values of the control and experimental groups were, respectively, 60.97 and 85.86. It indicated the difference in learning outcomes of 24.89. The produced poster was also assessed by media experts and curriculum experts. This study recommended that poster is very feasible and relevant to be utilized as a form of learning media in improving quality of learning and engagement with students.


Author(s):  
Harsono Harsono ◽  
Susi Yulia Rosanti ◽  
Noor Aslinda Abu Seman

The aim of the study is to identify the importance of poster as a learning media that can be utilized in learning activities. It also aims to explore the learning outcomes of students who use poster as learning media. In Indonesia, high school students are not allowed to carry a mobile phone, while the school on the other hand, does not provide enough computers for all students. The school computer laboratory could only cater for students need interchangeably. Therefore, teachers in schools choose other media that they think are effective, such as poster media. The poster media was seemed very relevant and appropriate to improve the quality of learning and student achievement. This study involved both qualitative and quantitative research method through Four-D model (Define, Design, Development, and Dissemination) that used for the learning material development. The data was collected through interview with two experts and experimental research design among two groups of students. The qualitative data were analyzed and the experimental data was tested using T-test statistical analysis. The learning outcomes with poster as learning media showed the mean values of the control and experimental groups were, respectively, 60.97 and 85.86. It indicated the difference in learning outcomes of 24.89. The produced poster was also assessed by media experts and curriculum experts. This study recommended that poster is very feasible and relevant to be utilized as a form of learning media in improving quality of learning and engagement with students.


Author(s):  
Harsono Harsono ◽  
Susi Yulia Rosanti ◽  
Noor Aslinda Abu Seman

The aim of the study is to identify the importance of poster as a learning media that can be utilized in learning activities. It also aims to explore the learning outcomes of students who use poster as learning media. In Indonesia, high school students are not allowed to carry a mobile phone, while the school on the other hand, does not provide enough computers for all students. The school computer laboratory could only cater for students need interchangeably. Therefore, teachers in schools choose other media that they think are effective, such as poster media. The poster media was seemed very relevant and appropriate to improve the quality of learning and student achievement. This study involved both qualitative and quantitative research method through Four-D model (Define, Design, Development, and Dissemination) that used for the learning material development. The data was collected through interview with two experts and experimental research design among two groups of students. The qualitative data were analyzed and the experimental data was tested using T-test statistical analysis. The learning outcomes with poster as learning media showed the mean values of the control and experimental groups were, respectively, 60.97 and 85.86. It indicated the difference in learning outcomes of 24.89. The produced poster was also assessed by media experts and curriculum experts. This study recommended that poster is very feasible and relevant to be utilized as a form of learning media in improving quality of learning and engagement with students.


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