scholarly journals Developing Bilingual Learning Multimedia in Integral Application Learning Material For Vocational School

2020 ◽  
Vol 11 (2) ◽  
pp. 201-210
Author(s):  
Abdul Rahim ◽  
Syukrul Hamdi ◽  
I Nyoman Arcana

ICT advancement can be utilized to improve the quality of education. In this globalization era, the millennial generation is demanded to be technology literate and fluent in English to compete in the global world considering that English has been established as an international language. Therefore, the integration of English into learning in the form of multimedia bilingual learning is needed. This study aimed to determine the feasibility, attractiveness, and effectiveness of bilingual learning multimedia on the integral application material for vocational schools. This research is research and development. Based on the results of validation and field trials, the developed bilingual mathematics learning media was in the feasible, interesting, and effective categories. The feasibility of the bilingual learning multimedia based on the material expert validation obtained an average of 4.6 and the media expert validation obtained an average of 4.9 which indicated that the developed product was in the feasible category. The attractiveness of bilingual mathematics learning multimedia based on students’ responses was 89% in the very interesting category. The effectiveness of the developed bilingual learning multimedia to improve students' mathematics learning outcomes was known based on the N-Gain value of 0.8 in the high category. 

Author(s):  
Sri Mulyati

<em>The low results of learning mathematics shows not achieve the purpose of learning is optimal. It can be seen from the results of the daily test scores of grade IV SD Negeri Ronggo 03 on ordinary and mixed fraction material , it shows that 9 out of 24 students or 37% complete and 15 students or   63% are incomplete with KKM 70 The aim of research to describe enhancer of an outcome study of mathematics material fractions plain and mix in with the model pembelajarann Realistic Mathemathic Education (RME) with media objects nyata.Penelitian have implemented two cycles with the phases of planning , implementation , observation and reflection . From the results action shows an increase in mathematics learning outcomes of ordinary fractions and mixed materials through the RME learning model with real object media , it can be seen from the results of student learning evaluation in pre- cycle reaching 37%, increasing in cycle I 75%, cycle II 100% so that there is an increase from pre- cycle. cycle until cycle II amounted to 63%. The RME learning model with real object media can help students improve learning outcomes and improve the quality of learning on ordinary and mixed fraction material.</em>


2019 ◽  
Vol 6 (1) ◽  
pp. 44
Author(s):  
M Amirul Latif ◽  
Chusnal Ainy ◽  
Achmad Hidayatullah

This research starts from the low activeness and student learning outcomes caused by several factors including conventional mathematics learning where the teacher teaches only with the lecture method and other factors are the factors of teaching material students have less attractive and incomplete so that the learning material cannot be conveyed properly and lack of interest in students reading the material available in teaching materials. This study aims to develop teaching materials in the form of android-based comics with the RME approach to quadrilateral flat material. Comic-shaped teaching materials use a 4-D development model which includes 4 stages, which include the stages of defining, planning, developing and disseminating, in this study limited to the development stage. This type of research is the development of Research & Development (R & D) and uses the 4D development model. The learning outcomes test of students who have carried out learning using an Android-based comic-based teaching material with the RME approach in class VII-B schools in Muhammadiyah Middle School 15 Surabaya obtained completeness of 74.07%. Students' responses to the Android-based comic-based teaching materials developed were obtained at 85.19% which are included in the criteria of "very strong". The results of field trials in class VII-A Muhammadiyah Middle School 15 Surabaya obtained the classical completeness of the learning outcomes test of 88.89%. Student responses to the comic-shaped teaching material developed were obtained by 92.75% which was included in the criteria of "very strong".


Author(s):  
Nining Nur Syarifah

<pre>Mathematics learning media is very necessary to support student learning outcomes. Three-dimensional media can be used as an alternative solution for teaching space building materials. Three-dimensional media is a group of media without projection whose presentation is visually three-dimensional. This media group can take the form of an original object both living and dead, and can also be tangible as an imitation that represents the original (Santyasa, 2007: 15).</pre><p>The purpose of this study was to improve the quality of Mathematics learning material through the use of three dimensional media. This research is a classroom action research (PTK) which is conducted in two cycles, each cycle consisting of planning, implementation, observation, and reflection stages. The subjects of this study were 20 grade II students of SDN Palebon 02 Semarang, with a total of 20 students. The research instruments were observation sheets, learning test results and documentation. Data analysis includes data reduction, data presentation, and drawing conclusions. The finding of this research is that the use of Three Dimensional Media can improve the quality of students' Mathematics learning on Building Space material in class II SDN Palebon 02 Semarang. The results showed that the percentage of student learning activities in cycle I 74.5% increased in cycle II to 91.5% and the percentage of the number of students who completed the learning outcomes in cycle I 61.8% increased in cycle II to 100%.</p>


2018 ◽  
Vol 6 (2) ◽  
pp. 96
Author(s):  
Lalu Abdul Aziz

This study aims to develop a valid and effective teaching material on grade V Mathematics subjects in elementary school and to find out the results of the development of snake ladder game media in fractional counting operations in class V students. namely the Define, Design, and Develop stages adopted from the FourD Thiagarajan model. The formulation of the problem in this study is how to develop a valid and effective snake ladder game learning media on math subjects operating material to calculate the V class fractions of elementary school in academic year 2017/2018. The results showed that the quality of the snake ladder game media in mathematics learning for elementary school students in grade V was included in the good category, with an average score of material aspects 68.2, from the media aspect 72.25, from a scale of 1-5. The results of the distribution of motivation questionnaires conducted in the field trials with a total of 17 students amounted to 98.42%. This means that the game of the snake game shows that the use of this snake game media has a good impact on improving the learning motivation of fifth grade students at SDN 24 Cakranegara.


2020 ◽  
Vol 6 (2) ◽  
pp. 169
Author(s):  
Philip Nababan ◽  
Efendi Napitupulu ◽  
R Mursid

Abstrak: Penelitian ini bertujuan untuk: (1) Mengetahui tanggapan siswa terhadap kualitas media pembelajaran interaktif pada pembelajaran Teknik Pemesinan Bubut. (2) Mengetahui keefektifan media pembelajaran interaktif pada pembelajaran Teknik Pemesinan Bubut pada siswa program keahlian Teknik Pemesinan. Jenis penelitian ini adalah penelitian pengembangan. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket dan dianalisis dengan teknik analisis deskriptif kualiatatif. Hasil penelitian menunjukkan bahwa; (1) uji ahli materi pelajaran Teknik Pemesinan Bubut berada pada kualifikasi sangat baik (88,92%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (85,21%), (3) uji ahli rekayasa perangkat lunak berada pada kualifikasi sangat baik (84,03%), (4) uji coba perorangan berada pada kualifikasi sangat baik (88,75%), (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (91,35%) dan (5) uji coba lapangan berada pada kualifikasi sangat baik (88,31%). Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan antara hasil belajar siswa yang menggunakan media pembelajaran interaktif  dengan hasil belajar siswa yang menggunakan buku teks. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh  thitung sebesar 4,68 dan ttabel sebesar 1,67 pada taraf kepercayaan 95 persen. Maka diperoleh bahwa thitung> ttabel. Disimpulkan bahwa  hasil belajar siswa yang menggunakan media pembelajaran interaktif dengan efektifitas sebesar 72,77 %. lebih tinggi dari hasil belajar siswa yang diajar dengan pembelajaran menggunakan buku teks dengan efektifitas sebesar 62,13%. Kata Kunci: media pembelajaran interaktif, teknik pemesinan bubut Abstract: This study aims to: (1) Determine student responses to the quality of interactive learning media on learning Lathe Machining Techniques. (2) Knowing the effectiveness of interactive learning media on learning of Machining Lathe in students of Machining Engineering expertise program. This type of research is development research. Data about the quality of this development product was collected by a questionnaire and analyzed by qualitative descriptive analysis techniques. The results showed that; (1) Lathe machining engineering subject matter expert test is in very good qualification (88.92%), (2) learning design expert test is in very good qualification (85.21%), (3) software engineering expert test is in in very good qualifications (84.03%), (4) individual trials were in very good qualifications (88.75%), (5) small group trials were in very good qualifications (91.35%) and (5 ) field trials are in very good qualifications (88.31%). Hypothesis testing results prove that there are differences between student learning outcomes using interactive learning media with student learning outcomes using textbooks. This is indicated by the results of data processing obtained by tcount of 4.68 and ttable of 1.67 at a confidence level of 95 percent. Then it is obtained that tcount> ttable. It was concluded that student learning outcomes using interactive learning media with an effectiveness of 72.77%. higher than student learning outcomes taught by learning to use textbooks with an effectiveness of 62.13%. Keywords: interactive learning media, lathe machining techniques


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


2020 ◽  
Vol 12 (2) ◽  
pp. 105-118
Author(s):  
Edy Wahyu Wibowo ◽  
Abdillah Abdillah ◽  
Wahyu Nugroho

This study aims to develop a macromedia flash-based Educational Game Media suitable for use in fraction mathematics lessons. The research method used is a type of Research and Development (R & D). The model used is a modification of the model from Borg and Gall with the following stages: (1) research and information gathering, (2) planning, (3) initial product development, (4) limited trials, (5) initial product revision, (6) Main field trials, (7) operational product revisions, (8) operational field trials, (9) final product revisions, (10) Dissemination and implementation. The results showed that the educational Game Media based on macromedia flash was valid, so it was suitable for use in the mathematics learning process. Educational Game Media based on macromedia flash is also considered effective for improving learning outcomes based on the T Independent Sig test results. (p) 0.00 with conditions P <0.05 so that H0 is rejected. Paired T test results Sig. (p) 0.000 with conditions P <0.05 so that H0 is rejected also shows that the macromedia flash-based Educational Game Media has a significant impact on improving learning outcomes.


2019 ◽  
Author(s):  
Astri Setyawati ◽  
Ali Muhtadi

The aim of this study is to produce learning multimedia products of geometry material for the fifth grade students of elementary school students using Mayer principles and J. Bruner learning approach. It also describes the effectiveness level of using multimedialearningaswellasimprovingstudents’masteryinachievingcognitivegoals of mathematics learning material especially the geometry after using the multimedia. This study applies the development research (R & D) method by adapting the Alessi & Trollip model. The stages in this study consist of planning, designing and developing stages. The results showed that the multimedia products produce were feasible as a mathematics learning media for geometry materials based on the validation by material and media experts on the alpha test with very good assessment, as well as the assessment conducted by 16 students in the beta test showed very good results. Multimediaproductsofmathematicslearningongeometrymaterialeffectivelyimprove the learning outcomes with a mean of 45,83 pretest, while the posttest score is 83,75. So it has a gain value of 0.7 with a value that has a ”high” criterion.


2018 ◽  
Vol 2 (4) ◽  
pp. 105-109
Author(s):  
Hasnul Fikri ◽  
Ade Sri Madona ◽  
Yetty Morelent

Development of interactive multimedia is one solution to problem unsatisfactory Indonesian language learning outcomes. This research is a research and development, especially the development phase, namely a wide-scale tryout. From the data analysis, it's found that the media is very practical seen from the students and teachers' responses. The media are also very effective from two aspects, namely the students’ learning outcomes and the students’ activities. Thus, the developed media can be applied and disseminated for Indonesian language learning in 5th elementary schools.


2020 ◽  
Vol 4 (2) ◽  
pp. 133
Author(s):  
Kadek Suryati ◽  
I Gede Adnyana

The research aims to describe the influence of telegram-assisted blended learning strategies on mathematics learning outcomes in terms of learning styles. This research is a quasi-experimental research using 2x3 factorial design. The respondents taken is the second semester students majoring in informatics engineering at the STMIK STIKOM Indonesia campus. The sampling procedure in this study was a random sampling technique that was started by carrying out the equivalency test of 4 classes taken using the one-way ANOVA test. After that randomly selected, two classes as an experimental class and two classes as a control class. To get instruments that have validity before use, questionnaires and tests are first tested and validated by experts who are experts in their fields. Normality and homogeneity tests are needed as a prerequisite before analyzing the data. The method used to analyze data is two-way ANOVA. The results showed that (1) student mathematics learning outcomes taught with telegram-assisted blended learning strategies were better than conventional mathematics learning outcomes of students taught, (2) the effect of telegraph-assisted blended learning strategies on student mathematics learning outcomes in learning styles. Based on the results of the research that has been carried out, it is recommended that further researchers or educators be able to develop a blended learning strategy as a way to convey learning material so that they can pay more attention to the learning styles of each student and can develop telegrams with more attractive features so that the telegram becomes one of online application for learning media.


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