scholarly journals Pengembangan Program Pembelajaran Fisika SMA Berbasis E-Learning dengan Schoology

2017 ◽  
Vol 6 (2) ◽  
pp. 187 ◽  
Author(s):  
Ismu Wahyudi

E-learning gives alternative solution for some educational problems, with the function which can adjust as necessary, as a supplement, complement, and substitution teaching-learning.  The learning process by online used e-learning can make the students learn will independently so that teaching-learning can change the students centered learning. This research was conducted to develop teaching-learning in physics senior high school, based e-learning on technology in Lampung. The research design used to research and development model started with doing need assessment, identification of resources, identification product specification, product development, internally tested to see validation of product, external tested to see the use of the product, and the last stage production. The result of the tested the product showed that had validated by an expert, proper to used and interested (3,25); easy to use (3,24); and useful (3,31). The product was effectively tested to use in teaching learning with percentage 88,82%.E-Learning memberikan solusi alternatif bagi permasalahan pendidikan, dengan fungsi yang dapat disesuaikan dengan kebutuhan, baik sebagai suplemen, komplemen, serta substitusi kegiatan pembelajaran. Proses pembelajaran secara online menggunakan E-Learning dapat melatih peserta didik untuk belajar secara mandiri, sehingga pembelajaran dapat beralih kepada pembelajaran yang berpusat pada siswa. Penelitian ini dilakukan untuk  mengembangkan program pembelajaran fisika SMA berbasis e-learning dengan schoology di Lampung. Desain penelitian  menggunakan model penelitian dan pengembangan, yang dimulai dengan melakukan analisis kebutuhan, identifikasi sumber daya, identifikasi spesifikasi produk, pengembangan produk, uji internal untuk melihat kelayakan produk, uji eksternal untuk melihat kebermanfaatan produk, dan tahap terakhir produksi. Hasil dari uji produk menunjukkan bahwa produk tervalidasi ahli, layak digunakan dan menarik (3,25); mudah digunakan (3,24); dan bermanfaat (3,31). Produk teruji efektif digunakan dalam pembelajaran dengan persentase mencapai 88,82%.

2019 ◽  
Vol 8 (2) ◽  
pp. 151-158
Author(s):  
I Dewa Putu Nyeneng ◽  
◽  
Afif Rahman Riyanda ◽  
Kartini Herlina ◽  
◽  
...  

This study explores Android-based mobile learning media design on electrical content. The Media is designed to contain electrical content that is abstract and can not be seen with the naked eye. The content is depicted in a tangible and easily understood by students. The methods used in the development of the research media are Research and Development (R&D), and the development model conducted in this study is the IDI (Instructional Development Institute) Model of research results shows that the media Learning on electrical content is considered valid and the media is easy to use for students and teachers in the learning process. Keywords: learning Media, Mobile Learning, Android, electricity


2021 ◽  
Vol 1 (5) ◽  
pp. 628-638
Author(s):  
Fawaz Sani R ◽  
Djoko Soelistijo ◽  
Satti Wagistina

The purpose of this development is to produce learning media based on GEO-SEARCH. The resulting geo-search learning media is used to support learning in geography subjects. The material chosen for geography is the distribution and utilization of natural resources for class XI high school 1 Tumpang. This research uses the Research and Development (R&D) method of the ADDIE development model. ADDIE development procedures consisting of 5 steps of development, namely: (1) Analysis (Analyze), (2) Design (Design), (3) Product Development (Development), (4) Product Implementation (Implementation), (5) Evaluation (Evaluation). Tujuan dari pengembangan ini adalah menghasilkan media pembelajaran berbasis GEO-SEARCH. Media pembelajaran geo-search yang dihasilkan digunakan untuk menunjang pembelajaran pada mata pelajaran geografi. Materi yang dipilih pada mata pelajaran geografi adalah materi Sebaran dan Pemanfaatan Sumber Daya Alam untuk kelas XI SMAN 1 Tumpang. Penelitian ini menggunakan metode penelitian dan pengembangan (R&D) dari model pengembangan ADDIE. Prosedur pengembangan ADDIE yang terdiri dari 5 langkah pengembangan yaitu: (1) Analisis (Analyze), (2) Desain (Design), (3) Pengembangan Produk (Development), (4) Implementasi Produk (Implementation), (5) Evaluasi (Evaluation).


2021 ◽  
Vol 3 (1) ◽  
pp. 11-19
Author(s):  
Ulfa Rahmatin ◽  
Muhammad Rifai Katili ◽  
Lillyan Hadjaratie ◽  
Sitti Suhada

Upaya meningkatkan minat belajar siswa melalui pengembangan media pembelajaran yang menarik masih menjadi kendala dan tantangan utama yang dihadapi oleh guru pada materi Logika dan Algoritma Komputer di SMK Negeri 1 Suwawa. Penelitian ini bertujuan untuk mengembangkan media pembelajaran komik untuk materi Logika dan Algoritma Komputer yang dapat menarik minat belajar siswa kelas X. Metode yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan model pengembangan Hannafin dan Peck yang terdiri dari 3 fase, yaitu: analisis kebutuhan, desain, serta pengembangan dan implementasi. Media pembelajaran yang dikembangkan telah memperoleh penilaian oleh ahli materi, dan ahli media serta telah di uji respon dari siswa sebagai pengguna kelayakan dengan kategori kelayakan sangat layak. Hasil penelitian menunjukkan media pembelajaran komik yang dikembangkan dinyatakan valid dan praktis untuk digunakan dalam proses pembelajaran materi Logika dan Algoritma Komputer. Efforts to increase students’ learning interests by developing an attractive learning media is the primary challenge for teachers of Logic and Computer Algorithm at SMK Negeri 1 Suwawa Senior High School. This research aims to develop comics as a learning medium for Logic and Computer Algorithm that may stimulate tenth-grade students’ learning interests. This R&D study, employing Hannafin and Peck’s development model, consisted of three stages, namely: needs assessment, design, and development and implementation. Material experts and media experts have assessed the developed learning media. It also has been tested on students as eligible users; they responded that the media was feasible. The research showed that comic as the developed learning media was declared as valid and practical to be used in Logic and Computer Algorithm subject’s learning process.


2020 ◽  
Vol 9 (2) ◽  
pp. 211
Author(s):  
Elly Syahadati ◽  
Desi Sri Astuti ◽  
Ageung Darajat

<p align="center">Tujuan dari penelitian ini adalah untuk menjelaskan pengembangan kosakata Bahasa Inggris dan kualitas penggunaan <em>cartoon strips</em> sebagai media dalam pembelajaran Bahasa Inggris. Penelitian adalah penelitian RnD (Penelitian dan Pengembangan). Sebanyak 37 siswa kelas X SMKN 1 Sanggau sebagai subyek penelitian ini. Penelitian pengembangan ini mengikuti tujuh langkah penelitian, meliputi : 1) penelitian dan pengumpulan data,  2) perencanaan,  3) pengembangan produk awal,  4) uji coba awal,  5) revisi desain,  6) uji coba lapangan, dan  7) revisi dan penyempurnaan produk. Hasil analisis kebutuhan mengungkapkan bahwa subjek membutuhkan media yang nyata dengan warna yang menarik. Temuan lainya menunjukkan bahwa produk media pembelajaran kosakata bahasa Inggris berupa <em>cartoon strips</em> layak digunakan bagi siswa SMK. Dapat disimpulkan bahwa cartoon strips dapat diaplikasikan sebagai media dalam proses pembelajaran kosakata Bahasa Inggris di kelas.</p><br /><p align="center"><strong> </strong></p><p align="center"><em>Abstract</em></p><p><em>The purpose of this research was  to describe the development of English vocabulary and the quality of </em><em>cartoon strips</em><em> for media in English teaching learning process. This research was  a  Research and Development (RnD). The subjects were </em><em>37</em><em> students in the </em><em>X</em><em>  grade state of </em><em>SMKN 1 Sanggau</em><em>. This research development followed seven steps including: 1) researching and collecting data, 2) planning, 3) initial product development,</em><em> </em><em>4) initial trial, 5) revision, 6) field trial, 7) revision and completion of product. Based on need analysis, students need colorfull and interesting media. Therefore,  it could be concluded  that </em><em>cartoon strips</em><em> was applicable as a media in English </em><em>vocabulary </em><em>teaching learning process in the classroom..</em><strong><em></em></strong></p><p><strong><em>Keywords</em></strong><em>: </em><em>Cartoon Strips</em><em>, English Vocabulary, </em><em>SMK</em><em>, Research and Development</em><em></em></p><p> </p>


2020 ◽  
Vol 3 (1) ◽  
pp. 64-67
Author(s):  
Devri Ramdhan Apriyus ◽  
Kasman Rukun ◽  
Asrul Huda ◽  
Satria Ami Marta

This research is motivated by the need for the media to learn that promote interaction and understanding of learning. The purpose of this research was: 1) to produce interactive learning media on Basic Graphic Design subjects at vocational high school. 2) Determining the validity of interactive learning media on Basic Graphic Design subjects at vocational high school. The method used is a Research and Development (R & D). The development Model used is 4-D (Four-D). The 4-D consists of four stages, namely discovering, designing, developing and disseminating. The subjects of research conducted were material experts and media experts. The instrument used to measure the form of validity is the questionnaire responses. The validity of interactive learning media is assessed from two aspects namely media feasibility and feasibility aspects of the matter. The results of this research indicate that interactive learning media on Basic Graphic Design subjects is considered valid as seen from the average value of media validation by 0.87 and the average result of 0.85 material validation. Based on the results of the validation of the interactive learning media on Basic Graphic Design subjects are feasible for use in assisting the learning process.


2017 ◽  
Vol 1 (02) ◽  
pp. 104-111
Author(s):  
Afrahamiryano Afrahamiryano ◽  
Dewi Ariani

E-learning is designed to develop the skills of audio, visual and kinetic student. The development of e-learning is done through a research and development (Research and Development) using a modified model of the development of the development model Borg & Gall. The procedure of the study include: needs analysis, setting goals, product development, revision, validation, product testing, revision and final products. Products made using Camtasia software 7. The research has reached the stage develop. The purpose is to make the development of e-learning products that can optimize the ability of audio, visual and kinetic student. Furthermore, e-learning products tested and validated by a validator (expert). Based on the results of the validation and testing of products in the lecture note that the e-learning products is valid and effective for Educational Research Methods lecture.


2020 ◽  
Vol 24 (04) ◽  
pp. 330-340
Author(s):  
Wayan Suryasa ◽  
Jose Reynaldo Zambrano Mendoza ◽  
Telmo Mendoza Mera ◽  
Maria Elena Moya Martinez ◽  
Maria Rodriguez Gamez

1970 ◽  
Vol 6 (2) ◽  
Author(s):  
Hugo Rego ◽  
Tiago Moreira ◽  
Francisco José García-Peñalvo

The main aim of the AHKME e-learning platform is to provide a system with adaptive and knowledge management abilities for students and teachers. This system is based on the IMS specifications representing information through metadata, granting semantics to all contents in the platform, giving them meaning. In this platform, metadata is used to satisfy requirements like reusability, interoperability and multipurpose. The system provides authoring tools to define learning methods with adaptive characteristics, and tools to create courses allowing users with different roles, promoting several types of collaborative and group learning. It is also endowed with tools to retrieve, import and evaluate learning objects based on metadata, where students can use quality educational contents fitting their characteristics, and teachers have the possibility of using quality educational contents to structure their courses. The learning objects management and evaluation play an important role in order to get the best results in the teaching/learning process.


2017 ◽  
pp. 15-40
Author(s):  
Mustapha Bassiri ◽  
Mohamed Radid ◽  
Said Belaaouad

2019 ◽  
Vol 3 (2) ◽  
pp. 130-141
Author(s):  
Anida Fadhilah Jati ◽  
Endang Fauziati ◽  
Agus Wijayanto

A conducive learning situation is essential in learning English. However, one problem that usually disturbs the learning situation is the appearance of disruptive behavior. Students' disruptive behavior is an inappropriate behavior conducted by students during the learning process which turns the classroom into unconducive. Exactly, there are several factors contribute to the occurrence of disruptive behavior in the English lesson, especially on senior high school students. Thus, the current study was a case study aimed to investigate several causes of students' disruptive behavior in English teaching-learning process in the classroom. The subjects of this study consisted of an English teacher and a class of twelfth-grade students in a small town in Indonesia. The data were collected using observation and interview. The result of this study showed that students' disruptive behavior in the English classroom was caused by internal factor and external factor. Feeling boredom, feeling anxiety, and seeking attention were internal factor that became the occurrence of disruptive behavior. While fatigue was the external factor that causes the emergence of students' disruptive behavior in the English teaching-learning process in the classroom.             Keywords Disruptive Behavior, English Classroom, Senior High School Students, Teachers’ Management


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