scholarly journals PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF SMK TERHADAP EFEKTIF DAN EFISIENSI PEMBELAJARAN

Author(s):  
Baharuddin .

Abstrak: Penelitian ini bertujuan mengembangkan multimedia pembelajaran interaktif terhadap Efektif dan Efisiensi Pembelajaran di SMK. Media pembelajaran pada penelitian ini menggunakan medel desain ADDIE. Adapun metode penelitian yang digunakan adalah metode Research and Developmetn (R & D). Data diperoleh melalui angket, dokumen dan tes. Analisis data sebagai dasar untuk mengembangkan media interaktif dengan menggunakan analisis kuantitatif. Hasil penelitian ini adalah (1) ahli media menunjukkan bahwa media pembelajaran yang dihasilkan 80,00% dalam kategori baik, (2) ahli materi aspek isi/konten dalam media sebesar 91,58% dalam kategori sangat baik, dan rata-rata hasil belajar 84,77 dalam kategori baik. Kata Kunci: pengembangan, pembelajaran, interaktif, efektif dan efisien Abstract: This study aims to develop a multimedia interactive learning for Effective and Efficient Learning in Vocational High School. Media learning in this study using ADDIE design medel. The research method used in this research is the method of Research and developmetn (R & D). Data were obtained through questionnaires, documents and tests. Analysis of the data as a basis for developing interactive media by using quantitative analysis. The results of this study were (1) media experts indicate that the learning media generated 80.00% in both categories, (2) the expert material aspect of the content / content in the media at 91.58% in the excellent category, and the average learning outcomes 84.77 in both categories. Keywords: development, learning, interactive, effective and efficient

Author(s):  
Nana Ronawan Rambe ◽  
Abdul Hasan Saragih

Abstrak: Penelitian dan pengembangan ini bertujuan untuk: (1) Menghasilkan media pembelajaran interaktif yang layak digunakan, mudah dipelajari dan dapat dipakai untuk pembelajaran individual, (2) Untuk mengetahui keefektifan media pembelajaran interaktif yang dikembangkan pada mata pelajaran Bahasa Inggris. Metode penelitian adalah Research and Development dengan menggunakan model Dick and Carey. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan multimedia interaktif dengan hasil belajar siswa yang dibelajarkan dengan tanpa menggunakan multimedia interaktif. Hal ini ditunjukkan dengan hasil pengolahan data dimana diperoleh t hitung  sebesar 9.0229,  sedangkan t tabel = 1.98, pada α=0.05 dengan dk 98 . Hasil perhitungan dimana  thitung > t tabel, t hitung yaitu  9.0229>1.98. Disimpulkan bahwa hasil belajar kelompok siswa yang dibelajarkan dengan menggunakan pembelajaran multimedia  interaktif adalah sebesar 95.63% dan lebih tinggi dari kelompok siswa yang dibelajarkan dengan tanpa menggunakan pembelajaran multimedia interaktif, yaitu  sebesar 90.00%. Kata Kunci: media pembelajaran tenses bahasa inggris berbasis multimedia interaktif Abstract: The research and development is aimed at: (1) Produce interactive learning media that is fit for use, easy to learn and can be used for individual learning, (2) To determine the effectiveness of interactive learning media developed in subjects in English. The research method is the Research and Development using a model of Dick and Carey. Hypothesis testing results prove that there is a significant difference between the learning outcomes of students that learned using interactive multimedia learning outcomes of students that learned without using interactive multimedia. This is indicated by the data processing which gained t count equal to 9.0229, while the tables t = 1.98, at α = 0:05 to 98 hp. The results of calculations where thitung> t table, ie 9.0229 t> 1.98. It was concluded that the results of the study group of students that learned using interactive multimedia learning amounted to 95.63% and higher than the group of students that learned without using interactive multimedia learning, which amounted to 90.00%. Keywords: media learning English tenses based interactive multimedia


2018 ◽  
Vol 4 (1) ◽  
pp. 107
Author(s):  
Shanti Dewi Novianti ◽  
Endang Supardi

Research aimed to analyze the influence of teacher pedagogic competence and student learning motivation on student learning outcomes. The research method used explanatory survey. Data collection technique used questionnaire likert scale models. Respondents are 64 students of Vocational High School in Bandung. Data were analyzed using multiple regression. The results showed: (1) the teacher pedagogic competence is in good enough category, student's learning motivation and student's learning result are in medium category, (2) pedagogic competence of teacher and student's learning motivation influences student learning result either partially or simultaneously .ABSTRAKPenelitian ini bertujuan untuk menganalisis pengaruh kompetensi pedagogik guru dan motivasi belajar siswa terhadap hasil belajar siswa.  Metode penelitian menggunakan explanatory survey. Teknik pengumpulan data menggunakan angket model likert scale. Responden adalah 64 siswa Sekolah Menengah Kejuruan (SMK) di Kota Bandung. Teknik analisis data menggunakan regresi ganda. Hasil penelitian menunjukkan: (1) kompetensi pedagogik guru berada pada kategori cukup baik, motivasi belajar siswa dan hasil belajar siswa berada pada kategori sedang, (2) kompetensi pedagogik guru dan motivasi belajar siswa berpengaruh terhadap hasil belajar siswa, baik secara parsial maupun secara simultan.


2020 ◽  
Author(s):  
Kustyarini . ◽  
Sri Utami ◽  
Endang Koesmijati

Writing text procedures is one form of text type found in Indonesian language learning that applies the 2013 Curriculum. In this study, researchers focused on writing text procedure skills using edutainment-based learning media. The challenge is implementing a learning system that involves the senses simultaneously. Using a text-based approach, the 2013 Curriculum Indonesian Language Learning trains individuals to solve problems and think critically in accordance with real life. The text that describes a step or way of dealing with it is a text procedure. The main purpose is to make it easier for readers to understand things quickly and precisely. The main objective in this study is to see whether the creation of a happy atmosphere, via the use of edutainment media, will affect the processing, storing and receiving information, and feedback for learning text procedures. The learning outcomes after the use of edutainment-based interactive media procedure for writing text skills increased in comparison to the scores before the use of the media. Therefore, this learning medium is very effective in increasing individual motivation and learning outcomes writing and developing creative ideas. Keywords: efficacy, interactive learning media, edutainment, procedural text, writing skills


Author(s):  
Dedi Kurniawan ◽  
Abdul Hasan Saragih

Abstrak: Penelitian ini bertujuan untuk: (1) menghasilkan media pembelajaran interaktif yang layak digunakan, mudah dipelajari dan dapat dipakai untuk pembelajaran individual (2) mengetahui efektifitas media pembelajaran interaktif Power Point yang dihasilkan, dalam meningkatkan hasil belajar pembelajaran PPKn. Produk akhir dari pengembangan media pembelajaran ini dilanjutkan dengan uji keefektifan produk. Metode yang digunakan dalam uji coba keefektifan produk adalah metode kuasi eksperimen. Sampel penelitian sebanyak 40 siswa yang terdiri dari 20 siswa sebagai kelas eksperimen yang diberi perlakuan menggunakan media pembelajaran interaktif power poin  dan 20 siswa sebagai kelas kontrol yang menggunakan media pembelajaran power point  sebagaimana yang berlangsung selama ini dalam proses pembelajaran. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran interaktif dengan hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran power point. Hal ini ditunjukkan dengan hasil pengolahan data dimana diperoleh thitung sebesar 1.23 pada taraf signifikansi α = 0,05 dengan dk 38 diperoleh ttabel =14,68, sehingga thitung > ttabel. Disimpulkan bahwa hasil belajar kelompok siswa yang dibelajarkan dengan menggunakan media pembelajaran interaktif power point 2010 adalah sebesar 80% dan lebih tinggi dari kelompok siswa yang dibelajarkan dengan menggunakan media pembelajaran power point, yaitu  sebesar 75%. Kata Kunci: bahan pembelajaran media interaktif pada mata pelajaran PPKN Abstract: This study aimed to: (1) generate media interactive learning proper use, easy to learn and can be used for individual learning (2) determine the effectiveness of interactive learning media Power Point produced, in improving learning outcomes PPKn learning. The end product of the development of instructional media have continued to test the effectiveness of the product. The method used in testing the effectiveness of the product is a quasi-experimental methods. The research sample of 40 students consisting of 20 students as an experimental class treated using interactive learning media power points and 20 students as control classes using instructional media power point as it has done so in the learning process. Hypothesis testing results prove that there is a significant difference between the learning outcomes of students that learned to use media interactive learning with student learning outcomes that learned by using learning media power point. This is shown by the results of data processing which obtained t of 1.23 at significance level α = 0.05 with 38 hp obtained table = 14.68, so thitung> ttabel. It was concluded that the results of the study group of students that learned using interactive learning media power point 2010 amounted to 80% and higher than the group of students that learned by using learning media power point, ie by 75%. Keywords: interactive media learning materials on subjects PPKN


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.


2021 ◽  
Vol 3 (3) ◽  
pp. 279-288
Author(s):  
Lusi Englita

Visualization capabilities is a very important skill in mathematics learning. Having a better visualization capabilities students will understand the subject matter well, particularly in geometry material as the material within the geometry. But the fact that the school found that the visualization capabilities of students is still low. One effort to improve visualization upon ability students is to develop media based interactive mathematics constructivism. The purpose of this development is to produce a valid instructional media, practical and effective. This development research uses a Plomp model consisting of three phases namely: preliminary, prototyping, and assessment. Subjects were students of class X SMAN 1 Koto XI Tarusan. The results of validity of media based interactive learning constructivist mathematics have valid criteria in content and construct. Media Learning has met the criteria of practical because it can be done well in learning activities. Media effective learning has met the criteria for being able to increase the activity of student learning and mastery learning outcomes over a predetermined classical completeness. Thus, it can be concluded that the media based interactive learning constructivist mathematics was valid, practical and effective.


Author(s):  
Syawaluddin Syawaluddin ◽  
Elfi Tasrif

Today the use of interactive media to support the learning system so that there is an increase in students towards learning outcomes. Technical in implementing learning media can involve almost all the senses of students. Because the media that has been designed is one of the new learning innovations, combined in it there are videos, images, sounds, and other aspects that support to explain the material so that students are easy to take part in learning. In this design there are several elements that are combined including images, animation, sound, and navigation buttons to facilitate users in using interactive media, this interactive multimedia learning media designed with an attractive appearance is presented in interactive CD so students can learn learning material independently. Keywords: Designing, Interactive Media Learning.


Author(s):  
Rosidi Rayanti ◽  
Almasri Almasri

The objectives to be achieved in the study are as follows: 1) to find out the magnitude of the contribution of learning discipline and the school environment together on the learning outcomes of digital simulation of class X TKR students at SMK 1 BenerMeriah. 2) To find out the magnitude of the discipline of learning contributions to the learning outcomes of digital simulation of class X TKR students at SMK Negeri 1 BenerMeriah. 3) to find out the size of the contribution of the school environment to the learning outcomes of digital simulation in class X TKR SMK Negeri 1 BenerMeriah. The research method is based on a theory, expert ideas or understanding of research based on experience, then developed into problems that are proposed to obtain justification (verification) in the form of empirical data support in the field. The form of quantitative research the author uses because to find out how the contribution of learning discipline and the school environment to the learning outcomes of digital simulations at SMK Negeri 1 BenerMeriah. The results of the learning discipline hypothesis and the school environment jointly contribute positively to the learning desirability of the digital simulation class X TKR at BenerMeriah Vocational High School 1 11.09%. Learning Discipline contributes to the learning outcomes of the TKR class X digital simulation at SMK Negeri 1 BenerMeriah 3.06%, the school environment contributes positively to the learning outcomes of the TKR class X digital simulation at BenerMeriah Vocational High School 10.30%.Keywords: Contribution of learning discipline, contribution of school environment, learning outcomes.


2020 ◽  
Vol 1700 ◽  
pp. 012031
Author(s):  
D Nurhadiyanto ◽  
B T Sasongko ◽  
B N Ristianto ◽  
M R Ibrahim

Sign in / Sign up

Export Citation Format

Share Document