PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF TEKNIK PEMESINAN BUBUT

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

At- Tarbawi ◽  
2019 ◽  
Vol 11 (2) ◽  
Author(s):  
Lismawati

The purpose of this study was to determine student learning outcomes after being taught with the question and answer method. The approach used in this study is a qualitative approach and the type of research is classroom action research consisting of 2 cycles. Data analysis uses comparative descriptive analysis techniques by comparing initial conditions with the results achieved in each cycle and qualitative descriptive analysis of observations and reflections in the first cycle and second cycle. The subjects in this study were students of class VIII-1 MTs Negeri Langsa with a total of 36 students in the class. Based on this study it can be concluded that there is an increase in the ability of students to master the material of the human circulatory system by using the question and answer method in the State of Langsa State in 2015/2016. Improved student learning outcomes can be seen in the tabulation of the data obtained, namely the first cycle of 10 students (27.78%) who completed and 26 students (72.22%) did not complete. Then in Cycle II there were 35 students (97.2%) complete and 1 student (2.8%). incomplete. On this occasion the researcher wanted to give some suggestions to be conveyed as follows: The need to use methods when providing subject matter so that students are easy and the learning process becomes fun.


2019 ◽  
Vol 9 (1) ◽  
pp. 60
Author(s):  
Sri Wahyu Widyaningsih ◽  
Irfan Yusuf

This study aims to improve the quality of learning in physics learning planning courses through the implementation of Project Based Learning (PjBL) assisted by E-Learning through Lesson Study activities. This type of research was qualitative research through the stages of Lesson Study activities. Subjects in this study were the 5th-semester students who program 11 physics learning planning subjects in the 2018-2019 academic year in the Department of Physics Education, University of Papua. The research data was obtained through the student learning outcomes test instrument that was given after the submission of each topic of study, observation sheet of student activities, interview guidelines, documentation in the form of video recordings during open class implementation, and student response questionnaire. Data were analyzed through Rasch modeling with the help of the Winstep application to analyze student responses after learning. Lesson Study activities consist of three phases of activities, namely Plan, Do, and See. In the Plan stage discussions with the team of lecturers were held to develop Chapter Design and Lesson Plan. In the Do stage, the model lecturer based on the tools that have been prepared does learning. In the See stage, the reflection was done to find out weaknesses and strengths during learning which is then followed up on further learning. The results showed that student-learning outcomes increased student responses to good learning and learning atmosphere seemed very fun. Therefore, it can be concluded that through the implementation of PjBL assisted E-Learning through Lesson Study activities can improve the quality of learning in physics learning planning subjects.


2020 ◽  
Vol 3 (1) ◽  
pp. 49
Author(s):  
Ismearti Ismearti

This study aims to increase mathematics learning outcomes by using reality media for grade 1 students of SDN 005 Sunhai Alah, Kecamatan Hulu Kuantan in 2018/2019. Research is a class action research with three cycles, each cycle consisting of planning, implementation, evolution and reflection. Data collection techniques and tools in this study used descriptive analysis techniques for data that contained student work documents, a list of grades and an observation sheet. The results show what is meant by learning outcomes using reality media. Before the action, only 38% of students met the minimum completeness criteria. In cycle I Is an increase in student learning outcomes that is 53% of students reach the minimum completeness criteria. Furthermore, the second cycle of student learning outcomes increased to reach 74% of students achieving the minimum completeness criteria. Then cycle III 100% of students reach the minimum completeness criteria. Can be used to prove the use of reality media to improve student learning outcomes in mathematics learning at grade 1 SDN 005 Sunhai Alah, Kecamatan Hulu Kuantan.


Author(s):  
Handriani Milladya Ginting ◽  
R Mursid ◽  
Samsidar Tanjung

Abstrak: Penelitian ini bertujuank: (1) menghasilkan media pembelajaran interaktif yang layak digunakan untuk pembelajaran, (2) mengetahui keefektifan media pembelajaran interaktif yang dikembangkan pada pembelajaran ekonomi. Jenis penelitian ini adalah penelitian pengembangan menggunakan model Borg dan Gall dengan rancangan pembelajaran model Dick dan Carey. Hasil penelitian menunjukkan: (1) uji ahli pada kualifikasi sangat layak (95,33%) (2) uji ahli desain pembelajaran kualifikasi sangat layak (91,25%) (3) uji ahli rekayasa perangkat lunak dan desain grafis  pada kualifikasi sangat layak (92,68%), uji coba perorangan pada kualifikasi sangat layak (91,25%) uji coba kelompok kecil pada kualifikasi sangat layak (93,59%) uji coba lapangan pada kualifikasi sangat layak (93,33%). Hasil hipotesis membuktikan bahwa terdapat perbedaan yang sangat signifikan antara hasil belajar siswa yang dibelajarkan dengan media pembelajaran interaktif berbasis economic literacy dengan hasil belajar siswa yang dibelajarkan dengan menggunakan buku teks. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh t hitung> t tabel atau 5,785 > 1,667 atau terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran interaktif dan menggunakan media pembelajaran buku teks. Kata Kunci: media pembelajaran interaktif, buku teks, economic literacy, pelajaran ekonomi Abstract: This study aims to: (1) produce interactive learning media that are feasible to use for learning, (2) find out the effectiveness of interactive learning media developed in economic learning. The type of this research is development research using the Borg and Gall model with the learning design model Dick and Carey. The results of the study showed: (1) expert testing in very feasible qualifications (95.33%) (2) expert design tests of very feasible qualification learning (91.25%) (3) software engineering and graphic design tests in very decent qualifications (92.68%), individual trials in very decent qualifications (91.25%) small group trials in very decent qualifications (93.59%) field trials in qualifications are very feasible (93.33%). The hypothesis results prove that there is a very significant difference between student learning outcomes learned by interactive learning media based on economic literacy and student learning outcomes learned by using textbooks. This is indicated by the results of data processing obtained t count> t table or 5.785> 1.667 or there are significant differences between the learning outcomes of students who are taught using interactive learning media and using learning media textbooks. Keywords: interactive learning media, textbooks, economic literacy, economic lessons


2019 ◽  
Vol 2 (1) ◽  
pp. 93-102
Author(s):  
Dian Fajriani

The focus of the problem in this research is the application of the method of word guessing and improvement of science learning outcomes in the human digestive organ material in grade V Madrasah Ibtidaiyah 43 Batulotong. Furthermore, this study aims to improve students' understanding in teaching subjects IPA Madrasah Ibtidaiyah 43 Batulotong so that the quality of learning can be achieved optimally. This research uses qualitative approach and quantitative approach with Classroom Action Research (CAR) which is designed through three cycles. The research data obtained were analyzed by using descriptive statistic formula (percentage) to express descriptively the research result. Furthermore, to discuss and explain the results of research that is qualitative descriptive techniques used data reduction analysis, data presentation, and conclusion. From the research results showed that in the pre cycle stage, the average value of student learning outcomes is 50.70. With a classical thoroughness of 7.69%. After implemented by applying the method of guessing words, in the first cycle, the average score of student learning outcomes is 63.92 with 39% complete classical learning. Furthermore, in cycle II with the average value of student learning outcomes is 88.62 with 79.16% classical learning completeness. Then, continued in cycle III with the average value of student learning outcomes is 90.42 with classical learning completeness 88.46%. Thus, students' learning outcomes on science lessons in grade V Madrasah Ibtidaiyah by applying the word guess method can increase in each cycle. Therefore, the method of word guessing should be used as a reference by teachers in science learning activities in SD / MI, especially in Madrasah Ibtidaiyah 43 Batulotong.


2021 ◽  
Vol 8 (2) ◽  
pp. 175
Author(s):  
Susilo . ◽  
Abdul Hasan Saragih ◽  
Sahat Siagian

Abstrak: Studi ini bertujuan untuk : (1) menghasilkan produk media pembelajaran interaktif berbasis Macromedia Flash Profesional 8 yang berkualitas pada mata pelajaran matematika materi geometri untuk siswa kelas VI MIN Padang Bulan Rantauprapat yang layak digunakan dalam pembelajaran (2) mengetahui efektifitas penggunaan media pembelajaran interaktif  berbasis Macromedia Flash Profesional 8 pada mata pelajaran matematika materi geometri untuk siswa kelas VI MIN Padang Bulan Rantauprapat. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model pengembangan pembelajaran Dick dan Carey. Model ini meliputi enam tahapan, yakni: studi literatur, perencanaan atau desain pengembangan, pengembangan produk, validasi ahli, uji coba, revisi, produk akhir. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket. Data-data yang dikumpulkan dianalisis dengan teknik analisis deskriptif kualitatif. Hasil pengembangan media interaktif menunjukan validasi ahli menunujukkan bahwa keseluruhan rata-rata dikategorikan “Sangat Baik” dan uji kelayakan menunujukkan bahwa keseluruhan rata-rata dikategorikan “Sangat Baik”. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran interaktif Macromedia Flash dengan hasil belajar siswa yang dibelajarkan dengan pembelajaran konvensional.  Kata kunci: Media Pembelajaran Interaktif, Matematika Abstrack: This study aims to: (1) produce a qualified interactive learning media based  Macromedia Flash profesional 8 in mathematics material geometry for students of class VI MIN Padang Bulan Rantauprapat are eligible for use in learning (2) determine the effectiveness of the use of interactive learning media-based Macromedia flash profesional 8 in mathematics materials for students of class VI geometry MIN Padang Bulan Rantauprapat. This type of research is the development of research that uses models Borg and Gall product development combined with learning development model of Dick and Carey. This model includes six stages, namely: literature studies, planning or design development, product development, validation expert, testing, revision, the final product. Data about the quality of the products of this development are collected by questionnaire. The data collected were analyzed using qualitative descriptive analysis techniques. The results of development of Interactive LearningMedia by Experts’ validation indicate that the overall average categorized "Very Good" And the Feasibility test indicate that the overall average categorized "Very Good". Hypothesis testing results show that there are significant differences between the students learning outcomethat to be learned by using Macromedia Flash Interactive Learning Media and Students learn outcometo be learned by conventional learning. Keywords: Interactive Learning Media, Mathematic


Jurnal PenSil ◽  
2020 ◽  
Vol 9 (3) ◽  
pp. 138-145
Author(s):  
Eko Atmaja ◽  
Arris Maulana

This study aims to determine the relationship between the use of the laboratory drawing with student learning outcomes in the subject of Drawing with Software in the Department of Modeling and Building Information Design at the 6th Vocational High School in Bekasi City. Seeing student learning outcomes that have not met the Minimum Learning Completeness and the use of laboratory images that have not been maximized, this study was conducted to determine the relationship between the two. This research is a correlational research, quantitative approach, survey method with a sample of 50 students. Data collection used 29 items of laboratory utilization questionnaire and 30 test questions for student learning outcomes. The instrument validity uses product moments. Instrument reliability was tested using Alpha Chronbach. Data analysis techniques using descriptive analysis techniques of 0.612 which means that there is a strong relationship between the use of image laboratories with student learning outcomes. Based on the significance of the correlation coefficient test (t-test), the results show that tcount> ttable with the calculation result of tcount of 5.367 and ttable of 1.9996 this indicates that there is a significant relationship between the two variables. Based on the calculation of the coefficient of determination for the two variables obtained 37.5% which means that the use of drawing laboratories can affect student learning outcomes by 37.5%.


2019 ◽  
Vol 2 (1) ◽  
pp. 103-112
Author(s):  
Nur’Andini. SR Nur’Andini. SR

The focus of the problem in this research is the application of the method of word guessing and improvement of science learning outcomes in the human digestive organ material in grade V Madrasah Ibtidaiyah 43 Batulotong. Furthermore, this study aims to improve students' understanding in teaching subjects IPA Madrasah Ibtidaiyah 43 Batulotong so that the quality of learning can be achieved optimally. This research uses qualitative approach and quantitative approach with Classroom Action Research (CAR) which is designed through three cycles. The research data obtained were analyzed by using descriptive statistic formula (percentage) to express descriptively the research result. Furthermore, to discuss and explain the results of research that is qualitative descriptive techniques used data reduction analysis, data presentation, and conclusion. From the research results showed that in the pre cycle stage, the average value of student learning outcomes is 50.70. With a classical thoroughness of 7.69%. After implemented by applying the method of guessing words, in the first cycle, the average score of student learning outcomes is 63.92 with 39% complete classical learning. Furthermore, in cycle II with the average value of student learning outcomes is 88.62 with 79.16% classical learning completeness. Then, continued in cycle III with the average value of student learning outcomes is 90.42 with classical learning completeness 88.46%. Thus, students' learning outcomes on science lessons in grade V Madrasah Ibtidaiyah by applying the word guess method can increase in each cycle. Therefore, the method of word guessing should be used as a reference by teachers in science learning activities in SD / MI, especially in Madrasah Ibtidaiyah 43 Batulotong.


2021 ◽  
Vol 1 (2) ◽  
pp. 190-202
Author(s):  
WAHYUDI WAHYUDI

This research is motivated by the existence of science teachers at SMP Negeri 4 Bontang who have not been able to make good student activity sheets (LKS) in learning. The purpose of this research is to produce discovery learning-based worksheets that are valid, practical, effective and can improve student learning outcomes. The development of worksheets in this study followed Kemp's design and was piloted in the 8th grade of SMPN 4 Bontang in the even semester of the 2013/2014 academic year. The design in this study used the One Group Pretest-Posttest Design. Collecting data using the method of observation, tests, and questionnaires. The data analysis technique used quantitative and qualitative descriptive analysis. The results of this study indicate: 1) The developed worksheets are proven to be valid, practical, and effective. The effectiveness of LKS in terms of (a) Student learning outcomes can be seen from the N-Gain with a high category, (b) Student responses to the use of LKS are very positive. It was concluded that the LKS based on the discovery learning model that was developed was valid, practical and effective to improve learning outcomes. ABSTRAKPenelitian ini dilatarbelakangi oleh keberadaan guru IPA SMP negeri 4 Bontang yang belum mampu membuat lembar kegiatan siswa (LKS) yang baik dalam pembelajaran. Tujuan penelitian ini adalah untuk menghasilkan LKS berbasis discovery learning yang valid, praktis, efektif dan dapat meningkatkan hasil belajar siswa. Pengembangan LKS dalam penelitian ini mengikuti desain Kemp dan diujicobakan di kelas 8 SMPN 4 Bontang semester genap tahun ajaran 2013/2014. Desain dalam penelitian ini menggunakan One Group Pretest-Posttest Design. Pengumpulan data menggunakan metode observasi, tes, dan angket. Teknik analisis data menggunakan analisis deskriptif kuantitatif, dan kualitatif. Hasil penelitian ini menunjukkan: 1) LKS yang dikembangkan terbukti valid, praktis, dan efektif. Kefektifan LKS ditinjau dari (a) Hasil belajar siswa terlihat dari N-Gain dengan kategori tinggi, (b) Respon siswa terhadap penggunaan LKS sangat positif. Disimpulkan bahwa LKS berbasis model discovery learning yang dikembangkan valid, praktis dan efektif untuk meningkatkan hasil belajar.


2020 ◽  
Vol 6 (1) ◽  
pp. 103
Author(s):  
Novi Larasati ◽  
Julaga Situmorang ◽  
Hamonangan Tambunan

Abstrak: Penelitian 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 untuk pembelajaran IPA pada siswa sekolah dasar. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model pengembangan pembelajaran Dick dan Carey. Model pengembangan produk pembelajaran ini merupakan model yang disusun secara terprogram dengan urutan yang sistematis dan memenuhi karakteristik siswa usia SD dalam belajar. Hasil penelitian menunjukkan: (1) uji ahli materi IPA berada pada kualifikasi sangat sesuai (95,08 %), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat sesuai (93,96 %), (3) uji ahli rekayasa perangkat lunak dan desain grafis  berada pada kualifikasi sangat sesuai (86,70 %), uji coba perorangan berada pada kualifikasi sangat sesuai (91,43 %), uji coba kelompok kecil berada pada kualifikasi sangat sesuai (93,63 %), uji coba lapangan berada pada kualifikasi sangat sesuai (97.96%). Dengan demikian, pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran interaktif dan hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran poster. Kata Kunci: Pengembangan Media Pembelajaran, Cooperative Learning, Mata Pelajaran IPA Abstract: This study aims to: (1) produce interactive learning media that are feasible to use, easy to learn and can be used for individual learning, (2) to determine the effectiveness of interactive learning media developed for science learning in elementary school students. This type of research is development research that uses the Borg and Gall product development model combined with the learning development model of Dick and Carey. This learning product development model is a model that is arranged in a programmed order in a systematic order and meets the characteristics of elementary school age students in learning. The results showed: (1) the IPA material expert test was very suitable (95.08%), (2) the learning design expert test was very appropriate (93.96%), (3) the software engineering expert test and graphic design are very suitable qualifications (86.70%), individual trials are very suitable qualifications (91.43%), small group trials are very suitable qualifications (93.63%), field trials are the qualifications are very appropriate (97.96%). Thus, hypothesis testing proves that there are significant differences between student learning outcomes that are learned using interactive learning media and student learning outcomes that are learned using poster learning media. Keywords: Development of Learning Media, Cooperative Learning, Science Subjects


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