scholarly journals PENGEMBANGAN BAHAN AJAR KEWIRAUSAHAAN BERBASIS KONTEKSTUAL PADA MATA PELAJARAN BISNIS MANAJEMEN

Author(s):  
Khoirun Nikmah ◽  
R Mursid ◽  
Samsidar Tanjung

Abstrak: penelitian ini bertujuan untuk: (1) mengembangkan bahan ajar kewirausahaan berbasis kontekstual pada siswa, (2) menggunakan bahan ajar kewirausahaan berbasis kontekstual dalam pembelajaran layak digunakan pada siswa. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg and Gall yang dipadu dengan model desain pembelajaran Dick and Carey. Metode penelitian terdiri dari tujuh langkah yaitu sebagai berikut : (1) analisis kebutuhan, (2) mengembangkan produk awal, (3) validasi ahli dan revisi, (4) uji coba perorangan, (5) uji coba kelompok kecil, (6) uji coba lapangan terbatas, dan (7) produk akhir. Hasil penelitian menunjukkan : (1) uji ahli materi berada pada kualifikasi sangat baik (90,58%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (82,89), (3) uji ahli media pembelajaran berada pada kualifikasi sangat baik (83,55), (4) uji coba perorangan berada pada kualifikasi sangat baik (92,94), (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (95,72), dan (6) uji coba lapangan terbatas  berada pada kualifikasi sangat baik(95,10). Dengan demikian, pengembangan bahan ajar berbasis kontekstual layak digunakan dalam pembelajaran kewirausahaan. Kata Kunci: bahan ajar kewirausahaan, kontekstual, siswa Sekolah Menengah Kejuruan  This study aims to: (1) develope contextual based instructional material in entrepreneurship for students, (2) use contextual based instructional material in entrepreneurship in effective instruction which is used by students. The type of this research is the research and development that used the product development model of Borg and Gall and combined with instructional design model of Dick and Carey. The research method consists of seven steps as follows: (1) need assessment, (2) to develop the initial product, (3) the expert validation and revision, (4) individual trial, (5) small group trial, (6) a limited field trial, and (7) final product. The result of this research showed: (1) the test of subject matter experts is at the excellent qualification (88.23%), (2) the test of the instructional design experts is at the excellent qualification (82.89%), (3) the test of the instructional media experts is at the excellent qualification (83.55), (4) the individual trial is at the excellent qualification (92.94%), (5) the small groups trial is at the excellent qualification (95.72%), and (6) the limited field trial is at the excellent qualification (95.10%). Thus, the development of contextual based instructional material is effective to be used in enterpreneurship instruction.  Keywords:  instructional material in entrepreneurship, contextual, student of Vocational High Scool

2021 ◽  
Vol 3 (3) ◽  
pp. 955-961
Author(s):  
Ongku Desix B. Harahap

The aims of this study were to produce and to find out the effectivity of using the Macromedia Flash Profesional 8-based learning media as well. The type of this study was a Research and Development model adopted from ADDIE. The steps of ADDIE model were including Analyze, Design, Develop, Implement, and Evaluate. The trial subjects consisted of material experts of social science, learning design experts, learning media experts, three students of individual trial, nine students of small group trial, and also thirty students of main field trial. The data about the quality of this product was collected by using questionairres. The data was collected and analyzed by qualitative descriptive analysis. The results of Macromedia Flash Profesional 8-based learning media on the subject material of local environmental maps showed that:  the validation of the entire material experts showed that the media was extremely good (96.47%); the validation of the entire design experts showed that the media was extremely good (91.81%); the validation of learning media was extremely good (90.00%); the validation of individual trial was extremely good (88.59%); the validation of small group trial was extremely good (91.75%); and the validation of main field trial was extremely good (95.76%). Based on the result of hypothetical test proved that there was a significant difference between students’ learning  taught by Macromedia Flash Profesional 8  conventional learning.


2016 ◽  
Vol 6 (1) ◽  
Author(s):  
Tresia Valentina Depari ◽  
Binari Manurung ◽  
Mufti Sudibyo

This study aim to generate a decent textbook to use, easy to learn and can be used for leaners individual learning which produce teaching materials based on guided discovery. This research is the development of a research model product development Borg and Gall combined with a model of Dick and Carey instructional design. The research method consisted of: (1) validation of subject matter experts; (2) validation of expert instructional design; (3) validation of biology teacher; (4) individual trial; (5) small group testing; (6) limited field trials. Test subjects consisted of two subject matter experts biology, one expert instructional design, three students for individual trials, nine students to test small group and 38 students to a limited field test. Value about the quality of the product development is collected by questionnaire and analyzed with quantitative analysis techniques descriptive. The result showed: (1) subject matter experts are very well qualifications (90,14%); (2) test of instructional design experts are very well qualifications (88,06%); (3) biology teachers are in very well qualifications (93%); (4) individual trials are in well qualifications (91,07%); (5) small group trials are in very well qualifications (90,67%); (6) limited group trial in very good qualifications (87,55%).


2021 ◽  
Vol 8 (1) ◽  
pp. 65-71
Author(s):  
Muh Ahadi ◽  
Phil Ihwan Azhari ◽  
Anita Yus

The aims of this study were to produce the traditional games-based teaching materials that were suitable for use in thematic learning and to determine its effectiveness in improving students’ social competence for the fourth grade students. The study applied the ADDIE developmental model. The results showed that: (1) a validation of design expert was 88% (excellent), a material expert regarding the language feasibility was 95.53% (excellent), a social studies expert was 84% (excellent), a science expert was 85.8 (excellent), (2) the students’ responses on the traditional games-based teaching materials in the individual trial of 3 students were 81.66% (excellent), small group trial of 9 students were 87.77% (excellent), field trial of 17 students were 86.21% (excellent), and (3) there was an improvement of students’ social competence after conducting the learning activity with the traditional games-based teaching materials. This has proven that traditional games-based teaching materials were very suitable for the use in thematic learning of the fourth grade students. Keywords: Thematic Teaching Materials, Traditional Games, Social Competence.


2022 ◽  
Vol 7 (02) ◽  
pp. 649-660
Author(s):  
Leila Nur Pajrina

The research aims to develop learning media in the form of animation video for grade V elementary school, especially the material on the incident of proclamation, to describe validity of learning media, to know response of user. The research used the method research R&D with ADDIE model. The results of research as follow : (1) the results of the validity test of the instructional media obtained 97,91% with the very good qualification, (2) the results of the validity test of the instructional material obtained 94,44% with the very good qualification, (3) the results of the instructional language obtained 93,75% with the very good qualification, (4) the results of individual trial obtained 93,33% with the very good qualification, (5) the results of small group trial obtained 90,62% with very good qualification. Thus, the audio visual animation media is suitable to use in process of learning.


2021 ◽  
Vol 19 (2) ◽  
pp. 304
Author(s):  
Andini Rahmawati ◽  
Retno Triwoelandari ◽  
Muhammad Kholil Nawawi

<p class="StyleAuthorBold"><strong>Abstrak</strong></p><p>Penelitian bertujuan mengembangkan media iSpring pada pembelajaran IPA berbasis STEM untuk mengembangkan kreativitas siswa. Metode penelitian menggunakan penelitian dan pengembangan atau <em>research and development </em>(R&amp;D). Model pengembangan yang digunakan adalah model ASSURE. Teknik analisis data yang digunakan yaitu analisis data kualitatif dan kuantitatif. Instrumen penelitian berupa angket dan lembar observasi. Penilaian produk berupa angket yang diberikan kepada ahli materi, bahasa, dan media. Uji coba produk yang dilakukan yaitu uji coba perorangan diberikan kepada 3 siswa, uji coba kelompok kecil diberikan kepada 8 siswa, dan uji coba kelompok besar diberikan kepada 15 siswa. Hasil penelitian diperoleh persentase kelayakan dari aspek materi dengan kategori valid, aspek bahasa dengan kategori valid, dan aspek media dengan kategori sangat valid. Berdasarkan hasil penelitian tersebut, disimpulkan bahwa media iSpring pada pembelajaran IPA berbasis STEM untuk mengembangkan kreativitas siswa layak untuk digunakan.</p><p> </p><p class="StyleAuthorBold"><strong><em>Abstract</em></strong></p><p><em>The research aimed to develop iSpring media on STEM-based IPA learning to develop student creativity. This research method used research and development (R&amp;D). The development model used the ASSURE model. The data analysis techniques used qualitative and quantitative data analysis. Research instruments used questionnaires and observation sheets. Product assessment in the form of questionnaires given to material, language, and media experts. The individual trial was given to 3 students, the small group trial was given to 8 students, and the large group trial was given to 15 students.  The results of the research obtained a percentage of eligibility from material aspects with valid categories, language aspects with valid categories, and media aspects with very valid categories. Based on the results, iSpring media on STEM-based science learning to develop students' creativity was feasible to use.</em></p>


2021 ◽  
pp. 073563312110308
Author(s):  
Fan Ouyang ◽  
Si Chen ◽  
Yuqin Yang ◽  
Yunqing Chen

Group-level metacognitive scaffolding is critical for productive knowledge building. However, previous research mainly focuses on the individual-level metacognitive scaffoldings in helping learners improve knowledge building, and little effort has been made to develop group-level metacognitive scaffolding (GMS) for knowledge building. This research designed three group-level metacognitive scaffoldings of general, task-oriented, and idea-oriented scaffoldings to facilitate in-service teachers’ knowledge building in small groups. A mixed method is used to examine the effects of the GMSs on groups’ knowledge building processes, performances, and perceptions. Results indicate a complication of the effects of GMSs on knowledge building. The idea-oriented scaffolding has potential to facilitate question-asking and perspective-proposing inquiry through peer interactions; the general scaffolding does not necessarily lessen teachers’ idea-centered explanation and elaboration on the individual level; the task-oriented scaffolding has the worst effect. Pedagogical and research implications are discussed to foster knowledge building with the support of GMSs.


2018 ◽  
Vol 15 (138) ◽  
pp. 20170696 ◽  
Author(s):  
Olga Morozova ◽  
Ted Cohen ◽  
Forrest W. Crawford

Epidemiologists commonly use the risk ratio to summarize the relationship between a binary covariate and outcome, even when outcomes may be dependent. Investigations of transmissible diseases in clusters—households, villages or small groups—often report risk ratios. Epidemiologists have warned that risk ratios may be misleading when outcomes are contagious, but the nature of this error is poorly understood. In this study, we assess the meaning of the risk ratio when outcomes are contagious. We provide a mathematical definition of infectious disease transmission within clusters, based on the canonical stochastic susceptible–infective model. From this characterization, we define the individual-level ratio of instantaneous infection risks as the inferential target, and evaluate the properties of the risk ratio as an approximation of this quantity. We exhibit analytically and by simulation the circumstances under which the risk ratio implies an effect whose direction is opposite that of the true effect of the covariate. In particular, the risk ratio can be greater than one even when the covariate reduces both individual-level susceptibility to infection, and transmissibility once infected. We explain these findings in the epidemiologic language of confounding and Simpson's paradox, underscoring the pitfalls of failing to account for transmission when outcomes are contagious.


2021 ◽  
Vol 5 (2) ◽  
pp. 307
Author(s):  
Dewa Ayu Made Manu Okta Priantini ◽  
Ni Luh Gede Karang Widiastuti

The problem behind this research was the lack of learning resources for students in science subjects so that learning outcomes are less than optimal. This research was a research and development (research and development). The research trial subjects were fourth grade students. The data collection instrument used was in the form of an evaluation sheet (questionnaire). The data analysis used qualitative descriptive analysis and quantitative descriptive analysis. The results of the assessment of the e-module product were carried out based on six aspects, namely: content aspects of the field of study / with a percentage of achievement level of 86.00% with a predicate worthy; In terms of the learning design aspect, the percentage of achievement level is 87.60%, predicate worthy; In terms of the learning media aspect with the achievement level percentage of 89.00%, the predicate is feasible; in terms of the individual trial aspect, with the percentage level of achievement of 92.50% the predicate is very feasible; small group trial, with the percentage of achievement level of 94.50%, the predicate is very feasible, and in terms of the field trial aspect, the percentage of the achievement level is 95.50%, the predicate is very feasible. Thus the product in the form of e-module has a good level of validity and is suitable for use in the learning process on the subject force material of science subjects.


Author(s):  
Robert Matthew Poole

In the US, travel writing and the travel novel have historically held important positions in the literary landscape –not only as self-help guides and conveyances for empirical information but also as vehicles for satire, social commentary and analyses of the human condition. John Steinbeck, Jack Kerouac and William Least Heat-Moon are just a few of the important 20th century authors who have made insightful use of this genre. Today, increasingly realistic virtual reality environments have been sculpted, imbued with creative content and populated with both artificial agents and real avatars on a scale that can be measured in hundreds of virtual square miles. In some cases, the content is thematic and designed; in others it has grown up spontaneously through the individual contributions and creativity of users and small groups. It is this spontaneous blossoming of art, culture and ideas sprawling across increasingly spacious and interconnected virtual landscapes that presents us with the opportunity to continue the tradition of the epic travel story across new virtual territory.


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