scholarly journals DEVELOPMENT OF LEARNING MEDIA USING ADOBE FLASH PLAYER SOFTWARE AND THE ROLE OF SELF EFFICACY TO INCREASE ECONOMIC LEARNING OUTCOMES FOR CLASS X IIS MAN 1 PADANG LAWAS

2021 ◽  
Vol 13 (2) ◽  
pp. 367
Author(s):  
LAILA ROHIMA ◽  
Saidun Hutasuhut ◽  
Arwansyah Arwansyah

This study aims to create and develop learning media using Adobe Flash Flayer software in economics class X IIS MAN 1 Padang Lawas which can be used to support learning so as to assist teachers in delivering learning materials. This research is a development research with ADDIE development model. In addition, this study was also conducted to determine the interaction of Self Efficacy with the use of media in improving student learning outcomes. This research was conducted at MAN 1 Padang Lawas. The sampling technique was carried out by cluster random sampling technique. The results of this study are learning media with Adobe Flash Player Software developed that meet the eligibility requirements (valid) to be used as learning media in economics subjects for class X IIS. The product developed, based on an assessment of the media aspect, learning design and material aspects carried out by experts as well as responses or responses from students obtained an average percentage of 86.33% feasibility level so that the conclusion belongs to the "Very Eligible" category. There is an interaction between learning media and Self Efficacy on students' economic learning outcomes.

Author(s):  
Rahmi Isra

The research objectives are to determine and analyze the role of principal leadership in increasing teacher creativity at SMK Negeri 1 Al-Mubarkeya Ingin Jaya and to find out and analyze teacher creativity in improving student learning outcomes at SMK Negeri 1 Al-Mubarkeya Ingin Jaya. This study used a qualitative approach using purposive sampling technique to determine informants and data collection techniques were carried out through observation, interviews and focus group discussions (FGD). The role of principal as education leader in increasing the creativity of teachers in State Vocational High School I Al-Mubarkeya Ingin Jaya, Aceh Besar District, still has several shortcomings. This can be seen from the indicators that the principal as an educator is still not maximal in guiding teachers to prepare learning tools. The principal as a supervisor is still not able to prepare a supervision program properly, because he does not do classification of problems and check the correctness of the problem. The implementation of supervision is still constrained by curriculum differences. The principal as a leader also still has shortcomings so that it has implications for the level of creativity guru in improving student learning outcomes. Teacher There are still those who have difficulty in formulating and classifying specific instructional goals to develop students' attitudes, knowledge, and skills.


2021 ◽  
Vol 15 (1) ◽  
pp. 22
Author(s):  
Tiarima Marbun

This classroom action research (CAR) was conducted to increase student success in learning History with the Google Classroom (GC) application. The class as the subject is that of XI IPS-2 SMA Negeri 2 Tarakan, consisting of 36 students, with 19 male and 17 female students. They were chosen,  because the class saw a very large level of online learning problems such as: students often missed class, attended late, did not do assignments, did not have data packages so they did not participate in learning , and very passive learning activities.This research was conducted in two cycles, with  three meetings in each. It employed GC as the media to hold the learning process done online in the pandemic era. The results of the analysis has proved that the use of GC can help in improving student learning outcomes, based on all aspects of observation and action so that learning outcomes increase in each meeting and cycle. The learning outcomes in the first cycle showed 47.2%, while in the second cycle it increased to 83.3%. There were 5 students or 13.9% who had failed to reach the minimum completeness and a student was not present at the last meeting of the cycles. A remedial will be given in a separate meeting so that they can achieve the required mastery in learning. In short, learning with GC media can improve the results of learning history subject for the students in high school. Therefore, it is recommended that teachers or teachers be able to use GC in online learning.


2018 ◽  
Author(s):  
Dahniar Harahap

Rekognisi: Jurnal Pendidikan dan Kependidikan Volume 1, No.1, Tahun 2016 PGSD Universitas Nahdlatul Ulama Sumatera Utara The purpose of this study are: (a) to know how to use the media image in improving student learning outcomes in social studies learning the material diversity of tribes and cultures in Indonesia (b) to determine student learning outcomes in social studies material diversity of tribes and cultures Indonesia using media images. Media used in this study is the media image, ie an image of the diversity of tribes and cultures in Indonesia, such as image custom homes, traditional clothing, traditional weapons and traditional dances from all regions in Indonesia. The test is performed three times the initial test (pretest), test results of studying the first cycle and the second cycle. Based on data analysis, which showed that: (1) difficulties faced by students in social studies learning are: students who have not been able to explain the contents of the image due to lack of confidence developed in the classroom and explain the contents of the image to a friend, (2) how to use media images in learning social studies in the first cycle that, the teacher explains the material diversity of tribes and cultures in Indonesia by using an image, then the teacher asked students to comment on the pictures, and the second cycle the teacher asks the students to form groups and work the assignment of teachers in groups and provide individual training. (3) At the beginning of the test (pre-test) the ability of the student in completing the material diversity of tribes and cultures in Indonesia is low. I learned on the test results of 37 students who take the test, there are 18 students or 48.64% were thoroughly studied and are not thoroughly studied as many as 19 students or 51.36%. In the second cycle of learning outcomes, from 37 students who take the test are 35 students or 94.60% were thoroughly studied, and there are 2 students or 5.40% were not thoroughly studied. It can be concluded that the use of media images can improve student learning outcomes.


2019 ◽  
Vol 8 (1) ◽  
Author(s):  
Gede Agus Hendika ◽  
Made Santo Gitakarma ◽  
Nyoman Santiyadnya

This study was carried out aimed at improving student learning outcomes in Computer Assembling subjects in the subject matter and Troubleshooting BIOS configuration concepts in class X TKJ 1 SMK Negeri 3 State through problem-based learning model (Problem Based Learning). This type of research is action research class (class action research) carried out in 2 cycles, the first cycle consists of 3 meetings as well as to the second cycle. Subjects in this study were students of class X TKJ 1 SMK Negeri 3 countries totaling 34 people. The object of this research is student learning outcomes by implementing problem-based learning model (Problem Based Learning). The necessary data obtained using the method in the form of a multiplechoice test (Multiple Choice). Achievement test cycle I and cycle II as many as 20 items. Based on the analysis of data on learning outcomes in Computer Assembling subjects in the first cycle obtained an average percentage of student learning outcomes in classical amounted 55.88%. In the second cycle the average percentage of student learning outcomes in classical amounted 85.29%. The results showed an increase from cycle I to cycle II of 29.4%. Thus, the conclusions of this study an increase in student learning outcomes through the application of problem-based learning model (Problem Based Learning).


2021 ◽  
Vol 5 (2) ◽  
pp. 155-162
Author(s):  
Yulia Eka Yanti ◽  
Adzimatnur Muslihasari ◽  
Tety Nur Cholifah

The corona virus has caused changes in the education system in Indonesia. This causes learning that was originally carried out face-to-face into learning from home. The Learning from Home system requires parents to play a full role in learning. To maintain and increase students' learning motivation while studying from home, parents really need the role. This research is a descriptive research with a qualitative approach. The instrument of data collection was done by interview and questionnaire. The subjects of this study were parents of grade II and III students at SD Negeri 2 Palaan located in Palaan Village, Ngajum District. The results of this study discuss the role of parents who are very influential in improving student learning outcomes of SD Negeri 2 Palaan during the Learning from Home System.


Author(s):  
RODY SATRIAWAN ◽  
FAHRURROZI FAHRURROZI ◽  
NENY ENDRIANA ◽  
NILA HAYATI ◽  
RISTU HAIBAN HIRZI ◽  
...  

This research aimed to develop audio visual based on learning media using adobe flash professional CS6 in material subject for students of seventh graders at MTs Mu'allimin NW Pancor that was valid, practical and effective. This research was a research and development (R&D) that was adapted from the ADDIE development model. There are 5 stages: (1) Analysis; (2) Design; (3) Development; (4) Implementation; and (5) Evaluation. The population was students of seventh graders , with a sample of students of VIIB . Data collection techniques used were using a questionnaire that was analyzed descriptively. The results showed that audio visual based on learning media using adobe flash professional CS6 which had been developed based on the assessment of media experts obtained by 96 with a very good category and material expert assessment was obtained by 42 with a good category. Based on students' responses to the practicality of the media it was found that the percentage of assessment was 75.35% with the practical category. Based on tests of student learning outcomes on the effectiveness of the media obtained a percentage of 88.46%. Based on the results of data acquisition shows that audio visual based learning media using adobe flash professional CS6 was feasible and can be used in the mathematics learning process of material for students of seventh graders at MTs Mu'allimin NW Pancor. ABSTRAKPenelitian ini bertujuan untuk mengembangkan media pembelajaran bilangan berbasis audio visual menggunakan adobe flash profesional CS6 untuk kelas VII MTs Mu’allimin NW Pancor yang valid, praktis, dan efektif. Penelitian ini merupakan penelitian pengembangan yang diadaptasi dari model pengembangan ADDIE. Tahapan penelitian ini ada 5 tahap, yaitu: (1) Analysis; (2) Design; (3) Development; (4) Impelementation; dan (5) Evaluation. Hasil penelitian menunjukkan bahwa media pembelajaran bilangan berbasis audio visual menggunakan adobe flash professional CS6 yang telah dikembangkan berdasarkan penilaian ahli media diperoleh sebesar 96 dengan kategori baik. Berdasarkan respon siswa terhadap kepraktisan media didapatkan persentasi penilaian sebesar 75,35% dengan kategori praktis. Berdasarkan tes hasil belajar siswa terhadap keefektifan media yang telah dikembangkan diperoleh persentase sebesar 88,46%. Berdasarkan hasil penelitian dan analisis data, dapat disimpulkan bahwa media pembelajaran bilangan berbasis audio visual menggunakan adobe flash professional CS6 layak dan dapat digunakan dalam proses pembelajaran matematika materi bilangan kelas VII MTs Mu’allimin NW Pancor.


2020 ◽  
Vol 5 (3) ◽  
pp. 338-346
Author(s):  
Aji Madia Abdurrahman

According to Trianto, one of the main problems in learning mathematics in schools today is the low absorption of students. The way that can be used to overcome these problems is by using media in learning mathematics. From the results of writing conducted by Luh Made Suriwati, et al, it was found that learning with the help of visual media is more effective in improving student learning outcomes compared to conventional learning methods. One of the media that can be used in learning mathematics is Congklak game media. This type of writing is action research aimed at developing an action plan to improve what is being done now. This writing is descriptive writing, where this writing is writing that really only describes what is contained or occurs in a particular scene, field, or region, namely SD N 1 Toyareka. This writing uses data collection techniques in the form of interviews, observation and documentation while the technical analysis of data uses data reduction, data presentation and data conclusion. The purpose of this writing is to describe the use of Congklak game media in learning mathematics in class IV and the use of Congklak game resources in instilling student character. The results of the writing show that the Congklak media can be used in learning Mathematics of Multiples Small Guilds. Where in the use of the media, the authors modify the game board by giving writing numbers in each hole of the board. Through the use of these media students can actively and enthusiastically participate in chases that have an impact on improving student learning outcomes. In addition, through the use of the Congklak game media can help teachers to convey the concept of Multiple Small Guilds (KPK) easily and at the same time be more acceptable to students. Through the use of congklak game media can also instill the character of students' curiosity. Keywords


2020 ◽  
Vol 5 (3) ◽  
pp. 338-346
Author(s):  
Aji Madia Abdurrohman

According to Trianto, one of the main problems in learning mathematics in schools today is the low absorption of students. The way that can be used to overcome these problems is by using media in learning mathematics. From the results of writing conducted by Luh Made Suriwati, et al, it was found that learning with the help of visual media is more effective in improving student learning outcomes compared to conventional learning methods. One of the media that can be used in learning mathematics is Congklak game media.This type of writing is action research aimed at developing an action plan to improve what is being done now. This writing is descriptive writing, where this writing is writing that really only describes what is contained or occurs in a particular scene, field, or region, namely SD N 1 Toyareka. This writing uses data collection techniques in the form of interviews, observation and documentation while the technical analysis of data uses data reduction, data presentation and data conclusion. The purpose of this writing is to describe the use of Congklak game media in learning mathematics in class IV and the use of Congklak game resources in instilling student character.The results of the writing show that the Congklak media can be used in learning Mathematics of Multiples Small Guilds. Where in the use of the media, the authors modify the game board by giving writing numbers in each hole of the board. Through the use of these media students can actively and enthusiastically participate in chases that have an impact on improving student learning outcomes. In addition, through the use of the Congklak game media can help teachers to convey the concept of Multiple Small Guilds (KPK) easily and at the same time be more acceptable to students. Through the use of congklak game media can also instill the character of students' curiosity.


Author(s):  
Aryo Widityo Prabowo ◽  
Dharma Liza Said ◽  
Ahmaddul Hadi

This study was conducted with the low background of student learning outcomes (of the 57 people who completed only 30 people, the remaining 27 have not reached the KKM is 70. Which affecting low learning outcomes one of which is due to the use of the media as a learning the theory process that does not fit. To see the effect of the use of instructional media with Media Visual Graphic full image and color , the research conducted in the form of experiments using with Media Visual Graphic full image and color. experimental type of research with Quasi exsperimental design shape design . study population was all class X TAV Academic Year 2012/2013 which amounts to 57 students in SMK Negeri 2 Solok . sampling technique used non - probability sampling , to sample class X TAV 1 totaled 28 people used the experimental class and class X TAV 2 classes totaling 29 persons used as controls . Results of experimental research using the media class with Media Visual Graphic full image and color has an average value ( 77.39 ) is higher than the control class that does not use with the Media Visual Graphic full image and color of ( 70.68 ) . Keywords : Learning Outcomes , Media , Media Visual Graphic full image and color


Author(s):  
Jayanti Elishabet Carolina ◽  
Gusti Yarmi ◽  
Dorutul Yatimah

The use of the Guided Writing Activity Strategy (SAMT) method in making a simple dialogue script can be applied by the teacher to optimize the ability of students. SAMT method makes the role of the teacher who so far has only been a giver of assignments will switch in the form of collaboration with students. SAMT method in fifth-grade students of SDN Malaka Jaya 06 Pagi East Jakarta is intended to make efforts to improve the quality of learning, especially on simple dialog scriptwriting skills that are expected to affect improving student learning outcomes in writing simple dialog scripts.


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