scholarly journals DEVELOPMENT LEARNING MEDIA OF MATH-CHA TO SUPPORT VOCATIONAL HIGH SCHOOL REVITALIZATION

2020 ◽  
Vol 9 (1) ◽  
pp. 133
Author(s):  
Rachmawati Rachmawati ◽  
Rina Wijayanti ◽  
Era Dewi Kartika

The purpose of this study is to produce character building learning media based on m-learning mathematics with a contextual approach that is expected to provide convenience for students and teachers in supporting the revitalization of vocational education. This research is a development research. This research method refers to the 4D development model (Define, Design, Develop, and Disseminate). Development of Math-Cha applications with the help of Android Studio IDE software, and Fire Base. The result of the development in the form of a learning media product is the Math-Cha application which is installed on an Android device. The Math-Cha application consists of material and evaluation. The m-learning media on mathematics is given reinforcement by integrating character education and contextual presentation so that it supports the revitalization of vocational education. Content in the application begins by introducing character values into mathematical problems at the apperception, material and evaluation stages. Evaluation of validity aspects is based on the validation of media experts and material experts who are valid criteria with an average of 3.61. The evaluation of practicality aspects based on student response questionnaire was in the good criteria of 3.72 and the teacher's questionnaire in the criteria of good was 3.40. The assessment of effectiveness aspects based on student test results is in good criteria with an average of 86.6. Math-Cha supports learning, use easily, and it can be used anywhere and anytime. AbstrakTujuan penelitian ini untuk menghasilkan produk media pembelajaran matematika m-learning berbasis pendidikan karakter dengan pendekatan kontekstual yang diharapkan memberikan kemudahan siswa dan guru dalam menunjang revitalisasi pendidikan SMK. Penelitian ini merupakan penelitian pengembangan. Metode penelitian ini mengacu pada model pengembangan 4D (Define, Design, Develop, dan Disseminate). Pengembangan aplikasi Math-Cha dengan bantuan software Android Studio IDE, dan Fire Base. Hasil dari pengembangan berupa produk media pembelajaran yaitu aplikasi Math-Cha yang terinstall di perangkat Android. Aplikasi Math-Cha terdiri dari materi dan evaluasi. Media pembelajaran m-learning pada matematika diberikan penguatan dengan mengintegrasikan pendidikan karakter dan disajikan secara kontekstual sehingga mendukung revitalisasi pendidikan vokasi.  Konten dalam aplikasi dimulai dengan mengenalkan nilai-nilai karakter kedalam permasalahan matematika pada tahap apersepsi, materi  dan evaluasi. Penilaian aspek kevalidan berdasarkan penilaian validator ahli media dan ahli materi yang berada pada kriteria valid dengan rata-rata 3,61. Penilaian aspek kepraktisan berdasarkan angket respon siswa berada pada kriteria baik sebesar 3,72 dan angket respon guru yang berada dalam kriteria baik sebesar 3,40. Penilaian aspek keefektifan berdasarkan hasil tes siswa berada pada kriteria baik dengan rata-rata 86,6. Math-Cha mendukung dalam pembelajaran, tingkat penggunaannya relatif mudah, pembelajaran dapat digunakan dimana saja dan kapanpun.

2014 ◽  
Vol 10 (1) ◽  
Author(s):  
Salafudin *

This study aimed to determine: (1) how was the design of character building by learning mathematics, and (2) whether the character building by learning mathematics could produce better learning outcome of mathematics than conventional mathematics learning.To answer these two questions, I used Research and Development ( R & D ) which consists of a preliminary study to obtain preliminary data on student learning outcomes before being given treatments of character building by learning mathematics. The next phase is the design of the character building by learning mathematics. Further testing and revision in class and repeated until it found the best learning model. From the first problem formulation, qualitative data analysis, such as the design of character building in learning mathematics was produced. The results of the qualitative analysis shows, character building by learning mathematics was quite effectively applied to implant positive character in students. To answer the second question, statistical analysis was used. The population in this study was all students of class VII of MTsN in Buaran of Pekalongan which totaled 220. By random cluster sampling technique two classes (a class VII A and VII B) was chosen. Class VII A was as an experiment class, and class VII B was as a control class. Data were taken by the test method, experimental classroom observation, and documentation. The data was then processed with an average difference test. Results of statistical analysis obtained t = 3.33 > t table = 1.67. This meant that learning achievement of the students in the experimental class, which was implemented character education in mathematics was better than the students who were taught by conventional methods. Based on these results, it could be conclude that the character building in mathematics was better than the conventional method of learning mathematics.


2020 ◽  
Vol 4 (1) ◽  
pp. 56
Author(s):  
Ani Ainun Masruroh ◽  
Rani Oktaviani ◽  
Sri Islami Kulsum ◽  
M. Afrilianto

This research aims to improve student learning outcomes on mathematics learning by using a contextual approach. This research is a Class Action Research (CAR) conducted at one of the vocational schools (SMK) in X-class areas of focus on Automation of Governance and Office 3. The research instruments used in this study are (1) tests consisting of pre-test and post-test of the concept of Sigma notation and infinite series; and (2) the use of an observation sheet for teachers and students as a condition of measuring action execution. The procedure of the study consists of (1) planning, (2) The implementation of Action, (3) observation, (4) evaluation, and (5) reflection. The test results showed that there was an increase in pre-test and post-test results of 19.33%. Obviously, this shows that students ' learning outcomes on math learning are increasing after learning using a contextual approach.


2020 ◽  
Vol 10 (1) ◽  
pp. 73-84 ◽  
Author(s):  
Krisma Widi Wardani ◽  
Danang Setyadi

One of the computer-based mathematics learning media developed is Macromedia Flash-based learning media. Macromedia Flash-based learning media that have been available so far have not been students to be actively involved in using the media. This has encouraged researchers to develop new Macromedia Flash-based media. This research is development research. The development model used in 4D, namely Defines, Design, Develop and Disseminate. The subjects consisted of 60 students in grade 4 at SD Mardirahayu 01 and 02 Ungaran. The research instrument consisted of media validation sheets, material validation sheets, student response sheets, and motivation questionnaires. Research data were analyzed qualitatively and quantitatively. The results showed that the media developed were valid and could increase students' motivation in learning mathematics in a broad and mobile material.


Author(s):  
Yunita Rochmawati Jonan

ABSTRAK Tujuan penelitian pengembangan ini adalah menghasilkan sebuah rubrik penskoran pada asesmen otentikuntuk materi volume dan luas balok yang dapat digunakan oleh guru dan siswa. Rubrik ini dibuat sesuai dengan standar penilaian dalam kurikulum 2013. Penelitian pengembangan (R&D) ini menggunakan model Borg and Gall yang terdiri dari lima tahap yaitu penelitian dan pengumpulan data awal, perencanaan, pengembangan format produk, uji coba skala kecil, revisi akhir dan penyempurnaan produk. Hasil penelitian pengembangan ini berupa rubrik penyekoran holistik dan analitik dengan nilai sangat valid sebesar 94%. Analisis dari penelitian ini adalah angket kebutuhan bagi guru dan siswa sedangkan uji coba dilakukan melalui perorangan, kelompok kecil dan kelompok besar. Sedangkan kelayakan rubrik penskoran dari penilaian oleh ahli dengan menggunakan angket uji validitas materi, hasil belajar siswa, respon siswa serta tanggapan guru pengajar. Hasil penelitian ini menunjukkan bahwa rubrik penskoran ini efektif dalam membantu memperbaiki hasil ulangan dan cukup praktis serta dapat dipergunakan untuk memberikan penilaian hasil belajar yang sesuai dengan kurikulum 2013. Kata kunci: rubrik, penskoran, asesmen otentik.   ABSTRACT The purpose of this development research is to produce a scoring rubric on an authenticity assessment for the volume and area materials that can be used by teachers and students. The rubric is made in based on the assessment standards in the 2013 curriculum. This development research (R&D) uses the Borg and Gall model consisting of five stages of preliminary data research and collection, planning, product format development, small-scale trials, final revisions and product enhancements. The results of this development research include holistic and analytic scoring rubric with a very valid score of 94%. The rubric is analyzed fromquestionnaire for teachers and students, while trials are conducted through individuals, small groups and large groups. The feasibility of the scoring rubric from assessment by members by using the material validity test questionnaire, student learning results, student response and teacher responses. The results of this study show that the scoring rubric is effective in helping to improve the test results and is practical and can be used to provide assessment of learning outcomes in accordance with the 2013 curriculum. Keywords: rubric, scoring, authentic assessment.


2021 ◽  
Vol 9 (1) ◽  
pp. 52
Author(s):  
Binti Munafi’ah ◽  
Supri Wahyudi Utomo ◽  
Elly Astuti

Penelitian ini bertujuan untuk menganalisis dan mengkaji proses pengembangan, kelayakan, dan respons dari peserta didik terhadap pengembangan Lembar Kerja Peserta Didik berbasis Higher Order Thinking Skills pada kelas XII Akuntansi Keuangan dan Lembaga mata pelajaran akuntansi keuangan Sekolah Menengah Kejuruan Negeri 2 Madiun. Penelitian ini dilakukan pada semester genap kelas XII Akuntansi Keuangan dan Lembaga dengan jumlah 25 peserta didik. Model pengembangan penelitian yang digunakan yakni model 4D (Define, Design, Development and Dissemination). Pengumpulan data dilakukan dengan observasi, angket atau kuesioner, dokumentasi dan tes hasil respons peserta didik. Hasil dari penelitian ini ialah tingkat kelayakan berdasarkan penilaian pengesahan dari ahli materi, kebahasaan, dan desain grafis mendapatkan skor nilai 87%, kategori sangat layak untuk digunakan. Aspek yang digunakan untuk mendapatkan kelayakan diambil dari aspek materi, aspek kebahasaan dan aspek media (desain grafis). Tingkat respons peserta didik dinilai berdasarkan 4 komponen, yakni komponen isi, materi, penyajian dan bahasa, serta mendapatkan kriteria penilaian “Sangat Menarik” untuk digunakan. AbstrakThis study aims to analyze and study the development process, feasibility, and response of students to the development of Student Worksheets based on Higher Order Thinking Skills in class XII Financial Accounting and Institutions of financial accounting subjects at 2 Madiun Vocational High School. This research was conducted in the even semester of class XII Financial Accounting and Institutions with a total of 25 students. The research development model used is the 4D model (Define, Design, Development and Dissemination). Data collection is done by observation, questionnaire or questionnaire, documentation and test results of students' responses. The results of this study are the level of eligibility based on the assessment of endorsement by experts in material, linguistic, and graphic design score of 87%, the category is very feasible to use. The aspects used to obtain eligibility are taken from the material aspects, linguistic aspects and media aspects (graphic design). Student response rates are assessed based on 4 components, namely the components of content, material, presentation and language, and get an assessment criteria "Very Attractive" to use.


2018 ◽  
Vol 5 (3) ◽  
pp. 233-246
Author(s):  
Yuniawatika Yuniawatika ◽  
Devi Nurul Yuspriyati ◽  
Ibrahim Sani ◽  
Febriyanti Febriyanti

AbstrakMatematika sangat penting untuk menumbuhkembangkan kemampuan berpikir siswa serta menanamkan pendidikan karakter pada diri siswa sehingga dengan kemampuan itu diharapkan peserta didik mampu bertahan hidup dalam keadaan yang tidak pasti dan kompetitif. Namun sampai saat ini sebagian besar siswa tidak menyukai dan bahkan benci dengan matematika karena mereka merasa matematika adalah sesuatu yang membosankan dan menakutkan. terdapat bukti dengan masalah umum matematika seperti rendahnya rata-rata NEM nasional, rendahnya daya saing di ajang internasional serta rendahnya minat belajar matematika. Banyak upaya-upaya yang telah dilakukan oleh pakar pendidikan matematika di Indonesia bahkan di negara-negara maju pun melakukan banyak inovasi-inovasi pendidikan khususnya pada matematika. Indonesia sendiri tengah dipopulerkan Pembelajaran Matematika Realistik Indonesia atau disingkat PMRI. Metode yang digunakan dalam penelitian ini adalah metode penelitian kualitatif yang akan menghasilkan data deskriptif berupa kata-kata tertulis atau lisan dari subjek yang diamati. Teknik pengumpulan data yang digunakan adalah dengan menggunakan metode observasi, metode angket, metode wawancara, dan dokumentasi. Hasil penelitian ini bahwa Perkembangan PMRI di Jawa Barat khususnya Bandung Barat belum berkembang maksimal sesuai yang diharapkan pada saat pertama kali PMRI dikenalkan di Indonesia. Hal ini dapat dilihat hanya beberapa yang menerapkan PMRI itu sendiri di sekolah. Pada saat sekarang ini LPTK-LPTK sudah mulai jarang mengadakan pelatihan/workshop, seminar dan juga penelitian yang bertemakan PMRI. Kemudian ditunjang juga bahwa kurang adanya dukungan dari pemerintah mengenai PMRI. Sehingga, PMRI dalam perkembangannya belum menyebar secara menyeluruh di Bandung Raya.AbstractMath is very important to develop students' thinking skills and instill character education on students with abilities so that learners are expected to survive in an uncertain and competitive . However, to date most of the students do not like and even hate math because math is something they feel boring and intimidating . there is evidence of the general mathematical problems such as low national average NEM , low competitiveness in the international arena as well as the lack of interest in learning mathematics . Many efforts have been made by experts of mathematics education in Indonesia, even in developed countries also do a lot of innovations in education, especially in mathematics . Indonesia is in the midst popularized Realistic Mathematics EducationIndonesia or abbreviated PMRI. The method used in this study is a qualitative research method that will generate descriptive data in the form of words written or spoken of the subject being observed. Data collection techniques used is to use the method of observation , questionnaire , interview, and documentation . The results of this study that PMRI Developments in West Bandung West Java has not been fully developed as expected when first introduced in Indonesia PMRI . It can be seen that only a few PMRI apply themselves in school . At this present time LPTKs - LPTK already begun rarely held pelatiha / workshops , seminars and study also the theme PMRI . Then also supported that the lack of support from the government regarding PMRI . Thus, PMRI in its development as a whole has not spread in Bandung Raya .


2019 ◽  
Vol 11 (2) ◽  
pp. 128-132
Author(s):  
Ummu Rosyidatul ◽  
Mustofa Mustofa ◽  
Nisaul Barokati Selirowangi

This research aims to download have been described : (1) the activity of the students on learning to write essays with a contextual approach and video media, (2) the activity of the teacher in the learning of essay writing with the contextual approach and video media, (3) student learning completeness on learning to write a contextual approach to essay and video media, and (4) student response on learning to write essays with the contextual approach and media video in class XI SMA Darul Ulum Sugio. This type of research is research qualitative and quantitative test results through the application of approaches and learning media. The population of this research is the learners class XI SCIENCES 2 SMA Darul Ulum Sugio. This research data obtained through observation sheets students, teacher observation sheets, test write essays, and question form. The results showed that the application of the approach Contextual Teaching and Learning (CTL) and video media on learning writing essay very effectively applied. Ditinjau of the student activity categorized either by percentage of 87% or effective to apply, review of teacher's activity categorized either by percentage amounted to 93.75% or effective to apply, review of ketuntasan learning students categorized either by a percentage of 75% effective or to be applied, in terms of response students categorized very well with the percentage of 91.96% or effective to apply.  


ProBank ◽  
2017 ◽  
Vol 2 (1) ◽  
pp. 55-68
Author(s):  
Edhi Wasisto

The research aims to improve the knowledge, skills and motivation of entrepreneurship education for students and teachers in vocational schools (SMK) the city of Surakarta. The study consisted of three variables: (1) the intensity of the service model of entrepreneurship education; (2) entrepreneurial skills for students in Vocational High School .; (3) the effectiveness of services in entrepreneurship education through character education for students in Vocational High School. The research method is a survey, observation, interviews, questionnaires, documentation, and action (action research), giving the task to the subject of research and evaluation. The research location in the city of Surakarta. Given the technical constraints; limited funding and time of the study; as a test model specified the two schools; namely SMK SMK Bopkri 1 and 2. The research was conducted 6 months, beginning the month from April to October 2015. The quantitative data analysis using quantitative descriptive approach, while qualitative data using an interactive approach. Results: (1) obtained from the data base of potential Vocational High School. in the area of research related to the awareness and motivation of students in entrepreneurship; (2) obtained baseline prevalence of students who are interested in entrepreneurship education; (3) known to need assessment of the students who will participate in entrepreneurship education in schools; (4) can be prepared modules in entrepreneurship education material in Vocational High School; (5) can be arranged group accompanying teachers implementing entrepreneurship education in schools; (6) can be trained a number of 40 teachers accompanying the implementation of entrepreneurial skills education of students in the school; (7) can be produced prototype or tool entrepreneurship; (8) can be educated a number of 140 students in the field of entrepreneurial skills; (9) can be formed Productive Business Group (CTP) for students in the Vocational High School; (10) can be written journals of national terakriditasi; (11) can be written books on entrepreneurship education based character building for students at vocational schools. Keywords: Entrepreneurship education through character building vocational students


2018 ◽  
Vol 3 (1) ◽  
pp. 40-48
Author(s):  
Reva Gitriani ◽  
Siti Aisah ◽  
Heris Hendriana ◽  
Indri Herdiman

This research aims to develop learning tools of mathematics junior high school with a contextual approach as a tool for learning mathematics. The subjects are 34 students in the eighth grade of junior high school. The research method used is development research by referring to ADDIE development model which consists of five stages, namely analysis, design, development, implementation, and evaluation. The instruments are validation sheets of student worksheet, questionnaires, and test results. Results of this research are: (1) the validation result of student worksheet is in very good category; (2) the result of a questionnaire of student response is in very good category; and (3) the result of the student's learning test is in a good category. So that, student worksheet is feasible from the aspect of validity, practicality, and effectiveness.


Author(s):  
H. Suhada

Cases of student brawling, pornography to drug use by students are still concern today. Meanwhile, concerns about the quality of education in our country are increasing because the influence of technology is growing rapidly but it is not being used to the fullest for learning needs. Therefore we need solutions to improve the quality of learning by using information technology. Vocational high school multimedia study program offers the solution of culturally charged religious games, religious education and expertise. Making this religion game was directed by a multimedia productive teacher assisted by both religious and Indonesian Language teacher because the production of religious video game is the result of combining religion, narration and video game making skills. Video game religion can begin with an observation of social and religious life in schools or homes. Literacy can be done to help giving new ideas and value to character, morals and religion. Through the manufacture of religion games, it is expected that students interchange every existing role while learning religion. In addition to video games production can enhance students’ skills and accomplishments in multimedia majors. The study set out to describe the creation of a game of religion that features the values of character education and Indonesian Language education in multimedia skills programs and make an attractive learning model


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