scholarly journals Pembelajaran E-Learning Perkembangan Anak di Jurusan Psikologi

2018 ◽  
Vol 9 (1) ◽  
pp. 62
Author(s):  
Riza Noviana Khoirunnisa ◽  
Damajanti Kusuma Dewi ◽  
Desi Nurwidawati

Conventional learning method is viewed to be less effective because it poses the problems of space and time. Information Technology offers a method for more effective online learning called e-learning. This research aims to develop e-learning for the module of Child Development at Department of Psychology Universitas Negeri Surabaya. This study was a developmental research project that used the method of ADDIE (Analysis, Design, Development, Implementation, Evaluation). This model was chosen because the stages of its development are deemed appropriate especially for the refinement and implementation of e-materials in online system which facilitates the interactions among students and between the students and lecturers. The subjects of this study were 34 undergraduate psychology students who participated in the module of Child Development. This study was conducted during four meetings. The results of this study were e-material products which were uploaded in online learning system. The e-materials have been validated by experts. A questionnaire to record students’ responses on the e-materials was used. The analysis on the data resulted from students’ responses shows that there is no significant effect of the  e-learning application in the module of Child Development on the students’ learning achievement. Keywords: Online learning, child development module, ADDIEAbstrak: Metode pembelajaran konvensional dirasakan menjadi kurang efektif karena terbentur masalah ruang dan waktu. Teknologi Informasi menawarkan metode pembelajaran yang dinamakan metode e-learning. Penelitian ini bertujuan untuk mengembangkan pembelajaran e-learning pada mahasiswa yang memprogrram mata kuliah Perkembangan Anak di Jurusan Psikologi. Metode penelitian menggunakan Model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Model ini dipilih karena tahapan-tahapan pengembangannya dipandang sesuai terutama untuk penyempurnaan dan implementasi bahan ajar e-materi dalam sistem online dan fasilitas interaksi mahasiswa dengan dosen dan antar mahasiswa. Subjek penelitian ini adalah mahasiswa yang memprogram mata kuliah Perkembangan Anak sejumlah 34 mahasiswa. Pelaksanaan penelitian ini dilaksanakan selama empat kali pertemuan. Hasil penelitian ini adalah produk e-material yang telah divalidasi oleh ahli. Kuesioner disebarkan untuk diisi oleh mahasiswa dengan tujuan untuk mengukur respon mereka atas penggunaan e-learning dan e-material. Hasil analisis data menunjukkan bahwa tidak ada pengaruh signifikan dari penerapan pembelajaran e-learning terhadap hasil belajar mahasiswa.

2022 ◽  
Vol 2 (1) ◽  
pp. 8-17
Author(s):  
QURROTUL UYUN

The COVID-19 pandemic that has hit the world since 2019 has resulted in the world of education in Indonesia, which was initially required to conduct online or online learning at home. Until now, the number of Covid cases in Indonesia has decreased. Finally, the education office has implemented a hybrid learning system or offline and online learning. . Solutions for hybrid learning through several applications such as Whatsapp groups, Zoom, Google classroom, Google meet, Quipper and so on. With this application, teachers are required to be creative in delivering hybrid learning, therefore in addition to using this application, researchers use flipbooks to support hybrid learning. The method in this study using ADDIE namely Analysis, Design, Development, Implementation and Evaluation. The purpose of this study is to provide meaningful and fun learning and not boring without giving assignments that are too heavy so that it makes students uncomfortable because there are many assignments and too much material is delivered in a monotonous way. The results from the validation of the expert team were obtained at 86.5%, which means that the e-book is very suitable to be used and received a positive response with a percentage value of 89.5% resulting in a positive response. The conclusion that can be narrowed is that e-learning online learning using Flipbook with trigonometry material for class XI Science is declared effective because students can understand trigonometry material even though the learning is done in a hybrid way. ABSTRAKPandemi covid-19 yang melanda dunia sejak tahun 2019 mengakibatkan dunia pendidikan di Indonesia yang awalnya diharuskan melakukan pembelajaran secara daring atau dalam jaringan yang dilakukan dirumah hingga saat ini kasus covid di Indonesia semakin menaurun akhirnya dinas pendidikan memberlakukan sistem pembelajaran secara hybrid atau pembelajaran luring dan daring. Solusi untuk pembelajaran hybrid melalui beberapa aplikasi seperti Whatsapp grup, Zoom, Google classroom, Google meet, Quipper dan lain sebagainya. Dengan aplikasi tersebut guru dituntut kreatif dalam menyampaikan pembelajaran secara hybrid, oleh karena itu selain menggunakan aplikasi tersebut peneliti menggunakan flipbook untuk penunjang pembelajaran hybrid. Metode pada penelitian ini menggunakan ADDIE yaitu Analisis, Design, Development, Implementasi dan Evaluasi. Tujuan dari penelitian ini untuk memberikan pembelajaran bermakna serta menyenangkan dan tidak membosankan tanpa memberikan tugas yang terlalu berat sehingga membuat peserta didik tidak nyaman karena banyak tugas dan terlalu banyak materi yang disampaikan dengan cara monoton. Hasil dari validasi tim ahli didapat sebesar 86,5% dengan artian e-book sangat layak digunakan dan mendapat respon positif dengan nilai presentase 89,5% menghasilkan respon positif. Kesimpulan yang dapat dikerucutkan adalah pembelajaran daring secara e-learning menggunakan Flipbook dengan materi trigonometri kelas XI IPA dinyatakan efektif karena peserta didik dapat paham materi trigonometri meskipun pembelajaran dilakukan secara hybrid


2021 ◽  
Vol 7 (SpecialIssue) ◽  
pp. 139-144
Author(s):  
Menza Hendri ◽  
Dian Pertiwi Rasmi ◽  
Winda Ananda

Since the Coronavirus disease (COVID-19) pandemic, the world of education has been affected by the application of a learning system that is carried out in a blended learning manner. Therefore, this study aims to develop teaching materials in the form of a STEM-based web module using scaffolding to assist the learning process during the covid 19 pandemic. The development of a STEM-based web module using scaffolding is carried out using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). Data were obtained through interviews with physics teachers. Based on the results of interviews with teachers at one of the senior high schools in Batanghari district, it is known that in offline learning, printed books from the school library are still used. Therefore, we need an electronic module that can be accessed anytime and anywhere to facilitate the learning process. So that researchers will develop a STEM-based web module using scaffolding on straight motion physics material for class X high school. The product produced is in the form of a web containing material for straight motion physics class X SMA/MA based on STEM using scaffolding


2019 ◽  
Vol 17 (2) ◽  
pp. 27-37
Author(s):  
Pratiwi Apriniya ◽  
Mimin Nur Aisyah

This research aimed to develop interactive learning media with Lectora Inspire for the students of grade X AKL SMK Negeri 1 Tempel on Basic Banking subjects with the competence of saving. The research used the Research Development with ADDIE (analysis, design, development, implementation, evaluation) model. The media was assessed by material expert, media expert, and teacher. The results show that the feasibility of interactive learning media by material expert in strongly feasible category (average score of 4, 26), by media experts in strongly feasible category (average score of 4, 36), by teacher in strongly feasible (average score of 4, 33), and by students in feasible category (average score of 4, 07). The interactive learning media developed is strongly feasible to be used as learning media for students. The student’s learning interest before and after the use of interactive learning media has increased by 8% from 64% to 72%. Paired sample t-test obtained tcount  -5.213 with sig 0.000 showed significant learning interest’s improvement. Therefore, it can be concluded that interactive learning media is able to improve student’s learning interest. Keywords: Interactive Learning Media, Lectora Inspire, Student’s Learning Interest.


2019 ◽  
Vol 11 (1) ◽  
pp. 38-47
Author(s):  
Ferhat Kadir Pala ◽  
Pınar Mıhcı Türker

This study aims at developing a glove with integrated haptic interface to facilitate the learning of those who have just started playing piano and allowing them to perform without a need for a piano during daily activities. The steps of the analysis, design, development, implementation, evaluation model were used in the research. In the analysis stage, students’ needs were analysed and problems were determined. At the design stage, practices oriented to resolving these problems were analysed and it was decided that haptic gloves might be appropriate for the solution to the problems revealed. At the development stage, evaluations were made directed to development of the product and formatting. The participants used the haptic glove for a while and have expressed their opinions, which are recorded by video camera. The recordings were analysed and it was found that the second version of the haptic glove increased the participants’ recall level of the music.Keywords: Music education, haptic glove, piano education, passive haptic learning.*


2020 ◽  
Vol 8 (2) ◽  
Author(s):  
Eca Seponsah ◽  
Raudhatul Fadhilah ◽  
Dedeh Kurniasih

The low knowledge of student learning outcomes in the binary compound nomenclature for class X MIA at SMA Negeri 1 Tekarang is due to the difficulty and confusion of students in writing the names for binary compound nomenclature. One of the factors for the success of the learning method is the use of appropriate learning media. A learning medium is needed, namely the Jarumia learning media to make it easier for students to understand the concept of chemical compound nomenclature. This study aims to develop the Jarumia learning media in the binary compound nomenclature for class XI at SMA Negeri 1 Tekarang which is valid and practical. The instruments used were validation sheets and teacher and student response questionnaires. This type of research is the ADDIE (Analysis, design, development, implementation, evaluation) model of Research and Development (R&D). The results of the analysis show that the Jarumia learning media developed is valid with an average value of 0.93 with high criteria. The percentage of the results of the questionnaire responses to the initial field trials and the main field trials were 89.74% and 85.45%, respectively, with very practical criteria. Thus, the needle learning media developed is suitable for use as a learning medium on compound nomenclature material, especially in the binary compound sub-material.


2021 ◽  
Vol 7 (SpecialIssue) ◽  
pp. 250-255
Author(s):  
Nurhidayah Nurhidayah ◽  
Jumaeri Jumaeri ◽  
Endang Susilaningsih

This study aims to test the validity, practicality, and effectiveness of pop-up questions-based learning videos integrated with religious characters of the human digestive system. The subjects of this study were students of class VIII A and VIII C of MTs Mazro'illah, Lubuklinggau City. This research is a type of research and development (R&D) that uses the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The data collection instruments in this study consisted of interview guides, expert validation questionnaires, practicality questionnaires, and test sheets. The results of the research data analysis showed that the experts stated that the three learning videos developed were very valid with an average score of 89.70% for the first video, 91.40% for the second video, and 90.80% for the third video. The learning videos that have been declared valid are then tested on students to find out the practicality of the learning videos developed. The results of the practicality questionnaire showed good responses by students and teachers with an average score of 85 and 84, respectively. The learning videos developed were then implemented for students to determine the effectiveness in aspects of knowledge and attitudes. The test results show that the ability of the students' knowledge aspect is still in the poor category with an average score of 55.20%, while the attitude aspect of students shows different things with an average score of 92.50% which is included in the very good criteria. Based on the results of this study, the pop-up question-based learning video integrated with the religious character of the human digestive system material was declared to be very valid, practical, and effective in the aspect of religious attitudes to be used in learning


2019 ◽  
Vol 11 (1) ◽  
pp. 38-47
Author(s):  
Ferhat Kadir Pala ◽  
Pınar Mihci Turker

This study aims at developing a glove with integrated haptic interface to facilitate the learning of those who have just started playing piano and allowing them to perform without a need for a piano during daily activities. The steps of the analysis, design, development, implementation, evaluation model were used in the research. In the analysis stage, students’ needs were analysed and problems were determined. At the design stage, practices oriented to resolving these problems were analysed and it was decided that haptic gloves might be appropriate for the solution to the problems revealed. At the development stage, evaluations were made directed to development of the product and formatting. The participants used the haptic glove for a while and have expressed their opinions, which are recorded by video camera. The recordings were analysed and it was found that the second version of the haptic glove increased the participants’ recall level of the music.  


Author(s):  
Hanaa Abdulraheem Yamani

The current paper aims to introduce a proposed framework for gamification in the e-learning system at Saudi Arabia universities, by reviewing and analyzing the concept of gamification and its components, and types of players, as well as conditions for designing successful gamification, and the technical capabilities of Saudi Arabia universities, and also by reviewing and analyzing many designing models for gamification and e-learning systems that were introduced by the other researchers. Then incorporate all of these previous considerations into the general stages of instructional design, which is represented in analysis, design, development, implementation, and evaluation. The paper also deals with a review of the difference between gamification, games, and game-based learning, in addition to the benefits for students from employing gamification in the e-learning system.


2021 ◽  
Vol 2 (3) ◽  
pp. 269
Author(s):  
Nansy Stephanie Mongi ◽  
Hendry Hendry

The development of e-learning system ini companies is very important in the learning process and training of employees or agents to achieve company goals. Like at PT. Global Infotech solution where the learning process still uses manuals so that it hinders learning because to hold training is quite large ini incurring costs for agents who are outside the region. Therefore companies need an e-learning system to help the employee agent learning process to be more affective. E-learning system have been developed and implemented using the moodle platform, which is one of the learning management system. The development method used is the ADDIE (Analysis, Design, Implementation, Evaluation) model so that it is faster ini developing an e-learning system platform according to user needs in the company. The results of the e-learning system research were assessed through employee agent responses from the learning aspect of 84.75% with a good category, seen from the display aspect of 86.05% with the very good category, seen from the aspect of the e-learning system using the Moodle platform of 80, 32% with a good category, and the last one seen from the material aspect in the e-learning system with an interesting concept of 89.82% with the very good category. So the overall assessment of the quality of the e-learning system as a whole is 85.25 with a good category. With this e-learning system, the learning process will be more efficient in displaying learning information needed by company agents in a web-based form and can be accessed by users online as long as they are connected to the internet.


2018 ◽  
Vol 8 (2) ◽  
pp. 72
Author(s):  
Dyan Falasifa Tsani

<p>Penelitian pengembangan ini dilatar belakangi karena peserta didik memerlukan bahan ajar yang praktis ketika dipelajari di dalam kelas maupun di luar kelas. peserta didik minim pendidikan karakter yang berhubungan dengan karakter religius dan kesopanan. Sehingga peneliti mengembangkan buku saku matematika berbasis pendidikan karakter yang bertujuan untuk meningkatkan prestasi belajar serta meningkatkan nilai karakter peserta didik. Penelitian ini merupakan jenis penelitian R &amp; D (research and development). Prosedur pengembangan buku saku menggunakan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek penelitian ini adalah peserta didik kelas X IPA 1 sebagai kelas eksperimen dan X IPA 2 sebagai kelas kontrol. Teknik analisis data menggunakan deskriptif kualitatif dan kuantitatif. Berdasarkan hasil penelitian dapat disimpulkan bahwa buku saku matematika berbasis pendidikan karakter pada materi trigonometri valid dengan penilaian validator termasuk dalam kategori valid namun perlu sedikit revisi dengan presentase rata-rata sebesar 70,80%. Dan juga tanggapan peserta didik terhadap buku saku termasuk pada kategori sangat baik dengan pesentase 86,60%. Efektivitas buku saku terhadap prestasi belajar peserta didik didapatkan nilai rata-rata kelas eksperimen yaitu 86,52 dan nilai rata-rata kelas kontrol yaitu 79,97. Kemudian dilakukan uji t-test mendapatkan hasil = 2,248 &gt;  = 1,668 maka diterima. Artinya rata-rata kelas yang menggunakan buku saku matematika berbasis pendidikan karakter lebih baik daripada yang tidak menggunakan buku saku. Sedangkan hasil angket penilaian pendidikan karakter didapatkan sebesar 56,6 pada pertemuan pertama dan sebesar 71,4 pada pertemuan terakhir, sehingga diperoleh skor n-gain sebesar 0,34. Hal ini menunjukkan bahwa pembelajaran menggunakan buku saku matematika trigonometri berbasis pendidikan karakter efektif meningkatkan pendidikan karakter peserta didik dengan kategori sedang.</p>


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