scholarly journals Pengembangan Media ‘Economic Monopoly’ Berbasis Game Untuk Mata Pelajaran Ekonomi Kelas X SMAN 1 Singosari

2021 ◽  
Vol 9 (3) ◽  
pp. 129-137
Author(s):  
Endah Nur Amalina ◽  
Ro'ufah Inayati

Digital technology-based learning media has not been widely used yet in SMA Negeri 1 Singosari. The economic subject learning process used by the teachers in SMA Negeri 1 Singosari, in textbooks and PowerPoint, does not maximize the facilities and potential available in this digital era, hindering students' capability in learning well. The school rules that do not prohibit students from bringing smartphones to school and the development of media and technology can minimize the obstacle. This research and development aim to develop an android game-based learning media called "Economic Monopoly (Ecopoly)" for 10th grader economic subject of SMA Negeri 1 Singosari in some chapters such as Sentral Bank, Payment Method, and Payment Tool. The study design for this research is the R&D method that refers to the ADDIE model. The developed media later will be validated by the subject expert, media expert, and the users. The final expert validation result show that Economic Monopoly (Ecopoly), referred to as "Very Worthy, " is used as an economic subject learning media for sentral bank, payment method, and payment tool.

2018 ◽  
Vol 27 (1) ◽  
pp. 52
Author(s):  
Kurnisar Kurnisar ◽  
Sri Artati ◽  
Husnul Fatihah ◽  
Edwin Nurdiansyah

This study aims to develop multimedia-based teaching materials in the lectures of Civil Law/Trade. This research uses ADDIE Model (Analyze, Design, Development, Implementation, and Evaluation Model) and the data is analyzed quantitatively. The subjects of the study are students who taking the Civil/Trade Law Coursework in odd semester 2017-2018. Based on the results, it can be concluded that the multimedia-based teaching materials that developed this valid, practical and potential effect in improving students' understanding of the subject of civil law / trade law with the assessment of 82.5% of media expert validation.


2021 ◽  
Vol 9 (3) ◽  
pp. 349
Author(s):  
Chercules Chercules ◽  
L Hakim ◽  
Lefudin Lefudin

This study aims to develop teaching materials of comics based on local wisdom of Sriwijaya country on wave material in class VIII SMPN 15 Palembang. The research method used was Research and Development (R&D) with the ADDIE model. The study was only until the stage of Analysis, Design, and Development (ADD). The subject of this research was conducted at SMPN 15 Palembang by involving 11 students of class VIII. This research consists of 3 stages, namely the analysis stage, the design stage, and the development stage. The implementation and evaluation stages were not carried out due to limited research time. Data analysis of student needs was measured through observation activities. The questionnaire was used to determine the feasibility of teaching material products based on expert validation and student responses. This prototype was then validated by construct and content experts from Raden Fatah State Islamic University Palembang and PGRI Palembang University. The results showed that the teaching material product was feasible based on expert validation with the category (80% - 89%) valid and supported by student responses with the category (75.1% - 100%) very practical. Due to time constraints, the problem of productive teaching materials for the implementation and evaluation stages was not carried out. Therefore, this research can be developed or continued in further research that has been studied on the limitation of the problem. It is hoped that researchers can develop this research according to the study of the ADDIE research model until the implementation and evaluation stages are completed. 


Author(s):  
Agatha Saputri ◽  
Sukirno Sukirno ◽  
Heri Kurniawan ◽  
Taufik Probowasito

This study aims to: (1) develop android game-based learning media “Go Accounting” in trading company accounting learning (2) reveal the feasibility of the develop learning media according to material experts, media experts, teachers, and student. This study is research and development that refers to the ADDIE model. The subjects of the trial are the students of class XI accounting of vocational high school. The data collection is done through interviews and questionnaire. The instruments used are interview guide, expert validation questionnaire, teacher response questionnaire, and student response questionnaire. The feasibility of the develop learning media is analyzed using the quantitative 5 category conversion. The result of this study is Android game-based learning media “Go Accounting”. The development of learning media is feasible according to material experts, media experts, teachers, and students each of whom subsequently gave a score of 4.18, 4.35, 4.70, and 4.22.


Author(s):  
Insih Wilujeng ◽  
Tri Suci Yolanda Putri

This research developed Science, Environment, Technology, Society (SETS) e-module integrated with predict, observe, explain (POE) model on the subject matter of Earth Layer and Its Dynamics for grade VII students. This study aimed to reveal i) the feasibility of the developed e-module for grade VII students, and ii) the practicality of the developed e-module and its dynamics. This is a developmental research adopting the ADDIE model consisting of five stages, i.e.: analysis, design, development, implementation, and evaluation. The subject of the limited test consisted of 15 students of grade VIII.G of Public Junior High School 8 Yogyakarta. The data were collected using a product feasibility assessment sheet for material and media experts, a product practicality assessment sheet for teachers, and a product readability assessment sheet for students. The results show that the developed e-module was feasible to be used according to the material and media experts and the developed e-module is practical according to teachers and students.


EDUDEENA ◽  
2018 ◽  
Vol 2 (1) ◽  
Author(s):  
Mochamad Desta Pradana

Abstract: One of the efforts to solve learning problems is by developing instructional resources. One of them is instructional tutorial. Based on the field observation, subject of photo media for Instruction (photography) in graduate program PBA of STAIN Kediri still employes instructional media (utilization). Thus, there is a need to develop media of instructional tutorial (by desaign) in order to overcome errors in delivering instructional messages. The aim of this study is to produce instructional media of subject of photo media for Instruction (photography) in the form of tutorial, lecturer guidance and students’ guidance which is expected to be able to help students gain knowledge of facts, concepts, and proper shooting procedures. The tutorial media is developed in terms of the study of the instructional technology which is based on the ADDIE model. The ADDIE model is a systematic instructional design model consisting of five phases: (1) analysis, (2) design, (3) development, (4) implementation, and (5) evaluation. Furthermore, the product of the development of the instructional interactive multimedia will be evaluated. There are six steps in the evaluation phase: (1) judgement of the matter expert/ the material expert, (2) judgement of the design expert, (3) judgement of the media expert, (4) individual trials, (5) small group trials, (6) large group trials/ field trials. The result of expert validation for this instructional media tutorial indicates that it is properly designed, 73%. The result of media expert validation shows that it is very properly designed, 83%. The result of design expert validation shows that it is very properly designed, 82%. Personal validation is on the proper category, 70%. Result of small group validation is on proper category, 70%. Moreover, the result for big group test or field test is on the very proper category, 95%. Suggestion proposed related with the use and developing of media tutorial is (1) lecturers should be more creative and innovative in delivering instructional messages contained in this tutorial in order to make learning to be more attractive, fun, and creative, (2) there is a need to develop instructional media for subject of photo media instruction (photography) or other subjects, (3) the use of designed in media tutorial should be more interesting to make learning more interactive and interesting


Author(s):  
Pernilla Sundqvist

AbstractIn recent decades the preschool has leaned more towards a learning-oriented pedagogy, where the subject of technology has been given a more prominent place. Still, studies on how individual preschool staff members perceive and teach technology is scarce. This study shows how seven preschool staff in Sweden describe their work with the subject of technology and how technology education is characterized in these descriptions. The data was produced by means of semi-structured interviews and a questionnaire and analyzed with narrative analysis. The results show very diverse practices of technology education, implying the learning possibilities for children in different preschools are not equal. Some of the staff describe a clear and conscious teaching of technology, while others describe teaching what can be viewed as a limited and/or shallow technology education, where technology is sometimes used as means for learning other subjects or contents rather than being the learning objective. Six ways to characterize technology education was found, namely: technology education (1) concerns technological objects and systems in children’s environment, (2) concerns learning to handle technological objects, (3) is doing experiments, (4) involves developing abilities, (5) is naturally included in children’s play and (6) departs from digital technology.


2010 ◽  
Vol 49 (3) ◽  
pp. 445-463 ◽  
Author(s):  
Antoine Cordelois

In this article, we use digital technologies (the Subcam and Webdiver) to capture, share and analyze collectively specific user experience. We examine the transition between ‘outside’ and ‘inside’ when people come home, and the steps needed to build the ‘being-at-home’ feeling. Understanding what ‘being at home’ means for the subject is part of our larger project of analyzing the impact of home automation. We provide a model which describes the relation between the home and its inhabitant as instrumental ‘functional coupling’, which, when achieved, provides the ‘at home’ feeling. This article illustrates how digital tools can make the ethnographic approach a collaborative analysis of human experience.


Author(s):  
A. Fatyhova ◽  
O. Bakanev ◽  
I. Kohanovskaya

In the digital era, the success of the professional development of future specialists in the process of obtaining higher education largely depends on their professional orientation (PN). Despite the significant interest in the subject of the study, the problem of identifying the factors that affect PN remains poorly understood. The purpose of the study is to determine the factors of the formation of PN of students enrolled in training and retraining programs, and the features of PN in the digital era. The article reveals the content and structure of the PN of future specialists in the era of digitalization. According to the results of the empirical research, the relationship of students' PN with indicators of life-meaning orientations, motives for choosing a profession and training was revealed; the relationship between students' life-meaning orientations and indicators of motives for choosing a profession and training at the stage of digitalization of education. The factors influencing the personal condition, and the factors of the formation of the personal condition of students, who are trained according to the programs of training and retraining of specialists, have been determined. As a result of an empirical study, it was concluded that a negative impact on the formation of PN is created by factors caused by various life circumstances, lack of independence of decisions in choosing a profession, low reflection of life goals, prospects for the future, rigidity of volitional and personal qualities, internal conflict in the structure of personality relationships, low pleasure training and the like. At the same time, the level of PN is significantly higher among students who receive a second higher education and who understand its importance at the stage of digitalization of education.


2021 ◽  
Vol 2 (4) ◽  
pp. 67-74
Author(s):  
A. A. GODIN ◽  

This paper studies the online procurement systems and their possible application in research and production companies, as well as assesses the benefits of these systems, efficient purchasing strategies, administration and other aspects related to the subject of purchasing. In the new era of digital technology applied to the economy, in the management of companies and businesses it is important to have an efficient purchasing system and this can be achieved with the implementation of digital platforms for making and evaluating purchases, sales, transactions and contracts. The modules that will be implemented depend of the aims of each company.


2021 ◽  
Author(s):  
Abdullah T Alanazi

BACKGROUND Living in this digital era requires widespread adoption of information technology in modern health care industry. OBJECTIVE The aim of the current research was to study key attributes and behaviors related to successful leaders need to achieve vision and successful IT adoption. METHODS A Delphi technique with three rounds was held and guided by structured questions. Part of the study conducted online due to COVID-19 guidelines on distancing norms and lockdown in some areas. The answers of the participants were evaluated on the five- point Likert scale. RESULTS The findings showed that leadership qualities in health care sector resemble those required in other sectors. For digital innovations in rapidly changing healthcare space, leaders need to play more proactive role, be visionary, more dynamic, and lead by example to take the organization to the next level. CONCLUSIONS Leaders need to come out of their ivory towers, understand the fast-evolving scenario where the outstanding leadership qualities are essential to prove one’s mettle; outshine others; and create strong foundation for adoption of modern efficient customized digital technology in the fast growing health care sectors.


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