scholarly journals Model Pembelajaran Post-Method Pedagogy Mahasiswa Perguruan Tinggi Seni Pada Mata Kuliah Bahasa Inggris

Panggung ◽  
2015 ◽  
Vol 25 (2) ◽  
Author(s):  
Yupi Sundari ◽  
Irma Rachmaningsih

Penelitian  ini  bertujuan  meningkatkan  motivasi   dan   pencapaian  studi  mahasiswa terhadap mata kuliah bahasa Inggris di STSI Bandung  yang selama  ini sering dipandang sebagai  pelajaran  yang  sulit  dan  kurang  menyenangkan.  Penelitian  dilakukan  di  STSI Bandung pada perkuliahan bahasa Inggris di Jurusan Karawitan dan Seni Rupa dengan menggunakan metode penelitian dan pengembangan atau Research and Development Method. Penerapan  post-method  pedagogy memperhatikan  tiga  komponen  utama,  yaitu  lingkungan belajar, siswa dan pengajar. Keberhasilan pengajaran bahasa Inggris dipengaruhi komponen siswa, pengajar,  materi ajar dan  hubungan  antara siswa  dan  pengajar.  Dari  penelitian ini didapatkan model pembelajaran post-method pedagogy yang menempatkan pengajar sebagai penyusun materi ajar dan pengelola kelas yang mempertimbangkan karakteristik dan latar belakang pembelajar. Pada akhir kegiatan pembelajaran, pengajar melakukan evaluasi hasil belajar dan  merefleksikan  apa yang telah  dilakukan untuk merencanakan dan melakukan proses belajar mengajar selanjutnya.Kata kunci: Post-method pedagogy, Mata kuliah Bahasa Inggris, Model pembelajaran, Mahasiswa seni.

Author(s):  
Ai Hayati Rahayu ◽  
Bunyamin Faisal Syarifudin

Mastering science process skill is very beneficial in problem solving process. This research aimed to develop teaching materials such as science process skill-based textbooks on energy and its changes. The method used in this research was research and development, by using the 4D design, which include define, design, develop, and disseminate. Research and development method were used to produce a product and to test its efficiency. The result showed that the learning material fulfill the assessment criteria. The mean validation result of textbook showed a number of 3.58 indicated as a good category. Based on T test, it was proven that the use of textbooks is indeed influential towards the development of students’ science process skill.


2021 ◽  
Vol 2111 (1) ◽  
pp. 012043
Author(s):  
D Hariyanto ◽  
Zamtinah ◽  
T Triasih ◽  
M S Wati ◽  
G K Kassymova

Abstract This study aimed at determining the design stage of the augmented reality-based learning media for sensors and transducers course. This study employed the Research and Development method with the ADDIE model with the stages of analysis, design, development, implementation, and evaluation. This article focuses on the design stage during the process of media development. The developed learning media can be used among vocational students by visualizing the sensor and transducer components like in the real laboratory setting. The design of the developed learning media contained application storyboards and animation storyboards for practicing the six sensors. This augmented reality learning media is designed to support online learning and students’ autonomous learning in the practical course of sensors and transducers.


2016 ◽  
Vol 9 (1) ◽  
pp. 53
Author(s):  
Mira Nuryanti ◽  
Riskha Arfiyanti ◽  
Hesti Muliawati

Penelitian ini dilatarbelakangi oleh lemahnya pembelajaran sastra pada jenjang siswa SMP di Kabupaten Cirebon. Selama ini, guru mengalami keterbatasan dalam merancang  model yang efektif untuk mengaktifkan dan mencerdaskan siswa. Salah satu upaya yang dapat dilakukan adalah menerapkan model pembelajaran berbasis proyek yang berorientasi pada kecerdasan interpersonal dalam pembelajaran sastra. Penelitian ini bertujuan ingin memperoleh hasil yang objektif tentang keefektifan pengembangan model pembelajaran berbasis proyek yang berorientasi pada kecerdasan interpersonal dalam pembelajaran sastra. Penelitian ini menggunakan metode penelitian dan pengembangan (research and development method) yang terdiri atas tiga tahapan, yaitu 1) studi pendahuluan, 2) perencanaan dan pengembangan draf media, dan 3) uji coba terbatas serta uji coba meluas. Uji coba terbatas dilakukan pada satu sekolah dan uji coba lebih luas dilaksanakan pada tiga sekolah. Penelitian ini menghasilkan acuan berupa model pembelajaran berbasis proyek yang berorientasi pada kecerdasan interpersonal dan aplikasinya dalam pembelajaran sastra. Keberhasilan hasil penelitian dapat dijadikan alternatif model pembelajaran.


2011 ◽  
Vol 60 (2) ◽  
pp. 287-305 ◽  
Author(s):  
Jarkko Suhonen ◽  
M. Ruth de Villiers ◽  
Erkki Sutinen

Author(s):  
Anggara Sukma Ardiyanta

<p>This research using research and development method to develop learning media based on simulation. The researcher develops Braking System learning media using Blender 3D and Unity 3D. The result of this research is prototype of braking system application in 3D animation form. This media hopefully can help student in order to understanding how braking system works and its component.</p>


2020 ◽  
Vol 2 (2) ◽  
pp. 52-59
Author(s):  
Moh Rizal Pakaya ◽  
Olha Musa ◽  
Jorry Karim ◽  
Syahrir Abdussamad

Dinas Koperasi dan Usaha Mikro, Kecil dan Menengah Kabupaten Gorontalo sebagai unit pelaksana tugas daerah yang memiliki tugas untuk melakukan pembinaan dan pengembangan usaha mikro, kecil dan menengah di Kabupaten Gorontalo. Dalam melaksanakan tugas tersebut melakukan berbagai kegiatan salah satunya adalah melakukan pendataan usaha mikro, kecil dan menengah serta mensosialisasikan ke masyarakat. Dalam artikel ini, permasalahan yang timbul adalah belum tersedianya sistem informasi yang memadai kepada masyarakat tentang usaha mikro, kecil dan menengah sehingga masyarakat mengalami kesulitan mengetahui lokasi dari usaha kecil dan menengah. Tujuan dari artikel ini adalah merancang sistem informasi geografis untuk menentukan lokasi usaha mikro,  kecil dan menengah berbasis android yang dapat diakses oleh masyarakat sehingga dapat memudahkan masyarakat mengetahui lokasi dari usaha mikro, kecil dan menengah yang ada di Kabupaten Gorontalo dan dapat diakses oleh masyarakat yang membutuhkan layanan informsi secara global. Artikel ini menggunakan metode Research and Development atau yang  dikenal dengan metode penelitian dan pengembangan. Hasil pengujian dengan menggunakan test case membuktikan bahwa pengembangan sistem  informasi geografis untuk menentukan lokasi usaha mikro, kecil dan menengah berbasis android ini lebih efektif dan efisien dengan pengujian yaitu V (G)=  14 – 12 + 2 =  4; V (G) =  3 + 1 =  4; dan Cyclomatic Complexity (CC) = R1, R2, R3, R4 = 4.                   Kata Kunci: SIG, UMKM, Android                          The Office of Cooperatives and Micro, Small and Medium Enterprises in Gorontalo as a regional task implementing unit that has the task of developing and developing micro, small and medium businesses in Gorontalo Regency. In carrying out this task, a number of activities are carried out, one of which is collecting data on micro, small and medium enterprises and to socialize to the community. In this article, the challenge that arises is the unavailability of an adequate information system for the community about micro, small and medium enterprises so that people have difficulty understanding the location of small and medium businesses. The purpose of this article is to discuss geographic information systems to determine the location of android-based micro, small and medium businesses that can be accessed by the community so that it can make it easier for the public to find out the location of micro, small and medium businesses in Gorontalo District and can be accessed by people who need it global information services. This article uses the Research and Development method or what is known as the research and development method. The test results using test cases prove the development of information systems to determine the location of micro, small and medium businesses based on Android is more effective and efficient with testing namely V (G) = 14-12 + 2 = 4; V (G) = 3 + 1 = 4; and cyclomatic complexity (CC) = R1, R2, R3, R4 = 4.     Keywords: GIS, UMKM, Android


2021 ◽  
Vol 11 (1) ◽  
pp. 95
Author(s):  
Devi Putri Wulandari ◽  
Cindy Asli Pravesti

<p>The purpose of this research is to develop a game media of Snakes and Ladder of Faith which is effective for increasing the self-efficacy of students at SMP Negeri 2 Krian. This research and development method uses a research and development procedure with the following steps: 1) preliminary study, 2) media development, and 3) media testing. Based on the material expert's assessment, an average score of 0.46 was obtained which was categorized as quite feasible. Based on the media expert's assessment, an average score of 0.69 was obtained with the feasible category.  The results of the user test assessment obtained results of 92.3% with the very valid category or can be used without revision. Based on the results of the limited field test, it was obtained that tcount 4.058&gt; ttable 3.182 and Sig (2tailed) 0.027 &lt;0.05, so that H<sub>0</sub> was rejected and H<sub>a</sub> was accepted.  So it can be concluded that the game media, Snake and Ladder of Faith, is effective for increasing student self-efficacy.</p><p><strong></strong><strong><br /></strong></p>


AL MURABBI ◽  
2020 ◽  
Vol 6 (1) ◽  
pp. 58-70
Author(s):  
Dani Cahyani Rahayu ◽  
Abdulloh Hamid ◽  
Mohammad Salehuddin ◽  
Winarto Eka Wahyudi

This study aims to develop a blended learning-based e modulon the hadith material about intentions at the madrasah ibtidaiyah or elementary education level. This study uses the research and development method (Research and Development) with the ADDIE or Analyze development model, Design, Development, Implementation, and Evaluate. The moduldeveloped is made using the Kvisoft Flipbook Maker application and published in Html format, which can be accessed via the internet network. The developed blended learningcombines face-to-face learning and distance learning as the learning process occurs, especially during the pandemic and the new normal. E modulis used as a companion to teaching materials that can stimulate students to study independently due to the parents' busyness or the teacher's distance, which makes the obligation to study independently echoed together with the independent campaign in learning. The validity and response tests carried out 85% agreed with the use of e moduland the pretest and posttest test of students' learning outcomes also showed the effectiveness of using the blended learning-based e modulwith an average of 87 out of 20 students who became respondents.


2020 ◽  
Vol 6 (1) ◽  
pp. 48
Author(s):  
Kamaruddin Hasan ◽  
Zaid Zainal ◽  
Suhadjerah Suhadjerah

The purpose of this study is to develop a learning media in the form of boardgame Learning Media (Optional Board and Career Cards) to improve students’ career knowledge in a fun, interactive and active learning under. This research uses Research and Development Method, with The phases in this research consist of; (1) product analysis, (2) developing products, (3) validation and revision, (4) play-trials and final products. Data collection techniques using interviews and questionnaires. Feasibility check and assessment by theory expert, learning media expert and users using Likert scale with the value used are 5 to 1. The results of the validation by theory expert get score 5 with a very worthy category, while the validation by media expert gets score 4.89 with the very worthy category. Whereas in the usage test by users or students and teacher response as an education practitioner showed very worthy category with scores 4.53 and 5 respectively. As a result, the developed pakakala boardgame for year 4 students at SDN 84 Parepare is suitable to use in teaching theme 4 concerning various occupations


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