scholarly journals Pengembangan Kompetensi Guru menggunakan Aplikasi Google Classroom pada Masa Pandemic Covid-19

2020 ◽  
Vol 3 (2) ◽  
pp. 32
Author(s):  
Nurhijrah - ◽  
Syarifah - Suryana

The development of teacher competency in using google classroom during the pvidemic covid_19 aims to develop teacher competency in managing online classes using the google classroom application, the method used in this research is the research and development (R&D) method that refers to the ADDIE model with the subject The trial was a teacher at Garudaya Bontonompo Middle School. The results showed an increase in the competency of Garudaya SMKS teachers in using the google classroom application by looking at improvements in each assessment indicator that on average were in the very competent criteria after conducting the pretest and posttest.

Author(s):  
Ni Putu Ayu Wijayanti ◽  
Luh Putu Eka Damayanthi ◽  
I Made Gede Sunarya ◽  
I Made Putrama

AbstrakTujuan penelitian ini (1) Untuk mengimplementasikan hasil Pengembangan E-Modul Berbasis Project Based Learning Pada Mata Pelajaran Simulasi Digital Untuk Siswa Kelas X Studi Kasus Di SMK Negeri 2 Singaraja, (2) Untuk mengetahui respon siswa terhadap Pengembangan E-Modul Berbasis Project Based Learning Pada Mata Pelajaran Simulasi Digital Untuk Siswa Kelas X Studi Kasus Di SMK Negeri 2 Singaraja.Jenis penelitian yang digunakan dalam penelitian ini adalah Penelitian dan Pengembangan Research and Development (R & D) dengan model pengembangan ADDIE. Subjek penelitian ini yaitu siswa kelas X Tata Boga 5 SMK Negeri 2 Singaraja tahun ajaran 2015/2016. Untuk mengetahui respon siswa terhadap e-modul yang dikembangkan, diperoleh dengan menggunakan metode kuisioner dengan alat pengumpulan data berupa angket.Hasil analisis respon siswa menunjukkan bahwa persentase siswa yang memberikan respon sangat baik sebesar 60%, persentase siswa yang memberikan respon baik sebesar 40%, dan tidak ada siswa yang memberikan respon cukup, kurang maupun sangat kurang. Berdasarkan hasil penelitian terhadap pengembangan e-modul pada mata pelajaran simulasi digital secara keseluruhan persentase respon siswa menunjukkan angka 90,6 % dapat dikategorikan sangat baik. Kata kunci:  E-Modul, R&D, ADDIE, Respon, Simulasi Digital. AbstractThe purposes of this study were (1) to impelements design of the E-modul development by the Project Based Learning model in the Digital Simulation subject for X grade students of SMK Negeri 2 Singaraja, (2) To know the response of the students toward the E-modul development by the Project Based Learning model in the Digital Simulation subject for X grade students of SMK Negeri 2 Singaraja.The type of this study was using Research and Development (R&D) with applied the method ADDIE model. The subject of this study was class of X Tata Boga 5 SMK Negeri 2 Singaraja in study year 2015/2016. The response of the students toward the e-modul development, was obtained by using questionnaire method.The result of the student’s responses were indicated that the percentages were 60% for the Very Good-response by 40% of the Good-response. Overall on the result of this study, by the percentage of 90% can be categorized as Very Good. Keywords : e-modul, Research and development, ADDIE, response, simulasi digital


INKLUSI ◽  
2019 ◽  
Vol 6 (2) ◽  
pp. 179
Author(s):  
Muhaimi Mughni Prayogo

The vocational independence of autistic students can be achieved if the skills learning program is based on the potential and needs of students. Unfortunately, learning culinary skills for autistic students in an inclusive vocational school in Bandung has not been adjusted so that student achievement is not seen. This is a research and development study using ADDIE model in developing a culinary skill learning program for autistic students at the school. The subject of the study was a Class X autistic student, at the Department of Catering. Program development begins with assessment, curriculum analysis, making alignment programs, then making individual learning programs. Functional learning plans are made for three basic subjects: Hygine Sanitation and Work Safety, Food Knowledge, and Basic Food.[Kemandirian vokasional siswa autis dapat tercapai apabila program pembelajaran keterampilan disusun berdasarkan potensi dan kebutuhan siswa. Sayangnya, pembelajaran keterampilan tata boga bagi siswa autis di salah satu SMK inklusif di Kota Bandung belum disesuaikan sehingga prestasi belajar siswa tidak terlihat. Penelitian ini berjenis research and development yang menggunakan model ADDIE untuk mengembangkan program pembelajaran keterampilan tata boga bagi siswa autis di sekolah tersebut. Subjek penelitian adalah seorang siswa autis Kelas X, Jurusan Tata Boga. Pengembangan program diawali dengan asesmen, analisis kurikulum, pembuatan program penyelarasan, kemudian pemembuatan program pembelajaran individual. Rencana pembelajaran fungsional dibuat untuk tiga mata pelajaran dasar: Sanitasi Hygine dan Keselamatan Kerja, Pengetahuan Bahan Makanan, dan Boga Dasar]


2016 ◽  
Vol 13 (2) ◽  
Author(s):  
Ni Putu Ayu Wijayanti ◽  
Luh Putu Eka Damayanthi ◽  
I Made Gede Sunarya ◽  
I Made Putrama

AbstrakTujuan penelitian ini (1) Untuk mengimplementasikan hasil Pengembangan E-Modul Berbasis Project Based Learning Pada Mata Pelajaran Simulasi Digital Untuk Siswa Kelas X Studi Kasus Di SMK Negeri 2 Singaraja, (2) Untuk mengetahui respon siswa terhadap Pengembangan E-Modul Berbasis Project Based Learning Pada Mata Pelajaran Simulasi Digital Untuk Siswa Kelas X Studi Kasus Di SMK Negeri 2 Singaraja.Jenis penelitian yang digunakan dalam penelitian ini adalah Penelitian dan Pengembangan Research and Development (R & D) dengan model pengembangan ADDIE. Subjek penelitian ini yaitu siswa kelas X Tata Boga 5 SMK Negeri 2 Singaraja tahun ajaran 2015/2016. Untuk mengetahui respon siswa terhadap e-modul yang dikembangkan, diperoleh dengan menggunakan metode kuisioner dengan alat pengumpulan data berupa angket.Hasil analisis respon siswa menunjukkan bahwa persentase siswa yang memberikan respon sangat baik sebesar 60%, persentase siswa yang memberikan respon baik sebesar 40%, dan tidak ada siswa yang memberikan respon cukup, kurang maupun sangat kurang. Berdasarkan hasil penelitian terhadap pengembangan e-modul pada mata pelajaran simulasi digital secara keseluruhan persentase respon siswa menunjukkan angka 90,6 % dapat dikategorikan sangat baik. Kata kunci:  E-Modul, R&D, ADDIE, Respon, Simulasi Digital. AbstractThe purposes of this study were (1) to impelements design of the E-modul development by the Project Based Learning model in the Digital Simulation subject for X grade students of SMK Negeri 2 Singaraja, (2) To know the response of the students toward the E-modul development by the Project Based Learning model in the Digital Simulation subject for X grade students of SMK Negeri 2 Singaraja.The type of this study was using Research and Development (R&D) with applied the method ADDIE model. The subject of this study was class of X Tata Boga 5 SMK Negeri 2 Singaraja in study year 2015/2016. The response of the students toward the e-modul development, was obtained by using questionnaire method.The result of the student’s responses were indicated that the percentages were 60% for the Very Good-response by 40% of the Good-response. Overall on the result of this study, by the percentage of 90% can be categorized as Very Good. Keywords : e-modul, Research and development, ADDIE, response, simulasi digital


2020 ◽  
Vol 6 (2) ◽  
Author(s):  
Ismailah Ismailah

Learning must be carried out in an interactive, innovative and fun way so that students do not feel bored when following the subjects presented. This study aims to design a learning video for the fourth grade natural science subjects on the subject of the least common multiple and the greatest common factor. This research was conducted in Tanah Tinggi 06 Petang Elementary School, Central Jakarta.  The research methodology used research and development with the ADDIE model approach which contains five steps; a) Analysis, b) Design, c), Develop, d), Implement, e). Evaluate. Data collection using questionnaires and tests, the validator consists of two experts and one teacher. The results of the validation of learning videos are categorized as good and learning video products are suitable for use in larger groups.


Author(s):  
G.A.P Suprianti ◽  
N. W. S. Mahayanti ◽  
I. P. I. Kusuma

This research aimed at (1) developingflashcards and its manual book for teaching English in grade sixin Buleleng regency, and (2) finding out the quality of developed flashcards and its manual book. The subject of this research werethree English teachers and eighty students in grade six fromthree schools, that is,the students at SDN 4 Banyuasri, SDN 3 Jagaraga and SDN 9 Banjar. This research was R & D (research and development) which followed threesteps based on ADDIE model, namely Analyze, Design and Development. Since only three steps were undergone in this research, the developed media were still in the form of prototype. The data of this research were obtained by syllabus analysis, using observation sheet, students’ questionnaire, teachers’ questionnaire, teachers’ interview guide, and expert judgement rubric. The result of the present research are flashcards and its manual book. The flashcards and its manual book were developed based on four topics mentioned in the syllabus, namely fruits, vegetables, foods and beverages. Each topic developed consisted of 10 flashcards. Moreover, for the manual book developed, there were five activities provided. For the quality of the media, it was found that flashcards and its manual book developed were categorized as excellent media. Thus, it is proper to be used as media for teaching English vocabulary in grade six. Keywords: flashcards, manual book, teaching English for young learners


2019 ◽  
Vol 10 (3) ◽  
pp. 147
Author(s):  
Ida Bagus Komang Krisnanda W ◽  
Ni Made Suriani ◽  
Cokorda Istri Raka Marsiti

Abstrak Penelitian ini bertujuan untuk mengembangkan jobsheet dengan pendekatan saintifik, dimana kegiatan ini dirancang untuk peserta didik secara aktif mengonstruk konsep, hukum atau prinsip melalui tahapan 5M. Jenis penelitian yang digunakan adalah penelitian research and development atau penelitian pengembangan dengan model ADDIE. Subjek dalam penelitian ini yaitu siswa kelas XI A (Boga) 3. Instrumen penelitian yang digunakan berupa angket. Adapun pokok bahasan dalam pengembangan jobsheet ini yaitu : (1) kelayakan jobsheet berdasarkan uji coba ahli isi materi pembelajaran dan uji coba ahli media pembelajaran; (2) kelayakan jobsheet berdasarkan uji sasaran. Hasil penelitian menunjukkan bahwa : (1) hasil analisis ahli isi materi pembelajaran diperoleh sebesar 86% dengan kategori baik dan hasil analisis ahli media pembelajaran diperoleh 89.5% dengan kategori baik; (2) hasil analisis uji sasaran berupa respon siswa diperoleh sebesar 89.3% dengan kategori baik. Berdasarkan hasil penelitian yang diperoleh, dapat disimpulkan bahwa media yang dikembangkan layak digunakan sebagai bahan pembelajaran. Kata kunci : jobsheet, pengembangan, saintifik Abstrack This research aims to develop jobsheet with a scientific approach, in which the steps of this activity are designed for learners actively consult concepts, laws or principles through 5M steps. The kind of research used is research and development of ADDIE model. The subjects in this research is students from class XI A (Boga) 3. A research instrument used in questionnaire. As well as the subject of the development of this jobsheet to find out (1) the feasibility of the worksheet based on the trial of expert content of the learning materials and media expert learning; (2) Job seeker’s feasibility based on target test. The result of the research shows that (1) the result of the content of learning material expert was 86% with good category and the result of the analysis of the media expert was 89.5% with good category; (2) target test analysis of student responses came to 89.3% with a good category. Based on the result of research, it can be concluded that the developed media is worthy of being used in pengolahan dan penyajian makanan subject. Keyword : Jobsheet, Development, Saintifict


2019 ◽  
Vol 2 (2) ◽  
pp. 162-167
Author(s):  
Widya Wati ◽  
Heti Istiqomah

Abstract: The purpose of this research and development is to develop mobile game physics based on program construct 2 which is a game designed to stimulate thinking power including increasing concentration and solving problems. This research method is research and development (R & D) based on the ADDIE model which consists of analysis, design, development, implementation, and evaluation. The method of retrieving data in this study is through the results of validation and testing of respondents. The validation results obtained from 5 validators with several aspects of assessment obtained an average of 3.70 with the category "feasible", so that from the results of validations obtained from experts, the educational game developed has better quality so that it is feasible to be implemented . The results of product trials on 30 students at Bandar Lampung Middle School 24 showed an average of 3.89 with the criteria of "very interesting". From the results of the trials of respondents the physics education game is very interesting to use as an enrichment media on temperature material and its changes. Abstrak: Tujuan penelitian dan pengembangan ini yaitu mengembangakan mobile game eduaksi fisika berbasis program construct 2 yang merupakan permainan yang dirancang untuk merangsang daya pikir termasuk meningkatkan konsentrasi dan memecahkan masalah. Metode penelitian ini adalah research and development (R&D) berdasarkan model ADDIE  yang terdiri dari analisis, design, development, implementation, and evaluation. Cara pengambilan data pada penelitian ini yaitu melalui hasil validasi dan uji coba responden. Hasil validasi yang didapat dari 5 validator dengan beberapa aspek penilaian didapatkan hasil rata-rata sebesar 3,70 dengan katagori ”layak”, sehingga dari hasil validasi yang diperoleh dari para ahli, game edukasi yang dikembangkan memiliki kualitas yang lebih baik sehingga layak untuk di implementasikan. Hasil uji coba produk pada 30 peserta didik di SMP 24 Bandar Lampung  didapatkan hasil rata-rata sebesar 3,89 dengan kriteria “sangat menarik”. Dari hasil uji coba responden game edukasi fisika ini sangat menarik digunakan sebagai media pengayaan pada materi suhu dan perubahannya.


Author(s):  
Anggi Yulihar And Nora Ronita Dewi

The study deals with the developing interactive media for senior high school students. The objective of this study is to find out how to develop interactive media for better speaking skill of senior high school students. The research was conducted by using Research and Development (R&D). The subject of this research was 2016/2017 students of the eleventh grade of Class XI IPA4 in SMAN 1 Batang Kuis. The number of the students was 30 students. The data of this study was collected by using need analysis questionnaire and experts’ judgment. Need analysis questionnaire was calculated by using percentage to get the information of students’ need before developing interactive media. Experts’ judgment was calculated by using likert data, mean and criteria interval of expert judgment to know the validity of interactive media which has been developed. After the data analyzed, it was found that the experts’ judgment result was 4.80 which had a very good criteria interval. The result of the research find that interactive media is a very good to be used in teaching speaking skill.


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.


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