scholarly journals Competitive Advantage Strategy Development at SDIT At Taqwa Surabaya

Author(s):  
Ula Mauidhotul Hasanah ◽  
Erny Roesminingsih ◽  
Mudjito Mudjito

This study aims to produce a competitive advantage strategy product at the Integrated Islamic Elementary School of At Taqwa Surabaya by looking at the feasibility, practicality and effectiveness of the strategy. The approach and type of research used is development research with a descriptive quantitative approach. The data obtained in this research and development comes from the results of interviews, observations, documentation, and questionnaires filled out by expert validators and subjects who have been selected into a small group involved in the study. Data analysis was carried out by: (1) validity data analysis, (2) practicality data analysis, (3) effectiveness data analysis. This research and development resulted in a product in the form of compiling a model for developing a competitive advantage strategy at SDIT At Taqwa Surabaya that was valid, practical, and effective. The product consists of several components which include: (1) title page, (2) introduction, (3) introduction, (4) steps for implementing a competitive advantage strategy development model that must be carried out by the Principal, Deputy Principal, Field Coordinator , and Homeroom Teacher. The feasibility of the product in the form of compiling a competitive advantage strategy development model at SDIT At Taqwa Surabaya obtained the following values: (1) validity of 3.3 from a maximum value of 4, (2) practicality of 2.87 from a maximum value of 4, and (3) effectiveness of 2.71 of the maximum value of 4.

2021 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Endah Tri Handayani

This Research aims to develop Student Activity Worksheet (LKPD) based on ICARE of determination of the enthalpy changes subject for class XI SMA/MA valid based on content feasibilities, characteristics ICARE, linguistic, presentation, and graphics. The type of this research is development research (Research and Development) with the process referring to the plomp development model. The object of this research is LKPD based on ICARE. Data collection instruments was a validation sheets filled by 3 validators, the results of the validity data analysis of feasibility aspect of content, characteristics of ICARE, language, presentation and graphics are 92,59%, 96,67%, 95%, 97,22%, and 95,83% with valid category. LKPD that has been valid by validators was tested  on 20 students and got response results with score 3,45 with very good criteria, and 3 teachers got response result with score 3,6 with very good criteria. From results of analysis data can conclusion that LKPD based on ICARE developed was valid and can be applied for determination of the enthalpy changes subject.


2018 ◽  
Vol 2 (2) ◽  
pp. 72
Author(s):  
Eka Saraswati ◽  
Devi Novallyan

Tujuan dari penelitian ini adalah mengembangkan media pembelajaran interaktif berbasis android untuk memudahkan pemahaman konsep trigonometri. Penelitian ini merupakan penelitian pengembangan dengan pendekatan kualitatif yang didukung data kuantitatif. Model Pengembangan yang digunakan yaitu ADDIE. Karya inovasi ini dibuat dengan macromediaflash 8. Subjek dalam penelitian ini terdiri dari 8 siswa pada ujicoba kelompok kecil dan 30 siswa pada ujicoba kelompok besar. Teknik pengumpulan data yang digunakan yaitu angket dan wawancara. Teknik analisis data kualitatif dengan menggunakan model Miles Huberman.Hasilpengembangan diperoleh sebuah media pembelajaran yang dapat membantu siswa untuk mempermudah mengingat rumus trigonometri. Kata kunci: Media pembelajaran, android, konsep trigonometri Abstract [The Development of Interactive Android Based Learning Media to Facilitate Understanding of Trigonometric Concepts]. The purpose of this research is to develop interactive android based learning media to facilitate understanding of trigonometric concepts. This research is a development research with qualitative approach supported by quantitative data. Development model used is ADDIE. The innovation work was made with Macromedia Flash 8. The subjects in this study consisted of 8 students on a small group trial and 30 students on a large group trial. Data collection techniques used questionnaires and interviews. Qualitative data analysis technique using Miles Huberman model. The results of the development obtained a learning media that can help students to simplify remembering the trigonometric formula. Keywords: Learning media, android, the concept of trigonometry


Author(s):  
Komang Ariasa ◽  
Gede Saindra Santyadiputra ◽  
I Gede Partha Sindu

The purposes of this study were (1) to generate a design and implement the result of the design for the development of e-modul assisted CAI media on the subject of photography for tenth grade of Desain Komunikasi Visual at SMK Negeri 1 Sukasada, (2) to know the responses of the teacher and students toward development of e-modul assisted CAI media on the subject of photography for tenth grade of Desain Komunikasi Visual at SMK Negeri 1 Sukasada. The learning model that used in the development of electronic modul was project based learning. The type of research used in this study was the Research and Development (R&D) using ADDIE development model. The subjects of this study were tenth grade students of Desain Komunikasi Visual at SMK Negeri 1 Sukasada in academic year 2016/2017. In order to know the response of the teacher and students of e-module photography, questionnaire was used to obtain the data. The results showed that: (1) The design and implementation of e-module assisted CAI media which have been developed on the photography course for tenth grade of Desain Komunikasi Visual at SMK Negeri 1 Sukasada was successfully applied by some of the tests conducted. (2) The results of the data analysis showed that the mean score obtained from teacher’s responses was 47, if it converted into a table of classification response; it was classified as the category of very positive. Meanwhile, the mean score obtained from the students' response of the development of e-module, was 67,79, if it converted into a table of classification response, student responses classified as category of very positive.Keywords: E-Module, Photography, Project Based Learning


Author(s):  
Fatimah Mohamed Mahdy Fatimah Mohamed Mahdy

This paper attempts to discover the role that virtual teams play in increasing the number of innovations in the research and development (R&D) department in global companies, and the extent to which this affects achieving a competitive advantage for the organizations under study (SAMSUNG, LG, IBM, and Toyota). The research was based on the method of exploratory analysis of data as the method of the study, and to achieve this goal, the researcher collected data on the number of hypothetical employees assigned to the research and development department in those companies compared to investments and sales and related to the number of innovations during the period between 2009- 2016. The research was based on the method of exploratory data analysis as a method for the study and analysis of the data used. The results of the research concluded that there is a positive direct relationship between the previous variables. Virtual teams are also one of the most important modern methods used in modern business enterprises and their necessity as a result of increasing response and shifting from serial work to simultaneous and parallel work to increase innovation, which leads to an increase in the competitive advantage of these organizations. The study recommends the need to pay attention to building effective virtual teams within organizations because of their essential advantages and to overcome the most important challenges that hinder the effectiveness and success of these teams. By increasing collaboration, interaction and efficiency leadership.


2019 ◽  
Vol 2 (2) ◽  
pp. 194-203
Author(s):  
Yesi Andra Yuni ◽  
Zulhanan Zulhanan ◽  
Sodikin Sodikin

Abstract: This study aims to; 1) identifies the eligibility ladder snake game in Islamic learning IPA; 2) know the response of the students against Islamic ladder snake game in learning the IPA as a learning resource that will be developed. Methods in this study using the method of research and development (Research and Development) model Borg and Gall that have been developed through dimodifiksi; 1) potential and problems; 2) data collection; 3) product design; 4) validation of the design; 5) revision of the product; 6) free trial products; 7) revision of the product. Taken only up to seven steps because of the limitations. The research data was collected by using the sheet validation, the now and the response of the learners. The results of this research are; 1) game development ladder snake islami in IPA is well worth learning is used in learning based on the results of validation experts, namely 93.5% material experts, 80.5%, media expert and expert religion 100%; 2) on the response of the students performed at the three schools earn a percentage of the feasibility of an average of 93% with a very worthy category.Abstrak: Penelitianini bertujuan untuk; 1) mengidentifikasi kelayakan permainan ular tangga islami dalam pembelajaran IPA; 2) mengetahui respon peserta didik terhadap permainan ular tangga islami dalam pembelajaran IPA sebagai sumber belajar yang akan dikembangkan. Metode dalam penelitian ini menggunakan metode penelitian dan pengembangan (Research and Development) model Borg and Gall yang telahdimodifiksi yang dikembangkan melalui; 1) potensi dan masalah; 2) pengumpulan data; 3) desainproduk; 4) validasidesain; 5) revisiproduk; 6) ujicobaproduk; 7) revisiproduk. Langkah yang diambil hanya sampai dengan tujuh langkah karena keterbatasan. Data penelitian ini dikumpulkan dengan menggunakan lembar validasi, angket dan respon peserta didik. Hasil penelitian ini adalah; 1) pengembangan permainan ular tangga islami dalam pembelajaran IPA sangat layak digunakan dalam pembelajaran berdasarkan hasil validasi para ahli, yaitu ahli materi 93,5%, ahli media 80,5%, dan ahli agama 100%; 2) pada respon peserta didik yang dilakukan di tiga sekolah mendapatkan persentase kelayakan rata-rata sebesar 93% dengan kategori sangat layak.


2021 ◽  
Vol 3 (9) ◽  
pp. 720-729
Author(s):  
Muhammad Rifqi Mafatikhul Huda ◽  
Ari Wibowo Kurniawan

Abstract: Learning media is a means used to improve the learning process, the delivery of material content by educators to students by using assistive devices. The purpose of this research is to develop learning media for variations of badminton games for KKG PJOK elementary school teachers for grade IV which is packaged in an attractive way in the form of an articulate storyline application 3. The method used in this study uses the Lee and Owen research and development model, by following 5 procedures. stages. The results of data analysis showed that 91 percent of media experts, 75 percent of PJOK experts, 75 percent of learning experts, 95 percent of game experts, and 95 percent of badminton experts stated that the product was good. The results of the overall product trial involved 33 KKG teachers with 8 percentages of small group trials (81.3 percent) and 25 percentages of large group trials (82.1 percent). Based on these data, it can be concluded that this product is valid and suitable for use by PJOK teachers at SD Sananwetan District, Blitar City. Abstrak: Media pembelajaran merupakan sarana yang digunakan untuk menyempurnakan proses pembelajaran, penyampaian isi materi oleh pendidik kepada peserta didik dengan menggunakan alat bantu. Tujuan dari penelitian ini adalah untuk mengembangkan media pembelajaran variasi permainan bulutangkis untuk guru KKG PJOK SD kelas IV yang dikemas secara menarik dalam bentuk aplikasi articulate storyline 3.  Metode yang digunakan dalam penelitian ini menggunakan model pengembangan research and development Lee and Owen, dengan mengikuti 5 prosedur tahapan. Diperoleh hasil analisis data yang menunjukkan 91 persen ahli media, 75 persen ahli PJOK, 75 persen ahli pembelajaran, 95 persen ahli permainan, 95 persen ahli bulutangkis menyatakan bahwa produk baik. Hasil uji coba keseluruhan produk melibatkan 33 guru KKG dengan pembagian uji coba kelompok kecil 8 persentase (81,3 persen) dan uji coba kelompok besar 25 persentase (82,1 persen).  Berdasarkan data tersebut dapat disimpulkan bahwa produk ini valid dan layak digunakan oleh guru PJOK SD Kecamatan Sananwetan Kota Blitar.


2018 ◽  
Vol 1 (1) ◽  
pp. 182
Author(s):  
Marha Marha ◽  
Islahudin Islahudin ◽  
Linda Sekar Utami

Abstrak: Tujuan dari penelitian ini untuk mengembangkan buku petunjuk pratikum pada pokok bahasan gelombang dan bunyi untuk meningkatkan motivasi siswa. Penelitian ini menggunakan metode research and development (R & D). Sebagai subjek dalam penelitian ini adalah siswa MAN 2 Model Mataram Kelas XI. Model pengembangan yang digunakan adalah Dick & Carey yang terdiri dari 10 langkah yang harus diikuti untuk menghasilkan produk berupa buku petunjuk pratikum. Data diperoleh melalui wawancara, angket dan dokumentasi. Teknik analisis data yang digunakan adalah deskriptif kualitatif untuk mengukur motivasi belajar siswa. Abstract:  The purpose of this study was to develop a pratikum manual on the subject of waves and sounds to improve student motivation. This research uses research and development (R & D) method. As subject in this research is student MAN 2 Model Mataram Class XI. The development model used is Dick & Carey which consists of 10 steps that must be followed to produce the product in the form of manual pratikum. Data obtained through interviews, questionnaires and documentation. Data analysis technique used is descriptive qualitative to measure student's learning motivation.


2020 ◽  
Vol 7 (1) ◽  
pp. 53-64
Author(s):  
Azizah Thalib ◽  
Puji Winarti ◽  
Nurul Kami Sani

This study aims to develop a Serli Practicum Module (Discovery Learning) for Science learning in Class VI Elementary Schools that has met valid, practical, and effective criteria for use in Science learning in elementary schools. This type of research is research and development that uses the Peffers et al development model. The type of development research includes six phases, namely: (1) identifying problems that motivate research, (2) describing research objectives, (3) designing and developing products, (4) testing products, (5) evaluating trial results, and (6) ) communicating results. The results of the study show that the Serli Practicum Module (Discovery Learning) for Science learning in Class VI Elementary School has been valid, practical and effective. Validity values obtained are 61 with very valid criteria. Practical value of 65.73 or very practical. And the acquisition of effectiveness value is 0.70 with effective criteria.


2019 ◽  
Vol 4 (2) ◽  
pp. 130-137
Author(s):  
Aditya Sunu Widyanto ◽  
Priyanto Priyanto

The purpose of this study is designed to: (1) develop Job sheet in accordance with the curriculum for Grade XI students of Electronic Engineering; and (2) describes the percentage level of job sheet worthiness as a learning device for implementing electronic circuits. This research is a development research using the development model of 4-D models with four main stages namely, Define, Design, Develop, Disseminate. Data collection was carried out using a questionnaire. The data analysis technique in this research is quantitative descriptive. The results of the study note that: (1) Job sheet was developed containing 13 materials; and (2) based on the results of the assessment of the media experts, the average percentage was 86.76% (very feasible), the material experts reached the average percentage of 81% (feasible), and the students got an average percentage score of 88.34% (very good). Although job sheets are considered appropriate and good for use in learning, there are some limitations regarding their application by teachers when teaching.


2019 ◽  
Vol 2 (3) ◽  
pp. 241-247
Author(s):  
Eka Aprilia ◽  
Nanang Supriadi

This study aims to develop learning media in the form of pop-up boxes that are effective and in accordance with the criteria for autistic children. This type of research used in this research is research and development (Research and Development). In this study using ADDIE research methods, namely Analysis, Design, Development, Implementation, Evaluation. Data collection techniques used were test and non-test instruments, data analysis techniques to calculate the validity of the media, students' responses and the effectiveness of instructional media. Validation in this research is based on the validation of media experts and students to determine the response and effectiveness of the resulting media. The results of validation by media experts are 2.67 with the criteria of "quite valid". The response of students 3.27 with very interesting responses. The results of the effectiveness test with a percentage of 66% with effective criteria. Based on the data obtained shows that learning media is feasible to use and effectively applied in learning


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