scholarly journals Pemanfaatan media pembelajaran berbasis augmented reality menggunakan aplikasi Ar_Jarkom pada mata kuliah instalasi jaringan komputer

2020 ◽  
Vol 8 (3) ◽  
pp. 217
Author(s):  
Elfi Tasrif ◽  
Akrimullah Mubai ◽  
Asrul Huda ◽  
Kasman Rukun

This study aims to determine the level of practicality, effectiveness, and influence of the application of learning media based on Augmented Reality (AR) in the Computer Network Installation course using a mobile application called AR_JARKOM_INFORMATIKA_UNP. This study used the Research and Development (R&D) method with research subjects, namely students in class 2F3 and 2F4 of the Informatics Engineering Education Department of Electronics Engineering, Faculty of Engineering, Padang State University who attended the Computer Network Installation lectures for the January-June 2020 semester. The results of this study indicate that AR-based learning media has a practicality level of 88.40% with a very practical category, then in the effective category based on the post-test score of the experimental class (2F3) which is 73.16 which is higher than the control class (2F4) which is 69.25 and provides 33.6% contribution to the learning outcomes of Computer Network Installation based on the r square value of 0.336. So it can be concluded that AR-based learning media has a good level of practicality, effectiveness and influence to be used in the learning process of Computer Network Installation.

2019 ◽  
Vol 5 (2) ◽  
pp. 104-111
Author(s):  
Dian Puspita Eka Putri

This study aims to review  the effectiveness of using android-based multimedia learning  to improve achievement cognitive learning outcome of students. The research method is the analysis of field studies. The focus in this research is Multimedia which can influence cognitive learning outcomes of students. data obtained in this study from the literature and direct field observations. The research subjects were high school students in Yogyakarta. The result of analysis and discussion of research indicate that there is the influence of multimedia learning to increase student achievement, which is indicated by increasing post-test result  than before  not using multimedia learning. Posttest value is greater than pretest.


2021 ◽  
Vol 4 (2) ◽  
pp. 46-52
Author(s):  
Dewi Handayani

The current covid-19 pandemic has an impact on Capita Selecta Chemistry lectures. The difficulty of face-to-face learning in class makes lecturers have to be able to find solutions to these problems. One of the solutions used is the application of the Project Based Learning (PjBL) model assisted by the WhatsApp Group (WAG) application and face-to-face through the zoom meeting application.This research is a research pre-experimental research with one-group pretest posttest design, experiments conducted in one class without a comparison class. The research was conducted at a State University in Bengkulu. With the research subjects as many as 24 students who took capita selecta Chemistry course. The instruments used in this study are learning outcomes tests and response questionnaires towards applications that used in learning. Data analysis techniques include average value, normality test, and hypothesis testing using the t-test using SPPS computer program for windows version 23. The results showed that there was an increase in student learning outcomes with the implementation of  PjBL model assisted by WhatsApp and Zoom applications with  pretest scores of 66.042, postest scores of 84.625 and the N-gain value data obtained was 0.547 in the moderate category. Student’s response toward the use of  WAG and Zoom Meeting applications was very positive. As many as 91.67% of students considered that WAG application was a very practical application and it was easily accessible to students, especially access to learning materials. The use of zoom meeting according to 70% of students is also very interactive and can replace face-to-face meetings. Keywords: PjBL Model, WhatsApp, Zoom Meeting, Learning Outcomes, Capita Selecta                                                               


2021 ◽  
Vol 9 (3) ◽  
pp. 195-201
Author(s):  
Adha Siagian ◽  
◽  
Kartika Manalu ◽  
Khairuddin Khairuddin

This study aims to determine the differences between NHT) and STAD learning outcomes of clas VII Biology MTs Madinatussalam. The sample of this research is class VII-1 with 32 student as NHT class and 32 student in VII-2 as STAD class. The instrument used in this study was a multiple choice test concisting of 20 questions. The results of analysis showed that the average post-test score for the experimental class I NHT was 82 very high category. Meanwhile, the experimental class II STAD the average post-test score was 67,2 high category. The hypothesis test of the difference in learning outcomes of students in expremental class I NHT and expremental class II STAD, obtained tcount = 6,036>ttable = 1.999, then Ho is rejected and Ha is acepted. This shows that there is a difference in the biology lerning out comes of student who are thought using NHT learning method and those taught using the STAD learning method.


2021 ◽  
Vol 4 (2) ◽  
pp. 307
Author(s):  
Rina Yuliana Pratama

When explaining the material, the teacher only uses blackboard learning media and is monotonous. This has an impact on student learning outcomes are low. This study aims to analyze the effectiveness of the Quizizz Game learning media in increasing enthusiasm and learning outcomes. This type of research is classroom action research. The research subjects were fourth-grade students with 23 students. The data in this study were obtained through pretest, post-test questions contained in the Quizizz Game application from observations and documentation. The instruments used to collect data are questionnaires and tests. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The results of the study were that students obtained a percentage of learning completeness of 43.47%. After being given action I, the average score was 72, with a learning completeness percentage of 60.86% in Cycle I. In Cycle II, the average score increased to 85 with a learning completeness percentage of 95.65%. From the analysis above, it can be concluded that the application of the Quizizz Game learning media can increase students' interest and learning achievement. This research implies that teachers can use the application of the Quizizz Game learning media to increase student interest and learning outcomes.


2019 ◽  
Vol 17 (1) ◽  
pp. 34-51
Author(s):  
Euis Meinawati ◽  
Rifari Baron

Abstrak Penelitian ini adalah kajian tentang efektivitas penggunaan media sosial, yaitu facebook, untuk meningkatkan kemampuan mahasiswa dalam menulis deskriptif berbahasa Inggris. Penelitian ini adalah penelitian tindakan kelas. Data dikumpulkan dari observasi, dokumentasi, dan tes. Hasil analisis data menunjukkan bahwa: 1) proses pembelajaran menulis deskriptif bahasa Inggris menggunakan facebook lebih bervariasi dan menyenangkan, dan 2) ada peningkatan kemampuan menulis deskriptif bahasa Inggris yang ditandai dari peningkatan hasil tes. Hal tersebut terlihat pada hasil nilai rata-rata pre-test sebesar 66.25, dan hasil rata-rata post-test sebesar 80.15. Dengan demikian dapat disimpulkan bahwa facebook dapat dimanfaatkan untuk meningkatkan hasil belajar dalam pembelajaran bahasa Inggris. Abstract This research is a study of the effectiveness of using social media, namely Facebook, to improve students' ability to write descriptive English. This research is a classroom action research. The data are taken from observation, documentation, and tests. The results of data analysis show that: 1) the process of learning descriptive English using Facebook is more varied and enjoyable, and 2) there is an increase in students’ ability to write descriptive English which is marked by an increase in test results. This can be seen from the average of the pre-test and pos-test score, which is 66.25 and 80.15 respectively. Thus it can be concluded that Facebook can be used to improve learning outcomes in learning English.  


Author(s):  
Maria A. F. Mbari ◽  
Marianus Yufrinalis ◽  
Theresia Nona

This study aims to determine the effect of the use of inquiry learning methods on the learning outcomes of fifth grade students in science subjects of light traits in Catholic Elementary School Nita I. This research is a quasi-experimental study. The sample of this study was 39 students consisting of 20 VA students as the experimental class and 19 VB students as the control class. Learning outcomes tests and learning motivation questionnaire sheets were used to obtain data in this study, with a t-test performed to test hypotheses preceded by a prerequisite analysis test in the form of a normality test. The results of this study indicate that the implementation of the inquiry learning method has a positive and significant effect on the students’ learning outcomes. The group of students who took part in the learning with inquiry learning method obtained a better post test score which was equal to 76.25 compared to the group of students who followed conventional learning who obtained a post-test average score of 65.26.


IZDIHAR ◽  
2020 ◽  
Vol 2 (3) ◽  
pp. 201
Author(s):  
Miftachul Janah ◽  
Afif Kholisun Nashoih

This study aims to determine the effectiveness of learning Arabic in improving learning outcomes by using Al-Thariqah Al-Intiqaiyyah in tenth class of science major at Islamic Senior High School 3 Jombang. This study used a quasi-experimental method with a non-equivalent control group pre-test post-test design. The population in this study were all tenth classes of science major at Islamic Senior High School 3 Jombang while the sample was tenth class of science major 8 as a control class and tenth class of science major 6 as an experimental class. Data were analyzed descriptively and inferentially.  From the test data, it can be seen that the average outcomes of the experimental class and the control class has increased. The average pre-test score of the control class was 55.25 and the average post-test score was 79.25 while the average pre-test score of the experimental class was 55.25 and the average post-test score was 87. Based on the results of the SPSS 16.0 analysis, sig values were obtained. (2-tailed) of the experimental class and the control class post-test was 0.00 which means less than 0.05. So it can be concluded that H1 is accepted then there is a significant difference between the experimental class post-test and the control class post-test. H1 acceptance proves that Al-Thariqah Al-Intiqaiyyah was effective in improving Arabic learning outcomes in tenth class of science major at Islamic Senior High School 3 Jombang.


Author(s):  
Sri Haryati

Theoretically, this research contributes to: (1) the development of educational psychology theory, and (2) the development of research-based learning theory; the research results are especially relevant to methods such as authentic learning, problem-based learning, cooperative learning, inquiry learning, process oriented guided inquiry learning (POGIL) and contextual teaching and learning, which are currently increasingly popular. Practically, this research can be used as a teaching material for lecturers and students in lectures, and may be particularly beneficial as a comparative or supplemental book to enrich the educational psychology materials used in a new course of Faculty of Education and Teachers’ Training at Tidar University. The objectives of this study were: (1) to propose appropriate learning materials for the subject of educational psychology using research-based learning models, and (2) to test the effectiveness of research-based learning models, especially POGIL. The research was conducted among the second semester students in English Education Study Program. The research method used was Research and Development, which consisted of three steps, namely preparation, development, and reporting of results. The data analysis technique used was one group pre-test post-test design. This research succeeded in developing teaching materials for educational psychology using a research-based learning model and indicates that POGIL can improve students’ learning outcomes. The research results show that: (1) there is a significant difference between learning outcomes before and after learning using the POGIL model, as proven by the increase in the mean score from 58 to 91, and (2) there is no significant difference between the three sample groups using POGIL model in their learning, as proven by t-count being smaller than t-table, and the average post-test score of both groups 1 and 2 being 90, and the average post-test score of group 3 being 93.


2021 ◽  
Vol 7 (1) ◽  
pp. 8-11
Author(s):  
Novita Hasiani Simanjuntak

Background: Dengue Hemorrhagic Fever (DHF) in Indonesia is a “re-emerging infectious disease”. DHF can be prevented by vector control. Human behavior is very influential on dengue vector control, namely the cleanliness of the house and activities. In 2017, DHF cases in Indonesia were 59,047 cases. In North Sumatra Province, there were 5,327 cases, in Medan City as many as 1216 cases, with Medan Deli District as the sub-district with the most cases, with 100 cases. Objective: This study aims to see the improvement of mother's behavior by using the roleplay method and simulation games. Methods: The research is a quasi-experimental non-equivalent group design. The target population is mothers who live in Medan Deli District. The selection of research subjects by purposive sampling, with the number of subjects in each group is 15 people. This study uses the method of role play and games as a comparison method, with a questionnaire as a measuring tool. Paired t-test to see the increase in the mean of each group, and unpaired t-test to see the difference in the mean value. Results: The results of the paired t-test data analysis found that these two methods showed significant results, with p values ​​of 0.000 and 0.001 with a mean increase in the role play method of 1.40 and the game method of 1.53. The unpaired t-test was found to have a significant difference between the average post-test scores between the role play method and the game method, the mean post-test score for the role-play method was found to be lower than the post-test score for the game method. Conclusions: Counseling using the role play method and games provides significant results in increasing maternal behavior about DHF. The game method shows a greater average increase than the role play method.


2021 ◽  
Vol 9 (1) ◽  
pp. 189
Author(s):  
Hasminar Rachman Fidiastuti ◽  
Anis Samrotul Lathifah ◽  
Mohamad Amin ◽  
Yudhi Utomo ◽  
Riantina Fitra Aldya

The purpose of this study was to know the impact of the Genetics E-module to improve students’ motivation and learning outcomes during the learning process. The method applied was Research and Development, limited until the implementation stage, using the quasi-experiment method with one group pretest-posttest. The motivation instruments were modified questionnaire by Keller with ARCS model, consist of 4 aspects including attention, relevance, confidence, and satisfaction. The population were all of the students from class of 2017 in Biology Education department, Tribhuwana Tunggadewi State University. The pretest was held to know students’ motivation and learning outcomes when using a handout from the lecturer, while the posttest was to know students’ motivation and learning outcomes when using Genetics E-module. Data were collected from the motivation questionnaire and test. After using E-module, there were 27 students with high (71,91 ≤ x < 86), 18 students with medium (57,82 ≤ x < 71,91) and 5 students with low criterion (43,74 ≥ x) of motivation, and there were  58% students who passing the grade in Genetics test. Based on the data analysis, E-module was feasible to be used to improve students’ motivation and also learning outcomes in the Biology Education department.


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