scholarly journals Pengembangan E-Learning Menggunakan Portal Pembelajaran Mahasiswa pada Mata Kuliah Konsep Dasar IPA 2 di Era Disruption

2019 ◽  
Vol 5 (1) ◽  
pp. 117
Author(s):  
Kharisma Eka Putri ◽  
Susi Damayanti

In the world of education today must also be changed according to the development of science and technology for example in the E-learning education. Because with E-learning the delivery of information content is not only an educational goal, but with media E-learning, learning activities can be done anywhere at any time without being limited by space and time. But in the reality, on the courses of science basic concept 2, students conduct learning activities only in classrooms with considerable time and with the same activities. So that students tend to be bored. Based on these explanations, the purpose of this study was to develop E-learning (valid, practice and effective) using student learning portals in the science basic concepts  2 in the disruption era. The type model of development research in this development research is the modification of the Borg & Gall and Lee & Owen models with the stages of research and data collection, planning, product development, design validation, design revision, product testing, product revision, and usage testing . Based on the results of product testing, E-learning media using student learning portals on the courses of science basic consep 2 in the disruption era according to substance experts obtained a percentage validity score of 88%, 89% media experts, and 86% linguists with valid categories. Based on students' practicality response, this product obtained a score of 80% based on the user's practicality score of 90%. While the effectiveness of this product reaches 80% in the effective category. Based on these data it can be concluded that E-learning media is valid, practical, and effective. So that E-learning media using the student learning portal in the courses science basic concept 2 in the disruption era is feasible to use.

2020 ◽  
Vol 2 (2) ◽  
pp. 69-74
Author(s):  
Supriyanto Balango ◽  
Ruslan Ruslan

Learning facilities are often a problem in the learning process for athletic sports. The purpose of this study was to produce a product to develop a hurdling learning tool. The subjects of the small scale trial were class IV which assessed 28 students, and the subjects of the large scale trial were class V who were assessed 32 who were in SDN 70 Kota Tengah Kota Gorontalo. The method in this research is related to determining potentials and problems, design data, design validation, revised design, product testing, product testing, usage trials, product revisions, product testing. The results of this development research are in the form of a tool made from a rubber band with adjustable height support poles then poured out and packed into a book.


2021 ◽  
Vol 13 (2) ◽  
pp. 130
Author(s):  
Suprianto Kadir ◽  
Arief Ibnu Haryanto

This study aims to develop a speed test for Gyaku Tsuki and Mawashi Geri kicks in Karate. This research is development research with steps that include potential problems, data, product design, design validation, revision design, product testing, product revision, trial use and product revision. The small scale trial was carried out on 10 Karateka who actively participate in the training at the PPLP Gorontalo Province. Meanwhile, a large-scale trial was conducted on 30 Karateka who took part in the training at the PPLP Gorontalo Province. The development research resulted in a valid and reliable form of test, so it was feasible to use it to measure the speed of the Gyaku Tsuki shot and the kick speed of Mawashi Geri.


2021 ◽  
Vol 3 (2) ◽  
pp. 196-207
Author(s):  
Dicky Ryan ◽  
Zulfah Zulfah

This research is based on the low interest in student learning towards teaching and learning activities through online. Because there is a limited knowledge of students who are not sensitive to technology and information, some students complain because of the difficulty in accessing this online learning. Even so, there are several learning applications that are free, but because of the low interest in students learning about learning applications and because of a lack of understanding of how to use them, here the researchers conducted student observations of online learning via WhatsApp. The purpose of this study was to determine how much influence the increase in online learning via WhatsApp on student interest in learning. This research is a collaborative classroom action research between the researcher, the teacher as the subject giving action and the students as the recipient of the action. This research was conducted at MA Hasannah in class X MIPA, with 13 students. The data collection method used by researchers is in the form of filling out a questionnaire using google form, while the research instrument is the questions that are presented on the questionnaire filling sheet on the google form. In this study it can be concluded that there is low student interest in online learning so that it affects student learning outcomes, so the solution is to use the WhatsApp application in online learning.


2021 ◽  
Vol 4 (2) ◽  
pp. 110
Author(s):  
Ahmad Takyudin ◽  
Husain Faturrahman ◽  
Juwono Juwono ◽  
Muhammad Rizky Julianto ◽  
Yulianti Yulianti

An effective learning system is a learning system that combines collaboration between teachers, students and parents. Many schools are still using traditional methods to manage data and school management, especially in terms of learning materials and managing student grades, so that schools and parents find it difficult to monitor the learning activities of students. For example at SMP Fioretti Tigaraksa, value management and curriculum management are still manual in inputting, the data managed by the school is input in stages without an application or system that regulates and stores it, so that parents, students or teachers find it difficult to monitor the learning activities of participants. such as grades data, curriculum data, learning materials and student attendance, all of these things are still done manually causing the risk of losing data is quite large in each school year. Web-based E-learning Information System can be used as a solution to problems in the field of education, especially to provide materials, student attendance and manage student grades. In this system a prototype is made that will be built in the future, this e-learning system is made to manage value management, attendance and curriculum so that teachers, students and parents of students can access and work together in monitoring student learning activities quickly and easily. efficient. This study provides results to improve student learning activities that can be done wherever they are or do not have to be at school and to connect and establish cooperation between schools, teachers, and parents of students as an important component of education to the student learning process at school.


2021 ◽  
Vol 1 (2) ◽  
pp. 141-148
Author(s):  
SAMPINI SAMPINI

The success of teaching Mathematics is determined by the amount of student participation in learning, the more active students take part in learning activities, the more successful the learning activities will be. However, the reality on the ground shows that students, especially students in the Social-Science class, are less interested in mathematics, and even consider mathematics as a difficult and boring subject, resulting in the achievement of the number of students who have completed learning, especially at SMA Negeri 1 Dawarblandong, Mojokerto Regency, class XII IPS-1. still low. Camtasia is a software that can be used to create multimedia-based learning media and e-learning. The advantage of This software is can produce interesting videos and how to use it very easily. The purpose of this study was to determine the increase in student learning outcomes after learning using the Camtasia application on geometry theory. This study used the subjects of class XII IPS 1 SMA Negeri 1 Dawarblandong, Kab. Mojokerto Academic Year 2021/2022 and the objective of this study is student learning outcomes. The data collection method used the test. The data analysis technique used is a qualitative descriptive analysis technique. The results showed that the video tutorial media with Camtasia could improve student learning outcomes from 54.54% in the first cycle and 90.90% in the second cycle. The conclusion of this study is the application of video tutorial media with Camtasia can improve student learning outcomes in geometry theory for class XII IPS 1 SMA Negeri 1 Dawarblandong, Kab. Mojokerto Academic Year 2021/2022. ABSTRAKKeberhasilan pengajaran Matematika itu ditentukan oleh besarnya partisipasi siswa dalam mengikuti pembelajaran, makin aktif siswa mengambil bagian dalam kegiatan pembelajaran, maka makin berhasil kegiatan pembelajaran tersebut. Namun kenyataan dilapangan menunjukkan bahwa siswa khususnya siswa kelas Ilmu-sosial kurang minat dalam mata pelajaran matematika, bahkan dianggap bahwa matematika sebagai pelajaran yang sulit dan membosankan sehingga barakibat pencapaian jumlah siswa yang tuntas belajar khususnya di SMA Negeri 1 Dawarblandong Kabupaten Mojokerto kelas XII IPS-1 masih rendah. Camtasia adalah sebuah software yang dapat digunakan untuk membuat media pembelajaran berbasis multimedia dan e-learning. Kelebihan dari software ini adalah dapat menghasilkan video yang menarik serta cara penggunaannya yang sangat mudah. Tujuan penelitian ini adalah untuk mengetahui peningkatan hasil belajar siswa setelah dilakukan pembelajaran menggunakan aplikasi camtasia pada materi bangun ruang. Penelitian ini menggunakan subyek siswa kelas XII IPS 1SMA Negeri 1 Dawarblandong, Kab. Mojokerto Tahun Pelajaran 2021/2022 dan obyek dalam penelitian ini adalah hasil belajar siswa. Metode pengumpulan data yang digunakan yaitu tes. Teknik analisis data yang dipakai adalah teknik analisis deskriptif kualitatif. Hasil penelitian menunjukkan bahwa media video tutorial dengan Camtasia dapat meningkatkan hasil belajar siswa dari 54,54 % pada siklus I dan 90,90 % pada siklus II. Simpulan penelitian ini adalah penerapan media video tutorial dengan Camtasia dapat meningkatkan hasil belajar siswa materi bangun ruang pada siswa kelas XII IPS 1 SMA Negeri 1 Dawarblandong, Kab. Mojokerto Tahun Pelajaran 2021/2022.


Author(s):  
Marija Maletić ◽  
Dušan Barać ◽  
Tamara Naumović ◽  
Zorica Bogdanović ◽  
Božidar Radenković

Given that the most students spend considerable time on social networks, many educational institutions use this habit as a basis for educational purposes. Increasing students’ active participation in learning activities is one of the main goals of education. The purpose of this research was to investigate to what extent crowdvoting techniques can increase students’ participation and interest in the e-learning process. Additionally, we set out to explore social networks as a medium for crowdvoting, contests, and collaboration among students. The research participants included 131 students in the information technologies area of the Faculty of Organizational Sciences, University of Belgrade who participated in contest related to their 3D modeling projects. Voting was performed via Facebook. The students voted for particular projects primarily based on the quality of the project itself. Additionally, the competition was an incentive for students to prove themselves to colleagues, but also to provide an opportunity for teamwork, additional engagement, and acquisition of new skills and knowledge. The research results indicate a generally positive attitude among students towards the competition and rewards.


2017 ◽  
Vol 5 (3) ◽  
pp. 591
Author(s):  
Narko '

This research was motivated by lack of civics student learning outcomes. Low learningoutcomes are caused by: (a) students do not really follow civics and they talk to each othersawaktu teacher explains the lesson; (B) students are not active in learning; (C) if the teacherasking questions, very few students who answered; and (d) very few students were askedabout the learning that has not been understood, in addition to the learning activities in theclassroom dominated by teachers and children are much more powerful. This study aims toimprove learning outcomes civics through cooperative learning model NHT. This study is aclass action, which was conducted in 018 primary schools Ukui 1 Subdistrict Ukui. This studyfocused on students' learning outcomes data civics. Based on the results of the study revealedthat the civic education learning outcomes of students has increased. This is evidenced by:Improved student learning outcomes at the preliminary data the number of students who passare 15 students (50%), increasing in the first cycle increased to 26 students (87%) and incycle II further increased up to 27 students (90 %).


2020 ◽  
Vol 4 (3) ◽  
pp. 560
Author(s):  
Arief Rahman Yusuf ◽  
Sandi Kurniawan ◽  
Eddy Sutadji ◽  
Imam Sudjono

The background of the research is the low assessment of high order thinking skills of students due to the conventional methods used by the school. The aims of this study are: (1) how student learning activities when using hybrid learning Student Teams Achievement Division (STAD) and jigsaw, (2) how student learning activities when taught using the direct learning model, and (3) the effect of hybrid learning Student Teams Achievement Division (STAD) and jigsaw towards high order thinking skills. This study used a quasi experimental nonequivalent control group design with the sample of 50 students from a population of vocational high school students in Ponorogo. Data collection techniques used instruments in the form of high order tests and non-test instruments in the form of observation sheets. Data analysis used was independent sample t-test. The results showed: (1) the use of Student Teams Achievement Division (STAD) based on hybrid learning and jigsaw made 28% of students were very active, 28% of students active, and 44% of students quite active in the learning process, this was evidenced by an average value of 70.56, (2) the use of direct learning models in learning made 24% of students quite active, 36% of students less active, and 40% of students passive in the learning process, which can be seen from the acquisition of an average value of 51.52, and (3) there was a significant effect of Student Learning Achievement Division (STAD) based on hybrid learning and jigsaw on students' high order thinking skills.


2012 ◽  
Vol 3 (3) ◽  
pp. 354-358
Author(s):  
Dr Gunmala Suri ◽  
Sneha Sharma

The purpose of this research is to investigate and understand how students are using computer. The activities that a student undertakes with the help of computers which might be fulfilling some academic or non academic purpose, is of great interest. It will help in understanding the limitations and potentials offered by the technology for use of computer in classroom. This paper brings out the three major kinds of activities that students undertake with computer; self learning activities, Information collection tasks and communication and group activities. The study further analyses the effect of demographics i.e. gender, age and faculty (department) of students on the activities with computer. The results show that gender has no impact on the activities of students with computer. The age impacts only the activities related to Information collection by using computer where as the faculty of student significantly impacts all the activities viz. self learning activities, Information collection tasks and communication and group activities. The findings from this research can be used in designing future e-learning initiatives and development e-learning tools


2019 ◽  
Vol 5 (1) ◽  
pp. 35-42
Author(s):  
Erma Yenis

Abstractlearning process  good teaching  can create a situation that allows children to learn, so that is the starting point of the success of teaching. The low quality of education depends on the management of the teaching and learning process which can be interpreted as being less effective in the teaching and learning process, the causes: (1) Low learning activities, (2) Inadequate facilities and infrastructure. The case in Solok City Middle School, the low level of student learning activities allegedly influenced the low student learning outcomes. Based on observations on class VIII A which included the superior class had not yet achieved the desired completeness, the class with the least completeness was class VIII B which was 33.33% with KKM 65 criteria. Seeing this reality, teachers were required to motivate students and foster enthusiasm student learning. Therefore, to foster students' enthusiasm for learning, the author tries to apply student learning activities through discussion methods in small groups.Keywords: Learning, discussion AbstrakProses belajar mengajar yang baik dapat menciptakan situasi yang mmemungkinkan anak belajar, sehingga merupakan titik awal keberhasilan pengajaran. Rendahnya mutu pendidikan tergantung pada pengelolaan proses belajar mengajar yang dapat diartikan kurang efektifnya proses belajar mengajar, penyebabnya: (1) Rendahnya aktifitas belajar,  (2) Sarana dan prasarana yang belum memadai. Kasus pada SMP Negeri % Kota Solok rendahnya aktifitas belajar siswa diduga berpengaruh terhadap rendahnya hasil belajar siswa. Berdasarkan pengamatanpada  kelas VIII A yang termasuk kelas unggul belum mencapai ketuntasan yang di inginkan, sedangkan kelas yang paling sedikit ketuntasannya adalah kelas VIII B yaitu sebanyak 33,33 % dengan kriterian KKM 65. Melihat kenyataan tersebut, guru dituntut untuk dapat memotivasi siswa dan menumbuhkan semangat belajar siswa. Karena itu, untuk menumbuhkan semangat belajar siswa, penulis mencoba untuk menerapkan aktivitas belajar siswa melalui metode diskusi dalam kelompok kecil. Kata kunci: Pembelajaran, diskusi


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