scholarly journals Pengembangan E-modul Berbasis Etnomatematika yang Mengeksplorasi Nilai dan Budaya Islam untuk Siswa SMP

2021 ◽  
Vol 7 (1) ◽  
pp. 11
Author(s):  
Desmita Ratriana ◽  
Riawan Yudi Purwoko ◽  
Dita Yuzianah

This study aims to determine the appropriateness of ethnomatematics-based e-modules that explore Islamic values and culture in terms of validity, practicality, and effectiveness. This type of research is a research and development method using the Borg and Gall model. Through these stages of development, a major product is produced in the form of e-modules based on ethnomatematics that explore Islamic values and culture. Subjects in this study were students of SMP Negeri 4 Purworejo 2019/2020 Academic Year. The instrument used in this study was an assessment sheet by material experts, media experts, cultural experts, atomathematics experts, student questionnaires and evaluation test questions. The results obtained were a feasibility test through a questionnaire conducted by material experts, media experts, cultural experts and ethnomatematics experts meeting valid criteria with an average of 3.63. Ethnomatematics-based e-Modules that explore Islamic values and culture meet practical criteria with an average of 3.11 and show the level of practicality with good criteria. Ethnomatematics-based e-modules that explore the values and culture of Islam meet the effectiveness criteria by giving a very positive response with a percentage of 91% of the learning process and showing the completeness of student learning reaches 92% complete. These data indicate that the e-modules developed in this study are categorized as feasible to use reaching 92% complete. The data shows that the e-modules developed in this study are categorized as suitable for use.

2019 ◽  
Vol 4 (1) ◽  
pp. 169
Author(s):  
Raysa Juwita ◽  
Mades Fifendy ◽  
Ardi Ardi ◽  
Heffi Alberida

This research is based on the problems in SMAN 10 Padang, namely the low attention of students during the learning process takes place. One of the factors that influenced it was the use of cellphones during the learning process. Students tend to use mobile phones not only to find learning material, but also use it for personal purposes such as replying to messages or playing games. Submission of material by teachers tends to be less interesting and monotonous, to overcome students' lack of attention in learning using PowerPoint. The purpose of this study was to see the effect of using Powerpoint in increasing the learning attention of class X students at SMAN 10 Padang. This type of research is a quasi-experimental design with Randomized Control-Group Posttest Only Design. The population in this study were all tenth grade students of SMAN 10 Padang. The sample in this study were class X students of SMA N 10 Padang Academic Year 2018/2019 and the samples used were students of class X MIA 2 as a control class and X MIA 3 as an experimental class. The instrument used to assess students' attention is the student learning attention assessment sheet filled in by the observer. Based on the results of the study using the t-test it can be concluded that there is an influence of the use of PowerPoint in increasing student learning attention. It was proven that the average attention of the experimental class was higher than the control class.


Author(s):  
Aida Fikriyah

Abstrak Penelitian ini bertujuan untuk mendeskripsikan respons mahasiswa terhadap pembelajaran berbasis Guided discovery pada mata kuliah Anatomi dan Fisiologi Makhluk Hidup. Penelitian ini merupakan penelitian deskriptif kualitatif kuantitatif dengan sasaran sebanyak 46 mahasiswa Program Studi Pendidikan IPA semester IV tahun akademik 2018/2019 yang dilaksanakan pada perkuliahan Anatomi dan Fisiologi Makhluk Hidup. Hasil penelitian menunjukkan bahwa mahasiswa memberikan respons positif terhadap pembelajaran yang telah dilakukan. Berdasarkan hal tersebut, dapat disimpulkan bahwa respons mahasiswa terhadap pembelajaran berbasis Guided discovery pada mata kuliah Anatomi dan Fisiologi Makhluk Hidup termasuk dalam kategori kuat. Kata Kunci: aktivitas, respons, guided discovery   Abstract This research aimed at describing the students’ response toward Guided discovery learning in Anatomy and Physiology of Organisms lecture. It included a quantitative-qualitative descriptive study which involved 46 students of Science Education Department on the 4th semester, in the academic year of 2018/2019 as the subjects. Findings obtained in this study indicated that students showed positive response toward the learning process. To conclude, the students’ response toward Guided discovery learning in Anatomy and Physiology of Organisms lecture can be categorized as strong criteria. Keywords: Activity, response, guided discovery


Author(s):  
Alhidayatuddiniyah T.W.

<p class="AbstractEnglish"><strong>Abstract:</strong>. The purpose of this research is to: (1) produce application of Physics Calculator for Junior High School (SMP) based on Adobe Flash Pro CS6 and (2) to know the feasibility of Physics Calculator application. This application presents a model of physics formula based on basic competence with animation on each material and practice questions with the model referring to UN-CBT standard (National Test-Computer Based Test), in addition to the completion of output in Physics Calculator application showing how to solve . The research and development method used refers to the concept of ADDIE. The feasibility test of Physics Calculator application is done by distributing assessment sheet or validation to two media experts, two material experts, and 9<sup>th</sup> grade student SMPN 102 Jakarta responses. The percentage of respondents' assessment of Physics Calculator app by media experts, material experts, and students is 93.45%, 94.10%, and 92.44%. From the tests performed known menu and application features in accordance with the design and work well on Windows 10 operating system, and learning media becomes more interesting and innovative.</p><p class="AbstrakIndonesia"><strong>Abstrak:</strong> Tujuan penelitian ini untuk: (1) menghasilkan aplikasi Kalkulator Fisika untuk Sekolah Menengah Tingkat Pertama (SMP) berbasis Adobe Flash Pro CS6 dan (2) mengetahui kelayakan aplikasi Kalkulator Fisika. Aplikasi ini menyajikan model perhitungan rumus fisika yang berdasarkan kompetensi dasar dengan animasi pada setiap materi dan soal-soal latihan dengan model yang mengacu pada standar UN-CBT (Ujian Nasional-Computer Based Test), selain itu output penyelesaian pada aplikasi Kalkulator Fisika menampilkan cara penyelesaiaanya. Metode penelitian dan pengembangan yang digunakan mengacu pada konsep ADDIE. Pengujian kelayakan aplikasi Kalkulator Fisika dilakukan dengan membagikan lembar penilaian atau validasi kepada dua ahli media, dua ahli materi, dan respon siswa kelas IX SMPN 102 Jakarta. Hasil persentase penilaian responden terhadap aplikasi Kalkulator Fisika oleh ahli media, ahli materi, dan siswa sebanyak 93.45%, 94.10%, dan 92.44%. Dari pengujian yang dilakukan diketahui menu dan fitur aplikasi sesuai dengan rancangan dan berfungsi dengan baik pada operating system Windows 10, serta media pembelajaran menjadi lebih menarik dan inovaif.</p>


Author(s):  
Della Widya Ananda ◽  
Kartini Kartini ◽  
Nahor Murani Hutapea

Abstrack: The proposes of this research are to improve the learning process and to increase mathematics achievement from the students with applied problem based learning model. Class action research is carried out in two cycles. First cycles has three meetings and one daily tests, second cycles has three meetings and one daily tests. The research subject is the students of class VII9  SMP Negeri 21 Pekanbaru in academic year 2019/2020, which total of participants are 39 students, consists of 22 female  students and 17 male students with heterogeneous ability. The qualitative descriptive showed an improvement of learning process prior to the action on the first and second cycle. The data of the student’s evaluation test showed  the number of students who reached KKM on the basic score, daily tests (cycle I), daily tests (cycle II) were 15 people (38,46%), 26 people (66,6%), and 30 people (76,9%).  The percentage of KKM achievement shows an increase from before the action to after the action so that it can be said that the learning out comes of students also in crease.The results of this study indicate that the Problem Based Learning model can improve the learning process and improve the mathematics learning out comes of students of VII9  SMP Negeri 21 Pekanbaru in the even semester of the 2019/2020 academic year on material social arithmetic.


2018 ◽  
Vol 2 (4) ◽  
pp. 315 ◽  
Author(s):  
I Gusti Agung Wisnu Wibowo

This action research aimed to improve student’s scientific skills through implementation STEM and e-learning in physics learning. This research was conducted from 4 to 26 September 2018 and involving 27 students XI MIPA3 class of SMA Negeri Bali Mandara academic year 2018/2019.  This research consist of two learning cycles which each cycle has four stages: planning, action, observation, and reflection. Student’s scientific skills is the score achieved by the student after did some scientific activities in the class and observed by using student’s scientific skills assessment sheet. The result said that the score of each student’s scientific skill exceeded the research success criteria. On first learning cycles, there were 66% of the student’s scientific skill in the excellent category, 33% were in good category, and 11% were in enough category. Moreover, on second learning cycle, there were 44% in excellent category and 56% were in good category. The students also give a positive response to the implementation STEM and e-learning in physics learning.  


2021 ◽  
Vol 12 (2) ◽  
pp. 194-205
Author(s):  
Vina Fathira ◽  
Diana Zuriati

Using English Pronunciation in understanding ending –s is one technique to increase the students’ competence, focusing in pronunciation, like in pronouncing ending –s. In digital era, using English Pronunciation in understanding ending –s is the common technique since the students are actively getting involved in gadget. The researchers need in evaluating students’ perception on using English Pronunciation in understanding pronunciation of ending –s. The aim of this research is to investigate students’ perception about the use of English Pronunciation in understanding ending –s. The method employed in this research was qualitative, and it was explained descriptively. The third year semester students at STBA Persada Bunda that used this English Pronunciation application in understanding ending –s were the population as well as the sample of this research. There were 10 students of STBA Persada Bunda in academic year 2018/2019 involved in this study. To collect the data, all students were asked before using English Pronunciation in understanding ending –s from online application and offline one. Then, the researchers distributed six questions related to the students’ perception of using English Pronunciation in understanding ending –s by using interview with semi structured model. The result showed that, most of the third year students were pushed to use English Pronunciation in understanding ending –s in obtaining knowledge and joyful while learning process about voiced sounds, voiceless sound, and sibilant sound. In conclusion, the research about students perception is positive response by using English Pronunciation of pronouncing ending –s.


Jurnal Kiprah ◽  
2020 ◽  
Vol 8 (2) ◽  
pp. 132-142
Author(s):  
Rahmawati Scorpiana

Penelitian ini bertujuan untuk mendeskripsikan penggunaan media permainan Teka Teki Dadu dalam meningkatkan aktivitas dan hasil belajar menulis siswa kelas IX A SMP Negeri 3 Bintan Tahun Pelajaran 2018/2019. Tujuan pembelajaran menulis yang ingin dicapai yaitu siswa mampu mengungkapkan informasi dalam bentuk iklan baris, resensi, dan karangan.  Subjek penelitian adalah siswa kelas IX A berjumlah 32 siswa. Instrumen dalam penelitian ini terdiri atas lembar penilaian tertulis (penilaian proyek), lembar observasi, dan angket. Teknik pengumpulan data menggunakan analisis deskriptif. Hasil penelitian menunjukkan adanya peningkatan persentase rata-rata keaktifan siswa dari 63,54% pada siklus pertama menjadi 77,08% pada siklus kedua. Penggunaan media permainan (Teka Teki Dadu) juga meningkatkan hasil belajar menulis siswa. Hal ini terlihat adanya peningkatan dari siklus pertama sampai siklus kedua.  Peningkatan jumlah siswa yang tuntas sebelum tindakan (prasiklus) hanya 50,00% (16 siswa), pada siklus pertama mencapai 65,63% (22 siswa) dan pada siklus kedua ketuntasan meningkat menjadi 81,25% (26 siswa). Penggunaan media permainan (Teka Teki Dadu) dalam pembelajaran ternyata mendapat tanggapan positif, 97,50% siswa setuju dengan penggunaan media ini karena dapat memudahkan mereka memahami konsep-konsep dan materi pelajaran, membuat suasana belajar menjadi menyenangkan, memacu mereka untuk aktif, dan membiasakan siswa untuk bekerja sama.   This study aims to describe the buse of Dice Puzzle Game media to improve writing activities and learning outcomes of grade IX A students of SMP Negeri 3 Bintan 2018/2019 Academic Year. The research subjects were 32 students of Class IX A. The instruments in this study consisted of a written assessment sheet (project appraisal), an observation sheet, and a questionnaire. Data collection techniques using descriptive analysis. The results showed an increase in the average percentage of student activity from 63,54% in the first cycle increased to 77,08% in the second cycle. The use of game media (Dice Puzzle) also improves student writing learning outcomes, this is seen by a significant increase from the first cycle to the second cycle. The increase in the number of students who completed it before the action (prasiklus) was only 50,00% (16 students), in the first cycle it reached 65,63% (22 students) and in the second cycle completeness rose to 81,25% (26 students). The use of game media (Dice Puzzle) in learning turned out to get a positive response 97,50% of students agreed with the use of this media because it can facilitate them to understand concepts and subject matter, make the learning atmosphere enjoyable, encourage them to be active, familiarize students to cooperate


Author(s):  
Antonius Prasetyo Hadi

: The use of learning media is one of the critical success factors in higher education, therefore an educator must have innovation to use of learning media. The purpose of this research is to develop learning media based on the Inspiring Suit 8 on arbitration material courses of theoretical and practice for Volleyball 1 academic year 2018/2019 at IKIP Budi Utomo Malang. The existence of media will be a big successful support in learning process, so that students do not feel boredom because of the weaknesses of the lecturers, in which they are unable to provided good learning variation or even have difficulty in conveying or transferring knowledge. The research was descriptive qualitative design. The research subjects were students of Physical Education, Health, and Recreation Study Program who took volleyball theory and practice courses in the even semester academic year 2018/2019. The instruments used were the media expert review questionnaire, the learning expert questionnaire, and the trial analysis questionnaire. The questionnaire will be analyzed to see the feasibility of the developed media. Based on the data results review by media expert volleyball, media learning expert and field trials, it can be concluded that media developed is useful in learning process. In addition, it is used to provide independent motivation, which can be used in lesson for students.


2017 ◽  
Vol 3 (2) ◽  
pp. 594
Author(s):  
Mintarsih Danureja ◽  
Tati Hartati

This research is intended to know the effectiveness of quantum reading model by printing media with yen basis in reading concept learning to students of grade 4th elementary school. The problems are: profile of students reading concept competences, the learning process of reading concept, the learning process of reading concept by quantum reading model by printing media with yen basis, the effectiveness of quantum reading model by printing media with yen basis in reading concept learning, and students response of quantum reading model by printing media with yen basis.The trouble-shooting is by use quantum reading model by printing media with yen basis by assumption: if students need to do something therefore will be easily to motivate them in learning and get a better result.Population in this research is Grade 4th Students of elementary school at Sumber Regency, Cirebon. The sample is determined by purposive sampling. The objects in this research are quantum reading model by printing media with yen basis and students reading concept competences. Instruments in this research are sheets of questionnaire, sheets of learning observation, and reading concept competence test. Data that are collected are learning process and data of students reading concept competences. Collected data are analyzed by descriptive statistic analyze.Result of this research are: (1) the competences of students reading concept are good, (2) the learning process are done with students actively, (3) quantum reading model by printing media with yen basis can increase students activity and learning result, (4) quantum reading model by printing media with yen basis is effective to use in reading concept learning, and (5) the students response to reading concept learning by use quantum reading model by printing media with yen basis is very good.Base on the result of this research, get to be proposed for teacher to use quantum reading model by printing media with yen basis to increase students reading concept competence as one of alternative technique in learning, because it is able to motivate, grow the students interest, and increase students creativities to increase students reading concept competences.


2020 ◽  
Vol 1 (1) ◽  
Author(s):  
Uray Ryan Hermawan ◽  
Clarry Sada ◽  
Yanti Sri Rezeki

The research was aimed to investigate the use of diary writing to overcome students’ problem in writing recount texts. The problems include writing a recount text in chronological order, writing correct verb changes and developing ideas. Classroom action research was conducted by applying diary as the technique to help students overcome their problem. There were two cycles conducted in this research. The data were taken from the students’ individual score, observation checklist, and field notes. The result showed that teaching writing through diary writing improved students’ writing recount text. Referring to the research findings, the data showed that diary writing improved students’ recount text, as seen in their score. These in terms of score, students’ improved from 71.96 to 76.03 and improving the motivation to the students which makes them eager to write also makes the teaching learning process better. In conclusions, students’ writing recount text of the tenth grade students of class IPS 1 of SMAN 4 Sungai Raya in academic year 2018/2019 improved by using diary.


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