scholarly journals Development of Mobile Learning-based Edugame on Respiratory System Material to Improve Students' Digital Literacy

2021 ◽  
Vol 11 (2) ◽  
Author(s):  
Ferlita Kale ◽  
Risya Pramana Situmorang ◽  
Susanti Pudji Hastuti

The purpose of this study aims to develop mobile learning based edugame based on product feasibility and test the effectiveness of mobile learning based Edugame in improving digital literacy in students. The instruments used are tests, questionnaires, and observation sheets. The research subjects were grade XI of Senior High School at Salatiga. This research was carried out through two phases, namely the first phase of developing mobile learning based edugame using the ADDIE model and the second phase testing the mobile learning based Edugame developed to analyze its effectiveness. From the results of the trial find: 1) mobile learning based edugame developed valid with an average value of 82,24% (content expert) good category and 84,02 (media expert) good category, 2) the practicality of mobile learning based Edugame seen from student response questionnaires with a value of 81,25% good category, 3) the effectiveness of mobile learning based Edugame in terms of digital literacy completeness, namely 3,42 very good category

2021 ◽  
Vol 6 (1) ◽  
pp. 1-25
Author(s):  
Dewi Wahyuni ◽  
Mekar Meilisa Amalia

The purpose of this study was to determine the effectiveness of the accounting creative thinking test on the learning outcomes of SMA Darussalam, to determine the sensitivity of the accounting creative thinking test to the learning outcomes of SMA Darussalam and to determine the students' responses to the accounting creative thinking test on the learning outcomes of SMA Darussalam. This research is a research on the development of Sugiono's modification through four stages, namely, test design, validation, limited trials and extensive trials. The instruments used in this study were creative thinking tests, validation sheets and student response questionnaires. The instrument was declared to have met the quality of the test. Testing the quality of the test for creative thinking in accounting by looking at the results of the validity, the distinguishing power of the questions, the difficulty level of the questions and the reliability of the questions. Based on the results of the calculation, it was found that the developed creative thinking test was less effective, because the average value of students' creative thinking skills had not yet reached a value of 60. The sensitivity of the creative thinking test was sensitive to student accounting learning outcomes with an average of 0.434. Student response to the creative thinking test developed was negative which was below 80%, which was 71.85%. So it can be concluded that the sensitivity of the accounting creative thinking test and the time it takes to complete the creative thinking test is effective and usable. However, in the creative thinking test category this is not effective because to answer the test requires a sufficiently deep skill, and this has not been mastered by the students.


2021 ◽  
Vol 5 (2) ◽  
pp. 153-177
Author(s):  
Robia Astuti ◽  
Nurmitasari Nurmitasari ◽  
Naning Sutriningsih

This research is a research and development that aims to produce an interactive learning media product in the form of an educational game Math BilBul "alaihisalam" (Matematika Bilangan Bulat “ayo belajar operasi hitung secara islam”) that is feasible to use and integrates Islamic values and is effective in learning in the era pandemic covid-19. The research subjects were all fourth grade students for the 2020-2021 academic year in the odd semester of SD Muhammadiyah who were at the Sukoharjo Pringsewu branch level. The research method used is development research by adopting the steps of Thiagarajan commonly known as the 4-D development model, namely: Define, Design, Develop, and Disseminate. The data collection technique used is through instruments in the form of learning implementation observation sheets, validation sheets of learning media suitability with student analysis in online learning, student activity observation sheets in learning, student response questionnaires and learning outcomes tests. The results of this study are that an interactive learning media based on the Math BilBul “alaihisalam” educational game has been developed which is considered suitable for use based on the results of expert validation and is considered effective based on the implementation of learning which reaches 100%, student activity reaches 100%, student learning outcomes reach an average value. an average of 90, which is more than the KKM score, and a positive student response questionnaire that reaches 83.5%.


2020 ◽  
Vol 1 (1) ◽  
pp. 28-35
Author(s):  
Alfiatun Nur Azizah ◽  
Meita Fitrianawati

This research aims to determine the steps of media development and to know the quality and feasibility of Ludo Math media.The Ludo Math media was developed with a Borg and Gall model consisting of; 1) research and information collecting, 2) planning, 3) develop preliminary form of product, 4) preliminary field testing, 5) main product revision, 6) main field testing, 7) operational product revision, and 8) operational field testing.  The study was conducted at SD NegeriGetas 02 with the subject students training class III.  Data collection techniques in the form of observation, interviews, assessment sheets of experts and teachers, and student response sheets.Analysis of the data of this study includes qualitative data analysis and quantitative data analysis.  The results of this study indicate that the assessment according to media experts obtained a value of 85 with the category "Very Good". Assessment according to learning experts obtained a value of 92.5 with the category "Very Good".  The assessment according to the material experts obtained a value of 87.5 with the category "Very Good".  Small Group Product Trial Results, teacher assessment and student responses obtained an average value of 96.25 with the category "Very Good".  The results of the Large Group Usage Trial, the assessment of teachers and students obtained an average value of 98.75 in the "Very Good" category. From all assessments of experts, teachers, and students, Ludo Math media get an average value of 92. If the average value is converted into qualitative data, Ludo Math media is included in the "Very Good" category and declared fit for use in the material Simple fractions class III elementary school.


2020 ◽  
Vol 15 (2) ◽  
pp. 136-147
Author(s):  
P. Eko Prasetyo ◽  
Oki Anggraeni

The purpose of this research is to increase students’ economic learning interest and outcomes using digital literacy technology, such as Sparkol Video Scribe (SVc) and media chart (MC). This is an experimental research comprising of the control and treatment classes with international trade discussed as a sub-topic of the economic material. The learning activities method used the ADDIE model. While, the research subjects are high school students in Central Java. N-Gain model was used to determine the most effective level of analysis as well as the modification and path analysis. The main results showed that the application of SVc and MC learning models can attract students' interest in economic learning well. Although the SVc application was not effective in improving their overall performance, the MC literacy model was still effective. However, students' interest in learning about the second model has not been able to improve its performance significantly. The results further showed that the digital literacy method was not always able to improve student learning and performance effectively and efficiently.


2020 ◽  
Vol 3 (1) ◽  
pp. 17-28
Author(s):  
Resti Pangestu ◽  
Farida ◽  
Siska Andriani

This research and development uses the ADDIE model which includes 5 steps namely analysis, design, development, implementation, and evaluation. The results of this study are android-based M-learning teaching materials assisted by Construct 2 on the subject matter of relations and functions. This teaching material gets an assessment in the valid category with an average value of 3.40 in the material experts and includes a valid category with a value of 3.54 in the media expert. In small-scale trials followed by 3C and 5D classes with 10 students each getting an average score of 3.47 with very interesting criteria. In the large-scale field trial which was attended by 30 students of 3E grade the average score of attractiveness was 3.57 and grade 5C with an average of 3.38 with very interesting criteria. Effect size test results in class 3E with 0.56 results and in class 5C of 0.57 with moderate criteria. Based on these results it can be concluded that the Android-based M-learning teaching material is assisted by construct 2 on the material of the relation and the function is feasible and effective to be used as a learning aid.


Author(s):  
Nunu Nurhayati

ABSTRACT  This study aims to determine (1) whether math model of cooperative learning TAI type can improve significantly students' mathematical understanding; (2) how the activities of students and teacher during the learning process; (3) whether the learning model used in improving the ability of mathematical understanding can achieve mastery of student learning; and (4) how the students' response to the application of learning model. This research is a classroom action research (PTK) carried out in three cycles. Research subjects class VIII C SMP Islam Al Azhar 5 Cirebon totaling 25 students. Instruments used in the form of test capabilities instrumental and relational understanding of mathematical student, activity observation sheet of students and teachers, and questionnaires. The results showed, with a model of cooperative learning TAI can improve students' mathematical understanding. This is evidenced by the increase in the results of the pretest to posttest increased understanding of students' mathematical abilities significantly. This is supported by an increase in the average value of students each cycle. Activities of students and teacher during learning quite well and has increased in each cycle. The percentage of students activity increased from the first cycle, second cycle and third cycle in the amount of 57.5 %, 72.5 % and 82.5 %. Activities of students and teacher is getting better at every meeting. Increasing the ability of mathematical understanding can achieve mastery learning students. This is evidenced from the results of the pretest obtained 3 students who completed (12%), the first cycle were 17 students who completed (68%), the second cycle were 19 students (76%) completed, the third cycle as many as 21 students (84%) completed, and postes 22 students (88%) with a value above the KKM. Based on the questionnaire, most students give a good attitude and response to learning with cooperative learning model of TAI as the guidance provided by the teacher individually and the help of friends in the group. TAI model of cooperative learning will be more effective in teaching the material with a deeper level of understanding and ability given to the subject heterogeneous students.  Keywords:      Cooperative Learning Model Team Assisted Individulization, The Ability of Students' Mathematical Understanding.


2021 ◽  
Vol 7 (2) ◽  
pp. 151-162
Author(s):  
Dimas Aditya Nugroho ◽  
Mustaji ◽  
Raden Roro Nanik Setyowati

This research aims to describe the results of the validity, practicality of learning devices, and the effectiveness of the integrated learning tools of the POE model to help student  understanding of concept and famililiarize students with critical thinking skills. This research  isa research development that  adapting using a 4-D development model and data collection techniques using observations, questionnaires, and test. The trial was conducted in the 2019/2020 school year with a total of 20 research subjects. The results of the research that have been done prove that the POE model based learning process can be applied because it has good validity with an average value above 3.6, while for the evaluation of practicability it can be said to be weel proven in the implementation of learning which has an average  have value of 79,5%, and the effectiveness of the learning process can be agreed affective based on the learning achievement test related to understanding concept and critical thinking skills before only 45% of students who completed it and after participating in learning up to 100% of students who completed it resulted with a value of ≥75.


2018 ◽  
Vol 3 (2) ◽  
pp. 31-35
Author(s):  
Rini Utari ◽  
Ichyatul Afrom

This study aims to improve learning outcomes and find out how the activities of students during the learning process using the Think Pair Share model with Audio Visual media. The type of this research is class action research (PTK) with research subjects all of the fifth-grade students of the Langkai Palangkaraya SDN-3 totaling 30 students. Data collection of this study uses observation and tests and data analysis using qualitative and quantitative data analysis. The results of the study: (1) The activity of students is good which is shown by the acquisition of the results of observations, namely in the first cycle the number of scores 46 with an average value of 3.06. (2) The learning outcomes of students are increased as indicated by the acquisition of an average value of 74.3 in cycle I. The completeness of learning in a classical manner also increases with a value of 100%.


JURNAL PETIK ◽  
2020 ◽  
Vol 6 (1) ◽  
pp. 70-77
Author(s):  
Dian Rahadian ◽  
Ikeu Suryani ◽  
Siti Husnul Bariyah

Permasalahan ini di latar belakangi atas permasalahan kurangnya keaktifan siswa kelas X SMA Negeri 6 Garut pada mata pelajaran Teknologi Informasi dan Komunikasi. Tujuan penelitian ini yaitu untuk mengetahui : 1) perancangan penggunaan metode pembelajaran berbasis praktikum dengan performance assessment; 2) mengetahui implementasi metode pembelajaran berbasis praktikum dengan performance assessment; dan 3) untuk mengetahui hasil penerapan metode pembelajaran berbasis praktikum dengan performance assessment. Penelitian yang dilakukan merupakan jenis penelitian Mix Method, bahwa analisis data dilakukan dengan kualitatif dan kuantitatif dengan desain penelitian yang mengacu pada Model ADDIE (Anayisis, Design, Development, Implementation dan Evaluation). Model ADDIE ini digunakan untuk mengembangkan perangkat pembelajaran berupa RPP dengan pemilihan metode pembelajaran yang digunakan adalah metode praktikum dengan performance assessment. Untuk subjek penelitian yaitu kelas X MIPA 2 dengan jumlah siswa sebanyak 31 siswa. Data dikumpulkan dengan observasi/ penelitian secara langsung, penilaian kinerja (performance assessment), angket respon siswa dan observasi guru. Berdasarkan hasil penelitian, untuk implementasi metode pembelajaran berbasis praktikum dengan performance assessment terlebih dahulu merancang RPP sesuai dengan kebutuhan dan karakteristik siswa. Setelah perancangan RPP selesai dirancang maka implemenatasinya di sesuaikan dengan rencana yang telah disusun/ dirancang. Untuk hasil penilaian kinerja (performance assessment) didapatkan 67,74% siswa dengan kategori sangat baik,  22,58% siswa dapat dikategorikan memiliki kinerja baik dan 9,68% siswa dikategorikan memiliki kinerja cukup, tidak ada siswa yang memiliki kinerja kurang atau rendah, dan rata-rata nilai penilaian kinerja (performance assessment) yaitu 79,07 menunjukan bahwa penilaian siswa pada Performance Assessment dalam kategori BAIK. Sedangkan, nilai rata-rata angket tanggapan siswa yaitu 83,61% yang termasuk pada kategori angket siswa BAIK / TERTARIK. Dapat disimpulkan bahwa penggunaan metode pembelajaran berbasis praktikum dengan performance assessment dapat meningkatkan keaktifan siswa, karena dengan penggunaan performance assessment siswa dituntut untuk berperan aktif dalam pembelajaran. Kata kunci :Metode Pembelajaran Berbasis Praktikum, Performance Assessment, Keaktifan Siswa  Abstract    This problem is due to the lack of activeness of class X students of SMA 6 Garut in the subject of Information and Communication Technology. The purpose of this study is to find out: 1) the design of the use of practical based learning methods with performance assessment; 2) knowing the implementation of practicum-based learning methods with performance assessment; and 3) to find out the results of the application of practicum-based learning methods with performance assessment. The research conducted is a type of Mix Method research, that data analysis is done qualitatively and quantitatively with a research design that refers to the ADDIE Model (Anayisis, Design, Development, Implementation and Evaluation). ADDIE model is used to develop learning tools in the form of lesson plans with the selection of learning methods used are practical methods with performance assessment. For research subjects, class X MIPA 2 with a total of 31 students. Data were collected by direct observation / research, performance assessment (questionnaire), student questionnaire responses and teacher observation. Based on the results of the study, for the implementation of practicum-based learning methods with performance assessment in advance designing lesson plans in accordance with the needs and characteristics of students. After the design of the lesson plan is completed, the implementation is adjusted to the plan that has been prepared / designed. For the performance assessment results obtained 67.74% of students with very good categories, 22.58% of students can be categorized as having good performance and 9.68% of students are categorized as having sufficient performance, there are no students who have poor or low performance, and the average value of performance assessment (performance assessment) which is 79.07 shows that the assessment of students on Performance Assessment in the GOOD category. Meanwhile, the average value of the student response questionnaire was 83.61% which was included in the GOOD / INTERESTED student questionnaire. It can be concluded that the use of practical based learning methods with performance assessment can increase student activity, because by using performance assessment students are required to play an active role in learning. Keywords : Practicum Based Learning Method, Performance Assessment, Student Activity


2018 ◽  
Vol 3 (2) ◽  
pp. 12-16
Author(s):  
Nova Karlina ◽  
Ichyatul Afrom

This study aims to determine the activity and improvement of student learning outcomes in social studies learning on material types - types of work by using the picture and picture method in class III SDN-1 Kasongan Lama. The technique used in this study is the Classroom Action Research (CAR) ) with the research subjects of all class III students totaling 20 people. The data analysis technique uses qualitative and quantitative analysis based on the results of the cycle in each learning process. The results of the study show that: (1) The activities of students during the social studies learning process using the picture and picture method in class III SDN - 1 Kasongan Lama are more active. This is evidenced by the results of the average activity of students in the first cycle, namely 3.3 which included the category (right) and the effects of the average activity of the teacher in the first cycle obtained a value of 3.4 which included the group (right); (2) there is an increase in social studies learning outcomes of students after the learning process using the picture and picture method for students in class III of the Kasongan Lama Elementary School. This is evidenced by the learning outcomes of students in the first cycle obtained an average value of 80 with the percentage of completeness of classical learning outcomes reached 90%.


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