scholarly journals PENGEMBANGAN SOAL STATISTIKA BERBASIS MICROSOFT POWER POINT VISUAL BASIC FOR APPLICATION (VBA)

2021 ◽  
Vol 4 (2) ◽  
pp. 200
Author(s):  
Iesyah Rodliyah ◽  
Sari Saraswati

The purpose of this study is to describe the results of the development of statistical questions presented by utilizing Microsoft Power Point applications based on Visual Basic for Applications. The development model in this study uses the ADDIE model which stands for analysis, design, development, implementation, and evaluation. This research trial used several subjects including two validators, namely material experts and media experts, as well as mathematics education students who took statistics courses. Data collection techniques were carried out through test and questionnaire methods. While the data analysis technique used quantitative descriptive analysis. This development research resulted in a product in the form of statistical test questions in the form of multiple choice questions consisting of five questions and packaged in a macro VBA-based Microsoft Power Point application. The results showed that the questions developed met the valid, reliable, and sensitive categories. In addition, the products developed have also met the criteria of being valid, practical, and effective for use.

2019 ◽  
Vol 5 (1) ◽  
pp. 16
Author(s):  
Destriani Destriani ◽  
Destriana Destriana ◽  
Endang Switri ◽  
Herri Yusfi

This study aimed to produce the development of proper volleyball games learning for students. The research method used in this study was Research and Development. The development steps were done by using Analysis, Design, Development, Implementation and Evaluation which were often referred to the ADDIE model. The subjects in this study were the students of Physical and Health Education Study Program of Teacher Training and Education Faculty of Sriwijaya University. The results of this study indicated that overall the development of volleyball games learning is feasible to be used. The data analysis technique used was quantitative descriptive analysis. The results of this study included the development of facilities, infrastructure, and rules of volleyball games. In the facilities aspect was by changing the height of the net to 2.15 meters. In the infrastructure aspect modified the size of the field to be 16x9 meters. While in the rules of the game aspect combined female and male students. The feasibility of the development was obtained from the results of the assessment of material experts which were obtained an average of 80.67% included in the good category while the effectiveness was obtained from the learning outcomes of the implementation phase of students with the outcome on the psychomotor aspect was 77.08% included in the sufficient category. The implementation of this development research was that the educators could use as an alternative in teaching and could improve the students’ learning outcomes on psychomotor aspect.


2021 ◽  
Vol 4 (1) ◽  
pp. 54
Author(s):  
Ni Made Adelia Sari ◽  
Ida Bagus Surya Manuaba

Currently, conventional teaching materials and learning media have not met the learning demands in the 4.0 evolutionary era. It results in many students who do not understand the subject matter, so that the learning objectives have not been achieved optimally. This study aims to produce an inquiry-based interactive electronic module to support learning. This type of research is development research using the ADDIE model, which includes the analysis, design, development, implementation, and evaluation stages. The techniques used in collecting data are observation, interviews, and questionnaires. The instrument used to collect data is a questionnaire. The analysis used is qualitative descriptive analysis technique and quantitative descriptive analysis. The research results review subject matter experts who get very good qualifications (100%). The results of the learning design expert review are very good (90%). The results of the learning media expert review are good (86.7%). The individual test results are very good (97,3%). The small group test results are very good (95.7%). It can be concluded that the inquiry-based interactive e-module is very valid and feasible to use in learning. This research implies that teachers can use the developed media to help students learn.


2019 ◽  
Vol 3 (2) ◽  
pp. 168
Author(s):  
Zubaidah Amir MZ ◽  
Fitria Anggraini ◽  
Kusnadi Kusnadi ◽  
Alfiah Alfiah

This research is a development research using a 4-D model, but in this study, researchers modified it to 3-D (Define, Design, Development). This study aims to produce PBL-based Student Worksheet (DMSW) Integrated Islamic Values that are valid, practical, and effective. This research was conducted at SDIT Raudhaturrahmah sub-district Marpoyan Damai, Pekanbaru, Riau. The subject of this study were material experts and media from lecturers and teachers, as well as Raudhaturrahmah Pekanbaru students. The sample in this study was class V Al-Halim as the experimental class and class V Al-Fattah as the control class. The object of this research is PBL Mathematical DMSW Integrated Islamic Values. The type of data used is in the form of quantitative and qualitative data. The instruments of data collection were questionnaires, interviews and posttest. The data analysis technique used is quantitative descriptive analysis and qualitative descriptive analysis. Based on the validity test, the DMSW based on PBL-Based Islamic Values was stated as a very valid category with a percentage of validity level of 87.61%, and very practical with a percentage of practicality of 84.39%. And effective, because based on the results of t test analysis, there are differences in learning outcomes between experiments using problem-based mathematics DMSW integrated Islamic values with the control class that does not use problem-based DMSW integrated Islamic values. besides, the percentage of student learning completeness reaches 85%.


2021 ◽  
Vol 18 (2) ◽  
pp. 142
Author(s):  
Mely Tri Octavina ◽  
Susanti Susanti

Perkembangan IPTEKS di era revolusi industri 4.0 serta berlakunya sistem kurikulum 2013 dalam pembelajaran, guru diharapkan dapat menyesuaikan perkembangan zaman yang ada. Salah satu cara untuk memanfaatkan teknologi yang ada adalah dengan mengembangkan media interaktif dengan memanfaatkan smartphone android. Dengan memanfaatkan smartphone android berbantu aplikasi yang menarik peserta didik dapat belajar kapanpun dan dimanapun sehingga pembelajaran berlangsung dengan baik.Terdapat beberapa aplikasi yang beragam untuk mendukung media interaktif salah satunya yakni Lectora Inspire. Tujuan dari penelitian ini ialah untuk mengembangkan media interaktif program Lectora Inspire berbasis android pada materi jurnal penyesuaian perusahaan jasa. Penelitian ini adalah jenis penelitian pengembangan yang mengadaptasi model pengembangan 4D yang dikembangkan oleh Thiagarajan meliputi tahap pendefinisian, perancangan, pengembangan dan penyebarluasan. Namun dengan keterbatasan waktu yang dimiliki penelitian ini hanya sampai pada tahap pengembangan. Subjek uji coba penelitian adalah ahli materi, ahli media dan 20 peserta didik kelas XI Akuntansi dan Keuangan Lembaga 4 SMK Negeri 10 Surabaya. Menggunakan angket sebagai instrumen penelitian, serta menggunakan analisis deskriptif kuantitatif sebagai teknik analisis data. Untuk mengetahui tingkat kelayakan media interaktif dilakukan beberapa langkah yakni telaah media, revisi, validasi, dan uji coba yang dilakukan secara terbatas. Hasil validasi yang diperoleh dari ahli materi menunjukkan rata-rata sebesar 81,30%, ahli media 84%, dan respon peserta didik sebesar 93,33%. Sehingga dapat disimpulkan bahwa Media Interaktif Program Lectora Inspire berbasis android sangat layak dijadikan sebagai media pembelajaran Akuntansi.The development of science and technology in the era of the industrial revolution 4.0 and the implementation of the 2013 curriculum system in learning, teachers were expected to be able to adapt to the existing developments. One way to take advantage of existing technology was to developed interactive media using an android smartphone. By utilizing an android smartphone with an attractive application, students could learn anytime and anywhere. Therefore the learning process went well. Several different applications supported interactive media, one of it which was Lectora Inspire. The purpose of this study was to developed interactive media for the Android-based Lectora Inspire program on service company adjustment journal material.This research was a type of development research that adapted the 4D development model developed by Thiagarajan which includes the stages of definition, design, development, and dissemination. However, due to the limited time, this research had, it only reached the development stage. The subjects of the research trial were material experts, media experts, and 20 students of class XI Accounting and Financial Institutions 4 SMK Negeri 10 Surabaya. Using a questionnaire as a research instrument, and using quantitative descriptive analysis as a data analysis technique. To determine the feasibility level of interactive media, several steps were taken, they are media review, revision, validation, and limited trials. The validation results obtained from material experts showed an average of 81.30%, media experts 84%, and the response of students was 93.33%.From the result above it can be concluded that the Interactive Media of the Android-based Lectora Inspire Program is very worthy of being used as a medium for learning Accounting.


Author(s):  
Nurhayati Nurhayati ◽  
Dina Ampera ◽  
Surniati Chalid ◽  
Farihah Farihah ◽  
Baharuddin Baharuddin

This research development is motivated by low learning outcomes Art Culture students of class XI software engineering 1 SMK Negeri 14 Medan. This study aims to (1) describe the design of blended learning development, (2) to describe the validity of the blended learning development result, and (3) to know the effectiveness of the use of blended learning on the subjects of Art Culture. The type of this research is development research using ADDIE model. Data in the study was collected using document recording method, questionnaire, and test. Instruments used in data collection are document recording reports, questionnaire sheets, and multiple-choice objectives. The collected data were analyzed by qualitative descriptive analysis technique, quantitative descriptive analysis technique, and inferential statistical analysis technique/inductive t-test. The results of the research show that (1) the design of blended learning development through ADDIE model consisting of analysis, design, development, implementation, and evaluation, (2) validation product validated from expert and user review with (a) subjects showed excellent predicated blended learning (90.53%); (b) the results of the design review indicated that blended learning was very good (93%); (c) the results of the media review indicated that blended learning was very good (95%); (d) individual trial results, small group trials, and field trials showed that blended learning predicate very good (98.82%), good (87.84%), and very good (92.55%), (3) on the efficacy test of blended learning shows that the result of t-count (22.07) t-table (2.007). This means, there are significant differences in student learning outcomes between before and after using blended. Thus blended learning is developed effectively to improve Art Culture learning outcomes.


2021 ◽  
Vol 3 (11) ◽  
pp. 863-871
Author(s):  
Josephine Adelia Putri Agape ◽  
Imam Hariadi ◽  
Prisca Widiawati

Abstract: This study aims to develop a comic-based basketball module for basketball extracurricular students at SD Lesanpuro 4 in Malang City. The research model uses a procedural model adapted from the Lee and Owens procedure using 5 steps, namely: (1) needs analysis, (2) carrying out a design, (3) developing or developing a product, (4) implementation or implementation of activities, (5) evaluation or product evaluation. Product trials include: (1) Trial design, the trial design used is descriptive design. (2) Experimental subjects, the subjects used in this study were extracurricular students of SD Lesanpuro 4 Malang City, and the subject of media experts and learning experts was one of the lecturers from the Faculty of Sports Science. The small group trial subjects consisted of 5 students and the large group test subjects consisted of 15 students. (3) The type of data used is descriptive quantitative and descriptive qualitative. (4) The data collection instrument used in conducting this validation is a non-test in the form of a questionnaire. (5) The analysis technique in this study uses qualitative and quantitative descriptive analysis techniques. The results of learning validation are 73 percent, and the results of media expert validation are 81 percent. While the results of small group trials obtained results of 89 percent and large group trials obtained results of 83.75 percent. Thus, the results of developing a comic-based basketball module for extracurricular students at SD Lesanpuro 4 in Malang City are very valid and can be applied to extracurricular basketball students at SD Lesanpuro 4, Malang City. Abstrak: Penelitian ini bertujuan untuk mengembangkan modul bola basket yang berbasis komik untuk siswa ekstrakurikuler bola basket SD Lesanpuro 4 di Kota Malang. Model penelitian menggunakan model prosedural yang diadaptasi dari prosedur Lee dan Owens dengan menggunakan 5 langkah yaitu: (1) analisis kebutuhan, (2) melakukan sebuah desain, (3) development atau pengembangan sebuah produk, (4) implementation atau pelaksanaan kegiatan, (5) evaluation atau evaluasi produk. Uji coba produk meliputi: (1) Desain uji coba, desain uji coba yang digunakan adalah desain deskriptif. (2) Subjek coba, subjek yang digunakan dalam penelitian ini adalah siswa ekstrakurikuler SD Lesanpuro 4 Kota Malang, dan subjek dari ahli media serta ahli pembelajaran merupakan salah satu dosen dari Fakultas Ilmu Keolahragaan. Subjek uji coba kelompok kecil terdiri 5 siswa dan subjek uji coba kelompok besar terdiri 15 siswa. (3) Jenis data yang digunakan berupa deskriptif kuantitatif dan deskriptif kualitatif. (4) Instrumen pengumpulan data yang digunakan dalam melakukan validasi ini yaitu non-tes yang berbentuk angket. (5) Teknik analisis dalam penelitian ini menggunakan teknik analisis deskriptif kualitatif dan kuantitatif. Hasil validasi pembelajaran sebesar 73 persen, dan hasil validasi ahli media sebesar 81 persen. Sedangkan hasil uji coba kelompok kecil memperoleh hasil sebesar 89 persen dan uji coba kelompok besar memperoleh hasil sebesar 83,75 persen. Sehingga, hasil pengembangan modul bola basket berbasis komik untuk siswa ekstrakurikuler SD Lesanpuro 4 di Kota Malang sangat valid dan dapat diterapkan pada siswa ekstrakurikuler bola basket SD Lesanpuro 4 Kota Malang.


2017 ◽  
Vol 1 (1) ◽  
pp. 59-67
Author(s):  
Saparuddin Saparuddin ◽  
Markas Iskandar

Penelitian ini dianalisis dengan analisis deskriptif kualitatif yang bertujuan memberikan gambaran tentang bagaimana impelementasi kompetensi sosial guru terhadap motivasi belajar siswa Smp Negeri 3 Bungin Kec. Bungin Kab. Enrekang. Teknik pengumpulan data dalam penelitian ini adalah Observasi, wawancara dan Angket. Tekhnik Analisis data menggunakan analisis deskriptif kuantitatif Dalam penelitian ini terdapat dua variabel yang akan diteliti yaitu: Variabel bebas yaitu kompetensi sosial guru dan Variabel terikat yaitu motivasi belajar siswa. Jumlah sampel ialah 22 orang dari 220 populasi. Teknik pengumpulan data dalam penelitian ini adalah Observasi, wawancara dan Angket. kompetensi sosial guru merupakan seperangkat penguasaan, pengetahuan dan kemampuan yang harus dimiliki guru agar dapat melaksanakan tugas-tugas pokok sebagai seorang guru dan  bertanggungjawab dalam mendidik. Cara meningkatkan motivasi belajar siswa antara lain Pemberian Nilai pemberian ulangan dan kerja kelompok. Melihat implementasi kompetensi sosial guru untuk meningkatkan  motivasi belajar siswa sudah berhasilan dalam bidang pendidikan, guru diharapkan mampu  menjadi pigur dalam memajukan  lembaga pendidikan agar siswa termotivasi untuk melakukan perubaha-perubahan dalam memajukan lembaganya pendidikan kedepannya.Kata Kunci: Kompetensi Sosial, Guru,  Motivasi Belajar SiswaABSTRACTThis study was analyzed with descriptive qualitative is purpose which to give an overview of how the implementation the social competence of teachers to students' motivation Smp Negeri 3 Bungin Kec. Bungin Kab. Enrekang. The collection techniques in this study is observation, interview and questionnaire. Inquiry analysis technique used quantitative descriptive analysis In this research there are two variables that will be studied are: The independent variable is the social competence of teachers and the dependent variable is the students' motivation. The number of samples was 22 people from to 220 population. The Inquiry collection techniques in this study is observation, interview and questionnaire. social competence of teachers is a set of mastery, knowledge and abilities that should be owned by teachers in order to carry out basic tasks as a teacher and in charge of educating. How to improve students' motivation, among others Grading Award replicates and group work. See the implementation of the social competence of teachers to improve students' motivation has been success in the field of education, teachers are expected to be pigur in advancing educational institutions so that students are motivated to do perubaha-change in advancing the educational institutions in the future.Keywords: Social Competence, Teacher, Student Motivation


Author(s):  
Komalasari Komalasari

This study aims to improve mastery of dexterity gymnastics through playing approaches and assistive media in physical education learning for students. This research method uses a classroom action research method with research subjects namely students of class II SD Negeri 44 Ampenan. The research instrument used observation, interviews, and tests. The data analysis technique used in this research was qualitative and quantitative descriptive analysis. The results of this study indicate that the play approach and assistive media can increase interest, activeness, and dexterity gymnastics for the second grade students of SD Negeri 44 Ampenan.


Jurnal IPTA ◽  
2019 ◽  
Vol 7 (1) ◽  
pp. 16
Author(s):  
Ni Luh Putu Septiani ◽  
I Nyoman Sudiarta ◽  
Putu Agus Wikanatha Sagita

The purpose of this research is to know the effectiveness of using Bali Go Live Channel as media promotion digital of Bali Tourism by using EPIC Model approach. Effectiveness measurement is done by obtaining value of empathy dimension, persuation dimension, impact dimension, and communication dimension from digital promotion conducted by Bali Go Live Channel to know how effective promotion is done. Determination of samples in this study using accidental sampling method as much as 100 respondents tourists. Data collection techniques used questionnaires and interviews. Data analysis technique in this research is quantitative descriptive analysis, validity and reliability analysis, simple tabulation analysis, and EPIC Model analysis. From the results of quantitative descriptive analysis can be seen that the measurement of dimensions empathy, dimension persuasion, dimension impact, and dimension communication entered in the range of effective scale. The results of this study show the use of Bali Go Live Channel as a digital promotion media of Bali tourism declared effective. This is shown from the EPIC Rate of 3.98 which fall into the effective category.


2021 ◽  
Vol 2 (1) ◽  
pp. 45-50
Author(s):  
Asmi Aminuddin ◽  
Muhammad Yunus ◽  
Sundari Hamid

Penelitian ini bertujuan untuk mengetahui peningkatan hasil belajar dengan penerapan pembelajaran jigsaw berbantuan media puzzle pada mata pelajaran IPS siswa di Kecamatan Tallo Kota Makassar. Jenis penelitian ini adalah penelitian eksperimen semu (quasi eksperimen). Instrumen pengumpulan data yang digunakan adalah observasi dan tes. Teknik analisis data yang digunakan adalah analisis deskriptif kuantitatif. Populasi dalam penelitian ini adalah siswa SD kelas V di SD Inpres Kecamatan Tallo Kota Makassar. Sampel penelitian ini berjumlah 50 orang siswa yang dibagi menjadi dua kelompok yaitu kelompok eksperimen dan kelompok kontrol dengan masing-masing kelompok terdiri atas 25 orang siswa SD Inpres Galangan Kapal II dan 25 orang siswa SD Inpres Galangan Kapal IV Kota Makassar. Hasil penelitian menunjukkan terdapat peningkatan aktivitas dan hasil belajar dalam penerapan pembelajaran jigsaw berbantuan media Puzzle pada mata pelajaran IPS terhadap siswa di Kecamatan Tallo Kota Makassar sebesar 92%. Kegiatan pembelajaran dengan penerapan model pembelajaran jigsaw,  selain dapat meningkatkan pemahaman siswa pada materi pelajaran juga dapat dijadikan sebagai sarana untuk memupuk rasa persatuan, memperlancar komunikasi, membentuk sifat yang tidak egois, dan memupuk rasa tanggung jawab siswa baik dalam kelompok maupun individual. The objective of this research is to know the improvement of learning outcomes using the application of jigsaw learning model by puzzle media in social studies of the students in Tallo District, Makassar City. This study is quasi experimental research. The data collection instrument used observation and test. The data analysis technique used  quantitative descriptive analysis. The population in this study were fourth grade elementary school students at Inpres Elementary Schools, Tallo District, Makassar City. The sample of this study is 50 students who were divided into two groups, namely the experimental group and the control group with each group consisting of 25 students of SD Inpres Galangan Kapal II and 25 students of SD Inpres Galangan Kapal IV Makassar City. The result showed that there was the improvement in learning activities and outcomes using the application of jigsaw learning model by puzzle media in social science of the students in Tallo District, Makassar City  which was 92%. The learning activities using the application of  learning model of jigsaw can improve the students' understanding of learning materials. It can also be used as a mean to increase unity, facilitate communication, forming an unselfish nature, and increase the students' responsibility both in group and individual.


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