scholarly journals Efektivitas LKPD Berbasis Blended Learning Berbantuan Multimedia Interaktif untuk Melatih Visual Spasial Peserta Didik

2021 ◽  
Vol 19 (2) ◽  
pp. 319
Author(s):  
Gaferianto Hulu ◽  
Kusumawati Dwiningsih

<p><strong>Abstrak </strong></p><p class="abstrak">Penelitian bertujuan untuk mengetahui keefektifan Lembar Kerja Peserta Didik (LKPD) berbasis <em>blended learning</em> berbantuan multimedia interaktif dalam melatih kemampuan visual spasial peserta didik pada materi Ikatan Kovalen.  Metode penelitian menggunakan <em>one group pretest-posttest design</em> dengan melakukan uji coba terbatas pada peserta didik Jurusan Kimia Analisis SMK Negeri 1 Cerme Gresik yang dipilih berdasarkan kemampuan peserta didik dari kemampuan rendah, sedang, dan tinggi sebanyak 15 orang.  <em>Pretest</em> dan <em>posttest</em> digunakan sebagai instrumen untuk mengetahui kemampuan visual spasial peserta didik. Data dianalisis secara deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa data <em>pretest</em> dan <em>posttest</em> berdistribusi normal dan hasil rata-rata <em>N-Gain</em> pada kategori tinggi sehingga disimpulkan bahwa LKPD berbasis <em>blended learning</em> berbantuan multimedia interaktif dalam melatih kemampuan visual spasial peserta didik pada materi Ikatan Kovalen efektif sebagai bahan ajar.</p><p class="abstrak"> </p><p><strong><em>Abstract</em></strong></p><p class="abstrak"><em>The research aimed to determine the effectiveness of the Student Worksheet (LKPD) based on blended learning assisted by interactive multimedia in training students' visual-spatial skills in the Covalent Bond material. The research method used a one group pretest-posttest design by conducting a limited trial on students of the Analytical Chemistry Department at SMK Negeri 1 Cerme Gresik who were selected based on the ability of students from low, medium, and high abilities as many as 15 people. Pretest and posttest are used as instruments to determine the visual-spatial ability of students. Data were analyzed descriptively quantitatively. The results showed that the pretest and posttest data were normally distributed with the average N-Gain in the high category, so it can be concluded that the LKPD based on blended learning assisted by interactive multimedia in training students' visual-spatial abilities on the Covalent Bond material is effective as teaching material.</em></p>

Author(s):  
Maryam Trebeau Crogman ◽  
Jeffrey Gilger ◽  
Fumiko Hoeft

Atypical learners, including those with developmental dyslexia or reading disorder (RD) and twice exceptionality (2e), exhibit a wide variety of cognitive profiles. The empirical data reviewed in this chapter suggest that RD individuals as a group do not generally exhibit superior visual-spatial abilities, but there appear to be specific types of visuo-spatial (VS) skills that RD individuals may show strengths in. This may be particularly true for a subset of RD individuals who could be classified as 2e-RD. This chapter aims to highlight the need for a different theoretical and applied approach to how VS skills in RD populations are considered; it also suggests the need for different methodologies to assess those skills. Recommendations are made for future research to better characterize the VS aspects of the RD profile, their possible neurological underpinnings, and what may be unique VS processing mechanisms in RD and 2e-RD populations.


2020 ◽  
Vol 5 (3) ◽  
pp. 227-248
Author(s):  
Asep Saepul Malik

Kegiatan dakwah ialah suatu aktivitas yang mendorong umat manusia untuk memperkuat keyakinannya kepada Allah SWT dan agar umat yang belum memeluk ajaran Islam juga dapat memeluk ajaran agama Islam dengan menggunakan cara yang bijaksana melalui materi ajaran syariat Islam, supaya mereka mendapatkan kebahagiaan di dunia dan di akhirat. Pengajian pasaran kitab al-Hikam ialah suatu kegiatan dakwah yang di pimpin langsung oleh sesepuh pondok pesantren azzayniyyah ialah KH. Aang Abdullah Zein. Pengajian kitab al-Hikam ini di dalamnya membahas tentang permasalahan kehidupan manusia seperti masalah hati (qolbu), akhlak, iman, dan Islam. Tujuan dari penelitian ini ialah untuk mengetahui penyampayan dakwah melalui pengajian pasaran kitab al-Hikam di pondok pesantren azzayniyyah dan untuk mengetahui pesan-pesan dakwah yang ada di dalam kitab al-Hikam. Landasan teori yang digunakan ialah teori M. Munir tentang dakwah bil-Lisan al-Hal. Metode penelitian ini menggunakan deskriptif, ialah dengan menggambarkan keadaan sebenarnya melalui pengumpulan data yang dilakukan dengan menggunakan teknik wawancara, dokumentasi, dan kepustakaan. Hasil penelitian ini menunjukan bahwa dakwah melalui pengajian pasaran kitab al-Hikam yang di lakukan oleh KH. Aang Abdullah Zein di anggap cukup berhasil, karena jamaah memberikan respon yang baik atau positif dan jamaah yang hadir setiap bulan slalu meningkat atau lebih banyak.Da'wah activity is an activity that encourages mankind to strengthen his belief in Allah SWT and so that people who have not embraced the teachings of Islam can also embrace the teachings of Islam by using a wise way through Islamic teaching material, so that they get happiness in the world and the hereafter. Study of the market of the book al-Hikam is a missionary activity led directly by the azzayniyyah boarding school elders is KH. Aang Abdullah Zein. This study of al-Hikam in it discusses the problems of human life such as the problem of the heart (qolbu), morals, faith, and Islam.  Thep of this study is to determine the delivery of da'wah through the study of the market of the book al-Hikam in azzayniyyah boarding school and to find out the messages of da'wah in the book of al-Hikam. The cornerstone of the theory used is M. Munir's theory about the da'wah bil-Lisan al-Hal. This research method uses descriptive, is to describe the actual situation through data collection conducted using interview techniques, documentation, and literature. The results of this study indicate that preaching through the study of the book market al-Hikam conducted by KH. Aang Abdullah Zein was considered quite successful, because worshipers gave good or positive responses and worshipers who were present every month always increased or more.


GERAM ◽  
2019 ◽  
Vol 7 (2) ◽  
pp. 30-43
Author(s):  
Muhammad Mukhlis ◽  
Asnawi Asnawi

This research is entitled as "Anecdotal Text in the Oral Story of Yong Dollah Inheritance of Malays as Alternative Choice for Indonesian Language Teaching Materials". It is inspired by the collection of Yong Dollah stories as the inheritance of Malays in Bengkalis Regency which contain of humor elements. In addition, the stories have the same characteristics with anecdotal text, so that it can be applied as teaching material for Indonesia Language subject in the school. This research method was content analysis of descriptive approach. This research was conducted during six months. The technique used to collect data were documentation and interview. The data of this study were the entire generic structure and language features of anecdotal texts contained in a collection of Yong Dollah stories which consisted of 11 stories. The result showed that as following. First, there are five texts contain of complete generic structures and six texts contain of incomplete generic structure which is coda part for data 2, 3, 5, 8, and 1. Second, about language features, there are four data contains of all language features of Anecdote text, but on the other side, there are seven incomplete language features in the texts. Third, the consideration of choosing Yong Dollah as alternative material for Indonesia Language subject refers to eight indicators that are conveyed based on teachers’ perception toward Anecdote text Yong Dolla. 55 % of number of teachers claim that these texts suitable to be implemented as teaching material, but 44% of them claim neutral, and 1% claim disagree on it.


Author(s):  
Su-Ting Yong

The purpose of this study was to explore gender differences among digital native students in mathematics learning and gaming. A quantitative dominant mixed methods approach was employed in which quantitative surveys [174 students] and qualitative interviews [eight students, eight parents and six teachers] were administered concurrently. Data collected has revealed that students are characterized as digital natives and do not portray a significant gender gap in technology usage. Nevertheless, males and females tend to demonstrate their digital native characteristics differently. Males are more likely to play computer games and acknowledge the many benefits of gaming. Moreover, boys have better spatial skills and they are more confident in mathematics. While females still lag behind males in spatial abilities and mathematics confidence in the past, digital native females are not helping to close the gender gap. Essentially, girls could play more computer games to strengthen their spatial abilities.


2021 ◽  
Vol 9 (1) ◽  
pp. 31
Author(s):  
Lilis Diah Kusumawati ◽  
NFn Sugito ◽  
Ali Mustadi

Interactive multimedia is a technology that mediates the development of learning activities to make it more interesting and enjoyable so that it can motivate students to learn. This study aims to determine feasibility of interactive learning multimedia product in motivating student for fourth grade of elementary school to learn mathematics. The research method uses the concept of ADDIE models to develop products with five stages, 1) analyze; 2) design; 3) develop; 4) implement; and 5) evaluate. The result showed that the development of interactive learning multimedia is feasible used for motivating students in grade 4 to learn mathematics. The result of validation by material experts showed that the products developed reached a score of 43 so that it was included in the "very good" category, while the results of the validation by the media experts showed that the products developed reached a score of 59 so that it was included in the "very good" category. Teacher responses related to the practicality of product use reached a score of 113 so that it was included in the "very good" category, while student responses related to the practicality of using the product reached a score of 83 so that it was included in the "very good" category. In motivating students to learn mathematics, interactive learning multimedia can be applied to elementary school students in grade 4.AbstrakMultimedia interaktif adalah teknologi yang memediasi pengembangan kegiatan pembelajaran agar lebih menarik dan menyenangkan sehingga mampu memotivasi siswa dalam belajar. Penelitian ini bertujuan untuk mengetahui kelayakan produk multimedia pembelajaran interaktif dalam memotivasi siswa kelas IV sekolah dasar untuk belajar matematika. Metode penelitian menggunakan konsep model ADDIE untuk mengembangkan produk dengan lima tahap, 1) menganalisis; 2) desain; 3) berkembang; 4) mengimplementasikan; dan 5) mengevaluasi. Hasil penelitian menunjukkan bahwa pengembangan multimedia pembelajaran interaktif layak digunakan untuk memotivasi siswa kelas 4 dalam belajar matematika. Hasil validasi oleh ahli materi menunjukkan bahwa produk yang dikembangkan mencapai skor 43 sehingga masuk dalam kategori “sangat baik”, sedangkan hasil validasi oleh ahli media menunjukkan bahwa produk yang dikembangkan mencapai skor 59 sehingga masuk dalam kategori "sangat baik". Tanggapan guru terkait dengan kepraktisan penggunaan produk mencapai skor 113 sehingga masuk dalam kategori “sangat baik”, sedangkan respons siswa terkait dengan kepraktisan penggunaan produk mencapai skor 83 sehingga masuk dalam kategori “sangat baik”. Dalam memotivasi siswa untuk belajar matematika, multimedia pembelajaran interaktif dapat diterapkan untuk siswa sekolah dasar di kelas 4.


2020 ◽  
Vol 3 (1) ◽  
pp. 119-134
Author(s):  
Hasnawati Hasnawati

Research aims to find out how avalid and effective environment-based teaching material is designed. This research is a research method of research&Development (R&D). To develop the product, this research follows the design of 4-D developmentmodel that includes four phases: Define, Design, Develop, Disseminate. The trial subjects were 18 students in class IV SDIT Al-Bashirah city Palopo. The results of the validity of the design teaching book are obtained by the value 4.18 with valid categories. The effectiveness of teaching materials is analyzed based onthe results of student study test and studen response after testing conducted. Theresults of  the test analysis obtained anaverage of 79.16 good categories with a percentage of 89%. While the results of the student responses poll analysis obtained 81.29% of students respond positively to teaching materials. The analysis was concluded that the neighbourhood-based teaching book wasincluded in the criteria for the validity and effectiveness of the teaching materials.


2021 ◽  
Vol 35 (S1) ◽  
Author(s):  
David Riddle ◽  
Wendy Lackey‐Cornelison ◽  
Tyler Gibb ◽  
Paul Solomon

2019 ◽  
Vol 12 (1) ◽  
pp. 25-32
Author(s):  
Yasdinul Huda ◽  
Delsina Faiza

The research aims to provide broad access to education for people in the Industrial Revolution 4.0 through various higher education institutions that actively participate using the Blended Learning model. The long-term goal of this research is to develop innovative and flexible learning models based on Smart Classroom. System design in this study was developed to realize a balance between virtual teaching (virtual class) and face-to-face (physical class) that takes place at the same time using the Live Video Webcasting service. The research method uses a quantitative approach and the type of research is R & D adopting the Thiagarajan 4D development model. This research produces a Smart Classroom system based on Streaming Webcast through several stages, namely: (1) System Design, (2) System Creation, (3) System Testing. This developed system allows interaction in learning in the physical class as well as teaching in a virtual class remotely.Keywords: Revolusi Industri 4.0, Blended Learning, Smart Classroom, Live Video Webcasting.


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