scholarly journals Pengaruh Penggunaan Media Berbasis Information and Communication Technology (ICT) terhadap Hasil Belajar Siswa pada Materi Dimensi Tiga

2020 ◽  
Vol 1 (1) ◽  
pp. 41-47
Author(s):  
Djihad Wungguli ◽  
Lailany Yahya

These paper have purposed to know the difference of result between the students that have learned by using IT and the students who had subject follow by using conventional learning method in dimension three subject. The research method used in this study is an experimental method using Posttest-Only Control Group Design. The results showed that the average learning outcomes of students who get learning by using ICT media is higher than the average learning outcomes of students who get learning by using conventional learning models on the three-dimensional material.

2016 ◽  
Vol 3 (2) ◽  
pp. 121
Author(s):  
Afif Ghurub Bestari ◽  
Ishartiwi Ishartiwi

Penelitian ini bertujuan untuk menguji (1) perbedaan pengaruh pembelajaran Desain Busana menggunakan media mood board dan media contoh gambar desain busana terhadap kreativitas dan hasil belajar Desain Busana mahasiswa;  (2) pengaruh positif pembelajaran Desain Busana dengan menggunakan media mood board dibandingkan menggunakan media contoh gambar desain busana terhadap kreativitas desain busana mahasiswa; (3) pengaruh positif pembelajaran Desain Busana dengan menggunakan media mood board dibandingkan dengan menggunakan media contoh gambar desain busana terhadap hasil belajar desain busana mahasiswa. Penelitian ini merupakan penelitian kuasi eksperimen dengan desain Pretest-Posttest, Nonequivalent Control Group Design. Penelitian ini menggunakan kelas eksperimen dan kelas kontrol. Populasi penelitian adalah mahasiswa kelas A dan D semester 2 di Pendidikan Teknik Busana FT UNY. Hasil t-test menunjukkan pretest mahasiswa kelas kontrol dan kelas eksperimen hampir sama. Data hasil belajar posttestmenunjukkan selisih skor rata-rata antara kelas eksperimen dan kelas kontrol berkategori sangat tinggi. Berdasarkan hasil nilai rata-rata diperoleh bahwa terjadi peningkatan hasil kreativitas mahasiswa yang signifikan.Kata kunci: media mood board, hasil belajar, desain busana THE IMPACT OF USING MOOD BOARD MEDIA TO  FASHION DESIGN KNOWLEDGE ON FASHION  DESIGN ENGINEERING STUDENTSAbstractThis research aimed to examine (1) the effect of differences in learning to use media Fashion Design mood board and fashion design drawings media examples in creativity and Fashion Design student learning outcomes; (2) the positive influence of learning by using media Fashion Design mood board than using media examples fashion design drawings for the creativity of fashion design students; (3) a positive influence of learning by using media Fashion Design mood board compared to using the media sample images for learning outcomes of Fashion Design student. This research is a quasi-experimental research with pretest-posttest design, Nonequivalent Control Group Design. This research uses experimental class and control class. The research population was a student of class A and D in the 2nd half of Technical Fashion Education Faculty of Engineering, Yogyakarta State of University. t-test results indicate student pretest control class and experimental class is almost the same. Data posttest study results show the difference in average scores between the experimental class and control class category is very high. Based on the results of the average value obtained that an increase in the creativity of the students are significant.Keywords: fashion mood boards, learning outcomes, fashion design


Author(s):  
Irma Sumayani . ◽  
Dr. Ketut Agustini, S.Si, M.Si. . ◽  
Gede Saindra Santyadiputra, S.T., M.Cs. .

Penelitian ini bertujuan untuk mengetahui perbedaan hasil belajar Teknologi Informasi dan Komunikasi antara kelompok siswa yang dibelajarkan dengan pembelajaran teams games tournaments berbantuan power point dan kelompok siswa yang dibelajarkan dengan model konvensional pada kelas VIII tahun pelajaran 2016 / 2017. Jenis penelitian ini adalah penelitian eksperimen semu. Populasi penelitian ini adalah seluruh siswa kelas VIII semester ganjil tahun pelajaran 2016/2017 yang berjumlah 83 orang. Sampel penelitian ini yaitu kelompok siswa kelas VIII B yang berjumlah 41 orang sebagai kelas eksperimen dan kelompok siswa kelas VIII A yang berjumlah 42 orang sebagai kelas kontrol. Data hasil belajar Teknologi Informasi dan Komunikasi siswa dikumpulkan dengan instrumen tes berbentuk pilihan ganda. Data yang dikumpulkan dianalisis menggunakan analisis statistik deskriptif dan statistik inferensial (uji–t). Berdasarkan hasil analisis data, diperoleh thitung1,991 dan ttabel (pada taraf signifikansi 5%) = 9,727. Hal ini berarti bahwa thitung> ttabel, sehingga dapat diinterpretasikan bahwa terdapat perbedaan hasil belajar Teknologi Informasi dan Komunikasi yang signifikan antara kelompok yang mengikuti pembelajaran dengan pembelajaran Teams Games Tournaments berbantuan power point dan kelompok yang mengikuti pembelajaran dengan model konvensional. Dilihat dari hasil perhitungan rata-rata hasil belajar Teknologi Informasi dan Komunikasi kelompok eksperimen adalah 32,63 lebih besar dari rata-rata hasil belajar Teknologi Informasi dan Komunikasi kelompok kontrol adalah 28,37, sehingga dapat disimpulkan bahwa penerapan model pembelajaran Teams Games Tournaments berbantuan Power Point Terhadap Hasil Belajar Siswa Kelas VIII.Kata Kunci : Pembelajaran Teams Games Tournaments, hasil belajar Teknologi Informasi dan Komunikasi. This study aimed at determining the difference of information and communication technologylearning result between group of students who had been taught usingteams games tournaments assisted by power point and group of students who had been taught using conventional model in grade VIII– academic year 2016/2017. This type of research is a quasi-experimental research. The population of this study were all students of grade VIII odd semester of academic year 2016/2017 which amounted to 83 people. The sample of this study is a group of students of grade VIII B amounting to 41 people as an experimental class and a group of students of grade VIII A which amounted to 42 people as a control class. The data of students’ learning result of information and communication technology were collected by using multiple choice test instrument. The collected data were analysed by using descriptive statistics and inferential statistics (t-test). Based on the results of data analysis, obtained t(count) 1,991 and t(table) (at 5 % significance level) = 9,727. This means that t(count) > t(table), so that it can be interpreted that there is significant difference in the learning result of information and communication technology between groups that follow Teams Games Tournament training assisted by power point and groups that follow the learning with conventional model.Observed from the calculation of average learning outcomes ofexperimental group of information and communication technology is 32.63 greater than the average learning outcomes of control group of information technology and communication 28.37, so it can be concluded that the implementation of Teams Games Tournamentslearning models assisted by Power Pointto the learning result of students’ grade VIII.keyword : Teams Games Tournaments learning, information and communication technology learning result.


2017 ◽  
Vol 4 (1) ◽  
pp. 39-54
Author(s):  
Muh Sai

Tujuan penelitian ini adalah untuk menganalisis: (1) perbedaan antara siswa yang mengikuti pembelajaran group investigation berbasis internet dengan siswa yang mengikuti pembelajaran group investigation berbasis perpustakaan terhadap peningkatan hasil belajar siswa; (2) perbedaan antara siswa yang mengikuti pembelajaran group investigation berbasis internet dengan siswa yang mengikuti pembelajaran group investigation berbasis perpustakaan terhadap peningkatan kemampuan digital literasi siswa. Jenis penelitian ini adalah quasi experiment dengan non-equivalent control group design. Variabel dalam penelitian ini meliputi variabel bebas berupa model pembelajaran group investigation dan variabel moderator yakni berbasis internet, serta variabel terikat berupa kemampuan digital literasi siswa. Populasi dalam penelitian ini adalah siswa SMP KHM. Nur Surabaya, dengan sampel siswa kelas 8-A dan 8-C. Instrumen yang digunakan adalah soal pretest dan posttest kemampuan materi IPS. Teknik analisis data menggunakan uji anova dua jalur dan uji independent sample t-test (dengan taraf signifikansi 5%). Hasil penelitian menunjukkan bahwa: (1) peningkatan hasil belajar siswa yang memperoleh pembelajaran group investigation berbasis internet lebih tinggi daripada siswa memperoleh pembelajaran group investigation berbasis perpustakaan; (2) peningkatan kemampuan digital literasi siswa yang memperoleh pembelajaran group investigation berbasis internet lebih tinggi daripada siswa memperoleh pembelajaran group investigation berbasis perpustakaan. Kata kunci: model pembelajaran group investigation berbasis internet, hasil belajar, kemampuan digital literasi THE EFFECT OF INTERNET-BASED GROUP INVESTIGATION MODEL ON STUDENTS' LEARNING OUTCOME AND DIGITAL LITERACY ABILITYAbstractThe purpose of this study was to analyze: (1) the difference between students who take internet-based learning group investigation with students who take the group investigation learning library based on improving student learning outcomes; (2) the difference between students who take internet-based learning group investigation with students following study group investigation based library of digital literacy to increase the ability of students. This research is a quasi experiment with non equivalent control group design. The variables in this study included the independent variable in the form of model of learning and investigation group namely internet-based moderator variable and the dependent variable of the ability of digital literacy of students. The population in this study were junior high school students KHM. Nur Surabaya, with a sample of students in grade 8 -A and 8 - C. The instrument used is a matter of pretest and posttest material capabilities IPS. While the data collection techniques used are observation and questionnaire digital literacy ability of students.Data were analyzed using ANOVA test and test two paths independent sample t - test (with significance level of 5 %). The results showed that the use of moderator variables in the form of internet access affect the learning outcomes and digital literacy capabilities so the result is: (1) Increasing the learning outcomes of students who received internet-based learning group investigation is higher than the students obtain a library-based learning group investigation. (2) Increasing the capability of digital literacy of students who received internet-based learning group investigation is higher than the students obtain a library-based learning group investigation.Keywords: learning model of group investigation internet-based, learning outcomes, the ability of digital literacy


2012 ◽  
Vol 43 (4) ◽  
pp. 222-231 ◽  
Author(s):  
Nina Hansen ◽  
Tom Postmes ◽  
Nikita van der Vinne ◽  
Wendy van Thiel

This paper studies whether and how information and communication technology (ICT) changes self-construal and cultural values in a developing country. Ethiopian children were given laptops in the context of an ICT for development scheme. We compared children who used laptops (n = 69) with a control group without laptops (n = 76) and a second control group of children whose laptop had broken down (n = 24). Results confirmed that after 1 year of laptop usage, the children’s self-concept had become more independent and children endorsed individualist values more strongly. Interestingly, the impact of laptop usage on cultural values was mediated by self-construal (moderated mediation). Importantly, modernization did not “crowd out” traditional culture: ICT usage was not associated with a reduction in traditional expressions (interdependent self-construal, collectivist values). Theoretical and practical implications are discussed.


Vidya Karya ◽  
2020 ◽  
Vol 34 (2) ◽  
pp. 148
Author(s):  
Agung Ma'rufin ◽  
Syahmani Syahmani ◽  
Mella Mutika Sari

Abstract.  This study aims to determine the differences in learning outcomes and students' science process skills between classes using PBL models based on virtual simulations, PBL models based on practicum, and conventional learning. This quasi-experimental research uses nonequivalent control group design. The population of this research is VIII grade students of MTsN 2 Banjarmasin. The research sample is class VIII E as the control class, class VIII F as the experimental class I, and class VIII G as the experimental class II. Data collection uses test and observation techniques. Data analysis techniques use the Kruskall-Wallis test and descriptive analysis. The results showed that (1) There were differences in knowledge learning outcomes between experimental class I, experimental class II, and control class (2) There were differences in students' science process skills between experimental class I, experimental class II, and control class. Keywords: Problem Based Learning, Virtual Simulation, Practicum, Knowledge Learning Results, Science Process Skills Abstrak. Penelitian ini bertujuan untuk mengetahui perbedaan hasil belajar dan keterampilan proses sains siswa antara kelas dengan menggunakan model PBL berbasis simulasi virtual, model PBL berbasis praktikum, dan pembelajaran konvensional. Penelitian eksperimen semu ini menggunakan nonequivalent control group design. Populasi penelitian ini adalah siswa kelas VIII MTsN 2 Banjarmasin. Sampel penelitian adalah kelas VIII E sebagai kelas kontrol, kelas VIII F sebagai kelas eksperimen I, dan kelas VIII G sebagai kelas eksperimen II. Pengumpulan data dengan menggunankan teknik tes dan observasi. Teknik analisis data menggunakan uji Kruskall-Wallis dan analisis deskriptif. Hasil penelitian menunjukkan bahwa (1) Terdapat perbedaan  hasil belajar pengetahuan antara kelas eksperimen I, kelas eksperimen II, dan kelas kontrol (2) Terdapat  perbedaan keterampilan proses sains siswa antara kelas eksperimen I, kelas eksperimen II, dan kelas kontrol. Kata kunci: Problem Based Learning,  Simulasi Virtual, Praktikum, Hasil Belajar Pengetahuan, Keterampilan Proses Sains


2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Arpina Saleha ◽  
Raden Roro Ariessanty Alicia Kusuma Wardhani ◽  
Okviyoandra Akhyar

Penelitian ini bertujuan untuk mengetahui ada atau tidaknya pengaruh media permainan ular tangga senyawa terhadap hasil belajar siswa.Penelitian ini menggunakan nonequivalentcontrolgroupdesign. Populasi dalam penelitian ini adalah seluruh siswa kelas X MIA, sedangkan sampel penelitian yang digunakan yaitu X MIA 2 dan X MIA 3.Pada penelitian ini kedua kelas diberikan perlakuan yang berbeda,kelas X MIA 2 dibelajarkan tanpa menggunakan permainan media ular tangga senyawa, sedangkan kelas X MIA 3 dibelajarkan menggunakan media permainan ular tangga senyawa.Teknik pengumpulan data yang digunakan adalah soal tes pilihan  ganda.  Data  yang diperoleh dianalisis  menggunakan  uji mann whitney u.Data hasil penelitian menunjukkan bahwa nilai rata-rata post-test kelas kontrol lebih rendah daripadanilai rata-rata kelas eksperimen.Sehingga dapat disimpulkan bahwa terdapat pengaruh media permainan ular tangga senyawa pada materi tata nama senyawa terhadap hasil belajar siswa di SMA Negeri 1 AlalakThis study aimed to determine whether or not the influence of snake and compound compound media play on student learning outcomes. This study used nonequivalent control group design. The population in this study were all students of class X MIA, while the research samples used were X MIA 2 and X MIA 3. In this study both classes were given different treatments, class X MIA 2 was taught without using snake ladder compound media games, while classes X MIA 3 was taught using the media game snake ladder compound. Data collection techniques usedwere multiple choice test questions. The data obtained were analyzed using the Mann Whitney test. The data of the research showed that the average value of the control class post-test is lower than the average value of the experimental class.  So  it  can  be  concluded  that  there  were  the influence  of  snake  ladder compound  media  on  compound  nomenclature material  on  student  learning outcomes in SMA Negeri 1 Alalak.


2018 ◽  
Vol 11 (2) ◽  
pp. 145-157
Author(s):  
Khairul Khairul ◽  
Muhammad Haramain

This article discusses the using of risalah of tajwid digital apps in increasing the students of SMA Negeri 4 Pinrang abilities in reading al-Qur’an. The using of risalah of tajwid digital apps was by optimazing the technology of computer that running by risalah of tajwid digital apps, that able to create the learning environment to prepare the options that can stimulated the students to use the potential cognitive. The objectives of this research was to get the empirical data about the students’ ability in reading Alquran before and after taught by using risalah digital of tajwid science and to get the empirical data about students’ ability in reading Alquran before and after using text book as well as to get the information about the difference in students’ level of ability in reading Alquran at the experiment class and the control class. The research design is used nonequivalent control group design, it means that in this design the experiment class nor the control class was not selected randomly.The research results are: (1) The level of students’ ability in reading Alquran in the experiment class before the treatment was classified in poor category, however, after given the treatment it was in good category. (2) The level of students’ ability in reading Alquran in the control class before the treatment was in poor category, however, after given the treatment it was in good category. (3) There are difference of students’ level ability in reading Alquran in the experiment class and the control class.


Author(s):  
Made Delina Rusnawati . ◽  
I Gede Partha Sindu, S.Pd., M.Pd. . ◽  
Nyoman Sugihartini, S.Pd., M.Pd. .

Abstrak— Penelitian ini bertujuan untuk mengetahui (1) hasil belajar yang lebih tinggi antara siswa yang belajar menggunakan e-modul berbasis project based learning dengan siswa yang belajar tanpa menggunakan e-modul berbasis project based learning pada mata pelajaran Administrasi Basis Data kelas XII RPL SMK Negeri 1 Negara (2) Motivasi siswa kelas XII RPL di SMK Negeri 1 Negara setelah menggunakan e-modul berbasis project based learning pada mata pelajaran Administrasi Basis Data (3) Respon siswa kelas XII RPL di SMK Negeri 1 Negara setelah menggunakan e-modul berbasis project based learning pada mata pelajaran Administrasi Basis Data. Jenis penelitian ini adalah eksperimen semu (quasi eksperimen) dengan desain Post Test Only Control Group Design. Populasi penelitian mencakup seluruh siswa kelas XII RPL SMK Negeri 1 Negara Tahun Pelajaran 2017/2018. Sampel yang digunakan yaitu kelas XII RPL 2 yang digunakan sebagai kelas ekperimen dan XII RPL 3 yang digunakan sebagai kelas kontrol dengan jumlah 92 orang. Metode pengumpulan data yang digunakan yaitu metode tes uraian untuk mengukur hasil belajar dan metode angket untuk menganalisis motivasi belajar siswa dan respon siswa. Data hasil belajar kemudian dianalisis dengan melakukan uji prasyarat yang meliputi uji normalitas, uji homogenitas dan uji- t. Hasil penelitian menunjukkan bahwa (1) Terdapat hasil belajar yang lebih tinggi dalam penerapan e-modul berbasis Project Based Learning pada mata pelajaran administrasi basis data kelas XII RPL di SMK Negeri 1 Negara. Hasil analisis uji-t memperoleh thitung = 7.7497 dan ttabel = 1.66196 untuk dk sebesar 90 dengan taraf signifikan 5%. Berdasarkan kreteria pengujian diperoleh thitung > ttebel, ini berarti H0 ditolak. (2) Motivasi belajar siswa yang menggunakan e-modul dikatakan tinggi dilihat dari rata-rata motivasi belajar kelas eksperimen yaitu sebesar 98.30. (3) Respon siswa dari penerapan e-modul berbasis project based learning pada mata pelajaran Administrasi basis data adalah positif dilihat rata – rata skor hasil angket respon siswa yaitu 58.47. Kata Kunci : Quasi Eksperimen, E-Modul, Administrasi Basis Data, Project Based Learning Abstract- This objectives of this research are to know: (1) higher learning outcomes between students who learn to use project based learning e-modules with students who learn without using e-module based project based learning on subjects Database Administration class XII RPL SMK 1 Negara (2) students’ motivation in XII RPL class at SMK Negeri 1 Negara after using e-module based on project based learning on Database Administration course (3) students’ response after using e-module based on project based learning in Database Administration course of XII RPL class at SMK Negeri 1 Negara. This research was quasi experiment research with Post Test Only Control Group design. Research’s population covered all XII RPL classes at SMK N 1 Negara in the academic year 2017/2018. The samples of this research were XII RPL 2 class as the experimental class and XII RPL 3 as the control class with total of 92 students. The data was obtained trough essay test to measure students’ achievement and questionnaire method which was used to analyze students’ motivation and students’ response. The data, then, was analyzed through prerequisite test which included normality test, homogeneity test, and t-test. The results showed that (1) There is higher learning outcomes in the implementation of e-module based on Project Based Learning in the subjects of class XII database administration RPL in SMK Negeri 1 Negara. The result of t-test analysis obtained tcount = 7.7497 and ttable = 1.66196 for dk equal to 90 with 5% significant level. Based on test criteria obtained tcount > ttebel, this means H0 rejected. (2) Students’ motivation that used e-module was considerably high based on students’ learning motivation mean value of 98.30 (experiment). (3) Students’ response toward the application of project based learning e-modul on the Database Administration subject are positive that can be noticed from the average score of students' responses through questionnaire which is 59.47. keyword : Quasi Experiments, E-Modules, Database Administration, Project Based Learning.


2020 ◽  
Vol 23 (1) ◽  
pp. 61
Author(s):  
Umi Kulsum

The study aims to determine the effectiveness of the use of Edmodo as a media study review of the learning outcomes; Knowing the learning independence relationship with learning outcomes and Knowing the influence of hybrid learning on learning independence and learning outcomes. This is experimental method with  Non-Equivalent  Control  Group Design,  consists of four groups of treatment with varied hybrid learning proportions,  each  50% (meaning  50%  learning hybrid learning and  50%  face to face), 60% (meaning  60%  of hybrid learning and  40%  face to face),  and  70% (meaning  70%  hybrid learning and  30%  face-to-face),  and one  group of others is a  conventional group (only face to face),  this group as a  control group. Data Collection with questionnaires for learning independence and knowledge tests to determine learning achievement. The  results  showed: (1)  the  use  of  Edmodo  was  effective  in  enhancing  the  results  of  a  larger  experimental  class  learning  compared  to  the  control  class  so  that  learning  became  Optimal, (2) a  significant  relationship  of learning independence learning  with  learning  outcomes,  significance  0.000, (3)  there  is  a  difference  of  influence  of  significant  variation  of  hybrid  learning  to learning independence and  learning  outcomes,  with  significance  0,037


2018 ◽  
Vol 2 (2) ◽  
pp. 206-213
Author(s):  
Eka Maryam

ABSTRACT [The Effectiveness of Using a Model Problem-based Learning (PBL) to the Results of Physics Learning on High School Students 9 Lubuklinggau]. The objective of this study was to determine the effectiveness of the use of problem-based learning model. The research method used experiments with the form of Nonequivalent Control Group Design. The sample in this research is the students of class XI A and class XI B SMA N 9 Lubuklinggau City which amounted to 50 students. The  technique of collecting data in this research is a test. The test is in the form of pretest and finally test (posttest). The purpose of holding initial and final tests to determine the effectiveness of Physics learning with PBM model and conventional learning. The test instrument that was made before the test was tested was done by panelists test using Intracorelation class coefficient (ICC). Data analysis technique used in this research is t-test. The results showed that there are differences in student learning outcomes taught with Problem-Based Learning model (PBM) with students taught with conventional learning model. The difference can be seen in the result of t-test which yields t-count> t-table (3,98> 2.01). The effectiveness of using the PBM model in the experimental class is 13.5% better than in the control class. Keywords: Effectiveness; model; PBL; learning outcomes.


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