scholarly journals PENGEMBANGAN MOBILE LEARNING PENGUKURAN LISTRIK UNTUK SISWA PROGRAMKEAHLIAN TITL DI SMK

2019 ◽  
Vol 2 (1) ◽  
pp. 35-42
Author(s):  
Asni Tafrikhatin

 This study aims to developing mobile learning material electrical measurement. The research is a research and development that uses Waterfal research modell. Waterfall model development which consists of four stages: communication, planning, modelling, and construction. The subjects of this study were teachers and students of X class of Electrical Installation Study Program from SMK Negeri 3 Yogyakarta, SMK Negeri 1 Pundong, SMK Taman Siswa Yogyakarta, and SMK Muhammadiyah 3 Yogyakarta. The data were analyzed using descriptive. The result of mobile learning feasibility assessment according to validator was 80.30 and students equal to 85.59 from scale 100 so categorized as "Very Eligible". The result of mobile activity functionality evaluation according to validator was 83.25 and students equal to 86.66 from scale 100 so categorized "Very Eligible".

2018 ◽  
Vol 6 (1) ◽  
pp. 58
Author(s):  
Heri Triluqman Budisantoso ◽  
NFn Mulyoto ◽  
Leo Agung Sutimin

The integration of Information and Communication Technology (ICT) in the learning process developed into a fight trought various designs and strategies which can be grouped into (1) E-learning as a learning form system that utilizes electronic devices and digital media,  and (2) Mobile learning (M-learning)  as a particular learning form to utilize mobile communication devices and information technology. The rapid development of mobile devices, relatively easy operation,  and more affordable prices,  is supporting factors in the widespread use of mobile learning into a new alternative of learning media. Those conditions encourage the learning paradigm that can be done anytime and anywhere.  The purpose of research to be achieved is to develop the design of the android camera based simulator software model as a learning media in cinematography lesson study program of educational technology FIP Unnes.  This research method refers to the research and development strategy proposed by Borg and Gall (in Sukmadinata,  2016) with some modifications that have been developed by Sukmadinata.  The research procedure used in the study focusing on the development stages of application design model.  The steps includes the following steps (1) model development (product design), (2) design validation, (3) design revisions. The results of research on the development of video camera simulator model can be concluded that the application of android based video camera in the process of validation by media experts obtained the results of software engineering aspects obtained 92 scores with very good category, while the visual communication design aspect scored 84, also with very good category. As for the material experts, validation on aspects of learning design got score 85 with very good category as well. Based on the validation results of media experts and materials experts, the application of this androdi-based video camera simulator is improved according to the records of media experts and material experts. Before used in the next research process should this application really well prepared, so the results obtained in accordance with the expected AbstrakPengintegrasian teknologi informasi dan komunikasi (TIK) dalam proses pembelajaran terus berkembang dengan berbagai pola dan strategi, yang dapat dikelompokkan menjadi (1) sistem e-Learning sebagai bentuk pembelajaran yang memanfaatkan perangkat elektronik dan media digital, dan (2) mobile learning (m-learning) sebagai bentuk pembelajaran yang khusus memanfaatkan perangkat dan teknologi komunikasi bergerak. Perkembangan perangkat mobile yang begitu pesat, operasional yang relatif mudah, dan harga yang semakin terjangkau, merupakan faktor pendorong semakin meluasnya penggunaan mobile learning menjadi alternatif baru media pembelajaran. Kondisi tersebut mendorong terbentuknya paradigma pembelajaran yang dapat dilakukan kapanpun dan dimanapun. Tujuan penelitian yang ingin dicapai adalah mengembangkan desain model Aplikasi Simulator Kamera Video Berbasis Android sebagai media pembelajaran mata kuliah sinematografi pembelajaran prodi Teknologi Pendidikan FIP Unnes. Metode penelitian ini mengacu pada strategi penelitian dan pengembangan yang dikemukakan oleh Borg dan Gall (dalam Sukmadinata, 2016) dengan beberapa modifikasi yang telah dikembangkan oleh Sukmadinata. Adapun dalam artikel ini, prosedur penelitian yang digunakan dalam penelitian, fokus pada tahap pengembangan desain model aplikasi. Dalam tahap ini mencakup langkah-langkah sebagai berikut (1) Model pengembangan (desain produk), (2) Validasi desain, (3) Revisi desain, Hasil penelitian ini menunjukkan bahwa proses pengembangan desain model aplikasi simulator kamera video berbasis android dilakukan melalui langkah-langkah sesuai prosedur penelitian di atas, diawali dengan analisis kebutuhan, kemudian menyusun peta kompetensi, peta materi, Garis Besar Isi Media (GBIM), jabaran materi, flowchart dan naskah, kemudian dilakukan validasi desain dan revisi produk. Desain model aplikasi simulator kamera video ini juga siap digunakan untuk tahap penelitian dan pengembangan selanjutnya. Penggunaan aplikasi simulator kamera video berbasis android sangat diperlukan dalam proses pembelajaran mata kuliah sinematografi pembelajaran, khususnya materi teknik dan prosedur pengambilan gambar karena dapat membantu mahasiswa belajar secara mandiri


Jurnal PGSD ◽  
2017 ◽  
Vol 10 (2) ◽  
pp. 79-85
Author(s):  
Erwin Putera Permana ◽  
Desy Nourmavita

This research is motivated by the observation in grade IV of elementary school of Natural Science subject (IPA) animal life cycle, because most students experience saturation in learning because the teacher still use conventional teaching method that is lecture. In addition, the source of student learning comes only from teachers and textbooks alone without any use of instructional media. Teachers do not pay attention to the explanations of teachers and students do not understand the material being taught. This research is a research development or research and development (R & D) adapted from the ADDIE development model. The stages are 5 stages: 1) Analysis (Analysis), Development (Design), Implementation (Implementation), and Evaluation (Evaluation). Validation is done by material experts, media experts, and learning practitioners. The results of this study are (1) Development of Interactive Multimedia Life Cycle Animals using professional adobe flash CS6 application with the method of ADDIE model development. (2) The teacher's response to this media is the optimism of teachers to achieve the learning objectives, as well as the students' response to this media is very positive, they are very fond of this media. (3) Interactive multimedia from the big aspect based on the percentage of the feasibility assessment in the category is very appropriate to be used as learning media of Natural Science for fourth grade students of elementary school. Based on the conclusions of the results of this study, namely: (1) For teachers, can use interactive multimedia to help students become more active and can create a fun classroom atmosphere. (2) For further research, make a broad try again, in order to produce learning media that can be used widely.


2019 ◽  
Vol 6 (1) ◽  
pp. 77
Author(s):  
Dihin Muriyatmoko ◽  
Faisal Reza Pradhana ◽  
Zaenury Adhiim Musyafa’

<p class="Judul2">Setiap lembaga pendidikan berbasis pesantren mewajibkan santrinya untuk mempelajari bahasa arab, salah satunya Universitas Darussalam Gontor (UNIDA Gontor) Ponorogo yang kesehariannya menggunakan bahasa arab sebagai sarana komunikasi. Media pembelajaran bahasa arab ini bertujuan untuk membantu calon mahasiswa bukan alumni pesantren yang ingin bergabung menjadi mahasiswa UNIDA Gontor. Konten aplikasi diambil dari buku Durus Al-Lughah karya K.H. Imam Zarkasyi yang merupakan satu dari tiga pendiri Pondok Modern Darussalam Gontor (PMDG) Ponorogo dan salah satu muridnya yaitu K.H. Imam Syubani, buku ini juga dipelajari santri PMDG kelas satu. Media ini berbasis <em>mobile </em><em>Android</em> yang dibuat menggunakan langkah-langkah model <em>Waterfall</em> dan kontennya menerapkan metode langsung tanpa menggunakan bahasa ibu (Indonesia). Media ini merupakan pengembangan dari sebelumnya yang menggunakan metode terjemah yang memiliki kelemahan penguasaan bahasa menjadi pasif dan pencapaian pengetahuan kata-kata kurang sempurna. Pengujian dilakukan dengan dua cara yaitu kesesuaian pada berbagai perangkat A<em>ndroid</em> menunjukkan kesesuaian untuk perangkat berukuran minimal 4.5 <em>inchi</em> dan penyebaran kuisioner dengan nilai rata-rata dari seorang ahli materi pembelajaran bahasa Arab memberikan nilai 100%, seorang ahli media pembelajaran 93,34%, mahasiswa bukan alumni pesantren 90,5%, hasil penilaian dari mahasiswa Prodi Pendidikan Bahasa Arab (PBA) 92% dan hasil penilaian dari pengguna umum <em>playstore</em> (<a href="https://play.google.com/store/apps/details?id=com.durus.duruscorp">bit.ly/durusdm</a>) mulai tanggal 1 sampai 20 Mei 2018 menghasilkan nilai 5 dari 5 (total rating tertinggi) berjumlah 31 orang. Hasil kuisioner oleh responden menunjukkan kesesuaian media dengan pengguna tingkat pemula, akan tetapi aplikasi ini hanya bersifat membantu dan tidak bisa menggantikan peran guru dan interaksi antar guru dengan murid yang sesungguhnya.</p><p class="Abstrak" align="center"> </p><p class="Judul2"><strong><em>Abstract</em></strong></p><p class="Judul2"><em>Every educational institution based on Islamic boarding school requires their students to learn Arabic, one of them is UNIDA Ponorogo are in daily use Arabic as a means of communication. This goal of Arabic learning media is to help the candidate of non-alumni Islamic boarding schools who want to join as a student at UNIDA Gontor. This content </em><em>media</em><em> taken from Durus Al-Lughah book by </em><em>Imam</em><em> Zarkasyi who was one of three founders of PMDG Ponorogo and his student Imam Syubani, </em><em>it’</em><em>s also studied by the student of PMDG at beginner class. Android mobile-based application created using the waterfall model and the content is applied the direct method without using mother tongue</em><em> (Indonesian)</em><em>. This media is the development of previous applications that use the method of </em><em> </em><em>translation</em><em> </em><em>that have the weakness of mastery of the language to be passive and the achievement of knowledge words less than perfect</em><em>. Testing is done in two ways that the suitability of various </em><em>A</em><em>ndroid devices indicate the suitability for the device size of at least 4.5 inches and distribution of questionnaires average value of an expert in Arab language learning material gives 100%, an expert in media learning 93.34%, the student is non-alumni Islamic boarding schools 90.5%, the results of the assessment </em><em>of </em><em>Arabic </em><em>Language Teaching program </em><em>92% and results in assessment of general users play store (bit.ly/durusdm) starting on May 1 to 20, 2018, produces the highest value amounted to 31. The results of questionnaires by respondents indicate that media is suitability for beginner level users, but this media is only helpful and cannot replace the role of teachers and the real interaction between teachers and students.</em></p>


2018 ◽  
Vol 6 (1) ◽  
pp. 58
Author(s):  
Heri Triluqman Budisantoso ◽  
NFn Mulyoto ◽  
Leo Agung Sutimin

The integration of Information and Communication Technology (ICT) in the learning process developed into a fight trought various designs and strategies which can be grouped into (1) E-learning as a learning form system that utilizes electronic devices and digital media,  and (2) Mobile learning (M-learning)  as a particular learning form to utilize mobile communication devices and information technology. The rapid development of mobile devices, relatively easy operation,  and more affordable prices,  is supporting factors in the widespread use of mobile learning into a new alternative of learning media. Those conditions encourage the learning paradigm that can be done anytime and anywhere.  The purpose of research to be achieved is to develop the design of the android camera based simulator software model as a learning media in cinematography lesson study program of educational technology FIP Unnes.  This research method refers to the research and development strategy proposed by Borg and Gall (in Sukmadinata,  2016) with some modifications that have been developed by Sukmadinata.  The research procedure used in the study focusing on the development stages of application design model.  The steps includes the following steps (1) model development (product design), (2) design validation, (3) design revisions. The results of research on the development of video camera simulator model can be concluded that the application of android based video camera in the process of validation by media experts obtained the results of software engineering aspects obtained 92 scores with very good category, while the visual communication design aspect scored 84, also with very good category. As for the material experts, validation on aspects of learning design got score 85 with very good category as well. Based on the validation results of media experts and materials experts, the application of this androdi-based video camera simulator is improved according to the records of media experts and material experts. Before used in the next research process should this application really well prepared, so the results obtained in accordance with the expected AbstrakPengintegrasian teknologi informasi dan komunikasi (TIK) dalam proses pembelajaran terus berkembang dengan berbagai pola dan strategi, yang dapat dikelompokkan menjadi (1) sistem e-Learning sebagai bentuk pembelajaran yang memanfaatkan perangkat elektronik dan media digital, dan (2) mobile learning (m-learning) sebagai bentuk pembelajaran yang khusus memanfaatkan perangkat dan teknologi komunikasi bergerak. Perkembangan perangkat mobile yang begitu pesat, operasional yang relatif mudah, dan harga yang semakin terjangkau, merupakan faktor pendorong semakin meluasnya penggunaan mobile learning menjadi alternatif baru media pembelajaran. Kondisi tersebut mendorong terbentuknya paradigma pembelajaran yang dapat dilakukan kapanpun dan dimanapun. Tujuan penelitian yang ingin dicapai adalah mengembangkan desain model Aplikasi Simulator Kamera Video Berbasis Android sebagai media pembelajaran mata kuliah sinematografi pembelajaran prodi Teknologi Pendidikan FIP Unnes. Metode penelitian ini mengacu pada strategi penelitian dan pengembangan yang dikemukakan oleh Borg dan Gall (dalam Sukmadinata, 2016) dengan beberapa modifikasi yang telah dikembangkan oleh Sukmadinata. Adapun dalam artikel ini, prosedur penelitian yang digunakan dalam penelitian, fokus pada tahap pengembangan desain model aplikasi. Dalam tahap ini mencakup langkah-langkah sebagai berikut (1) Model pengembangan (desain produk), (2) Validasi desain, (3) Revisi desain, Hasil penelitian ini menunjukkan bahwa proses pengembangan desain model aplikasi simulator kamera video berbasis android dilakukan melalui langkah-langkah sesuai prosedur penelitian di atas, diawali dengan analisis kebutuhan, kemudian menyusun peta kompetensi, peta materi, Garis Besar Isi Media (GBIM), jabaran materi, flowchart dan naskah, kemudian dilakukan validasi desain dan revisi produk. Desain model aplikasi simulator kamera video ini juga siap digunakan untuk tahap penelitian dan pengembangan selanjutnya. Penggunaan aplikasi simulator kamera video berbasis android sangat diperlukan dalam proses pembelajaran mata kuliah sinematografi pembelajaran, khususnya materi teknik dan prosedur pengambilan gambar karena dapat membantu mahasiswa belajar secara mandiri


2021 ◽  
Vol 5 (4) ◽  
pp. 692
Author(s):  
Henny Dewi Koeswanti

Students have difficulty understanding the learning material, which has an impact on students' low abilities. It will have an impact on low student learning outcomes. Many factors cause students difficulty in understanding the learning material. One of the influencing factors is the learning model. This research aims to produce a new learning model development called APACIN, an acronym for the learning syntax Observe, Think, Analyze, Create, and Information. The method used in this research is descriptive qualitative with a case study approach to elementary school students. The result of this study is that the APACIN learning model can provide alternative solutions to learning problems faced by teachers and students. Through this APACIN learning model, teachers and students can interact more, and students individually and in groups can provide solutions to contextual problems discussed in learning. In addition, the application of the APACIN learning model can build critical thinking, creative thinking, reflective thinking, and decision making in students. The APACIN learning model will make it easier for students to learn so that it will impact increasing student learning outcomes.


2018 ◽  
Vol 6 (1) ◽  
pp. 74
Author(s):  
Heri Triluqman Budisantoso ◽  
NFn Mulyoto ◽  
Leo Agung Sutimin

The integration of Information and Communication Technology (ICT) in the learning process developed into a fight trought various designs and strategies which can be grouped into (1) E-learning as a learning form system that utilizes electronic devices and digital media,  and (2) Mobile learning (M-learning)  as a particular learning form to utilize mobile communication devices and information technology. The rapid development of mobile devices, relatively easy operation,  and more affordable prices,  is supporting factors in the widespread use of mobile learning into a new alternative of learning media. Those conditions encourage the learning paradigm that can be done anytime and anywhere.  The purpose of research to be achieved is to develop the design of the android camera based simulator software model as a learning media in cinematography lesson study program of educational technology FIP Unnes.  This research method refers to the research and development strategy proposed by Borg and Gall (in Sukmadinata,  2016) with some modifications that have been developed by Sukmadinata.  The research procedure used in the study focusing on the development stages of application design model.  The steps includes the following steps (1) model development (product design), (2) design validation, (3) design revisions. The results of research on the development of video camera simulator model can be concluded that the application of android based video camera in the process of validation by media experts obtained the results of software engineering aspects obtained 92 scores with very good category, while the visual communication design aspect scored 84, also with very good category. As for the material experts, validation on aspects of learning design got score 85 with very good category as well. Based on the validation results of media experts and materials experts, the application of this androdi-based video camera simulator is improved according to the records of media experts and material experts. Before used in the next research process should this application really well prepared, so the results obtained in accordance with the expected AbstrakPengintegrasian teknologi informasi dan komunikasi (TIK) dalam proses pembelajaran terus berkembang dengan berbagai pola dan strategi, yang dapat dikelompokkan menjadi (1) sistem e-Learning sebagai bentuk pembelajaran yang memanfaatkan perangkat elektronik dan media digital, dan (2) mobile learning (m-learning) sebagai bentuk pembelajaran yang khusus memanfaatkan perangkat dan teknologi komunikasi bergerak. Perkembangan perangkat mobile yang begitu pesat, operasional yang relatif mudah, dan harga yang semakin terjangkau, merupakan faktor pendorong semakin meluasnya penggunaan mobile learning menjadi alternatif baru media pembelajaran. Kondisi tersebut mendorong terbentuknya paradigma pembelajaran yang dapat dilakukan kapanpun dan dimanapun. Tujuan penelitian yang ingin dicapai adalah mengembangkan desain model Aplikasi Simulator Kamera Video Berbasis Android sebagai media pembelajaran mata kuliah sinematografi pembelajaran prodi Teknologi Pendidikan FIP Unnes. Metode penelitian ini mengacu pada strategi penelitian dan pengembangan yang dikemukakan oleh Borg dan Gall (dalam Sukmadinata, 2016) dengan beberapa modifikasi yang telah dikembangkan oleh Sukmadinata. Adapun dalam artikel ini, prosedur penelitian yang digunakan dalam penelitian, fokus pada tahap pengembangan desain model aplikasi. Dalam tahap ini mencakup langkah-langkah sebagai berikut (1) Model pengembangan (desain produk), (2) Validasi desain, (3) Revisi desain, Hasil penelitian ini menunjukkan bahwa proses pengembangan desain model aplikasi simulator kamera video berbasis android dilakukan melalui langkah-langkah sesuai prosedur penelitian di atas, diawali dengan analisis kebutuhan, kemudian menyusun peta kompetensi, peta materi, Garis Besar Isi Media (GBIM), jabaran materi, flowchart dan naskah, kemudian dilakukan validasi desain dan revisi produk. Desain model aplikasi simulator kamera video ini juga siap digunakan untuk tahap penelitian dan pengembangan selanjutnya. Penggunaan aplikasi simulator kamera video berbasis android sangat diperlukan dalam proses pembelajaran mata kuliah sinematografi pembelajaran, khususnya materi teknik dan prosedur pengambilan gambar karena dapat membantu mahasiswa belajar secara mandiri


2018 ◽  
Vol 6 (1) ◽  
pp. 58
Author(s):  
Heri Triluqman Budisantoso ◽  
NFn Mulyoto ◽  
Leo Agung Sutimin

The integration of Information and Communication Technology (ICT) in the learning process developed into a fight trought various designs and strategies which can be grouped into (1) E-learning as a learning form system that utilizes electronic devices and digital media,  and (2) Mobile learning (M-learning)  as a particular learning form to utilize mobile communication devices and information technology. The rapid development of mobile devices, relatively easy operation,  and more affordable prices,  is supporting factors in the widespread use of mobile learning into a new alternative of learning media. Those conditions encourage the learning paradigm that can be done anytime and anywhere.  The purpose of research to be achieved is to develop the design of the android camera based simulator software model as a learning media in cinematography lesson study program of educational technology FIP Unnes.  This research method refers to the research and development strategy proposed by Borg and Gall (in Sukmadinata,  2016) with some modifications that have been developed by Sukmadinata.  The research procedure used in the study focusing on the development stages of application design model.  The steps includes the following steps (1) model development (product design), (2) design validation, (3) design revisions. The results of research on the development of video camera simulator model can be concluded that the application of android based video camera in the process of validation by media experts obtained the results of software engineering aspects obtained 92 scores with very good category, while the visual communication design aspect scored 84, also with very good category. As for the material experts, validation on aspects of learning design got score 85 with very good category as well. Based on the validation results of media experts and materials experts, the application of this androdi-based video camera simulator is improved according to the records of media experts and material experts. Before used in the next research process should this application really well prepared, so the results obtained in accordance with the expected AbstrakPengintegrasian teknologi informasi dan komunikasi (TIK) dalam proses pembelajaran terus berkembang dengan berbagai pola dan strategi, yang dapat dikelompokkan menjadi (1) sistem e-Learning sebagai bentuk pembelajaran yang memanfaatkan perangkat elektronik dan media digital, dan (2) mobile learning (m-learning) sebagai bentuk pembelajaran yang khusus memanfaatkan perangkat dan teknologi komunikasi bergerak. Perkembangan perangkat mobile yang begitu pesat, operasional yang relatif mudah, dan harga yang semakin terjangkau, merupakan faktor pendorong semakin meluasnya penggunaan mobile learning menjadi alternatif baru media pembelajaran. Kondisi tersebut mendorong terbentuknya paradigma pembelajaran yang dapat dilakukan kapanpun dan dimanapun. Tujuan penelitian yang ingin dicapai adalah mengembangkan desain model Aplikasi Simulator Kamera Video Berbasis Android sebagai media pembelajaran mata kuliah sinematografi pembelajaran prodi Teknologi Pendidikan FIP Unnes. Metode penelitian ini mengacu pada strategi penelitian dan pengembangan yang dikemukakan oleh Borg dan Gall (dalam Sukmadinata, 2016) dengan beberapa modifikasi yang telah dikembangkan oleh Sukmadinata. Adapun dalam artikel ini, prosedur penelitian yang digunakan dalam penelitian, fokus pada tahap pengembangan desain model aplikasi. Dalam tahap ini mencakup langkah-langkah sebagai berikut (1) Model pengembangan (desain produk), (2) Validasi desain, (3) Revisi desain, Hasil penelitian ini menunjukkan bahwa proses pengembangan desain model aplikasi simulator kamera video berbasis android dilakukan melalui langkah-langkah sesuai prosedur penelitian di atas, diawali dengan analisis kebutuhan, kemudian menyusun peta kompetensi, peta materi, Garis Besar Isi Media (GBIM), jabaran materi, flowchart dan naskah, kemudian dilakukan validasi desain dan revisi produk. Desain model aplikasi simulator kamera video ini juga siap digunakan untuk tahap penelitian dan pengembangan selanjutnya. Penggunaan aplikasi simulator kamera video berbasis android sangat diperlukan dalam proses pembelajaran mata kuliah sinematografi pembelajaran, khususnya materi teknik dan prosedur pengambilan gambar karena dapat membantu mahasiswa belajar secara mandiri


2019 ◽  
Vol 25 (1) ◽  
pp. 78-84
Author(s):  
Bayu Gilang Purnomo ◽  
Thomas Sukardi

Unemployment rates producing by vocational high school (VHS) is still high. To overcome this problem, it is necessary to develop an entrepreneurship learning model in accordance with students’ skills. This study aims to: (1) develop project-based entrepreneurship learning media integrated with productive practical learning in VHSs; (2) design project-based entrepreneurship learning integrated with productive practical learning which had the criteria of validation, effectiveness, and practicability. The research procedures consisted of analysis, design, development, implementation, and evaluation (ADDIE) model. The product of the learning model development was validated by experts. The subjects of the research involved eleventh grade students of automotive engineering study program in the second semester, entrepreneurship teachers and automotive engineering teachers in VHSs. The products of the study consisted of: (1) a guided learning book and learning media (lesson plans and learning assessments); (2) the teachers’ and students’ positive and objective responses toward the implementation of the learning model which was proved by their comments that the developed learning model fulfilled the criteria of validation, effectiveness, and practicability to be implemented in VHSs.


2018 ◽  
Vol 7 (1) ◽  
pp. 1
Author(s):  
Eddy Noviana ◽  
Otang Kurniaman ◽  
Muhammad Nailul Huda

This research is research of application development of final project of student based on website at Prodi PGSD FKIPUniversitas Riau by using waterfall model. The formulation of the problem in this research are: (1) how the design ofdeveloping the final project application of student based on the website of Prodi PGSD FKIP Universitas Riau? and (2)whether the program designed to assist the final project guidance on Prodi PGSD FKIP University of Riau ?. The purpose ofthis research is (1) to design a system that can assist the process of guidance of final assignment of students to Prodi PGSDFKIP Universitas Riau and (2) to know the response about the use of application of final student task based on the website ofProdi PGSD FKIP Universitas Riau. This research is a development research with waterfall model. Development stage isdone in four stages, namely: (1) stage study of literature; (2) needs analysis phase; (3) application design; and (4)application testing phase and conclusion. The result of the research stated that the application of the final assignment of thestudents based on the website of PGSD Study Program of FKIP Universitas Riau is valid with four references, namely: (1)correctness aspect (truth); (2) reliability (reliability) aspect; (3) integrity; and (4) usability (usage). Based on the results ofeffectiveness test on the students obtained data that the application of the final project-based student guidance websiteincluded in the category of very effective average percentage is 84.89% with very effective category. It is marked by theacquisition: 1) the correctness (truth) of 84.93% with very effective category; 2) reliability (reliability) of 86.37% with veryeffective category; 3) integrity (integration) equal to 86,08% with very effective category; and 4) usability (usage) of 82.17%with very effective category. The average percentage is 84.89% with very effective category. So it can be concluded that theapplication development of final student task based on the website Prodi PGSD FKIP University of Riau has been declaredeffective and has been widely used.


2018 ◽  
Vol 6 (1) ◽  
Author(s):  
Heri Triluqman Budisantoso ◽  
NFn Mulyoto ◽  
Leo Agung Sutimin

The integration of Information and Communication Technology (ICT) in the learning process developed into a fight trought various designs and strategies which can be grouped into (1) E-learning as a learning form system that utilizes electronic devices and digital media,  and (2) Mobile learning (M-learning)  as a particular learning form to utilize mobile communication devices and information technology. The rapid development of mobile devices, relatively easy operation,  and more affordable prices,  is supporting factors in the widespread use of mobile learning into a new alternative of learning media. Those conditions encourage the learning paradigm that can be done anytime and anywhere.  The purpose of research to be achieved is to develop the design of the android camera based simulator software model as a learning media in cinematography lesson study program of educational technology FIP Unnes.  This research method refers to the research and development strategy proposed by Borg and Gall (in Sukmadinata,  2016) with some modifications that have been developed by Sukmadinata.  The research procedure used in the study focusing on the development stages of application design model.  The steps includes the following steps (1) model development (product design), (2) design validation, (3) design revisions. The results of research on the development of video camera simulator model can be concluded that the application of android based video camera in the process of validation by media experts obtained the results of software engineering aspects obtained 92 scores with very good category, while the visual communication design aspect scored 84, also with very good category. As for the material experts, validation on aspects of learning design got score 85 with very good category as well. Based on the validation results of media experts and materials experts, the application of this androdi-based video camera simulator is improved according to the records of media experts and material experts. Before used in the next research process should this application really well prepared, so the results obtained in accordance with the expected AbstrakPengintegrasian teknologi informasi dan komunikasi (TIK) dalam proses pembelajaran terus berkembang dengan berbagai pola dan strategi, yang dapat dikelompokkan menjadi (1) sistem e-Learning sebagai bentuk pembelajaran yang memanfaatkan perangkat elektronik dan media digital, dan (2) mobile learning (m-learning) sebagai bentuk pembelajaran yang khusus memanfaatkan perangkat dan teknologi komunikasi bergerak. Perkembangan perangkat mobile yang begitu pesat, operasional yang relatif mudah, dan harga yang semakin terjangkau, merupakan faktor pendorong semakin meluasnya penggunaan mobile learning menjadi alternatif baru media pembelajaran. Kondisi tersebut mendorong terbentuknya paradigma pembelajaran yang dapat dilakukan kapanpun dan dimanapun. Tujuan penelitian yang ingin dicapai adalah mengembangkan desain model Aplikasi Simulator Kamera Video Berbasis Android sebagai media pembelajaran mata kuliah sinematografi pembelajaran prodi Teknologi Pendidikan FIP Unnes. Metode penelitian ini mengacu pada strategi penelitian dan pengembangan yang dikemukakan oleh Borg dan Gall (dalam Sukmadinata, 2016) dengan beberapa modifikasi yang telah dikembangkan oleh Sukmadinata. Adapun dalam artikel ini, prosedur penelitian yang digunakan dalam penelitian, fokus pada tahap pengembangan desain model aplikasi. Dalam tahap ini mencakup langkah-langkah sebagai berikut (1) Model pengembangan (desain produk), (2) Validasi desain, (3) Revisi desain, Hasil penelitian ini menunjukkan bahwa proses pengembangan desain model aplikasi simulator kamera video berbasis android dilakukan melalui langkah-langkah sesuai prosedur penelitian di atas, diawali dengan analisis kebutuhan, kemudian menyusun peta kompetensi, peta materi, Garis Besar Isi Media (GBIM), jabaran materi, flowchart dan naskah, kemudian dilakukan validasi desain dan revisi produk. Desain model aplikasi simulator kamera video ini juga siap digunakan untuk tahap penelitian dan pengembangan selanjutnya. Penggunaan aplikasi simulator kamera video berbasis android sangat diperlukan dalam proses pembelajaran mata kuliah sinematografi pembelajaran, khususnya materi teknik dan prosedur pengambilan gambar karena dapat membantu mahasiswa belajar secara mandiri


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