HASIL BELAJAR PESERTA DIKLAT TEKNIS SUBSTANTIF MEDIA PEMBELAJARAN BERBASIS MULTIMEDIA (STUDI DI KANTOR KEMENTERIAN AGAMA KOTA BEKASI)

2019 ◽  
Vol 13 (1) ◽  
Author(s):  
Urip Muryanto

This study aims to find out the training participants 'initial knowledge about Googlebased application programs and training participants' learning outcomes after following the learning process in the Substantive Technical Training on Multimedia-based Learning held at the Bekasi City Ministry of Religion. The research method used was descriptive, where the data collection techniques in this study used technical tests, namely by pre and post test to determine aspects of participant knowledge and product assessment sheets in the form of rating scale, to assess how far the training participants' ability to operate and make products based on Google based application. The results of this study indicate that the initial knowledge of training participants is on the criteria of "less", the percentage of 13.48%, after participating in the learning process the learning outcomes in the aspects of knowledge are in the criteria of "good", percentage of 81.67% an average score of 3.07 with the criteria of "good". Keywords: Google-based Multimedia, Learning Outcomes

2021 ◽  
Vol 2 (2) ◽  
pp. 124-137
Author(s):  
Istijabah Sodik Arief

This study aimed to improve student's learning achievement of Akidah Akhlak using the jigsaw type and index card match. The research method used was classroom action research. The instruments were pretest and post-test, observation sheets, and interviews. The results of this study have reached the criteria that become the limiting indicators of success which are shown by increasing the category of aspects of learning achievement in each cycle. Likewise, with the results of the learning outcomes test, there was an increase in the average score, which in the first cycle was 66.4, in the second cycle was increased to 78.2 and there was an increase again to 88.6 and there were no more students who scored less than 75. The interviews have also responded positively to the learning process using this type of jigsaw and index card match. This research has shown that learning jigsaw type and index card match has had a positive impact on students in the learning process


2019 ◽  
Vol 2 (1) ◽  
pp. 12-23
Author(s):  
Indah Widyaningrum ◽  
Widiawati W.

The aims of this study to determine student  learning outcomes in mathematical logic material after the application of logic pipe props. This research was conducted in class X.3 of SMA Muhammadiyah Pagaralam. The research method used was the experimental method with the category of one group pretest posttest design. Data collection techniques used in this study was documentation, observation, interviews, and tests. From the results of the study it can be seen that student learning outcomes in mathematical logic material using logical pipe props can be said good. This can be seen during the learning process through observation and the Student Worksheet  that is done by students. In these learning activities, students in the group are active in completing the Student Worksheet  and students look skilled in using the logic pipe props, so students can find out for themselves the concepts of conjunction, disjunction, implications and implications. In addition, student learning outcomes that can be seen from the post test results are classified as having a high average where the average post test score of students is 83.00. From the average score obtained by students and the activeness of students in the learning process, it can be concluded that the logical pipe props are well used in learning mathematical logic material.


2020 ◽  
Vol 4 (2) ◽  
pp. 78
Author(s):  
Andi Kaharuddin ◽  
Nining Hajeniati

An engaging learning process will affect learning outcomes and student activeness during the learning process. The present study was conducted to investigate the effect of the combinatory use of Number Head Together and Two Stay Two Stray learning models on the scores of high school students’ mathematical tests and learning activeness. It was an experimental-based study with One Group Pre-test Post-test design. The population of this study was all high school students in Kendari, with Cluster Random Sampling as the method to choose the sample. Final test and observation were used as instruments to collect data. The data were analyzed using descriptive and inferential statistics with the One-Sample t-test. Results showed that (1) the combinatory use of both learning models improved learning outcome by increasing students’ average test scores from an average score of 68 (pre-test) to an average of 83 (post-test) with a gain value of 0.71; (2) the learning models had a positive influence on student activeness during the learning process, proven by a score of 3.3 (positive category). It was also evidenced by the results of the t-test showing that the t-count score was greater than the t-table. Therefore, the combinatory use of Number Head Together and Two Stay Two Stray learning models has a significant effect on increasing the learning outcome and learning activeness of high school students in the mathematic class.


Author(s):  
Andi Ichsan Mahardika ◽  
Hana Pertiwi ◽  
Sarah Miriam

Penelitian ini bertujuan menghasilkan produk berupa EMORISH yang layak digunakan dalam pembelajaran Fisika untuk meningkatkan keterampilan pemecahan masalah peserta didik. Jenis penelitian yang digunakan adalah penelitian dan pengembangan melalui model ADDIE dengan desain uji coba one group pre-test post-test design. Subjek uji coba pada penelitian ini ialah 25 orang peserta didik kelas X program MIPA SMAN 6 Banjarmasin. Penilaian mengenai kelayakan produk yang dikembangkan ditinjau berdasarkan tiga aspek yang meliputi validitas, kepraktisan, dan efektivitas. Teknik pengumpulan data diperoleh melalui instrumen tes dan non-tes. Instrumen non-tes meliputi penilaian validator untuk mengukur validitas EMORISH dan angket respon peserta didik untuk mengukur kepraktisan EMORISH. Sementara instrumen tes meliputi penilaian hasil belajar peserta didik saat pre-test dan post-test untuk mengukur efektivitas EMORISH. Analisis data diperoleh melalui rata-rata uji validitas, rata-rata skor angket respon peserta didik, dan uji N-gain pada tes hasil belajar. Hasil penelitian menunjukkan bahwa EMORISH berkategori sangat valid dengan skor 3,54, EMORISH berkategori praktis dengan skor 2,86, EMORISH dinyatakan efektif berdasarkan perolehan n-gain dengan skor 0,37 dan berkategori sedang, sehingga EMORISH  layak digunakan dalam proses pembelajaran untuk meningkatkan keterampilan pemecahan masalah peserta didik.THE DEVELOPMENT OF EMORISH TO IMPROVE STUDENTS’ PROBLEM-SOLVING SKILLS IN PHYSICS LEARNING This research aims to produce EMORISH (electronic module on simple harmonic motion subject) which is eligible to be implemented in physics learning process to improve students' problem solving skills. This research used research and development through the ADDIE model within a one group pre-test post-test design. The research subjects in this study were 25 students X grade of MIPA program at Senior High School 6 Banjarmasin. The assessment of the eligibility of the product is based on three aspects including validity, practicality, and effectiveness. Data collection techniques were obtained through test and non-test instruments. Non-test instruments include validator assessments to measure EMORISH validity and student response questionnaires to measure EMORISH practicality. Meanwhile, the test instrument is student learning outcomes during pre-test and post-test to measure EMORISH effectiveness. Data analysis was obtained through the average validity test, students' questionnaire responses average score, and the N-gain score on learning outcomes test. The research showed that EMORISH was in the very valid category with a score of 3.54, EMORISH was in the practical category with a score of 2.86, EMORISH was declared effective based on the acquisition of n-gain with a score of 0.37 and was in the moderate category, so that EMORISH was eligible to be implemented in physics learning process to improve students' problem solving skills. 


2020 ◽  
Vol 7 (1) ◽  
pp. 47-52
Author(s):  
Rifda El Fiah ◽  
Saiful Bahri

This research was conducted based on the problems that often arise in formal education learning. This problem has an impact on learning achievement results obtained by students. This research was conducted at MAN 1 Bandar Lampung. The purpose of this study was to determine the feasibility of the instructional model nuanced guidance data collection techniques using expert rating scale and user rating scale. The results of this study indicate that the nuanced learning model meets the achievement of student learning outcomes in MAN 1 Bandar Lampung, by developing students' knowledge and skills in the form of soft skills and hard skills. Guidance nuanced learning model design consists of learning process planning standards, learning process implementation standards, learning process outcome standards, and learning process control standards. 


Author(s):  
Dedi Rohendi

Recently, game-based multimedia development has been increasing rapidly. Game-based multimedia is not only used for entertaining but also for teaching and learning process. Meanwhile, for the majority of elementary school students, numeracy learning is still considered as a difficult subject to be learned and has not attracted students’ interest because it still uses vertical methods. The objective of this research is to examine the implementation of game-based multimedia in learning horizontal numeracy. In this game-based multimedia, horizontal numeracy material is presented in the form of a game. Horizontal numeracy material begins with addition, subtraction, multiplication, and division. Game-based multimedia is implemented to 20 students in grade 3 elementary schools in Bandung, Indonesia. Subsequently, the way students learn the materials and their learning outcomes are explored after using this multimedia. The results show that the students can learn horizontal numeracy excitingly; moreover, they can easily understand the concept of horizontal numeracy quickly. It is indicated by by the increasing of average post-test value.


2019 ◽  
Vol 8 (2) ◽  
pp. 246-256
Author(s):  
Rina Wahyuningsih ◽  
Sri Sukaesih ◽  
Endah Peniati

This study aims to describe the types of learning resources used previously at SMA N 3 Salatiga, describe the feasibility of Biomagz Based on Local Wisdom, and test the effectiveness of Biomagz Based on Local Wisdom on learning outcomes and student’s environmental care attitude. The method used is research development (R & D). Products are validated by material and media validators, and revised before being tested. Small-scale trials (readability test) use 10 students from class X MIPA 1, while large-scale trials use class X MIPA 2 with the experimental design Pre-experimental Design with the type of Pre-test and Post-test One Group Design. The results of the study show the variety of learning resources used previously including biological, teacher, internet, biology books, and the environment around students. The Feasibility of Biomagz Based on Local Wisdom obtained an average score of 92.21% with very decent criteria. Large-scale trials with an average N-gain value 0.49 in the medium category, the average classical completeness is 85.29%, and the environment care attitude of students is based on the observation result of 92.9% with a high category and the result of the inter-student assessment is 86, 18% with a high category. Based on the results of this study, it can be concluded that Biomagz Based Local Wisdom is well worth and effective on learning outcomes and student’s environmental care attitude.


2019 ◽  
Author(s):  
Ona Pebriani

In general, educators in Indonesia better known as teachers, are educational staff who participate in organizing education with special assignments as a teaching profession. Educators have other names in accordance with their specificities, namely teachers, lecturers, advisors, tutors, widyaiswara, tutors, instructors, facilitators. Whereas in Law No. 20 of 2003 CHAPTER XI educators and education staff article 39 says that educators are professionals who are tasked with planning and implementing the learning process, assessing learning outcomes, conducting mentoring and training, and conducting research and community service, especially for educators in tertiary institutions.


2020 ◽  
Vol 4 (2) ◽  
pp. 78-87
Author(s):  
Abdul Atsar ◽  
Tasum Tasum

The purpose of this study was to find a solution to the problem in applying the NHT (Numbered Heads Together) cooperative learning model to improve student learning outcomes in Class XII Social Studies Major of SMA Mathla�ul Anwar High School Batujaya Karawang. This study used a classroom action research method. The study was conducted in three cycles and each cycle consists of 4 steps, namely planning, acting/implementing, observing, and reflecting. The results of the study show students' improvement in understanding the legal protection and law enforcement materials after the implementation of NHT cooperative learning model. By using the NHT model, the students find it easier to understand the concepts that used to be considered difficult. Before implementing the model, the understanding level of the students at SMA Mathla�ul Anwar Batujaya Karawang was relatively low because some students� scores were below the minimum completeness criteria. After the actions in the three cycles were completed, the student learning outcomes increase. The students� average score before the treatment was 60.16. It increased to 68.25 in cycle 1, 72.50 in cycle 2, and 80.25 in cycle 3. This increase indicates that the NHT model can help the students improve their understanding. In the learning process using this model, the students feel that they are systematically guided in understanding the materials. Moreover, it helps the students in improving their ability to explain the learning materials and to provide examples on the legal protection and law enforcement materials in the learning process using the NHT cooperative learning model.


2021 ◽  
Vol 4 (2) ◽  
pp. 307
Author(s):  
Rina Yuliana Pratama

When explaining the material, the teacher only uses blackboard learning media and is monotonous. This has an impact on student learning outcomes are low. This study aims to analyze the effectiveness of the Quizizz Game learning media in increasing enthusiasm and learning outcomes. This type of research is classroom action research. The research subjects were fourth-grade students with 23 students. The data in this study were obtained through pretest, post-test questions contained in the Quizizz Game application from observations and documentation. The instruments used to collect data are questionnaires and tests. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The results of the study were that students obtained a percentage of learning completeness of 43.47%. After being given action I, the average score was 72, with a learning completeness percentage of 60.86% in Cycle I. In Cycle II, the average score increased to 85 with a learning completeness percentage of 95.65%. From the analysis above, it can be concluded that the application of the Quizizz Game learning media can increase students' interest and learning achievement. This research implies that teachers can use the application of the Quizizz Game learning media to increase student interest and learning outcomes.


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