scholarly journals PENGEMBANGAN APLIKASI TELEGRAM PADA KEGIATAN PRAMUKA DI MASA PANDEMI COVID-19

2021 ◽  
Vol 1 (2) ◽  
pp. 230-238
Author(s):  
WAKHIDIN SHODIQ ◽  
FAUZI FAUZI

This research uses development procedures that result in product design in the form of IT-based learning media development using the Telegram Application. This product researchers developed using research steps from Borg and Gall and THE ASSURE Model. The product developed in this study is an IT-based learning medium using the Telegram Application. With time constraints, researchers limit the steps of development procedures to only 6 (six) steps, namely (1) potential and problems, (2) data collection, (3) product design, (4) validation, (5) design revision, and (6) trials. The purpose of this research is to find out the effectiveness of IT-based learning media in the Telegram Application used in scouting education activities at Ambalan Bhira Sma Negeri 3 Purwokerto during the Covid-19 pandemic. ABSTRAK Penelitian ini menggunakan prosedur pengembangan yang menghasilkan desain produk berupa pengembangan media pembelajaran berbasis IT dengan menggunakan Aplikasi Telegram. Produk ini peneliti kembangkan dengan menggunakan langkah-langkah penelitian dari Borg and Gall dan Model ASSURE. Produk yang dikembangkan dalam penelitian ini yaitu media pembelajaran berbasis IT menggunakan Aplikasi Telegram. Dengan adanya keterbatasan waktu, maka  peneliti membatasi langkah-langkah prosedur pengembangan hanya pada 6 (enam) langkah, yaitu (1) potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validasi, (5) revisi desain, dan (6) uji coba. Tujuan penelitian kali ini untuk mengetahui efektifitas media pembelajaran berbasis IT pada Aplikasi Telegram yang digunakan dalam kegiatan Lajutin Pendidikan Kepramukaan di Ambalan Bhira SMA Negeri 3 Purwokerto pada masa pandemi Covid-19. 

2021 ◽  
Vol 4 (3) ◽  
pp. 617-628
Author(s):  
Melyani Sari Sitepu ◽  
Chairunnisa Amelia

This article aims to develop a Civics module with Islamic values ​​on the rights and obligations of high school students in elementary schools. This research is development research (R&D). This research uses a development research model. The steps in this research are: (1) potential and problems, (2) data collection, (3) product design, (4) module validation, (5) module design revision, (6) limited module trial, (7 ) Revision of modules, (8) The final product of the Civics module has Islamic values ​​that meet the valid and practical criteria. The development process includes product design and product validation. Data collection techniques used in this study were observation and questionnaires. The results of this study indicate that the PPKn module has Islamic value. The material of rights and obligations developed has met the very valid criteria. This is evidenced by the average results of expert validation of 96% and 90% with very valid criteria. The Civics module has Islamic values. The material of Rights and Obligations developed has met the practical criteria. This is evidenced by the results of the questionnaire from the small group trial. The score is 86.34% with very practical criteria. From the small group trial, it was concluded that the module developed was very valid and practical.


2019 ◽  
Vol 2 (2) ◽  
pp. 194-203
Author(s):  
Yesi Andra Yuni ◽  
Zulhanan Zulhanan ◽  
Sodikin Sodikin

Abstract: This study aims to; 1) identifies the eligibility ladder snake game in Islamic learning IPA; 2) know the response of the students against Islamic ladder snake game in learning the IPA as a learning resource that will be developed. Methods in this study using the method of research and development (Research and Development) model Borg and Gall that have been developed through dimodifiksi; 1) potential and problems; 2) data collection; 3) product design; 4) validation of the design; 5) revision of the product; 6) free trial products; 7) revision of the product. Taken only up to seven steps because of the limitations. The research data was collected by using the sheet validation, the now and the response of the learners. The results of this research are; 1) game development ladder snake islami in IPA is well worth learning is used in learning based on the results of validation experts, namely 93.5% material experts, 80.5%, media expert and expert religion 100%; 2) on the response of the students performed at the three schools earn a percentage of the feasibility of an average of 93% with a very worthy category.Abstrak: Penelitianini bertujuan untuk; 1) mengidentifikasi kelayakan permainan ular tangga islami dalam pembelajaran IPA; 2) mengetahui respon peserta didik terhadap permainan ular tangga islami dalam pembelajaran IPA sebagai sumber belajar yang akan dikembangkan. Metode dalam penelitian ini menggunakan metode penelitian dan pengembangan (Research and Development) model Borg and Gall yang telahdimodifiksi yang dikembangkan melalui; 1) potensi dan masalah; 2) pengumpulan data; 3) desainproduk; 4) validasidesain; 5) revisiproduk; 6) ujicobaproduk; 7) revisiproduk. Langkah yang diambil hanya sampai dengan tujuh langkah karena keterbatasan. Data penelitian ini dikumpulkan dengan menggunakan lembar validasi, angket dan respon peserta didik. Hasil penelitian ini adalah; 1) pengembangan permainan ular tangga islami dalam pembelajaran IPA sangat layak digunakan dalam pembelajaran berdasarkan hasil validasi para ahli, yaitu ahli materi 93,5%, ahli media 80,5%, dan ahli agama 100%; 2) pada respon peserta didik yang dilakukan di tiga sekolah mendapatkan persentase kelayakan rata-rata sebesar 93% dengan kategori sangat layak.


Author(s):  
Lin He ◽  
Christopher Hoyle ◽  
Wei Chen ◽  
Jiliang Wang ◽  
Bernard Yannou

Usage Context-Based Design (UCBD) is an area of growing interest within the design community. A framework and a step-by-step procedure for implementing consumer choice modeling in UCBD are presented in this work. To implement the proposed approach, methods for common usage identification, data collection, linking performance with usage context, and choice model estimation are developed. For data collection, a method of try-it-out choice experiments is presented. This method is necessary to account for the different choices respondents make conditional on the given usage context, which allows us to examine the influence of product design, customer profile, usage context attributes, and their interactions, on the choice process. Methods of data analysis are used to understand the collected choice data, as well as to understand clusters of similar customers and similar usage contexts. The choice modeling framework, which considers the influence of usage context on both the product performance, choice set and the consumer preferences, is presented as the key element of a quantitative usage context-based design process. In this framework, product performance is modeled as a function of both the product design and the usage context. Additionally, usage context enters into an individual customer’s utility function directly to capture its influence on product preferences. The entire process is illustrated with a case study of the design of a jigsaw.


2016 ◽  
Vol 102 ◽  
pp. 34-52 ◽  
Author(s):  
Mihaela Mitici ◽  
Jasper Goseling ◽  
Maurits de Graaf ◽  
Richard J. Boucherie

2019 ◽  
Vol 8 (1) ◽  
pp. 282
Author(s):  
Nova Yulistika ◽  
Elva Rahmah

AbstractThis paper contains a discussion of how to use the archive classification code at PT Semen Padang and the preparation of a guidebook for the use of archive classification codes at the PT Semen Padang Archives Unit. The preparation of this manual aims to assist employees at PT Semen Padang in using the archive classification code in accordance with their respective work units. The research method used in writing this thesis paper is a descriptive research method. Data collection techniques carried out by means of observation and interviews. The subject of data collection was through observation in the PT Semen Padang Archives Unit. Observation was carried out by looking at how the employee's understanding was in giving the classification code of the archive. Subsequently interviews were conducted with employees at the PT Semen Padang Archives Unit. The author conducts a question and answer session with employees directly regarding the use of the archive classification code, the constraints faced in using the classification code, and the solutions to these constraints. Based on these results it can be concluded that the preparation of the archival classification code guidebook is actually to assist employees in providing archival classification codes properly and correctly. In the archive classification code manual in the PT Semen Padang Archives Unit, it can be concluded that the steps in preparing the archive classification code manual are: (1) needs analysis, based on the needs of employees in using the archive classification code as well as efforts to overcome obstacles encountered. (2) product design, to find out what are the points that will be explained in the preparation of the archive classification code manual made in the form of a chart. (3) product compilation, the process of compiling the product manual is the use of archive classification codes. With the archive classification code manual in PT Semen Padang's Filing Unit, it can help employees to avoid finding errors in archiving and is easy to find again.Keywords: classification code, archive, guide book


2020 ◽  
Vol 7 (2) ◽  
pp. 28-33
Author(s):  
Vindi Putri Ardiyana

ABSTRAK Penelitian ini bertujuan untuk (1) mendeskripsikan karakteristik kebutuhan guru dan siswa terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur untuk pembelajaran bahasa Jawa di SMP Kota Semarang,  (2) membuat prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur, dan (3) mendeskripsikan hasil validasi ahli mengenai prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Penelitian ini menggunakan metode penelitian pengembangan (Research and Development) dengan tahapan yaitu (1) potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validasi desain, dan (5) revisi desain. Data pada penelitian ini adalah amanat dari Serat Wulangreh Pupuh Pangkur dan kebutuhan terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Sumber data dari penelitian ini adalah Serat Wulangreh Pupuh Pangkur, guru dan siswa. Teknik pengumpulan data menggunakan wawancara dan penyebaran angket. Analisis data pada penelitian ini adalah deskriptif kualitatif. Penelitian ini menghasilkan buku cerita bergambar berjudul Sinau Wulangreh Pupuh Pangkur. Setelah buku tersebut disusun, selanjutnya dilakukan uji validasi oleh ahli materi dan ahli media untuk mendapatkan saran dan perbaikan buku. Saran dan perbaikan dari ahli mencakup aspek materi, penyajian dan kegrafikaan.  Kata Kunci : buku cerita bergambar, Serat Wulangreh Pupuh Pangkur, pengembangan.   ABSTRACK The aims of this research are to (1) describe the characteristics of teachers and students’ need to a picture book with Serat Wulangreh Pupuh Pangkur base for Javanese Language learning process in SMP Kota Semarang, (2) to make a picture book prototype with Serat Wulangreh Pupuh base, and (3) describe the expert validation outcome about a picture book prototype with Serat Wulangreh Pupuh Pangkur base. This research uses research and development. The research stages were potential and problems, data collection, product design, design validation and design revisions. The data in this study are mandated by Serat Wulangreh Pupuh Pangkur and the need for a picture book based on Serat Wulangreh Pupuh Pangkur. Sources of data from this study are Serat Wulangreh Pupuh Pangkur, teachers and students. The technique of collecting data uses interviews and questionnaires. Data analysis in this study is descriptive qualitative. This research produces a picture book entitled Sinau Wulangreh Pupuh Pangkur as teachers and students’ need. After this book is created, there would be a validity test by the material and media experts to have suggestion and revision. The scope of suggestion and revision by the experts are material, serving, and graphics. Keywords: a picture book, Serat Wulangreh Pupuh Pangkur, development.


2019 ◽  
Vol 4 (1) ◽  
pp. 69
Author(s):  
Kennedy Kyalo Syanda ◽  
Dr. Pamela Getuno

Purpose: The study sought to establish the influence of green operations strategy on performance of tea processing firms in Kenya.Methodology: This research study adopted a descriptive research design approach. The researcher preferred this method because it allowed an in-depth study of the subject. The target population was heads of procurement and heads of finance in the 66 tea processing firms in Kenya. The study conducted a census since the number of respondents was less than 200, which is a rule of the thumb. The study combined two methods in its data collection, that is, questionnaires and key informant interviews. After data collection, quantitative data was coded using Statistical Package for Social Science (SPSS) version 20.Results: The independent variables reported R value of 0.846 indicating that there was perfect relationship between dependent variable and independent variables. R square value of 0.715 means that 71.5% of the corresponding variation in performance of tea processing firms can be explained or predicted by (green product design, green distribution and transportation, green warehousing and reverse logistics) which indicated that the model fitted the study data. The results of regression analysis revealed that there was a significant positive relationship between dependent variable and independent variable at (β = 0.715), p=0.000 <0.05).Conclusion: The findings of the study indicated that green product design, green distribution and transportation, green warehousing and reverse logistics have a positive relationship with performance of tea processing firms.Policy recommendation: The study recommends that tea processing firms should embrace green operations strategy so as to improve performance and further researches should to be carried out in other institutions to find out if the same results can be obtained.


2020 ◽  
Vol 4 (1) ◽  
pp. 32
Author(s):  
Desy Cobena Manurung

This research aims to create an interactive learning media with mind map concept in Video Processing subject Method used in this research was research and development with 5 steps, (1) problem and potency analysis, (2) data collection, (3) product design, (4) design validation, and (5) design improvement. Media’s advisibility, which had developed,  in percentage are 89% from media expert, 92% from material expert, 85% from users (limited) and 87% from users (expanded). It can be concluded that the design of learning media is “very appropriate”.The benefits of the learning media are: (1) interactive and fun, (2) equipped with videos tutorial, (3) equipped with exercises which able to scored and able to see the correct answers.


Author(s):  
Nurul Nadzfah Nanda

Purchasing decisions made by consumers in Tauko Medan have decreased, this can be seen in the number of sales in Tauko Medan. The purpose of this study was to determine and analyze the influence of e-commerce, product prices and product design on purchasing decisions in Tauko Medan. Data collection in this study was carried out through a survey approach by distributing questionnaires. The population of this research were 399 people of Tauko Medan customers who had made  online purchases. The number of research samples were 80 people. The method of data analysis used descriptive analysis and statistical analysis of multiple linear regression. Research results showed that simultaneously e-commerce, product prices and product design have a positive and significant effect on purchasing decisions in Tauko Medan. Partially e-commerce has a positive and significant effect on purchasing decisions in Tauko Medan. Likewise, the price of products partially had a positive and significant effect on purchasing decisions in Tauko Medan. Partially product design had a positive and significant effect on purchasing decisions in Tauko Medan. Of the three variables e-commerce was dominant in influencing purchasing decisions in Tauko Medan.


Author(s):  
Desta Lingga Sari ◽  
Missriani Missriani ◽  
Arif Ardiasnyah

This study aims to determine and identify the development of audio-visual media for  news text learning at SMP Negeri 2 Lawang Kidul Tanjung Enim, to find out and identify the results of the validation of audio-visual media for news texts learning for students of SMP Negeri 2 Lawang Kidul Tanjung Enim, and to find out and identify the results of news text learning for students of SMP Negeri 2 Lawang Kidul Tanjung Enim after the application of audio-visual media. The design of audio-visual media for learning news text for students of SMP Negeri 2 Lawang Kidul Tanjung Enim which has been accepted by the experts is feasible to be tested. This study used research and development methods. The research and development steps consist of 10 stages which includes problem identification, data collection, product design (Initial Draft), expert validation, design improvement, small group trials, product revisions, large group trials, product revisions, and final production The results of the validation of media experts, material experts and language experts on the development of audio-visual media products for learning news texts for students at the State Junior High School 2 Lawang Kidul Tanjung Enim are in the very good category. Applied audio-visual media has increased the criteria for being very effective.


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