scholarly journals Utilization of Educational Games in the Implementation of Strengthening Character Education

2022 ◽  
Vol 1 (3) ◽  
pp. 148-156
Author(s):  
Sulastri Sulastri ◽  
Sukestyarno YL ◽  
Nurhasanah Nurhasanah

Educational games are simulation-based media designed to simulate existing problems so that the essence of knowledge is obtained that can be used to solve problems. This study aims to produce a Character Education Strengthening device product in the form of a syllabus, teacher guide book, student guide book assisted by appropriate educational games, which have a level of product validity and practicality. Obtaining the product begins with conducting a preliminary study through literature studies, learning observations, testing to validators, limited-scale trials, revisions, products, main-scale trials, and final products. This study uses the type of research and development with the flow of Borg & Gall with stages from preliminary studies to field trials. The data collection instruments used were validation sheets, student response questionnaires, teacher responses, and observation sheets for the teacher's ability to use the product. The results showed that the product development in the form of a syllabus supplement obtained a score of 82.75%. At the same time, the product development of the Character Education Strengthening guidebook for teachers got a validation value from the validator of 84.66%. It obtained a validation value from the validator of 81.23%. Experimental test data for student responses scored 83.80%, and teacher responses reached 86.90%. It means that the development product falls into the very valid, very practical, and feasible.


2021 ◽  
Vol 3 (1) ◽  
pp. 29-41
Author(s):  
Susi Yantika Siahaan ◽  
Fitri Wijarini ◽  
Aidil Adhani

AbstrakPenelitian ini bertujuan untuk menghasilkan Handout Bermuatan Pendidikan Karakter Berbasis Kontekstual Pada Materi Kingdom Plantae di Kelas X SMAK Frater Don Bosco Tarakan yang berkualitas dari segi kelayakan dan respon siswa. Penelitian ini merupakan jenis penelitian Research and Development (RD) dengan menggunakan model pengemmbangan 4-D yang terdiri dari 4 tahap  yaitu Define, Design,  Development, Disseminate. Akan tetapi, pada pengembangan ini hanya dilakukan sampai tahap ke 3 yaitu tahap Development. Data penelitian dianalisis melalui uji kelayakan dan respon siswa. Pengujian produk dilakukan oleh validator ahli media, ahli materi, dan praktisi (guru biologi). Uji coba lapangan dilakukan secara online melalui google formulir yang dibagikan pada siswa SMAK Frater Don Bosco Tarakan kelas XI IPA dengan jumlah siswa sebanyak 30 orang. Hasil validasi yang diperoleh dari ahli media sebesar 89% dengan kategori sangat layak, ahli materi sebesar 96% dengan kategori sangat layak, praktisi sebesar 94% dengan kategori sangat layak dan respon siswa sebesar 87% dengan kategori sangat menarik. Berdasarkan hasil penelitian tersebut, maka dapat disimpulkan bahwa Handout Bermuatan Pendidikan Karakter Berbasis Kontekstual Pada Materi Kingdom Plantae yang dikembangkan telah memenuhi kriteria kualitas bahan ajar yang baik dan layak digunakan dalam pembelajaran biologi di sekolah.Kata Kunci: Bahan Ajar, Handout, Pendidikan karakter, Kontekstual.Abstract This study aimed to produce high quality handouts with contextual-based character education on Kingdom Plantae Material for tenth Grade Students of SMAK Frater Don Bosco Tarakan in terms of student eligibility and response. This Research and Development (RD) study used a 4-D development model consisting of 4 stages, namely Define, Design, Development was only carried out until the 3 rd  stage (Deveopment stage). The research data were analyzed through feasibility test and student responses. Product testing was validated by media expert, material experts, and practitioners (biology tearchers). Field trials were carried out online via a google form which was distributed to a total of 30 students. The validations result obtained from media experts were 89% which meant very feasible, 96% from material experts meaning feasible, 94% from practitioners meaning very feasible, 87% from student response meaning very interesting. It could be concluded that the handout with Contextual-Based Character Education on the Kingdom Plantae material developed met the criteria for good quality teaching materials and was suittable for use in learning biology in the school.                                                                                                                  Keywords:  Teaching Materials, Handouts, Character education, Contextual.



2018 ◽  
Vol 4 (2) ◽  
pp. 75-82
Author(s):  
Islamiani Safitri ◽  
Lily Rohanita Hasibuan

The problem of this study is the acts of the criminal increase in North Sumatra, so it needs the characters' building begin from school. Besides, the teacher of physics should be able to instill character values through analogy learning about the concept of physics. This study aims to determine the results of physical knowledge and student responses after applying analogy learning to instill character values. The subjects of this study were X-IPA 1 students of SMA Negeri 1 Rantau Utara. This research is descriptive qualitative with two stages, namely the preparation stage (referring to the development that uses the 4-D model namely Defines, Design, Develop, and Disseminate) and the implementation stage. While the instruments used in this study are observation sheets on the implementation of RPP, student response questionnaires, and tests of knowledge competency results. The conclusions of this study are there is an increase in the results of students' physics knowledge competencies and a positive response to the implementation of analogy learning in instilling character education through the concepts of physics taught.



2020 ◽  
Vol 1 (1) ◽  
pp. 1-10
Author(s):  
Evi Rahmawati ◽  
Irnin Agustina Dwi Astuti ◽  
N Nurhayati

IPA Integrated is a place for students to study themselves and the surrounding environment applied in daily life. Integrated IPA Learning provides a direct experience to students through the use and development of scientific skills and attitudes. The importance of integrated IPA requires to pack learning well, integrated IPA integration with the preparation of modules combined with learning strategy can maximize the learning process in school. In SMP 209 Jakarta, the value of the integrated IPA is obtained from 34 students there are 10 students completed and 24 students are not complete because they get the value below the KKM of 68. This research is a development study with the development model of ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The use of KPS-based integrated IPA modules (Science Process sSkills) on the theme of rainbow phenomenon obtained by media expert validation results with an average score of 84.38%, average material expert 82.18%, average linguist 75.37%. So the average of all aspects obtained by 80.55% is worth using and tested to students. The results of the teacher response obtained 88.69% value with excellent criteria. Student responses on a small scale acquired an average score of 85.19% with highly agreed criteria and on the large-scale student response gained a yield of 86.44% with very agreed criteria. So the module can be concluded receiving a good response by the teacher and students.



2020 ◽  
Vol 6 (2) ◽  
pp. 169
Author(s):  
Philip Nababan ◽  
Efendi Napitupulu ◽  
R Mursid

Abstrak: Penelitian ini bertujuan untuk: (1) Mengetahui tanggapan siswa terhadap kualitas media pembelajaran interaktif pada pembelajaran Teknik Pemesinan Bubut. (2) Mengetahui keefektifan media pembelajaran interaktif pada pembelajaran Teknik Pemesinan Bubut pada siswa program keahlian Teknik Pemesinan. Jenis penelitian ini adalah penelitian pengembangan. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket dan dianalisis dengan teknik analisis deskriptif kualiatatif. Hasil penelitian menunjukkan bahwa; (1) uji ahli materi pelajaran Teknik Pemesinan Bubut berada pada kualifikasi sangat baik (88,92%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (85,21%), (3) uji ahli rekayasa perangkat lunak berada pada kualifikasi sangat baik (84,03%), (4) uji coba perorangan berada pada kualifikasi sangat baik (88,75%), (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (91,35%) dan (5) uji coba lapangan berada pada kualifikasi sangat baik (88,31%). Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan antara hasil belajar siswa yang menggunakan media pembelajaran interaktif  dengan hasil belajar siswa yang menggunakan buku teks. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh  thitung sebesar 4,68 dan ttabel sebesar 1,67 pada taraf kepercayaan 95 persen. Maka diperoleh bahwa thitung> ttabel. Disimpulkan bahwa  hasil belajar siswa yang menggunakan media pembelajaran interaktif dengan efektifitas sebesar 72,77 %. lebih tinggi dari hasil belajar siswa yang diajar dengan pembelajaran menggunakan buku teks dengan efektifitas sebesar 62,13%. Kata Kunci: media pembelajaran interaktif, teknik pemesinan bubut Abstract: This study aims to: (1) Determine student responses to the quality of interactive learning media on learning Lathe Machining Techniques. (2) Knowing the effectiveness of interactive learning media on learning of Machining Lathe in students of Machining Engineering expertise program. This type of research is development research. Data about the quality of this development product was collected by a questionnaire and analyzed by qualitative descriptive analysis techniques. The results showed that; (1) Lathe machining engineering subject matter expert test is in very good qualification (88.92%), (2) learning design expert test is in very good qualification (85.21%), (3) software engineering expert test is in in very good qualifications (84.03%), (4) individual trials were in very good qualifications (88.75%), (5) small group trials were in very good qualifications (91.35%) and (5 ) field trials are in very good qualifications (88.31%). Hypothesis testing results prove that there are differences between student learning outcomes using interactive learning media with student learning outcomes using textbooks. This is indicated by the results of data processing obtained by tcount of 4.68 and ttable of 1.67 at a confidence level of 95 percent. Then it is obtained that tcount> ttable. It was concluded that student learning outcomes using interactive learning media with an effectiveness of 72.77%. higher than student learning outcomes taught by learning to use textbooks with an effectiveness of 62.13%. Keywords: interactive learning media, lathe machining techniques



2021 ◽  
Vol 1 (1) ◽  
pp. 49-54
Author(s):  
Musliadi Musliadi ◽  
Reski Yusrini Islamiah Yunus ◽  
Muhammad Affan Ramadhana

This study investigates students' perception of the use of YouTube to facilitate undergraduate students' speaking activities. The method used in this research is descriptive quantitative research. The sampling system is done randomly and takes 40 students as a sample. The questionnaire has two parts, followed by ten questions with five answer choices using a Likert scale covering strongly disagree to strongly agree. The result of the study shows that 80% of students access YouTube because YouTube is very interesting, 75% of students say YouTube is an easy media to access, 80% of students say YouTube can be used as a learning resource (80%), and 85% of students use YouTube as a medium for doing speaking tasks. The student response to the use of YouTube as the media of facilitating students' speaking tasks is very positive, where 72% of students stated they strongly agreed if the practice of speaking through YouTube was applied, and 20% of students agreed. In general, student responses in using YouTube to facilitate students speaking activities in distance learning during the Covid-19 pandemic are very positive.



2020 ◽  
Vol 9 (1) ◽  
pp. 133
Author(s):  
Rachmawati Rachmawati ◽  
Rina Wijayanti ◽  
Era Dewi Kartika

The purpose of this study is to produce character building learning media based on m-learning mathematics with a contextual approach that is expected to provide convenience for students and teachers in supporting the revitalization of vocational education. This research is a development research. This research method refers to the 4D development model (Define, Design, Develop, and Disseminate). Development of Math-Cha applications with the help of Android Studio IDE software, and Fire Base. The result of the development in the form of a learning media product is the Math-Cha application which is installed on an Android device. The Math-Cha application consists of material and evaluation. The m-learning media on mathematics is given reinforcement by integrating character education and contextual presentation so that it supports the revitalization of vocational education. Content in the application begins by introducing character values into mathematical problems at the apperception, material and evaluation stages. Evaluation of validity aspects is based on the validation of media experts and material experts who are valid criteria with an average of 3.61. The evaluation of practicality aspects based on student response questionnaire was in the good criteria of 3.72 and the teacher's questionnaire in the criteria of good was 3.40. The assessment of effectiveness aspects based on student test results is in good criteria with an average of 86.6. Math-Cha supports learning, use easily, and it can be used anywhere and anytime. AbstrakTujuan penelitian ini untuk menghasilkan produk media pembelajaran matematika m-learning berbasis pendidikan karakter dengan pendekatan kontekstual yang diharapkan memberikan kemudahan siswa dan guru dalam menunjang revitalisasi pendidikan SMK. Penelitian ini merupakan penelitian pengembangan. Metode penelitian ini mengacu pada model pengembangan 4D (Define, Design, Develop, dan Disseminate). Pengembangan aplikasi Math-Cha dengan bantuan software Android Studio IDE, dan Fire Base. Hasil dari pengembangan berupa produk media pembelajaran yaitu aplikasi Math-Cha yang terinstall di perangkat Android. Aplikasi Math-Cha terdiri dari materi dan evaluasi. Media pembelajaran m-learning pada matematika diberikan penguatan dengan mengintegrasikan pendidikan karakter dan disajikan secara kontekstual sehingga mendukung revitalisasi pendidikan vokasi.  Konten dalam aplikasi dimulai dengan mengenalkan nilai-nilai karakter kedalam permasalahan matematika pada tahap apersepsi, materi  dan evaluasi. Penilaian aspek kevalidan berdasarkan penilaian validator ahli media dan ahli materi yang berada pada kriteria valid dengan rata-rata 3,61. Penilaian aspek kepraktisan berdasarkan angket respon siswa berada pada kriteria baik sebesar 3,72 dan angket respon guru yang berada dalam kriteria baik sebesar 3,40. Penilaian aspek keefektifan berdasarkan hasil tes siswa berada pada kriteria baik dengan rata-rata 86,6. Math-Cha mendukung dalam pembelajaran, tingkat penggunaannya relatif mudah, pembelajaran dapat digunakan dimana saja dan kapanpun.



2018 ◽  
Vol 1 (1) ◽  
pp. 20
Author(s):  
Indri Nurwahidah

The research was conducted to determine the characteristics and forms of matter; similarly determine the validity, reliability, as well as the students' response to the measurement results HOT reasoning about TIMSS models to measure student HOT developed. The method used is the research development. Products in the form of multiple choice questions as well as the reasons of the students' answers. Student responses obtained from the questionnaire responses the students after using such a matter. Based on the criteria of due diligence in a very good product. Characteristic of reasoning about TIMSS models which contain components reasoning refers to the TIMSS. About the validity of the overall test results show that the question is valid and feasible to use to measure student HOT. Reliability test results indicate that the matter is reliable and can be used well. Student response after use problems in the excellent category, obtained a percentage of 82.66%. HOT measurement results in the category of students is still low, at SMPN 8 Semarang amounted to 51.54%, SMP Kartika III-2 Semarang amounted to 31.16%, and the MTs NU amounted to 47.68% Ungaran. Problem reasoning models that have been developed decent TIMSS used to measure student HOT.



2021 ◽  
Vol 3 (2) ◽  
pp. 55
Author(s):  
Elfrida Rif’atul Chusniah ◽  
Rini Setianingsih

Penelitian ini adalah penelitian yang bertujuan untuk mengembangkan komik matematika berbasis kontekstual untuk materi lingkaran yang berkualitas baik berdasarkan tiga kriteria, yaitu valid, praktis, dan efektif. Rancangan penelitian ini adalah Research and Development (R&D). Prosedur-prosedur pengembangan yang digunakan meliputi empat langkah: (1) melakukan perencanaan produk yang akandikembangkan, (2) mengembangkan produk awal, (3) validasi dan revisi produk, (4) uji coba lapangan skala kecil dan revisi. Uji coba komik dilakukan secara terbatas oleh 10 siswa kelas VIII SMP. Teknik pengumpulan data yang diterapkan dalam penelitian ini adalah angket, sedangkan instrumen penelitian yangdigunakan meliputi lembar validasi, angket penggunaan media, dan angket respon siswa. Data penelitian dianalisis dengan deskriptif kualitatif. Hasil penelitian ini menunjukkan bahwa komik matematika dinyatakan valid dengan skor kevalidan 4 oleh ahli media dan 3,9 oleh ahli materi dari skor maksimum 5 sehingga dikategorikan valid, komik matematika dinyatakan praktis dengan hasil analisis persentase kepraktisan 76,28 % dan komik matematika dinyatakan efektif degan hasil analisis persentase keefektifan 79,4%, sehingga dikategorikan efektif. Berdasarkan hasil tersebut maka media komik ini memiliki kualitas yang baik sehingga dapat dimanfaatkan sebagai satu upaya atau alternatif media dalam proses pembelajaran sebagai upaya peningkatan kualitas pendidikan dan menciptakan suasana yang menyenangkan bagi siswa.Kata Kunci: media pembelajaran, komik matematika, lingkaranThis research is a research that aims to develop contextual based mathematical comics for good quality circle material based on three criteria, namely valid, practical, and effective. The design of this research is Research and Development (R&D). The development procedures used include four steps: (1) conducting product planning to be developed, (2) developing initial products, (3) product validation and revision, (4) small-scale field trials and revisions. Comic trials are limited to 10 students in grade VIII SMP. Data collection techniques applied in this study were questionnaires, while the research instruments used included validation sheets, media use questionnaires, and student response questionnaires. The research data were analyzed by descriptive qualitative. The results of this study indicate that mathematics comics are declared valid with a validity score of 4 by media experts and 3.9 by material experts from a maximum score of 5 so that they are categorized valid, mathematical comics are declared practical with the results of a practicality percentage analysis of 76.28% and mathematical comics are declared effective with the result of the analysis of the effectiveness percentage is 79.4%, so it is categorized as effective. Based on these results, this comic media has good quality so that it can be used as an alternative media used by teachers in the teaching and learning process in an effort to improve the quality of education and create a pleasant atmosphere for students.Keywords: learning media, mathematical comics, circles



2019 ◽  
Vol 3 (1) ◽  
pp. 44-52
Author(s):  
Eti Setyaningsih ◽  
Ari Sunandar ◽  
Anandita Eka Setiadi

ABSTRACT. Based on the results of interviews with biology teachers of SMA Muhammadiyah 1 Pontianak, that not implemented yet local potential based learning is because of limited information. This research aims to develop local potential of West Kalimantan based booklet media on biodiversity material in Grade X of SMA Muhammadiyah 1 Pontianak.. Media development of this booklet used the Brog&Gall model development method, with stages:(1) Research and data collection,(2) planning,(3) Initial product development,(4) Initial field trials,(5) initial product repairs, and (6) field trials. The results research phase (1) that the book and worksheets teacher have not shown local potential, stage (2) the designed booklet contains core competencies, basic competencies, indicators, objectives, contents, evaluations, and bibliography, stage (3) shows the validity booklets on language aspects 85.3% (very valid), material aspects 95.3% (very valid) and media aspects 90.6% (very valid), stage (4) student responses was 85,7% (very positive) and the teacher's response was 88.7% (very positive). Then stage (5) and stage (6), student responses 90.0% (very positive) and teachers 90.4% (very positive), it concluded that developed booklet media valid and received very positive response from students and teachers.



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