{"title":"The Effectiveness Of Using Digital Storytelling Video In Teaching Speaking At SMK Telkom Banjarbaru","authors":"Sri Endang Ratnasari","doi":"10.33084/bitnet.v8i1.4901","DOIUrl":"https://doi.org/10.33084/bitnet.v8i1.4901","url":null,"abstract":"The efficiency of using a Digital Storytelling film in the classroom to teach speaking skills by means of question-and-answer sessions was evaluated at the eleventh SMK Telkom Banjarbaru.The purpose of this study is to investigate whether or not the use of digital story telling video is beneficial in enhancing the students' ability to communicate orally. \u0000The researcher used a purposive sampling method and took only class X the sample of the research which consisted of 37 students. In addition, the researcher applied an instrument of this research namely oral test. In pre-test and post-test, the researcher gave the topics through digital storytelling video to stimulate the students to speak in their daily activity. In pre-test and post-test, one by one of the students asked to speak face to face with the researcher in the class. After pre-test, the researcher applied a media of teaching as a treatment then the result of post-test was compared with the result of the student’s pre-test and find out the improvement of the students‟ speaking ability. \u0000The findings of the data analysis revealed that the mean score on pre-tests was 3.45, while the mean score on post-tests was 4.54. These findings were based on the fact that the pre-tests were administered before the post-tests. It was discovered that the result of the t-test was 10.33, which was higher than the value of the t-table, which was 1.688. The level of significance that was used was 0.05, and the degree of freedom (df) that was used was 37-1, which equaled 36. That the alternative hypothesis was accepted while the null hypothesis was rejected was the implication of this.","PeriodicalId":227844,"journal":{"name":"Bitnet: Jurnal Pendidikan Teknologi Informasi","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122041172","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Analisis Kesulitan Pembelajaran Tematik Pada Peserta Didik Kelas IV-B SDN 4 Menteng Palangka Raya","authors":"Alhikmah Alhikmah, Agung Riadin","doi":"10.33084/bitnet.v8i1.4923","DOIUrl":"https://doi.org/10.33084/bitnet.v8i1.4923","url":null,"abstract":"Penelitian ini bertujuan untuk menganalisis kesulitan pembelajaran tematik pada peserta didik kelas IV-B SDN 4 Menteng Palangka Raya. \u0000Metode yang di gunakan dalam penelitian ini adalah metode kualitatif. Teknik pengumpulan data yang di gunakan adalah observasi, wawancara dan dokumentasi. Hasil penelitian mengungkapkan peserta didik mengalami kesulitan belajar tematik dikarenakan peserta didik mengalami kesulitan dalam pembelajaraan yang dilaksanakan di dalam kelas. \u0000Hasil penelitian menunjukan bahwa kesulitan belajar yang dialami peserta didik yaitu kesulitan dalam pembelajaran tematik yaitu kebingungan dalam perpindahan mata pelajaran, nilai hasil belajar rendah, mengganggu teman saat pembelajaran berlangsung, tidak fokus, tidak memahami materi kurang konsentrasi, dan di rumah lebih banyak bermain handphone.","PeriodicalId":227844,"journal":{"name":"Bitnet: Jurnal Pendidikan Teknologi Informasi","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134089451","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Utilizing Of Video Maker As A Media In Writing Greeting Card At Junior High School 1 Mantiat Pari","authors":"Dina Novita Sari, Indra Perdana, Ristati Ristati","doi":"10.33084/bitnet.v8i1.4638","DOIUrl":"https://doi.org/10.33084/bitnet.v8i1.4638","url":null,"abstract":"Media is one of the essential things in the teaching-learning process. One of them is video maker. Video maker is one of the applications that can be used as a media in teaching writing. The research aim is to see the utilizing of video maker as a media in writing greeting cards. There were sixteen students as a sample, especially eighth grades students. The researcher gave them ten items’ of questionnaires. The findings of this research can be divided into two categories. The first was video maker gave the students motivation in learning English. They were in statement one (84,44%) statement two (94,44%), statement four (88,89%), and statement six (93,33%). All of the statements have category very high. It meant video maker gives the students motivation to learn writing. The second was the students interested in using video maker as a media in writing. They were in the third statement (81,11%) and the category was very high, the fifth statement (83,33%) and the sort was very high, the eighth statement (76,67%) and the sort was high, the ninth statement (68,89%) and the sort was high, the tenth statement (86,67%) and the sort was very high. There was no questionnaire in medium, low or very low levels. Based on the result, it can be concluded that the utilization of video maker as a media in writing at SMPN-1 Mantiat Pari was positive. The students gave a positive response to it.","PeriodicalId":227844,"journal":{"name":"Bitnet: Jurnal Pendidikan Teknologi Informasi","volume":"160 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134070647","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Perbedaan Hasil Belajar Peserta Didik Menggunakan Model Creative Problem Solving Dengan Problem Based Learning Berbantuan Media Audio Visual","authors":"Suhaibatul Aslamiah, Bulkani Bulkani, Rita Rahmaniati","doi":"10.33084/bitnet.v8i1.4987","DOIUrl":"https://doi.org/10.33084/bitnet.v8i1.4987","url":null,"abstract":"Penelitian ini menggunakan pendekatan kuantitatif komparatif dengan desain penelitian Pretest-Posttest Nonequivalent Multiple Group Design. Kelas eksperimen 1 berjumlah 27 orang yang pembelajarannya menggunakan model Creative Problem Solving berbantuan media audio visual dan kelas eksperimen 2 berjumlah 25 orang yang pembelajarannya menggunakan model Problem Based Learning berbantuan media audio visual. Hasil penelitian menunjukkan bahwa tidak ada perbedaan yang signifikan terhadap hasil belajar IPAS pada peserta didik kelas IV SD Muhammadiyah Pahandut yang pembelajarannya menggunakan model Creative Problem Solving dan Problem Based Learning berbantuan media audio visual. Sebelum dilakukan analisis terhadap hasil belajar, hasil pre-test dianalisis untuk mengetahui kemampuan awal pada kedua kelas eksperimen tersebut menggunakan uji independent sample t test yang diperoleh bahwa nilai Sig. (2-tailed) sebesar 0,746. Jika nilai Sig. (2-tailed) > 0,05, sehingga tidak terdapat perbedaan hasil pre-test pada kelas eksperimen 1 dan 2. Pada uji Normalitas, kelas eksperimen 1 diperoleh nilai signifikansi pada pre-test adalah 0,178 dan post-test 0,200, sedangkan kelas eksperimen 2 diperoleh nilai signifikansi pada pre-test adalah 0,244 dan post-test 0,200. Nilai signifikansi tersebut lebih dari 0,05, sehingga data penelitian ini berdistribusi Normal. Pada uji Homogenitas pre-test diperoleh nilai signifkansi sebesar 0,610 dan post-test sebesar 0,246. Nilai signifikansi tersebut lebih dari 0,05 sehingga varians data post-test dan pre-test pada kelas eksperimen 1 dan 2 bersifat Homogen. Pada uji hipotesis menunjukkan bahwa nilai Sig. (2-tailed) sebesar 0,889 yang artinya nilai Sig. (2-tailed) > 0,05, sehingga dalam penelitian ini Ho diterima.","PeriodicalId":227844,"journal":{"name":"Bitnet: Jurnal Pendidikan Teknologi Informasi","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126679844","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Penggunaan Pendekatan Saintifik dan Media Video Untuk Meningkatkan Hasil Belajar Matematika","authors":"Agung Riadin, N. Nilam","doi":"10.33084/bitnet.v7i2.4075","DOIUrl":"https://doi.org/10.33084/bitnet.v7i2.4075","url":null,"abstract":"This study aims to: (1) describe the activities of students and teachers using a scientific approach and video media for class IV B students at SDN 2 Menteng Palangka Raya in the 2021/2022 academic year. (2) Improving mathematics learning outcomes for grade IV B students at SDN 2 Menteng Palangka Raya in the 2021/2022 academic year, using a scientific approach and video media. The subjects of this study were students of class IV B SDN 2 Menteng Palangka Raya for the academic year 2021/2022, totaling 19 people. This type of research is Classroom Action Research (CAR). Data collection techniques used are observation and tests. The data analysis used is qualitative and quantitative analysis. The results of this study indicate that: (1) The activities of students and teachers when learning Mathematics in the material around the square and rectangle using a scientific approach and video media with very good criteria. (2) The mathematics learning outcomes of grade IV B students at SDN 2 Menteng for the academic year 2021/2022 have increased. Student learning outcomes in pre-action obtained an average value of 42.63 and student learning outcomes in cycle I obtained an average value of 64.73 with a classical completeness percentage of 57.89% and student learning outcomes in cycle II obtained an average score - an average of 81.57 with a classical completeness percentage of 94.73%.","PeriodicalId":227844,"journal":{"name":"Bitnet: Jurnal Pendidikan Teknologi Informasi","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121256725","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Pembelajaran Bahasa Arab Berbasis Multimedia Canva Untuk SD Aisiyah Kuningan","authors":"Asep Usamah, A. Lutfi","doi":"10.33084/bitnet.v7i2.4279","DOIUrl":"https://doi.org/10.33084/bitnet.v7i2.4279","url":null,"abstract":"Aplikasi media Pembelajaran Bahasa Arab Berbasis Multimedia CANVA (PBABMC) dikembangkan berdasarkan model pengembangan RND yang terdiri dari 3 tahapan yaitu: (1) Studi Pendahuluan, (2) Pengembangan Model, (3) Evaluasi/ Pengujian.Subjek penelitian ini sebelum diberi perlakuan berjumlah 35 dan sesudah diberi perlakuan berjumlah 37. Waktu penelitian dilaksanakan pada bulan april sampai bulan juli 2022. Alat pengumpulan data menggunakan observasi, studi pustaka, dokumentasi dan angket.Validasi instrumen menggunakan 2 ahli yaitu ahli meteri dan ahli media. Penelitian ini bertujuan untuk 1) Mengembangkan aplikasi media pembelajaran multimedia interaktif berbasisadobe flash cs6 untuk meningkatkan minat belajar siswa. 2) Mengetahui kelayakan aplikasi media pembelajaran multimedia interaktif berbasis adobe flash cs6. Diperoleh hasil perhitungan persentase sebelum diberi perlakuan menggunakan media pembelajaran rata-rata jawaban siswa secara keseluruhan sebesar 35,82% dan hasil perhitungan presentase sesudah diberi perlakuan menggunakan media pembelajaran rata-rata jawaban siswa secara keseluruhan sebesar 50,84%. Hal ini menunjukkan bahwa menggunakan media pembelajaran dapat meningkatkan minat belajar siswa terhadap Media pembelajaran multimedia interaktif berbasis Canva yang meningkatkan minat belajar siswa sebesar 15,02%.","PeriodicalId":227844,"journal":{"name":"Bitnet: Jurnal Pendidikan Teknologi Informasi","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133464965","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ita Fitriati, Nurmansyah Nurmansyah, Ramdani Purnamasari, Fitri Marwahdiyanti, Muhammad Nasihah
{"title":"Pengembangan E-Evaluation Tematik Berbasis Gamification Learning Untuk Peningkatan Literasi Teknologi di Sekolah Dasar","authors":"Ita Fitriati, Nurmansyah Nurmansyah, Ramdani Purnamasari, Fitri Marwahdiyanti, Muhammad Nasihah","doi":"10.33084/bitnet.v7i2.4064","DOIUrl":"https://doi.org/10.33084/bitnet.v7i2.4064","url":null,"abstract":"Literasi teknologi yang cocok diterapkan di sekolah dasar adalah dengan berbasis gamification learning atau pembelajaran yang mengadopsi karakteristik game (permainan), dimana siswa bisa belajar sambil bermain. Salah satu Literasi Teknologi yang diterapkan yaitu dengan membuat e-evaluation tematik, evaluasi elektronik yang muatannya adalah materi tematik. Pembelajaran tematik yang merupakan pembelajaran terpadu menggunakan tema untuk mengaitkan beberapa mata pelajaran, sehingga terjadi intergrasi antara pengetahuan, keterampilan dan nilai yang memungkinkan siswa aktif menemukan konsep seperti prinsip keilmuan secara menyeluruh, aktif, bermakna dan otentik. Tujuan dalam penelitian ini adalah untuk mengembangkan e-evaluation tematik berbasis gamification learning yang efektif, layak, praktis dan efisien untuk diimplementasikan pada sekolah dasar sekaligus mengukur ketercapaian peningkatan literasi teknologi dari hasil implementasi produk tersebut. adapun tujuan dari penelitian ini untuk mengembangkan sebuah produk e-evaluation tematik berbasis gamification learning untuk meningkatkan literasi teknologi pada salah satu sekolah dasar di kabupaten Bima. Metode penelitian yang digunakan menggunakan metode Pengembangan dengan mengambil model ADDIE yang terdiri dari lima tahapan yaitu Analysis (analisis), Design (Perancangan), Development (Pengembangan), Implementation (implementasi), Evaluation (Evaluasi). Hasil validasi materi oleh ahli yaitu guru matapelajaran tematik pada kelas V terhadap ketiga produk e-evaluation tematik berbasis gamification learning dengan nilai rerata 96,4 % dengan kategori sangat layak. Setelah diimplementasikan di Sekolah Dasar Wihdatul Ummah terhadap 26 siswa dengan nilai 70,51% nilai ketuntasan. Sedangkan peningkatan literasi teknologi yang diukur dari 5 indikator 81,4 % pada kategori Tinggi.","PeriodicalId":227844,"journal":{"name":"Bitnet: Jurnal Pendidikan Teknologi Informasi","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115303358","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Efektifitas Penerapan Platform LMS Untuk Meningkatkan Hasil Belajar Bahasa Inggris","authors":"A'am Rifaldi Khunaifi, Arif Supriyadi","doi":"10.33084/bitnet.v7i2.4062","DOIUrl":"https://doi.org/10.33084/bitnet.v7i2.4062","url":null,"abstract":"Tujuan dari penelitian ini adalah untuk mengetahui efektifitas LMS menggunakan Sevima Edlink dalam meningkatkan hasil belajar Bahasa Inggris. Penelitian ini menggunakan Quasi Eksperimental Design (Eksperimen Semu). Desain yang digunakan adalah Pretest-Posttest Control Group Design. Subjek penelitian ini adalah 60 mahasisiwa di FKIP UM Palangkaraya yang dibagi menjadi 30 subjek untuk kelompok control dan 30 subjek untuk kelompok eksperimen. Hasil penelitian menunjukkan terdapat perbedaan hasil postest antara kelompok control dan kelompok eskperimen dimana hasil postest pada kelompok eksperimen lebih baik dari pada kelompok kontrol berdasarkan uji t yang dilakukan diperoleh nilai t-hitung sebesar 4,47 yang ternyata nilai tersebut lebih besar dari nilai t-tabel 5% yaitu 1,672. Dengan demikian berarti pada hasil posttest terdapat perbedaan yang signifikan antara kelompok eksperimen dan kelompok control.","PeriodicalId":227844,"journal":{"name":"Bitnet: Jurnal Pendidikan Teknologi Informasi","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125599313","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Efektivitas Penggunaan Aplikasi Zoom Cloud Meeting Dalam Proses Pembelajaran Online","authors":"M. Jailani, Jemmy Akbar","doi":"10.33084/bitnet.v7i2.4061","DOIUrl":"https://doi.org/10.33084/bitnet.v7i2.4061","url":null,"abstract":"Penelitian ini bertujuan untuk mengetahui Efektivitas Penggunaan Aplikasi Zoom Cloud Meting Dalam Proses Pembelajaran Online Pada Peserta Didik Sekolah Menengah Atas Negeri 1 Palangkaraya. Penelitian ini dilaksanakan pada bulan April sampai Juni tahun 2022 yang berlokasi di Sekolah Menengah Atas Negeri 1 Palangkaraya. Metode yang digunakan dalam penelitian ini menggunakan metode evaluasi dalam pendekatan kualitatif dengan pendekatan studi kasus dengan metode pengumpulan data melalui dua sumber data yaitu data primer dan sekunder, data primer dengan observasi, wawancara, dan dokumentasi, dan data sekunder dengan buku, jurnal, dan dokumen. Hasil penelitian berdasarkan temuan peneliti dapat disimpulkan bahwa efektivitas penggunaan aplikasi Zoom Cloud Meeting dalam proses pembelajaran online pada peserta didik SMAN 1 Palangkaraya dikalangan peserta didik dan guru tidak efektif. Penilaian ini dapat dilihat dari ketiga kriteria efektivitas pembelajaran yang tidak terpenuhi yaitu : (1) Pelaksanaan pembelajaran tidak berjalan dengan baik; (2) Partisipasi dalam mengikuti pembelajaran rendah; dan (3) Aktivitas belajar tidak berjalan dengan baik.","PeriodicalId":227844,"journal":{"name":"Bitnet: Jurnal Pendidikan Teknologi Informasi","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131185050","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Penerapan Model Project Based Learning Menggunakan Class Dojo Untuk Meningkatkan Hasil Belajar Siswa Kelas XII Multimedia Pada Mata Pelajaran Desain Media Interaktif di SMK Negeri 1 Japara","authors":"A. Lutfi","doi":"10.33084/bitnet.v7i1.3070","DOIUrl":"https://doi.org/10.33084/bitnet.v7i1.3070","url":null,"abstract":"This study aims to: (1) determine the learning outcomes of class XII Multimedia students before using the Project Based Learning model using ClassDojo on the subject of Interactive Media Design students at SMK Negeri 1 Japara. (2) Knowing the learning outcomes of class XII Multimedia students after using the Project Based Learning model using ClassDojo on the subject of Interactive Media Design students at SMK Negeri 1 Japara. (3) Knowing the differences in student learning outcomes of class XII Multimedia using the Project Based Learning model with Class Dojo and student learning outcomes using the Discovery Learning model. The respondents of this study were students of class XII Multimedia at SMK Negeri 1 Japara, held in May-July 2021. Using the Nonequivalent Control Group Pretest-Posttest Design method, which is using a test given after the learning process (post test) with the subject of the Experiment class. The design of this study explains that there are two research groups, namely the Experimental Group (EC) and Control Group (KK). The analysis technique used is the Homogeneity Test, Normality Test, and Independent Sample t Test, using SPSS 25 with a level of a = 0.05. than the Discovery Learning model on the learning outcomes of class XII Multimedia students in the subject of Interactive Media Design at SMK Negeri 1 Japara.","PeriodicalId":227844,"journal":{"name":"Bitnet: Jurnal Pendidikan Teknologi Informasi","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124879995","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}