{"title":"Pengembangan Multimedia Interaktif Pada Materi Data Flow Diagram Untuk Mahasiswa Teknik Informatika","authors":"C. D. Costa, Dedi Kuswandi, Agus Wedi","doi":"10.17977/um038v6i22023p096","DOIUrl":"https://doi.org/10.17977/um038v6i22023p096","url":null,"abstract":"Students have difficulty learning data flow diagram material because of the lack of references and constraints in accessing other reference sources. In addition, students also have difficulty understanding the notations and symbols used in making DFDs. Therefore interactive multimedia aims to produce computer-based learning products, which can be used by students as a source of learning media in making data flow diagrams at the Instituto Superior Cristal. The resulting interactive multimedia product is in the form of an .exe file. so that it is easy for students to use. This development research uses the Lee & Owens 2004 model. This model has five stages, namely, Analysis, Design, Development, Implementation, and Evaluation. The validity test of interactive multimedia products was carried out by media experts and material experts, and gave comments that multimedia was feasible to use. Practicality and attractiveness tests were carried out by informatics students at the Instituto Superior Cristal and gave positive responses in using interactive multimedia in small group and large group trials. Thus the interactive multimedia product on data flow diagram material is declared valid, practical and interesting to be used by students in the learning process at the Instituto Superior Cristal.AbstrakMahasiswa kesulitan dalam pembelajaran Materi data flow diagram karena minimnya referensi dan terkendala dalam mengakses sumber referensi lain . Oleh karena itu Multimedia interaktif bertujuan untuk menghasilkan produk pembelajaran, berbasis komputer yang dapat digunakan oleh mahasiswa sebagai salah satu sumber media pembelajaran dalam pembuatan data flow diagram di Instituto Superior Cristal. Produk multimedia interaktif yang dihasilkan berupa file .exe. sehingga mudah digunakan oleh mahasiswa. Penelitian pengembangan ini menggunakan model Lee & owens 2004. Pada model tersebut memiliki lima tahapan yaitu, Analisis, Desain, Pengembangan, Implementasi, dan Evaluasi. Uji kelayakan produk multimedia interaktif dilakukan oleh ahli media dan ahli materi, dan memberikan tanggapan bahwa multimedia layak untuk digunakan. Uji kepraktisan dan kemenarikan dilakukan oleh mahasiswa informatika Instituto Superior Cristal dan memberikan respon yang positif dalam menggunakan multimedia interaktif. Dengan demikian produk multimedia interaktif pada materi data flow diagram dapat digunakan oleh mahasiswa dalam proses pembelajaran di Instituto Superior Cristal.","PeriodicalId":257144,"journal":{"name":"JKTP: Jurnal Kajian Teknologi Pendidikan","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125663211","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":"Pengaruh Hybrid Learning Dengan Model Kolaboratif Berbasis Masalah Terhadap Hasil Belajar Bahasa Indonesia","authors":"Lusy Ayu Widowati, Dedi Kuswandi, M. D. K. Degeng","doi":"10.17977/um038v6i22023p084","DOIUrl":"https://doi.org/10.17977/um038v6i22023p084","url":null,"abstract":"The ability to collaborate and solve problems is a skill that is much needed in the 21st century. Therefore, the independent curriculum places great emphasis on learning methods that allow students to collaborate to solve problems. In fact, currently in hybrid learning practices these two skills are a necessity. This study aims to determine differences in student learning outcomes that are taught in a hybrid way with face-to-face learning using problem-based collaborative models in understanding inspirational story texts. The method used in this study was a quasi-experimental design with a pretest-posttest control group design. Sampling technique with cluster random sampling. The experimental class received a hybrid learning treatment with a problem-based collaborative model, while the control class received face-to-face learning treatment with a problem-based collaborative model. Data collection techniques using tests. To find out the differences in student learning outcomes, the independent sample t test was used, with statistically significant test results, the null hypothesis was rejected, where there were differences in the average learning outcomes of the experimental group and the control group.AbstrakKemampuan berkolaborasi dan memecahkan masalah merupakan kecakapan yang sangat dibutuhkan di abad 21. Karena itu, kurikulum merdeka sangat menekankan metode pembelajaran yang memungkinkan siswa berkolaborasi untuk memecahkan masalah. Bahkan, saat ini dalam praktik pembelajaran hybrid kedua kecakapan tersebut adalah keniscayaan. Penelitian ini bertujuan untuk mengetahui perbedaan hasil belajar siswa yang dibelajarkan secara hybrid dengan pembelajaran tatap muka menggunakan model kolaboratif berbasis masalah dalam memahami teks cerita inspiratif. Metode yang digunakan dalam penelitian ini adalah quasi experiment dengan desain pretest-posttest control group design. Teknik pengambilan sampel dengan cluster random sampling. Kelas eksperimen mendapat perlakuan hybrid learning dengan model kolaboratif berbasis masalah, sedangkan kelas kontrol mendapatkan perlakuan pembelajaran tatap muka dengan model kolaboratif berbasis masalah. Teknik pengumpulan data dengan menggunakan tes. Untuk mengetahui perbedaan hasil belajar siswa digunakan uji independent sample t, dengan hasil uji signifikan secara statistik, maka hipotesis nol ditolak, dimana ada perbedaan rata-rata hasil belajar kelompok eksperimen dan kelompok kontrol.","PeriodicalId":257144,"journal":{"name":"JKTP: Jurnal Kajian Teknologi Pendidikan","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114987461","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}
Ruth Heradityas Nugrahani, Dedi Kuswandi, Agus Wedi
{"title":"Pengaruh Flipped Classroom Dan Literasi Digital Terhadap Penguasaan Konsep Sosiologi Materi Integrasi Sosial","authors":"Ruth Heradityas Nugrahani, Dedi Kuswandi, Agus Wedi","doi":"10.17977/um038v6i22023p120","DOIUrl":"https://doi.org/10.17977/um038v6i22023p120","url":null,"abstract":"Learning sociology, need an effective strategy to succeed in building a deep concept of the main study that including the social life of the community. The teacher's teaching method is in the same direction, resulting in boredom. The lack of appropriateness of illustrations in reading sources with the current situation of society, requires teachers to use other references such as articles, news, videos on the internet. Digital literacy have important role in discovering and filtering information, managing digital media. For deepening the concepts and studies, it takes more study time and a learning environment that facilitates these needs. Students from a high school in Surakarta who are in class XI are the focus of the quasi-experimental research. Concept mastery tests and digital literacy questionnaires are the instruments used. The results of the analysis test stated that there was differences in mastery of concepts between groups of students who apply the flipped classroom strategy and discovery learning affected by digital literacy. Application of flipped classroom took more benefit for students with the availability of a lot of time and facilitated independent learning such as interacting with learning videos, understanding, and exploring other resources before studying in class. Activities in class are more focused on discussions enriching the understanding that was previously owned, so that mastery of concepts is developed through learning experiences and exchange of information to improve thinking skills in solving problems from case studies.AbstrakDalam pembelajaran Sosiologi diperlukan strategi efektif agar berhasil membangun konsep yang kuat terhadap kajian pokok yang mencakup kehidupan sosial masyarakat. Metode ajar guru yang searah, mengakibatkan kejenuhan. Kurang sesuainya ilustrasi pada sumber bacaan dengan situasi masyarakat terkini, menuntut guru perlu memanfaatkan referensi lain misalnya artikel, berita, video di internet. Literasi digital memiliki peran penting guna menyaring dan menemukan informasi, mengelola media digital. Untuk pendalaman konsep dan kajian, diperlukan waktu belajar lebih dan lingkungan belajar yang memfasilitasi kebutuhan tersebut. Peserta didik salah satu SMA Kota Surakarta yang duduk di kelas XI menjadi fokus penelitian eksperimen semu. Tes penguasaan konsep dan angket literasi digital merupakan instrumen yang digunakan. Hipotesis diuji dengan analisis kovarian berbantuan SPSS 22. Hasil uji analisis menyatakan adanya perbedaan penguasaan konsep antara kelompok peserta didik yang menerapkan strategi flipped classroom dan discovery learning yang dipengaruhi oleh literasi digital. Penerapan flipped classroom menguntungkan peserta didik dengan tersedianya banyak waktu dan terfasilitasinya belajar mandiri seperti berinteraksi dengan video pembelajaran, memahami, dan mengeksplorasi sumber lain sebelum belajar di kelas. Aktivitas di kelas lebih fokus pada diskusi memperkaya pemahaman yang sebelumnya dimiliki, se","PeriodicalId":257144,"journal":{"name":"JKTP: Jurnal Kajian Teknologi Pendidikan","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121211232","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":"Pengembangan Model Pembelajaran Berbasis Masalah Berbantuan Concept Mapping Pada Keterampilan Menulis Teks Eksposisi Analitis","authors":"Yeni Pala Zaghu, Dedi Kuswandi, Agus Wedi","doi":"10.17977/um038v6i22023p108","DOIUrl":"https://doi.org/10.17977/um038v6i22023p108","url":null,"abstract":"This research aims to produce a product in the form of the syntax of a problem-based learning model assisted by concept mapping on analytical exposition text. The method used in this research uses the Dick and Carey development model. Data were obtained through the product validation process by design experts and material experts, then small group trials and large group trials were conducted with eleventh-grade natural science students at St. Thomas Aquinas Sumba High School. The results of validation by learning design experts and material experts obtained that the learning model developed is suitable for use in the learning process. The results of the small group trial obtained data from learner responses that the learning model developed was practical and interesting. Meanwhile, to see the effectiveness of the learning model developed, data was collected from pretest and posttest, then paired sample t-test was conducted. The result shows that the problem-based learning model assisted by concept mapping is effective in the learning process.AbstrakPenelitian ini bertujuan untuk menghasilkan sebuah produk berupa sintaks dari desain model pembelajaran berbasis masalah berbantuan concept mapping yang bisa digunakan dalam proses pembelajaran. Desain model pembelajaran ini diuji cobakan pada mata pelajaran Bahasa inggris pada materi eksposisi analitis. Pengembangan model desain pembelajaran ini mengikuti model pengembanagan Dick and Carey. Produk yang dihasilkan ini sebelum di uji cobakan pada peserta didik dilakukan uji validasi oleh ahli desain pembelajaran dan ahli materi. Uji coba pemanfaatan desain model pembelajaran ini diuji cobakan pada peserta didik kelas XI IPA1 dan XI IPA2. Hasilnya menunjukkan bahwa desain model pembelajaran layak,praktis dan menarik serta efektif. Sehingga dapat disimpulkan bahwa perlunya pengembangan desain model pembelajaran pada keterampilan menulis Bahasa inggris.","PeriodicalId":257144,"journal":{"name":"JKTP: Jurnal Kajian Teknologi Pendidikan","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127017362","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":"Pengembangan Mobile Seamless Learning Platform untuk Meningkatkan Pengetahuan Kader PKK","authors":"Mia Ratna Juwita, Saida Ulfa, Agus Wedi","doi":"10.17977/um038v6i22023p060","DOIUrl":"https://doi.org/10.17977/um038v6i22023p060","url":null,"abstract":"The number of Empowerment and Family Welfare Cadres which are called PKK Cadres, is very large and spread all over Indonesia, making the state budget unable to reach all of them to obtain increased capacity of Human Resources (HR), for this reason a mobile seamless learning platform is being developed to increase the knowledge of PKK Cadres. This research and development aim to produce a platform to increase the knowledge of PKK Cadres and test the level of product feasibility, using the Lee & Owens model. In addition, to determine whether there is an increase in the knowledge of PKK Cadres, a paired/dependent sample t-test was performed on the pretest and posttest value data. The product developed is a mobile seamless learning platform and is equipped with content in the form of reading materials, PowerPoint presentation materials, videos and learning evaluation tests. The platform validation results produce very good criteria based on material aspects as well as media and learning design aspects. The response of PKK cadres and teachers obtained very good criteria for the feasibility of the platform as a learning medium. Based on the results of statistical tests, it was concluded that there was an increase in the knowledge of PKK Cadres after using the mobile seamless learning platform.AbstrakJumlah Kader PKK yang sangat besar dan tersebar di seluruh penjuru Indonesia, membuat anggaran negara belum mampu menjangkau seluruhnya untuk memperoleh peningkatan kapasitas Sumber Daya Manusia (SDM), untuk itu maka dilakukan pengembangan mobile seamless learning platform untuk peningkatan pengetahuan Kader PKK. Penelitian dan pengembangan ini bertujuan untuk menghasilkan platform untuk meningkatkan pengetahuan Kader PKK dan menguji tingkat kelayakan produk, dengan menggunakan model multimedia based instructional design Lee & Owens. Produk yang dikembangkan berupa aplikasi mobile seamless learning platform dan dilengkapi dengan konten berupa bahan bacaan, bahan tayang powerpoint, video dan tes evaluasi pembelajaran. Hasil validasi platform menghasilkan skor rata – rata sebesar 88,05% dengan kriteria sangat baik, aspek materi 94,67% serta aspek media dan desain pembelajaran 84,33 %. Respon Kader PKK mendapat skor 89,74% dan respon pengajar mendapatkan skor 92,31% kesimpulannya platform memiliki kriteria yang sangat baik untuk kelayakan platform sebagai media pembelajaran. Selain itu untuk mengetahui adanya peningkatan pengetahuan Kader PKK dilakukan uji statistik paired/dependent sample t-test sehingga diperoleh kesimpulan terdapat peningkatan pengetahuan Kader PKK setelah menggunakan mobile seamless learning platform.","PeriodicalId":257144,"journal":{"name":"JKTP: Jurnal Kajian Teknologi Pendidikan","volume":"407 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117098326","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}
M. Hadihabibi, Punaji Setyosari, Yerry Soepriyanto
{"title":"Pengaruh Flipped Classroom Beraktivitas Gamifikasi Tradisional Terhadap Self Regulated Learning Pada Pembelajaran Pemrograman Visual","authors":"M. Hadihabibi, Punaji Setyosari, Yerry Soepriyanto","doi":"10.17977/um038v6i12023p026","DOIUrl":"https://doi.org/10.17977/um038v6i12023p026","url":null,"abstract":" Learning visual programming requires a strategy that is effective and motivates students. Flipped classroom with gamification activities can be a solution to this problem. Gamification is characterized by the use of game elements in a non-game context that aims to engage and motivate students. The implementation of gamification in this study was done traditionally. In order for learning in the classroom to focus on gamification activities in a traditional way, an activity before entering the classroom is needed in the form of an activity to review learning materials called a flipped classroom. In flipped classroom, students must have self-regulated learning skills in order to achieve academic success. Therefore, the purpose of this study is to explain the difference in self-regulated learning between flipped classroom with gamification activities and flipped classroom without gamification. This research is a quasi-experimental quantitative research. The results showed that there is a difference in self-regulated learning between flipped classroom learning with gamification activities and flipped classroom learning without gamification. Other findings showed that gamified flipped classroom learning received positive responses from students. Therefore, learning using flipped classroom with gamification activities can be applied in visual programming learning, especially to generate student learning motivation.AbstrakDalam pembelajaran pemrograman visual diperlukan sebuah strategi yang efektif serta membangkitkan motivasi belajar siswa. Flipped classroom beraktivitas gamifikasi dapat dijadikan solusi dalam permasalahan tersebut. Gamifikasi ditandai dengan penggunaan unsur-unsur permainan dalam konteks yang bukan permainan yang bertujuan untuk melibatkan dan memotivasi siswa. Penerapan gamifikasi dalam penelitian ini dilakukan secara tradisional. Agar pembelajaran di dalam kelas berfokus pada kegiatan gemifikasi secara tradisional, diperlukan kegiatan sebelum memasuki kelas berupa aktivitas meninjau materi pembelajaran yang disebut flipped classroom. Dalam flipped classroom siswa harus memiliki keterampilan self regulated learning agar mencapai keberhasilan akademik. Oleh sebab itu tujuan dalam penelitian ini adalah menjelaskan perbedaan self regulated learning antara flipped classroom beraktivitas gamifikasi dengan flipped classroom tanpa gamifikasi. Penelitian ini termasuk penelitian kuantitatif kuasi eksperimen. Hasil penelitian menunjukkan bahwa terdapat perbedaan self regulated learning antara pembelajaran flipped classroom beraktivitas gamifikasi dengan pembelajaran flipped classroom tanpa gamifikasi. Temuan lain menunjukkan pembelajaran gamified flipped classroom mendapat respon yang positif dari mahasiswa. Oleh sebab itu pembelajaran dengan menggunakan flipped classroom beraktivitas gamifikasi dapat diterapkan dalam pembelajaran pemrograman visual khususnya untuk membangkitkan motivasi belajar siswa.","PeriodicalId":257144,"journal":{"name":"JKTP: Jurnal Kajian Teknologi Pendidikan","volume":"4 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134544461","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}
Anik Vega Vitianingsih, A. Firmansyah, A. L. Maukar, Achmad Choiron, Dwi Cahyono
{"title":"Pengembangan Aplikasi Game Edukasi Sejarah Sunan Kalijaga Berbasis Android","authors":"Anik Vega Vitianingsih, A. Firmansyah, A. L. Maukar, Achmad Choiron, Dwi Cahyono","doi":"10.17977/um038v6i12023p001","DOIUrl":"https://doi.org/10.17977/um038v6i12023p001","url":null,"abstract":"Historical education is essential in forming human character because it is the basis for forming a sense of nationalism. Along with the development of technology, learning models are also affected. Learning can be facilitated through learning sources other than educators, thereby changing the role of educators in learning and adapting learning to current developments. One of the learning resources is game technology. Game applications can be a learning medium because of their visual and interactive nature. Packing history learning into an educational game application might be an alternative source of learning that is interesting and not monotonous. The purpose of this research is developing education media as an Android-based historical learning tool by packaging the historical learning of the story of Sunan Kalijaga in the form of a game application. The results of the black box, white box trials that went well, and the feasibility test that was carried out on 15 respondents, 93% stated that the material presented was appropriate so that it can be concluded that the game application is suitable for use as an alternative media for mobile learning by teachers and students with an assessment feature using an Android smartphone.AbstrakPendidikan sejarah sangat penting dalam proses pembentukan karakter manusia karena merupakan dasar dari pembentukkan rasa nasionalisme. Seiring dengan berkembangnya teknologi, Pembelajaran pun ikut terpengaruhi. Pembelajaran dapat dipermudah melalui sumber pembelajaran selain pendidik, sehingga menggubah peran pendidik dalam pembelajaran dan menyesuaikan pembelajaran dengan perkembangan zaman saat ini. Salah satu sumber pembelajaran itu adalah teknologi game. Aplikasi game dapat menjadi media pembelajaran karena sifatnya yang visual dan interaktif. Mengemas pembelajaran sejarah kedalam sebuah aplikasi game edukasi mungkin bisa menjadi salah satu alternatif sumber pembelajaran yang menarik dan tidak monoton. Tujuan dari penelitian ini adalah membuat aplikasi game “Lokajaya Sang Kalijaga” sebagai sarana pembelajaran sejarah berbasis Andoid dengan mengemas pembelajaran sejarah kisah Sunan Kalijaga ke dalam bentuk aplikasi game. Hasil dari uji coba black box, white box yang berjalan baik serta uji kelayakan yang telah dilakukan pada 15 responden, 93% menyatakan materi yang dibawakan telah sesuai sehingga dapat disimpulkan aplikasi game layak dipergunakan sebagai media alternatif pembelajaran secara mobile oleh guru dan murid dengan fitur penilaian menggunakan smartphone Android.","PeriodicalId":257144,"journal":{"name":"JKTP: Jurnal Kajian Teknologi Pendidikan","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121985957","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}
Sisilia Novilen Rahayu Putri, Andreas Erwin Prasetya, R. Rusmawan
{"title":"Pengembangan Video Pembelajaran Untuk Melatihkan Kreativitas Dan Inovasi Pada Materi Kegiatan Ekonomi Dan Jenis Pekerjaan Kelas IV SD","authors":"Sisilia Novilen Rahayu Putri, Andreas Erwin Prasetya, R. Rusmawan","doi":"10.17977/um038v6i12023p014","DOIUrl":"https://doi.org/10.17977/um038v6i12023p014","url":null,"abstract":"This study aims to develop learning videos and determine the quality of the results of developing learning videos in social studies class IV SD. This research was conducted at SDN Bhaktikarya Condongcatur. This type of research is Research and Development (R&D) with the ADDIE model. Data collection techniques used are observation, interviews and questionnaires. The results of this study: 1) development of learning videos based on the ADDIE stages, namely analyze, design, develop, implement and evaluate, 2) The quality of learning videos obtained from validation results through 2 media experts and 2 material experts got a score of 4.53 entered into the category \"Very good\". The videos developed are also proven to be able to train students' creativity and innovation skills based on the results of observation scores, questionnaires and interviews. Thus it is concluded that the learning videos have very good quality and are suitable for use in the learning process.AbstrakPenelitian ini bertujuan untuk mengembangkan video pembelajaran dan mengetahui kualitas hasil pengembangan video pembelajaran pada mata pelajaran IPS kelas IV SD. Penelitian ini dilaksanakan di SDN Bhaktikarya Condongcatur. Jenis penelitian ini adalah Research and Development (R&D) dengan model ADDIE. Teknik pengumpulan data yang digunakan yaitu observasi, wawancara dan kuesioner. Hasil dari penelitian ini: 1) pengembangan video pembelajaran berdasarkan tahapan ADDIE, yaitu analyze, design, develop, implement dan evaluate, 2) Kualitas video pembelajaran diperoleh hasil validasi melalui 2 ahli media dan 2 ahli materi mendapatkan skor 4,53 masuk ke dalam kategori “Sangat Baik”. Video yang dikembangkan juga terbukti mampu melatihkan keterampilan kreativitas dan inovasi peserta didik berdasarkan hasil skor observasi dengan rerata 4,14 masuk kategori “Baik”. Hasil kuesioner tertutup memperoleh rerata 4,49 masuk kategori “Sangat Setuju” kemudian hasil wawancara mendukung hasil observasi dan kuesioner. Dengan demikian disimpulkan bahwa video pembelajaran memiliki kualitas sangat baik dan layak digunakan dalam proses pembelajaran.","PeriodicalId":257144,"journal":{"name":"JKTP: Jurnal Kajian Teknologi Pendidikan","volume":"275 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133647181","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}
Isabel Coryunitha Panis, Maria Ursula Jawa Mukin, Yosefa Lama Uran
{"title":"Pengembangan Modul Pembelajaran Fisika Berbasis Kearifan Lokal Pada Alat Musik Tradisional Untuk Meningkatan Pemahaman Konsep","authors":"Isabel Coryunitha Panis, Maria Ursula Jawa Mukin, Yosefa Lama Uran","doi":"10.17977/um038v6i12023p050","DOIUrl":"https://doi.org/10.17977/um038v6i12023p050","url":null,"abstract":"The purpose of the development research that has been carried out is to obtain learning modules that are used in Physics learning in class XI IPA, especially in Sound material using traditional musical instruments. The results of this development product are printed teaching materials that are suitable for use by high school students. Some of the development steps that have been carried out include: preparation of development plans and validity tests by experts. Media and material validity tests have been carried out by fulfilling the appropriate criteria so that they can be applied as one of the learning media used in class to increase student understanding. Conclusions based on research results are learning media based on local wisdom, especially from traditional musical instruments developed in the form of printed modules, which are still suitable for use in classroom learning, especially in an effort to increase students' understanding of the material. The advice given by further research is to be able to develop advanced learning media based on local wisdom but based on traditional games in the community.AbstrakTujuan pengembang ini adalah untuk dapat menghasilkan modul pembelajaran Fisika berbasis kearifan lokal pada alat music tradisional yang layak digunakan oleh siswa SMA Kelas X. Produk modul pembelajaran yang dihasilkan berupa modul cetak pada mata pelajaran Fisika, materi Bunyi. Prosedur pengembangan modul pembelajaran Fisika berbasis kearifan lokal pada alat music tradisional yang dapat meningkatkan pemahaman konsep siswa SMA kelas X ini mengunakan model Borg and Gall. Tanggapan ahli media dan ahli materi terhadap modul pembelajaran mendapatkan respon positif dengan prosentase kelayakan sebesar 90,37 % untuk media, dan sebesar 85,99 % untuk materi yang disajikan. Secara umum produk modul pembelajaran Fisika berbasis kearifan lokal pada alat music tradisional untuk dapat meningkatkan pemahaman konsep siswa SMA kelas X layak digunakan dalam pembelajaran.","PeriodicalId":257144,"journal":{"name":"JKTP: Jurnal Kajian Teknologi Pendidikan","volume":"87 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130696154","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":"Desain Pembelajaran Proyek Kolaborasi Menggunakan Model SECI untuk Bidang Studi IPS","authors":"Karunia Tiara Vani, Saida Ulfa, Dedi Kuswandi","doi":"10.17977/um038v6i12023p037","DOIUrl":"https://doi.org/10.17977/um038v6i12023p037","url":null,"abstract":"The development of collaborative project learning designs using the SECI model is carried out to produce learning designs that are practical, attractive, and valid. Development is carried out to overcome problems in project-based learning, namely problem formulation, group management difficulties, and challenges in developing ideas. The research uses the Dick and Carey model. The instructional model uses a project-based learning model integrated with the SECI model. The SECI model transfers knowledge consisting of socialization, externalization, combination, and internalization. Developing this instructional design produces a syntax that will become the basis for implementing learning. Instructional design expert and material expert do formative evaluations related to product validation. External parties also performed trials as part of a formative evaluation. Trials on students and trials on the implementation of learning designs were carried out to test the practicality and attractiveness of learning designs. In the learning design tested on students, students showed good participation in each syntax stage to achieve learning objectives. Students also write learning reflections which state that learning designs enable them to develop ideas and practice collaboration skills. The results of development showed that the instructional design is valid, practical, and attractive, making it feasible to use in learning. AbstrakPengembangan desain pembelajaran proyek kolaborasi dengan model SECI dilakukan untuk menghasilkan desain pembelajaran yang praktis, menarik, dan valid. Pengembangan dilakukan untuk mengatasi masalah dalam pembelajaran berbasis proyek yaitu kesulitan perumusan masalah, kesulitan pengaturan kelompok, dan tantangan dalam pengembangan ide. Pengembangan desain pembelajaran ini menggunakan model Dick and Carey. Model pembelajaran menggunakan model pembelajaran berbasis proyek yang diintegrasikan dengan model SECI. Model SECI merupakan model untuk mentransfer pengetahuan yang terdiri dari socialization, externalization, combination, dan internalization. Pengembangan desain pembelajaran ini menghasilkan sintaks pembelajaran yang akan menjadi dasar pelaksanaan pembelajaran. Evaluasi formatif terkait validasi produk dilakukan oleh ahli desain pembelajaran dan ahli materi. Uji coba implementasi desain pembelajaran juga dilakukan pihak eksternal sebagai bagian dari evaluasi formatif. Uji coba kepada siswa dan uji coba implementasi desain pembelajaran dilakukan untuk menguji kepraktisan dan kemenarikan desain pembelajaran. Dalam desain pembelajaran yang diuji kepada siswa, siswa menunjukkan partisipasi dalam tiap tahapan sintaks dengan baik sehingga tujuan pembelajaran dapat tercapai. Siswa juga menuliskan refleksi pembelajaran yang menyatakan bahwa desain pembelajaran memampukan untuk mengembangkan ide dan melatih keterampilan kolaborasi. Hasil validasi dan uji coba yang dilakukan menunjukkan bahwa desain pembelajaran yang dikembangkan valid,","PeriodicalId":257144,"journal":{"name":"JKTP: Jurnal Kajian Teknologi Pendidikan","volume":"199 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116005600","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}