Taufik Hidayat, Fatonah Istikomah, Seka Andriani, Novi Trilisiana
{"title":"Self Card: Media Edukasi Untuk Peningkatan Rasa Percaya Diri Remaja Akhir","authors":"Taufik Hidayat, Fatonah Istikomah, Seka Andriani, Novi Trilisiana","doi":"10.17977/um038v5i42022p390","DOIUrl":"https://doi.org/10.17977/um038v5i42022p390","url":null,"abstract":"The stage of late adolescent development is the point at which a person searches for an identity that will greatly affect their future. This study aims to increase the self-confidence of late adolescents. Educational media innovations in the form of self card are made so that teenagers can carry out their daily activities with confidence. Confidence is specially designed to appear as content in the form of complete illustrations with words of suggestions that cover three aspects of self-confidence, namely self-ability, self-concept, and social interaction. The study was conducted using the Research and Development method with 9 subjects being students of the Faculty of Education, UNY, age19-20 years. Subjects selected based on the initial assessment had low self-esteem and were willing to voluntarily conduct a trial for 21 days. It can be concluded that this media is able to increase the self-confidence of late teens up to 18.25 percent. Qualitatively, through self-card interviews, they are able to give positive suggestions to late teens, so they can live the day with confidence.AbstrakTahap perkembangan remaja akhir adalah titik seseorang mencari jati diri yang akan sangat berpengaruh terhadap masa depannya. Penelitian ini bertujuan untuk meningkatkan rasa percaya diri remaja akhir. Inovasi media edukasi berupa self card adalah media edukasi yang dibuat agar remaja bisa menjalani aktivitas sehari-harinya dengan penuh percaya diri. Rasa percaya diri didesain khusus muncul menjadi konten berupa ilustrasi lengkap dengan kata-kata sugesti yang mencakup tiga aspek percaya diri yaitu kemampuan diri, konsep diri, dan interaksi sosial. Penelitian dilakukan menggunakan metode Research and Development dengan 9 orang subjek merupakan mahasiswa Fakultas Ilmu Pendidikan UNY berusia 19-20 tahun. Subjek dipilih berdasarkan asesmen awal yang memiliki rasa percaya diri rendah dan bersedia secara sukarela melakukan uji coba selama 21 hari. Penelitian ini melalui 6 tahapan yaitu, studi pendahuluan, pengumpulan data, penyusunan self card, validasi ahli dan revisi, uji coba self card dan revisi. Uji coba menggunakan metode pretest, midtest, dan posttest. Secara kuantitatif uji coba self card menunjukkan rata-rata pretest 64,3 persen, sedangkan rata-rata posttest 82,50 persen. Secara kuantitatif self card mampu meningkatkan rasa percaya diri remaja akhir hingga 18,25 persen. Secara kualitatif melalui wawancara self card mampu memberikan sugesti positif pada remaja akhir, sehingga dapat menjalani hari dengan percaya diri.","PeriodicalId":257144,"journal":{"name":"JKTP: Jurnal Kajian Teknologi Pendidikan","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125960784","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":"Potential of Accurate Online Learning Platform Integration in University","authors":"Ervan Sidharta, Susanti Kowinto, Dylmoon Hidayat","doi":"10.17977/um038v5i42022p368","DOIUrl":"https://doi.org/10.17977/um038v5i42022p368","url":null,"abstract":"In the 21st century, where technology develops rapidly, and during pandemic COVID-19 where distance learning relies on internet, online education technology in form of online learning platform has very big potential. University as education institution has the role to be the motor of innovation. Accurate integration of online learning platform is important to make sure all students, lecturers, and even the university itself to experience the benefit. This literature study aims to describe the accurate integration of online learning platform together with its potential caused by the accuracy, both positive and negative. It was found that by considering the learning objectives and strategies together with the capabilities of the students and lecturers, learning can be effective, creative, interactive, collaborative, meaningful, and valuable. The alumnus also equipped with 21st century skill and become a good digital citizen. Without accurate integration, learning activities will just waste the time and modals spent. Lecturers and students cannot perform optimally and can lead to depression. University also potentially only produce alumnus who are good intellectually but without good emotional intelligence. Online learning platform relies on internet and has a lot of features that must be integrated accurately to support learning.Abstrak Pada abad ke-21, teknologi berkembang dengan pesat, dan di tengah pandemi COVID-19 dimana pembelajaran jarak jauh menggunakan jaringan internet, teknologi pendidikan dalam bentuk platform pembelajaran daring memiliki potensi yang besar. Universitas menjadi sebagai institusi pendidikan bertugas menjadi motor penggerak inovasi. Integrasi platform pembelajaran daring yang akurat penting untuk memastikan para mahasiswa, dosen, sampai universitas itu sendiri merasakan manfaatnya. Studi literatur ini mendeskripsikan bagaimana mengintegrasikan platform pembelajaran daring secara akurat beserta potensi positif dan negatif sebagai akibat keakuratan tersebut. Ditemukan bahwa dengan mempertimbangkan tujuan dan strategi pembelajaran, juga kemampuan setiap dosen dan mahasiswa, pembelajaran dapat menjadi efektif, kreatif, interaktif, kolaboratif, bermakna dan bernilai. Para lulusan juga diperlengkapi dengan keterampilan abad-21 dan menjadi warga digital yang baik. Tanpa integrasi yang akurat, kegiatan pembelajaran akan menyita waktu sia-sia dan membuang-buang modal yang digunakan. Para dosen dan mahasiswa juga tidak dapat menunjukkan kinerja maksimalnya dan bahkan dapat berujung depresi. Universitas pun hanya menghasilkan mahasiswa yang hanya pintar secara intelektual tanpa kecerdasan emosional yang baik. Platform pembelajaran daring bergantung pada internet dan memiliki banyak fitur yang perlu diintegrasikan secara akurat untuk mendukung pembelajaran.","PeriodicalId":257144,"journal":{"name":"JKTP: Jurnal Kajian Teknologi Pendidikan","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129795131","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}
Jihan Prameswari, Henry Praherdhiono, Arafah Husna
{"title":"E-Book Berbasis Elaborasi Gambar Sebagai Penguatan Kognitif Siswa","authors":"Jihan Prameswari, Henry Praherdhiono, Arafah Husna","doi":"10.17977/um038v5i42022p423","DOIUrl":"https://doi.org/10.17977/um038v5i42022p423","url":null,"abstract":"The development resulted in an e-book based on image elaboration as a learning medium for cognitive strengthening. Luther-Sutopo's version of the MDLC (Multimedia Development Life Cycle) includes: concept, design, material collecting, assembly, testing, and distribution is a method for development. Data analysis used quantitative and qualitative. The e-book has been declared valid and suitable for use in learning based on the results of the validation of media experts 95.83 percent and material experts 100 percent. Students have stated that ebooks are effective 86.5 percent. E-books provide cognitive reinforcement to students' analytical skills based on increasing pretest and posttest scores.AbstrakPengembangan menghasilkan E-book berbasis elaborasi gambar sebagai media pembelajaran untuk penguatan kognitif. MDLC (Multimedia Development Life Cycle) versi Luther-Sutopo meliputi: Konsep, Desain, Pengumpulan materi, Pembuatan, Pengujian, dan Distribusi merupakan metode untuk pengembangan. Analisis data menggunakan kuantitatif dan kualitatif. E-book telah dinyatakan valid dan layak digunakan dalam pembelajaran berdasarkan hasil validasi ahli media 95.83 persen dan ahli materi 100 persen. Siswa telah menyatakan bahwa ebook efektif 86.5 persen. E-book memberikan penguatan kognitif pada kemampuan analisis siswa berdasarkan peningkatan nilai pretest dan posttest.","PeriodicalId":257144,"journal":{"name":"JKTP: Jurnal Kajian Teknologi Pendidikan","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124481461","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}
Muhammad Zidni Ilman Nafi'a, Dedi Kuswandi, Agus Wedi
{"title":"Pengembangan Desain Pembelajaran Multiliterasi Berbasis Tringo dalam Pembelajaran Menulis Teks Eksposisi Siswa SMA","authors":"Muhammad Zidni Ilman Nafi'a, Dedi Kuswandi, Agus Wedi","doi":"10.17977/um038v5i42022p349","DOIUrl":"https://doi.org/10.17977/um038v5i42022p349","url":null,"abstract":"This study aims to develop a tringo-based multiliteracy learning design in learning to write expository texts. The research method used is research and development, while the Dick and Carrey development model is the development model used. In this research and development, it is only limited to the expert validation test stage due to research limitations. The learning device that becomes the output of this learning design is the learning implementation plan (RPP), student worksheet (LKPD), learning e-module, and instructional design usage guide. The results of the development of this learning design were validated by material experts and media experts with the average number of all devices developed obtaining a percentage of 89.76 percent. The validation of material experts for the learning implementation plan obtained 92 percent results, and for student worksheets the results obtained 88 percent, while for the e-learning module the results obtained 89.6 percent. Further validation was carried out by learning media experts for e-learning modules which obtained results of 91.2 percent and for guidelines for the use of learning designs of 88 percent. The results of the validation indicate that the learning design developed is feasible or valid to be used in the learning process.Abstrak: Penelitian ini bertujuan untuk mengembangkan desain pembelajaran multiliterasi berbasis tringo dalam pembelajaran menulis teks eksposisi. Metode penelitian yang digunakan adalah penelitian dan pengembangan, sedangkan model pengembangan Dick and Carrey merupakan model pengembangan yang digunakan. Dalam penelitian dan pengembangan ini hanya dibatasai pada tahap uji validasi ahli dikarenakan keterbatasan penelitian. Perangkat pembelajaran yang menjadi luaran dari desain pembelajaran ini adalah rencana pelaksanaan pembelajaran (RPP), lembar kerja peserta didik (LKPD), e-modul pembelajaran dan panduan penggunaan desain pembelajaran. Hasil pengembangan desain pembelajaran ini divalidasi oleh ahli materi dan ahli media dengan jumlah rata-rata keseluruhan perangkat yang dikembangkan memperoleh hasil presentase sebesar 89,76 persen. Validasi ahli materi untuk rencana pelaksanaan pembelajaran memperoleh hasil sebesar 92 persen, dan untuk lembar kerja peserta didik memperoleh hasil sebesar 88 persen, sedangkan untuk e-modul pembelajaran memperoleh hasil 89,6 persen. Validasi yang selanjutnya dilakukan oleh ahli media pembelajaran untuk e-modul pembelajaran yang memperoleh hasil sebesar 91,2 persen dan untuk panduan penggunaan desain pembelajaran sebesar 88 persen. Hasil validasi tersebut menunjukkan bahwa desain pembelajaran yang dikembangkan layak atau valid digunakan dalam proses pembelajaran.","PeriodicalId":257144,"journal":{"name":"JKTP: Jurnal Kajian Teknologi Pendidikan","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129212875","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}
Muhammad Syahrul Alfianito, Danny Firmansyah, Awal Ciptaning Kanugrahan, Gilang Obidia Ramdhani, Muhammad Izul Aufa, Bakhrul Rizky Kurniawan
{"title":"Pengembangan Aplikasi Jawi Untuk Mahasiswa Baru Luar Jawa Di Universitas Negeri Malang","authors":"Muhammad Syahrul Alfianito, Danny Firmansyah, Awal Ciptaning Kanugrahan, Gilang Obidia Ramdhani, Muhammad Izul Aufa, Bakhrul Rizky Kurniawan","doi":"10.17977/um038v5i42022p379","DOIUrl":"https://doi.org/10.17977/um038v5i42022p379","url":null,"abstract":"Language is one element that plays an important role in human life, including regional languages. Javanese language itself is a regional language on the island of Java which is needed as a tool to communicate in the family, community, and education environment. Many people outside Java come to Java, especially students studying in Java. Indirectly, immigrant students in Java must be able to adapt well to the surrounding environment. This study aims to explain the process of developing JAWI applications for new students outside Java at the State University of Malang using the ADDIE approach. The research method used is the Research and Development method with the ADDIE development model. Based on the validation results from material experts, media experts, and student responses to the JAWI application, it can be concluded that the JAWI application is feasible to use.AbstrakBahasa adalah salah satu unsur yang berperan penting dalam kehidupan manusia, tidak terkecuali bahasa daerah. Bahasa Jawa sendiri merupakan bahasa daerah di Pulau Jawa yang sangat dibutuhkan sebagai alat untuk berkomunikasi di lingkungan keluarga, masyarakat, maupun pendidikan. Banyak masyarakat luar Jawa datang ke Jawa, terutama mahasiswa yang menempuh pendidikan di Jawa. Secara tidak langsung, mahasiswa pendatang di Jawa harus bisa beradaptasi secara baik dengan lingkungan sekitar. Penelitian ini bertujuan untuk menjelaskan proses pengembangan aplikasi JAWI untuk mahasiswa baru luar Jawa di Universitas Negeri Malang dengan menggunakan pendekatan ADDIE. Metode penelitian yang digunakan yaitu metode Research and Development dengan model pengembangan ADDIE. Berdasarkan hasil validasi dari ahli materi, ahli media, serta respon mahasiswa terhadap aplikasi JAWI dapat dismpulkan bahwasanya aplikasi JAWI layak untuk digunakan.","PeriodicalId":257144,"journal":{"name":"JKTP: Jurnal Kajian Teknologi Pendidikan","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128371831","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}
Agnes Cristin Ari Nurlia, Kristin Kristin, Samuel Lukas, Sisilia Fitri Sepsiati
{"title":"Keterampilan Belajar Mandiri Pebelajar Program Ilmu Sosial Kelas 11 Saat Pembelajaran Jarak Jauh","authors":"Agnes Cristin Ari Nurlia, Kristin Kristin, Samuel Lukas, Sisilia Fitri Sepsiati","doi":"10.17977/um038v5i42022p402","DOIUrl":"https://doi.org/10.17977/um038v5i42022p402","url":null,"abstract":"The pandemic caused changes in learning at XYZ school. The schools set synchronous and asynchronous methods to train students’ self regulation in learning. However, there were still students who experienced obstacles in terms of self regulation. It became the background of this research to measure the self regulation of 11th grade students at XYZ school. This study aimed to produce a good measuring instrument for evaluating students’ self regulation skills, knowing students’ self regulation level, and finding if there any relation between students’ gender and their self regulation among 11th grade high school students in social science programs during online learning. This study used quantitative methods with data collection techniques using a closed questionnaire using a Likert scale. The data from the questionnaire were tested for validity, reliability, and normality data. Furthermore, hypothesis testing was using mean test and chi square correlation test. The results of this study found that the measuring instrument in the form of a questionnaire with 12 statement items were all valid and reliable. The level of students’ self regulation skills was in the medium to high category and there was a relationship between student’s gender and their self regulation. Initiatives, strategies, and learning evaluation had a positive impact on students' self regulation skills.AbstrakPandemi menyebabkan perubahan dalam pembelajaran di sekolah XYZ. Sekolah menetapkan metode sinkronus dan asinkronus untuk melatih kemandirian peserta didik. Namun demikian masih ditemukan peserta didik yang mengalami kendala dalam hal kemandirian belajar. Hal ini yang melatarbelakangi penelitian untuk mengukur kemandirian belajar peserta didik kelas 11 sekolah XYZ. Penelitian ini bertujuan untuk menghasilkan alat ukur yang baik untuk mengukur keterampilan kemandirian belajar, mengetahui tingkat keterampilan kemandirian belajar, serta mengetahui apakah adanya hubungan antara gender dan kemandirian belajar peserta didik kelas 11 program ilmu sosial di sekolah XYZ dalam pembelajaran jarak jauh. Penelitian ini menggunakan metode kuantitatif dengan teknik pengumpulan data menggunakan kuesioner pertanyaan tertutup menggunakan skala Likert. Data hasil kuesioner diuji validitas, reliabilitas, dan normalitas data. Selanjutnya, pengujian hipotesis menggunakan uji mean, uji korelasi chi square. Hasil dari penelitian ini ditemukan bahwa alat ukur berupa instrumen dalam bentuk kuesioner dengan 12 item pernyataan semua valid dan reliabel. Tingkat keterampilan kemandirian belajar peserta didik masuk kategori sedang dan terdapat hubungan antara gender dengan keterampilan kemandiri belajar peserta didik. Inisiatif, strategi, dan evaluasi belajar berpengaruh positif terhadap keterampilan kemandirian belajar peserta didik.","PeriodicalId":257144,"journal":{"name":"JKTP: Jurnal Kajian Teknologi Pendidikan","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125114245","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}
Achmad Donny Krisna Mahendra, Agus Wedi, Arafah Husna
{"title":"Pengembangan Desktop Virtual Reality Arsitektur Dan Seni Bangunan Peninggalan Hindu-Buddha Di Indonesia","authors":"Achmad Donny Krisna Mahendra, Agus Wedi, Arafah Husna","doi":"10.17977/um038v5i42022p412","DOIUrl":"https://doi.org/10.17977/um038v5i42022p412","url":null,"abstract":"This development research aims to produce desktop virtual reality learning media products. The problem behind the research is that there is a negative stigma towards learning history, negative perceptions that arise because it is always delivered with classical learning. In learning history, the 2013 Curriculum emphasizes that students make observations of historical events that have occurred in the surrounding environment, one of which is by field trip activities. Desktop VR can be an alternative to the field trip method which has weaknesses, by presenting historical space in the classroom. Desktop virtual reality learning media products contain architectural materials and building art from Hindu-Buddhist heritage in Indonesia. The development of virtual reality desktop learning media adapts the Lee and Owens Model and has been adapted to its stages. The product developed has been tested on material experts and media experts and has been declared valid so that it is suitable for classroom learning. The evaluation results from assessing user reactions, received positive responses from students in class X high school majoring in Social Sciences.AbstrakPenelitian pengembangan ini bertujuan untuk menghasilkan produk media pembelajaran desktop virtual reality. Permasalahan yang melatarbelakangi penelitian yaitu adanya stigma negatif terhadap pembelajaran sejarah, persepsi negatif yang muncul dikarenakan metode guru bersifat statis dengan pembelajaran klasikal dari waktu ke waktu. Pada pembelajaran sejarah, Kurikulum 2013 menekankan agar peserta didik melakukan pengamatan terhadap peristiwa sejarah yang telah terjadi pada lingkungan sekitar, salah satunya dengan kegiatan karyawisata. Desktop VR mampu menjadi alternatif pengganti metode karyawisata yang memiliki kelemahan, dengan menghadirkan ruang sejarah didalam kelas. Produk media pembelajaran desktop virtual reality memuat materi arsitektur dan seni bangunan peninggalan Hindu – Buddha di Indonesia. Pengembangan media pembelajaran desktop virtual reality mengadaptasi Model Lee dan Owens dan telah disesuaikan dengan tahapannya. Produk hasil pengembangan telah diujikan kepada ahli materi dan ahli media serta telah dinyatakan layak. Evaluasi yang diberikan kepada peserta didik menggunakan tahapan evaluasi level 1 gagasan Donald Kirkpatrick untuk menilai reaction/respon pengguna, serta mendapatkan tanggapan positif dari peserta didik kelas X SMA jurusan Ilmu Sosial yang akan atau telah menerima materi tersebut.","PeriodicalId":257144,"journal":{"name":"JKTP: Jurnal Kajian Teknologi Pendidikan","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132190731","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 Game Based Learning Untuk Meningkatkan Hasil Belajar Hukum Bacaan Tanwin Siswa Kelas VII SMP","authors":"Wardia Wardia, Punaji Setyosari, Saida Ulfa","doi":"10.17977/um038v5i42022p337","DOIUrl":"https://doi.org/10.17977/um038v5i42022p337","url":null,"abstract":"Game based learning is a form of interactive multimedia that is used to motivate students in learning. This research seeks to improve student learning outcomes in material on the law of reading nun breadfruit/tanwin through interactive multimedia in the form of games. The purpose of this research is to produce a game product with sub-material reading law of Nun Sukun/Tanwin, one of the learning resources in junior high schools that is effective and has a high level of interest so that students are motivated in learning. This study uses the Lee and Owens development model, namely analysis, design, development, implementation, and evaluation. Based on the results of trials by media experts and valid material as games for learning and suitable for learning. The hypothesis test showed that there was an average difference between the pretest and posttest scores. The test of increasing student learning outcomes seen from the N-Gain Score of 0.5 is included in the medium category.AbstrakGame based learning adalah salah satu bentuk multimedia interaktif yang digunakan untuk memotivasi siswa dalam belajar. Penelitian ini berusaha untuk meningkatkan hasil belajar siswa pada materi hukum bacaan nun sukun/tanwin melalui multimedia interaktif berbentuk game. Tujuan penelitian ini menghasilkan sebuah produk game dengan sub materi hukum bacaan Nun Sukun/Tanwin salah satu sumber belajar di SMP yang efektif serta memiliki tingkat kemenarikan yang tinggi agar siswa termotivasi dalam belajarnya. Penelitian ini menggunakan model pengembangan Lee dan Owens yaitu analisis, desain, pengembangan, implementasi, serta evaluasi. Berdasarkan hasil uji coba ahli media dan materi valid sebagai game untuk belajar dan layak digunakan untuk pembelajaran. Uji hipotesis menunjukkan ada perbedaan rata-rata antara skor pretest dan posttest. Uji peningkatan hasil belajar siswa dilihat dari N-Gain Score 0,5 termasuk dalam kategori sedang","PeriodicalId":257144,"journal":{"name":"JKTP: Jurnal Kajian Teknologi Pendidikan","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123812176","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}
Titin Sriyani, Punaji Setyosari, Henry Praherdhiono
{"title":"Pengembangan Sistem Sumber Belajar Terbuka Melalui E-Gudep Pada Latihan Pramuka Di SMKN 4 Bojonegoro","authors":"Titin Sriyani, Punaji Setyosari, Henry Praherdhiono","doi":"10.17977/um038v5i42022p359","DOIUrl":"https://doi.org/10.17977/um038v5i42022p359","url":null,"abstract":"The era of the industrial revolution 4.0 is a digital revolution where the development of technology and information has integrated into people’s lives today, especially in the field of education. The biggest challenge today is technology optimization in a bold-based learning process that suits Z’s generation. Scout non-formal education at SMKN 4 Bojonegoro is one of the fields that implements a courage-based learning process. Although it is rich in activities and materials, it has not been implemented optimally. Based on the explanation above, this development aims to develop an open learning system through a website-based e-gudep that is suitable for use in scout training and the management of the scout organization at SMKN 4 Bojonegoro. The method used to develop this system is SDLC (System Development Life Cycle) method, which stage include planning, analysis, design, implementation, and maintenance. The result of the development is an open learning product system through website-based e-gudep which is implemented on the organization’s official website domain. Based on the results of the product feasibility test, it has been tested on sustem experts, material experts, and field trials are carried out on students, showing that the open learning system through e-gudep gets positive responses and is feasible to use. So it can be denied that the existence of an open-source learning system through e-gudep can facilitate and complement the needs of the scout organization at SMKN 4 Bojonegoro.AbstrakEra revolusi industri 4.0 merupakan revolusi digital dimana perkembangan teknologi dan informasi telah menyatu dengan kehidupan masyarakat saat ini, khususnya di bidang pendidikan. Tantangan terbesar saat ini adalah pengoptimalan teknologi dalam proses pembelajaran berbasis keberanian yang sesuai dengan karakteristik generasi Z. Pendidikan pramuka nonformal di SMKN 4 Bojonegoro merupakan salah satu bidang yang melaksanakan proses pembelajaran berbasis keberanian. Meskipun kaya akan kegiatan dan materi, namun belum dilaksanakan secara maksimal. Berdasarkan paparan diatas, pengembangan ini bertujuan untuk mengembangkan sistem sumber belajar terbuka melalui situs web berbasis e-gudep yang layak digunakan pada latihan pramuka dan pengelolaan organisasi pramuka SMKN 4 Bojonegoro. Metode yang digunakan untuk mengembangkan sistem ini adalah metode SDLC (System Development Life Cycle ) yang tahapannya meliputi perencanaan, analisis, desain, implementasi, dan pemeliharaan . Hasil pengembangan berupa sistem sumber belajar terbuka melalui e-gudep berbasis situs web yang diimplementasikan pada situs web domain resmi organisasi. Berdasarkan uji bahwa produk telah diujikan, ahli materi dan uji coba lapangan kepada siswa, menunjukkan sistem sumber belajar terbuka melalui e-gudep mendapatkan tanggapan positif dan layak digunakan. Sehingga dapat dikatakan bahwa dengan adanya sistem sumber belajar terbuka melalui e-gudep dapat mempermudah dan melengkapi kebutuhan organis","PeriodicalId":257144,"journal":{"name":"JKTP: Jurnal Kajian Teknologi Pendidikan","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128509898","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 Immersive Learning Berbasis Natural User Interface (NUI) Pada Materi Pembelajaran Tenis Meja","authors":"Afif Rois Yusro, Saida Ulfa, Dedi Kuswandi","doi":"10.17977/um038v5i32022p274","DOIUrl":"https://doi.org/10.17977/um038v5i32022p274","url":null,"abstract":"Modern learning with Immersive learning comes with AR and VR concepts to improve students' psychomotor learning skills. Immersive Learning is structured with the concept of learning table tennis movements as a learning medium using sensors that can read human motion. This study aims to help students determine the level of objectivity in learning the basic movements of table tennis using the Lee & Owens development model. The research subjects used 10 students of class X SMKN 1 Pasirian. The results of the development that have been validated by several experts are categorized as very valid. While the test results of immersive learning applications are determined by looking at the results of individual trials with fairly valid results, and field tests with valid results. This shows that this interactive learning multimedia is quite effective in improving psychomotor learning outcomes. In addition, immersive learning media can be implemented as the main learning media in the learning process of basic table tennis movements.","PeriodicalId":257144,"journal":{"name":"JKTP: Jurnal Kajian Teknologi Pendidikan","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133833172","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}