{"title":"PENGEMBANGAN BUKU CERITA BERGAMBAR BERKEARIFAN LOKAL SUBAK PADA TEMA PEDULI TERHADAP MAKHLUK HIDUP UNTUK SISWA KELAS 4 SEKOLAH DASAR","authors":"I.P.H. Wirawan, I.M. Gunamantha, I.B. Putrayasa","doi":"10.23887/jurnal_tp.v11i1.614","DOIUrl":"https://doi.org/10.23887/jurnal_tp.v11i1.614","url":null,"abstract":"The current issue which is discussed are: 1) the content of thematic book is not accordance with the current environment and culture of the students; 2) some of the books are not showing a proper real situation on the learning process; 3) the delivery of thematic book doesn’t align woth the scientific approach; and 4) The learning material at the elementary school is not able to develop the narrative skill of the student. This study aims to determine: 1) the validity of Development of Children's Story Book along the Local Wisdom of Subak with the Theme of Caring to the Living Creatures for Elementary School, 4th Grade; 2) the practicality of subak local wisdom children's storybooks in the theme of care to organism for grade 4th elementary school students; 3) students response of subak local wisdom children's storybooks in the theme of care to organism for grade 4th elementary school students. This research adopted the 4D model (Define, Design, Develop, and Disseminate). Collecting the validity data and practicality data was using manual data form. Two experts were involved in measuring the data validity. The collected data was using a Likert scale to present. Practicality data was estimated based on teacher and student responses as the object in this study: three teacher and 23 students of 4th Grade. The results showed that: 1) it obtained an average of 4.91, which was in the excellent category. 2) based on the results of the teacher response analysis, it obtained an average of 4.28, which is in the efficient category. 3) based on the results of the student response analysis, the percentage was 94% with the efficient category. These results concluded that these children's story book is valid and practical.","PeriodicalId":329417,"journal":{"name":"Jurnal Teknologi Pembelajaran Indonesia","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133838875","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 MEDIA GAME EDUKASI BERBASIS ANDROID PADA TOPIK BILANGAN BULAT KELAS VI SEKOLAH DASAR","authors":"Karseno, Sariyasa, I.G. Astawan","doi":"10.23887/jurnal_tp.v11i1.621","DOIUrl":"https://doi.org/10.23887/jurnal_tp.v11i1.621","url":null,"abstract":"Online learning during this pandemic has an impact on students' low mathematics learning outcomes caused by the difficulty of teachers in explaining the material and the lack of learning media. This development research aimed to develop a valid and practical educational game media Android-based on the integers topic for grade VI Elementary School. This research was carried out using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The educational game entitled “Ayo Selamatkan Bumi”. This game contained math subject on the topic of integers. The data collection method used a questionnaire involving experts, teachers, and students. The validity test of educational games was conducted by two material experts, two learning media experts, and two practitioners. A limited trial was conducted online at 9 grade VI students of SD Negeri 2 Banjar Anyar to determine the practicality of the educational game. The results of the validity test and limited trial were analyzed using the mean formula to determine the average score. The results showed that the material expert score was 4.85 and media expert score was 4.88 which means superfine. As for practicality, the score was 4.5 with superfine criteria. It can be concluded that this educational game can be used as a mathematics learning media on the integers topic for grade VI students of Elementary School.","PeriodicalId":329417,"journal":{"name":"Jurnal Teknologi Pembelajaran Indonesia","volume":"92 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115876843","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":"E-MODUL IPA UNTUK MEMFASILITASI SISWA MENENGAH ATAS BELAJAR MANDIRI","authors":"W.S. Sembiring, I.G.W. Sudatha, A.H. Simamora","doi":"10.23887/jurnal_tp.v11i1.635","DOIUrl":"https://doi.org/10.23887/jurnal_tp.v11i1.635","url":null,"abstract":"There are still many teachers who are not able to create interactive learning resources. This causes students to not fully understand and master the material so that it has an impact on low student learning outcomes. The purpose of this study is to create an E-module in science lessons for 8th grade high school students. This type of research is development research. The model used in developing the media is ADDIE (analysis, design, development, implementation, and evaluation). The product test subjects consisted of 1 learning material expert, 1 learning design expert, and 1 learning media expert. The product trial subjects were 12 students. The methods used to collect data are questionnaires and tests. The instruments used in collecting data are questionnaires, and test questions. The data analysis technique used is descriptive qualitative analysis and descriptive quantitative statistical analysis. The results of the study are the assessments given by subject matter experts get a percentage of 100% so that they get very good qualifications. Assessment by learning design experts is 92.8% (very good). The assessment by learning media experts is 95.8% (very good). The assessment of the individual trial is 91% (very good), and the small group trial is 93.5% (very good). It can be concluded that the E-module that has been developed is valid and feasible to be applied in the learning process. The implication of this research is that the developed E-module can be used by teachers in the learning process, so that it can help students in independent learning.","PeriodicalId":329417,"journal":{"name":"Jurnal Teknologi Pembelajaran Indonesia","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128077634","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 MEDIA PEMBELAJARAN INTERAKTIF MATA PELAJARAN PRAKARYA UNTUK SISWA SMP KELAS VIII","authors":"N. Simbolon, I.K. Suartama, L.P.P. Mahadewi","doi":"10.23887/jurnal_tp.v11i1.634","DOIUrl":"https://doi.org/10.23887/jurnal_tp.v11i1.634","url":null,"abstract":"The problem in this research is by the low of the students’ learning outcomes in Craft subject and the unavailable interactive media in supporting that vocational learning. Therefore, this research aimed to develop the interactive media and to know the validity of the interactive media in Craft learning. This development research used ADDIE (Analysis, Design, Development, Implementation, Evaluation) research model . Validity result of the product was Valid with each assessment, a) the results of the review of learning content experts with a percentage of 97.5% with a very good category, b) the results of the review of learning design expert with a percentage 88.57 % with a good category, c) the results of the review of learning media expert with a percentage 84.44% with a good category, d) the results of the review of individual trial with 93.33% with a very good category,e) the results of the review of small group trial with a percentage 94.58 % with a very good category. Based on the results, this Craft learning interactive media is worth it to use as a learning source.","PeriodicalId":329417,"journal":{"name":"Jurnal Teknologi Pembelajaran Indonesia","volume":"49 12","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121010784","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}
Ni Made Ayu Ratna Parwathi, M.Si. . I Wayan Santyasa, S.PdM.Sc . I Wayan Sukra Warpala
{"title":"Pengaruh Model Pembelajaran Berbasis Masalah terhadap Pemahaman Konsep IPA dan Keterampilan Berpikir Kritis Siswa SMP Negeri 4 Bebandem.","authors":"Ni Made Ayu Ratna Parwathi, M.Si. . I Wayan Santyasa, S.PdM.Sc . I Wayan Sukra Warpala","doi":"10.23887/jtpi.v9i1.2276","DOIUrl":"https://doi.org/10.23887/jtpi.v9i1.2276","url":null,"abstract":"Penelitian ini bertujuan mendeskripsikan perbedaan pemahaman konsep (PK) IPA dan keterampilan berpikir kritis (KBK) siswa antara yang belajar dengan model pembelajaran berbasis masalah (MPBM) dengan yang belajar dengan model pembelajaran konvensional (MPK). Penelitian eksperimen semu ini melibatkan 5 kelas siswa kelas VII SMP Negeri 4 Bebandem Karangasem Tahun Pelajaran 2015/2016 sebagai populasi. Dua sampel ditentukan dengan teknik acak kelas, yaitu kelas VIIA menggunakan model PBM dan Kelas VIID dengan Model PK. Data PK IPA dan KBK dikumpulkan dengan tes. Data dianalisis secara deskriptif dan MANCOVA satu jalan dengan PK dan KBK awal berperan sebagai kovariabel. Setelah perlakuan dikontrol dengan PK dan KBK awal, hasil penelitian menunjukkan bahwa terdapat perbedaan signifikan PK IPA dan KBK siswa antara yang belajar dengan MPBMdanMPK.Baik PK IPA maupun KBK siswa yang belajar dengan MPBM lebih baik dibandingkan dengan yang belajar dengan MPK. \u0000 \u0000Kata Kunci : pembelajaran berbasis masalah (problem based learning/PBL), pemahaman konsep IPA, keterampilan berpikir kritis. This study aims to describe the differences of conceptual understanding (CU) in science and students’ critical thinking skills (CTS) between them learned in problem-based learning model (PBLM) and conventional learning model (CLM). Thisquasi-experimental in volved 5 classes student of the 7 grade of students in SMP Negeri 4 Bebandem Karangasem in the year 2015/2016 asa population. Two classes as samples were determined by group random sampling technique, namely class VIIa used PBL and Class VIID utilized conventional learning models (CL). The data of CU inscience and CTS of students were collected by tests. Data were analyzed descriptive and one way of MANCOVA with prior of CU as well as CTS a cts as covariates. After the treatment was controlled by prior of CU and CBC, there were significant differences in CU and CTS of students between them learned in the PBLM and CLM. Neither CU in scine and students’ CTS who learned in the PBLM were better than CLM.keyword : problem-based learning ( PBL), undertanding of science concepts, critical thinking skill.","PeriodicalId":329417,"journal":{"name":"Jurnal Teknologi Pembelajaran Indonesia","volume":"457 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115578106","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 KONTEN E-LEARNING BERBASIS SELF REGULATED LEARNING UNTUK MATA PELAJARAN IPS KELAS VIII DI SMP LABORATORIUM UNDIKSHA","authors":"G. S. Arya","doi":"10.23887/jtpi.v9i1.2888","DOIUrl":"https://doi.org/10.23887/jtpi.v9i1.2888","url":null,"abstract":"Masalah yang ditemukan di SMP Laboratorium Undiksha Singaraja yaitu masih kurangnya media pembelajaran yang digunakan dan hasil belajar IPS siswa kelas VIII yang banyak belum tuntas. Penelitian ini bertujuan (1) untuk mendeskripsikan rancang bangun pengembangan e-learning pada mata pelajaran IPS, (2) Untuk mendeskripsikan review ahli isi, review ahli desain, review ahli media terhadap pengembangan konten e-learning berbasis self regulated learning pada mata pelajaran IPS kelas VIII di SMP Laboratorium undiksha (3) Untuk mendeskripsikan uji perorangan, review uji kelompok kecil, review uji coba lapangan tentang pengembangan konten e-learning berbasis self regulated learning pada mata pelajaran IPS kelas VIII di SMP Laboratorium undiksha, (4) Untuk mendeskripsikan efektifitas produk e-learning berbasis self regulated learning pada mata pelajaran IPS kelas VIII di SMP Laboratorium undiksha. Penelitian ini adalah penelitian pengembangan dan model pengembangan yang digunakan adalah model Luther. Data yang dikumpulkan dalam penelitian ini adalah data kuantitatif dan data kualitatif. Metode pengumpulan data yang digunakan adalah kuesioner dan tes tertulis. Hasil penelitian adalah sebagai berikut. (1) Rancang bangun e-learning mata pelajaran IPS dengan model Luther meliputi enam tahapan. (2) E-learning mata pelajaran IPS yang dikembangkan valid dengan: (a) hasil review ahli isi mata pelajaran menunjukkan konten e-learning berpredikat baik (88%), (b) hasil review ahli e-learning menunjukkan produk berpredikat cukup baik (70%), (c) hasil review ahli desain pembelajaran menunjukkan konten e-learning berpredikat baik (80%), (d) hasil uji coba perorangan dengan klasifikasi baik, uji coba kelompok kecil dengan klasifikasi sangat baik dan uji coba lapangan menunjukkan e-learning berpredikat baik (88,66%), (91,7%) dan (87,33%). Efektivitas penggunaan konten e-learning berbasis SRL menunjukkan bahwa terdapatnya perbedaan yang signifikan dalam penerapan konten elearning berbasis SRL terhadap hasil belajar IPS. Hasil perhitungan dengan menggunakan uji-t memberikan hasil signifikansi sebesar 0,000 yang lebih kecil dari 0,05. Ini berarti terdapat perbedaan yang signifikan antara hasil belajar peserta didik sebelum belajar dengan bahan ajar konten e-learning berbasis SRL dan setelah belajar dengan bahan ajar konten e-learning berbasis SRL. Hasil belajar berdasarkan pencapaian nilai rata-rata posttest (M= 88,60) (SD=5.376) lebih tinggi dibandingkan nilai rata-rata pretest kategori rendah (M=48,00) (SD=8.250). Hasil penelitian menunjukkan bahwa konten e-learning berbasis SRL mampu meningkatkan hasil belajar siswa.","PeriodicalId":329417,"journal":{"name":"Jurnal Teknologi Pembelajaran Indonesia","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128120098","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 E-LEARNING SEBAGAI PERANGKAT BLENDED LEARNING UNTUK PELAKSANAAN DIKLAT PENYUSUNAN BAHAN AJAR DI BALAI PENDIDIKAN DAN PELATIHAN KEAGAMAAN DENPASAR","authors":"H. Ahmad","doi":"10.23887/jtpi.v9i1.2885","DOIUrl":"https://doi.org/10.23887/jtpi.v9i1.2885","url":null,"abstract":"Penelitian ini bertujuan untuk menghasilkan produk pembelajaran berupa e-learning sebagai perangkat blended learning yang valid, praktis, dan efektif dalam pelaksanaan diklat penyusunan bahan ajar di Balai Diklat Keagamaan Denpasar. Penelitian pengembangan ini didasari karena masih kurangnya ragam media dan bahan pembelajaran yang digunakan pada pelaksaan diklat, metode pembelajaran yang diterapkan masih bersifat konvensional dan masih terbatasnya komunikasi antara widyaiswara dengan peserta diklat. Prosedur pengembangan menggunakan model ADDIE yang terdiri dari lima tahap yaitu: (1) analysis, (2) design, (3) development, (4) implementation, dan (5) evaluation.Hasil penelitian menunjukkan e-learning yang dikembangkan telah memenuhi aspek validitas, kepraktisan, dan efektivitas. Hasil uji validitas menunjukkan bahwa e-learning sebagai perangkat blended learning berada pada kategori sangat baik berdasarkan uji coba para ahli. E-learning juga telah memenuhi aspek kepraktisan dilihat dari respon peserta terkait kemudahan penggunaan dan kemenarikan antarmuka. Hasil uji-t menunjukkan, terdapat perbedaan yang signifikan antara nilai rata-rata hasil diklat penyusunan bahan ajar peserta diklat sebelum dan setelah menggunakan e-learning sebagai perangkat blended learning, di mana nilai rata-rata posttest lebih lebih besar dari nilai rata-rata pretest dan telah mencapai kriteria keberhasilan. Berdasarkan hal tersebut, e-learning sebagai perangkat blended learning dinilai efektif dalam meningkatkan hasil diklat penyusunan bahan ajar.","PeriodicalId":329417,"journal":{"name":"Jurnal Teknologi Pembelajaran Indonesia","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129889022","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 APLIKASI MOBILE LEARNING BERBASIS PROYEK PADA MATA KULIAH MEDIA PEMBELAJARAN DI STIT JEMBRANA","authors":"Khutum Bafaqih","doi":"10.23887/jtpi.v9i1.2886","DOIUrl":"https://doi.org/10.23887/jtpi.v9i1.2886","url":null,"abstract":"Penelitian ini memiliki tiga tujuan yaitu: (1) untuk mendeskripsikan rancang bangun pengembangan mobile learning berbasis proyek pada mata kuliah media pembelajaran, (2) mendeskripsikan kualitas hasil validasi pengembangan mobile learning berbasis proyek yang dikembangkan menurut review para ahli dan uji coba produk pada mata kuliah Media Pembelajaran, (3) untuk mengetahui efektivitas mobile learning berbasis proyek yang dikembangkan terhadap hasil belajar mata kuliah Media Pembelajaran.Jenis penelitian ini adalah penelitian pengembangan. Dengan menggunakan model pengembangan AM3PU3. yang terdiri dari lima tahapan utama, yaitu, (1) mentukan mata pelajaran, (2) menganalisis kebutuhan, (3) proses pengembangan draft, (4) menyusun draft pengembangan, dan (5) tinjauan ahli dan uji coba. Data yang dikumpulkan dalam penelitian ini adalah kuantitatif dan kualitatif. Metode pengumpulan data yang digunakan adalah kuesioner, dan tes tertulis. Mengacu pada metode, maka instrumen yang digunakan adalah kuesioner, dan tes. Data yang diperoleh tersebut kemudian dianalisis secara analisis deskriptif kualitatif, analisis deskriptif kuantitatif dan analisis statistik inferensial (uji-t).Hasil penelitian ini menunjukan bahwa: (1) rancang bangun mobile learning berbasis proyek yang terdiri dari lima tahapan dari model AM3PU3. (2) kelayakan kualitas hasil validasi pengembangan mobile learning berbasis proyek terdiri dari: ahli isi (91,35%) sangat baik, ahli media berpredikat sangat baik (90,75%), ahli desain berpredikat sangat baik (94%), uji coba perorangan, kelompok kecil dan uji coba lapangan berpredikat baik (87,84%), (75,51%) dan (88,82%), (3) efektivitas pengembangan mobile learning berbasis proyek menunjukkan terdapat perbedaan yang signifikan dalam penerapan pembelajaran dengan menggunakan mobile learning berbasis proyek terhadap hasil belajar Media Pembelajaran. Perhitungan hasil belajar diperoleh t hitung sebesar 4,256 dan harga t tabel dengan taraf signifikansi 5% adalah 2.00. Hal ini berarti nilai rerata atau mean kelompok eksperimen lebih besar dari nilai rerata kelompok kontrol, dapat dikatakan bahwa mobile learning berbasis proyek pada mata kuliah Media Pembelajaran secara efektif dapat meningkatkan hasil belajar Media Pembelajaran","PeriodicalId":329417,"journal":{"name":"Jurnal Teknologi Pembelajaran Indonesia","volume":"183 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123211472","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 KONTEN E-LEARNING SIMULASI DIGITAL BERBASIS PROYEK UNTUK SISWA KELAS X DI SMK NEGERI 1 KUBUTAMBAHAN","authors":"Isyarotullatifah","doi":"10.23887/jtpi.v9i1.2887","DOIUrl":"https://doi.org/10.23887/jtpi.v9i1.2887","url":null,"abstract":"Penelitian ini bertujuan untuk menghasilkan produk pembelajaran berupa e-learning berbasis proyek yang valid, praktis, dan efektif bagi siswa kelas X semester ganjil mata pelajaran simulasi digital. Penelitian pengembangan ini didasari karena belum tersedianya bahan ajar inovatif yang sesuai dengan tuntutan Kurikulum 2013 pada mata pelajaran simulasi digital di SMK Negeri 1 Kubutambahan. Prosedur pengembangan menggunakan model AM3PU3 yang terdiri dari sepuluh tahap yaitu: (1) melakukan analisis kebutuhan, (2) melakukan kajian pustaka, (3) memilih dan menetapkan desain pengembangan, (4) melakukan tahapan pengembangan, (5) melakukan tahapan validasi, (6) menganalisis dan revisi setiap tahapan validasi, (7) menetapkan produk untuk pengujian lapangan, (8) melakukan pengujian lapangan, (9) melakukan analisis, revisi akhir, dan finalisasi produk, (10) melakukan desiminasi pada jangkauan populasi yang lebih luas.Hasil penelitian menunjukkan bahan ajar yang dikembangkan telah memenuhi aspek validitas, kepraktisan, dan efektivitas. Hasil uji validitas menunjukkan bahwa e-learning berbasis proyek berada pada kategori sangat baik berdasarkan uji coba para ahli. E-learning juga telah memenuhi aspek kepraktisan dilihat dari respon siswa terkait kemudahan penggunaan dan kemenarikan antarmuka. Hasil uji-t menunjukkan, terdapat perbedaan yang signifikan antara nilai rata-rata hasil belajar siswa sebelum dan setelah menggunakan e-learning, di mana nilai rata-rata posttest lebih lebih besar dari nilai rata-rata pretest dan telah mencapai kriteria keberhasilan. Berdasarkan hal tersebut, e-learning berbasis proyek dinilai efektif dalam meningkatkan hasil belajar.","PeriodicalId":329417,"journal":{"name":"Jurnal Teknologi Pembelajaran Indonesia","volume":"68 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128254266","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 modul pendidikan agama islam berbasis multikultural di SMA","authors":"S. ., P. ., D. .. .","doi":"10.23887/jtpi.v8i3.2265","DOIUrl":"https://doi.org/10.23887/jtpi.v8i3.2265","url":null,"abstract":"Penelitian pengembangan ini bertujuan menghasilkan produk berupa modul pendidikan agama islam berbasis multikultural untuk siswa kelas X di SMA yang sudah teruji kelayakannya untuk memasukan nilai-nilai multikultural pada setiap pokok bahasannya. \u0000Modul ini dikembangkan dengan mengadaptasi model pengembangan Dick dan Carey, dengan langkah-langkah pengembangannya yaitu, menganalisis kebutuhan untuk mengidentifikasi tujuan, menganalisis pembelajaran, menganalisis pembelajaran dan konteknya, menuliskan tujuan untuk kerja, mengembangkan instrumen penilaian, mengembangkan strategi pembelajaran, mengembangkan dan memilih bahan pembelajaran, merancang dan melaksanakan Evaluasi Formatif dan merevisi pembelajaran. Validasi draf mencakup (1) uji ahli isi; (2) uji ahli media; (3) uji ahli desain pembelajaran; (4) uji siswa perorangan; (5) uji kelompok kecil; dan (6) uji lapangan. \u0000Hasil review uji ahli isi, ahli media dan ahli desain menyatakan bahwa modul pendidikan agama islam berbasis multikultural yang dikembangkan sudah layak. Prosentase keseluruhan subyek pada ahli isi dan ahli desain sebesar 91,67% dan 90,63% yang terletak pada kategori sangat baik, sedangkan ahli media memberikan tanggapan disetiap subyeknya adalah sesuai antara gambar dengan sasaran yang ada disetiap modulnya. Hasil prosentase keseluruhan subyek pada uji perorangan yaitu sebesar 89,55% terletak pada kualifikasi baik. Hasil prosentase keseluruhan subyek pada uji kelompok kecil yaitu sebesar 87,53% dengan kualifikasi baik. Hasil prosentase keseluruhan subyek pada uji lapangan untuk pendidik yaitu sebesar 90,13% dengan kualifikasi sangat baik. Hasil prosentase keseluruhan subyek pada peserta didik dalam uji lapangan yaitu sebesar 88,07% dengan kualifikasi baik. Hasil prosentase keseluruhan peserta didik dalam uji lapangan sebesar 88,07% terletak pada kualifikasi baik.Kata Kunci : pengembangan modul, model Dick dan Carey, nilai-nilai multikultural, pendidikan agama islam This delopment reaserch is aimed to produce a product of multiculture based of islam education module for x grade of SMA students, of which proper has been evaluated to insert the multicultural values in each subtitle of islamic education. \u0000The module is developed by adapting Dick and Carey developing model with the following steps: analysing requirements to identify the goals (instructional goals), analysing the learning process, analysing the learning process and its contexts, writing the goals of performance, developing evaluation instruments, developing teaching strategy, developing and selecting teaching materials, constructing and conducting formative evaluation, revising the learning process. Draft validation involves (1) Judge of content expert; (2) Judge of media expert; (3) Judge of teaching design; (4) Test of students individually; (5) Test of small groups; and (6) test of field. \u0000The result of expert content judge, media expert and design expert stated that the multiculture based module is already proper. ","PeriodicalId":329417,"journal":{"name":"Jurnal Teknologi Pembelajaran Indonesia","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121889663","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}