Edunomic: Jurnal Ilmiah Pendidikan Ekonomi Fakultas Keguruan dan Ilmu Pendidikan最新文献

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PENGEMBANGAN LEMBAR KERJA PESERTA DIDIK ELEKTRONIK (E-LKPD) MENGGUNAKAN APLIKASI KVISOFT FLIPBOOK MAKER PADA MATA PELAJARAN EKONOMI 电子学习者开发工作表(e - lto)使用KVISOFT FLIPBOOK MAKER的应用程序进行经济研究
Sahila Disti Safira El Tsani Sahila Disti Safira El Tsani, None Retno Mustika Dewi
{"title":"PENGEMBANGAN LEMBAR KERJA PESERTA DIDIK ELEKTRONIK (E-LKPD) MENGGUNAKAN APLIKASI KVISOFT FLIPBOOK MAKER PADA MATA PELAJARAN EKONOMI","authors":"Sahila Disti Safira El Tsani Sahila Disti Safira El Tsani, None Retno Mustika Dewi","doi":"10.33603/ttwhxf80","DOIUrl":"https://doi.org/10.33603/ttwhxf80","url":null,"abstract":"This development research aims to develop Electronic Student Worksheets (E-LKPD) using the Kvisoft Flipbook Maker application in Economics Subjects, analyze feasibility, analyze learning outcomes and analyze student responses to Electronic Student Worksheets (E-LKPD) using the application Kvisoft Flipbook Maker on Economics Subjects. This R&D research uses a 4D model with define, design, develop, and disperse stages. The research subjects were students of class XI IPS 3 at SMAN 15 Surabaya. The results of the validity of the experts obtained a feasibility average recapitulation of 92.52% with a very feasible interpretation. The score obtained from material experts was 93.39% with very proper interpretation, 87.27% for linguists with very feasible interpretation, and 96.92% for media experts with very proper interpretation. The effectiveness of student learning outcomes gives an effective influence and the student's response to the product shows the criteria are very well understood with a proportion of 93.62%. The conclusions obtained refer to the results of the study that this teaching material is very suitable for use as a learning resource for students.","PeriodicalId":500932,"journal":{"name":"Edunomic: Jurnal Ilmiah Pendidikan Ekonomi Fakultas Keguruan dan Ilmu Pendidikan","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136310145","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}
引用次数: 0
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ANDROID UNTUK MENINGKATKAN HASIL BELAJAR EKONOMI DI SMA 以ANDROID为基础的互动学习媒体发展,以提高高中经济学习成果
None Dani Kurniawati, None Mohamad Arief Rafsanjani
{"title":"PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ANDROID UNTUK MENINGKATKAN HASIL BELAJAR EKONOMI DI SMA","authors":"None Dani Kurniawati, None Mohamad Arief Rafsanjani","doi":"10.33603/zdg0qe22","DOIUrl":"https://doi.org/10.33603/zdg0qe22","url":null,"abstract":"This is motivated by the low learning outcomes of students on the material price index and inflation. This is due to a lack of understanding of the material and the limitations of the learning media used for the learning delivery process. So this development research aims to find out how Android-based interactive media can improve student learning outcomes. This R&D research uses the thiagarajan model known as 4D namely Define, Design, Develop, and Disseminate. The subjects of this research were students of class XI IPS 2 at SMAN 15 Surabaya, which consisted of 34 students. Android-based interactive media obtained a material validity feasibility value of 97% and media experts 95%, namely with a very feasible interpretation. Meanwhile, the students' responses obtained a score of 96% with a very proper interpretation. In measuring the increase in learning outcomes carried out by the N-Gain test which obtained a result of 0.69 which is included in the medium category. Therefore it can be seen that there is an increase in student learning outcomes. This increase occurred because the presentation of media designs that were developed was attractive and fun, supplemented by animated video illustrations of material, supplemented by learning evaluations with multilevel methods, ease of operation and flexible use of media, and media designed interactively to increase student motivation in obtaining better learning outcomes. better. So the conclusion that is obtained is that Android-based interactive media is recommended for use in the learning process and is able to improve student learning outcomes.","PeriodicalId":500932,"journal":{"name":"Edunomic: Jurnal Ilmiah Pendidikan Ekonomi Fakultas Keguruan dan Ilmu Pendidikan","volume":"217 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136310144","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}
引用次数: 0
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