28 research outputs found

    PENGEMBANGAN MEDIA PEMBELAJARAN GAME INTERAKTIF ONLINE PADA MATA PELAJARAN BASIS DATA DI SMK NEGERI 1 SURABAYA

    Get PDF
    Mata pelajaran basis data merupakan pelajaran produktif yang cukup sulit terutama bagi siswa yang awam dalam bidang materi database, maka perlu adanya suatu upaya yang lebih inovatif dalam hal pemahaman dan praktek dalam mata pelajaran basis data. Penelitian ini bertujuan untuk mengetahui kevalidan media pembelajaran yang di teliti dan dikembangan yaitu tentang media pembelajaran game interaktif online pada mata pelajaran basis data di SMK Negeri 1 Surabaya. Game yang dikembangkan bergenre side-scrolling platformer dan dibuat menggunakan adobe flash CS 6 dengan action script 2.0 yang dimainkan dalam platform website secara online dengan alamat akses yaitu www.codeofhero.com. Metode penelitian yang digunakan adalah Research and Devlopment (R&D), untuk tahapan penelitian ini hanya sampai tahap ke enam, dengan desain penelitian yang digunakan adalah one shoot case study. Dalam penelitian ini terdapat 3 perangkat yang di validasi yakni validasi RPP menunjukkan hasil 94,23%, validasi media menunjukkan hasil 88,12%. Dan validasi soal menunjukkan hasil 90,9%. Hasil respon siswa terhadap media pembelajaran game interaktif online menunjukkan hasil 87,84%. Hasil belajar siswa kelas XI RPL1 menunjukkan rata-rata nilai game sebesar 84,00 dengan standart deviasi 12,63 sedangkan rata-rata nilai postest sebesar 94,31 dengan standart deviasi 11,16. hasil nilai T-value sebesar -6,64 dan nilai P-Value sebesar 0,000 dimana 0,000 < 0,05. Dengan ini maka dapat disimpulkan bahwa hasil uji hipotesis yang dilakukan mendapat hasil menolak atau menerima yang berarti hasil belajar setelah menggunakan media game interaktif online pada mata pelajaran basis data lebih baik sebelum menggunakan media pembelajaran

    PENGEMBANGAN MULTIMEDIA PEMBELAJARAN IPA INTERAKTIF BERBASIS LECTORA INSPIRE PADA MATERI “SISTEM TATA SURYA” UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR PESERTA DIDIK SMP KELAS VII

    Get PDF
    Tujuan penelitian ini adalah untuk: (1) mengetahui kelayakan multimedia pembelajaran IPA interaktif berbasis lectora inspire pada materi sistem tata surya menurut validator, (2) mengetahui respon peserta didik terhadap multimedia pembelajaran IPA interaktif berbasis lectora inspire pada materi sistem tata surya, (3) mengetahui peningkatan motivasi belajar peserta didik sebelum dan sesudah menggunakan multimedia pembelajaran IPA interaktif berbasis lectora inspire pada materi sistem tata surya, (4) mengetahui peningkatan hasil belajar peserta didik sebelum dan sesudah menggunakan multimedia pembelajaran IPA interaktif berbasis lectora inspire pada materi sistem tata surya. Penelitian Research and Development (R&D) terdiri dari empat tahapan: define, design, develop, disseminate. Subjek penelitian adalah 30 peserta didik kelas VII-D SMP N 14 Yogyakarta semester II tahun ajaran 2016/2017. Instrumen berupa angket kelayakan multimedia pembelajaran IPA interaktif, angket respon peserta didik terhadap multimedia pembelajaran IPA interaktif, angket motivasi belajar peserta didik awal dan akhir, serta soal pretest dan posttest. Teknik analisis data kelayakan multimedia pembelajaran IPA interaktif dan respon peserta didik adalah konversi skor kuantitatif menjadi nilai kualitatif dengan empat kategori, teknik analisis data motivasi belajar adalah pengubahan nilai kualitatif menjadi kuantitatif lalu menghitung persentase dan mengubahnya menjadi lima kategori dan juga paired sample t-test, sedangkan teknik analisis data skor pretest-posttest adalah perhitungan n-gain score dan paired sample t-test. Hasil penelitian ini adalah (1) multimedia pembelajaran IPA interaktif berbasis lectora inspire pada materi sistem tata surya yang telah dikembangkan layak digunakan dengan rerata skor 3,84 yang termasuk kategori sangat baik, (2) multimedia pembelajaran IPA interaktif berbasis lectora inspire pada materi sistem tata surya yang telah dikembangkan mendapatkan respon dari peserta didik dengan skor 3,36 yang masuk kategori sangat baik, (3) multimedia pembelajaran IPA interaktif berbasis lectora inspire pada materi sistem tata surya yang telah dikembangkan dapat meningkatkan motivasi belajar peserta didik secara signifikan dari 73,23% (kuat) menjadi 82,87% (sangat kuat) dengan peningkatan sebesar 9,64% (4) multimedia pembelajaran IPA interaktif berbasis lectora inspire pada materi sistem tata surya yang telah dikembangkan dapat meningkatkan hasil belajar peserta didik secara signifikan dengan gain score sebesar 0,53 yang masuk kategori sedang. Kata kunci: hasil belajar, lectora inspire, motivasi belajar, multimedia pembelajaran IPA interaktif The purpose of this research is to: (1) know the feasibility of science interactive multimedia learning on the solar system material based lectora inspire according to validator, (2) to know the response learners to science interactive multimedia learning on solar system material based lectora inspire, (3) to know the improvement of learning motivation before and after using science interactive multimedia learning, and (4) to know the improvement of learning outcomes before and after using science interactive multimedia learning on solar system material based lectora inspire. Research Research and Development (R & D) consists of four stages: define, design, develop, disseminate. The subjects were 30 students of class VII-D SMP N 14 Yogyakarta second semester of academic year 2016/2017. This instrument used are questionnaire of science learning interactive multimedia, questionnaires learners response of science learning interactive multimedia, questionnaire learning motivation for early and final, pretest and posttest question. Techniques of data analysis of the feasibility of interactive learning IPA multimedia and the students' response is the conversion of quantitative score into qualitative value with four categories, the data analysis technique of learning motivation is the conversion of qualitative value into quantitative then calculate the percentage and convert it into five categories, while the data analysis technique of pretest- Posttest is a calculation of n-gain score and paired sample t-test. The result of this research is (1) science interactive multimedia learning on the solar system material based lectora inspire that has been developed feasible to be used with average score 3,84 which belongs very good category (2) science interactive multimedia learning on the solar system material based lectora inspire that has been developed get the response from learners with a score of 3,36 that with category very good, (3) science interactive multimedia learning on the solar system material based lectora inspire that has been developed can increase learners motivation significantly from 73,23% (strong) to 82,87% (very strong) with an increase of 9,64% (4) science interactive multimedia learning on the solar system material based lectora inspire that has been developed can improve learning outcomes of learners significantly with a gain score of 0,53 with average category

    Modelo de evaluación de usabilidad y correspondencia didáctica de un software lúdico

    Get PDF
    Trabajo de InvestigaciónLa evaluación de un software lúdico es un proceso complejo por la participación de distintas áreas interdisciplinares, razón por la cual se hace indispensable valorar, apreciar y estimar los criterios de las diferentes áreas que participan en el desarrollo del mismo, por lo anterior surge la necesidad de encontrar una herramienta que permita hacer una evaluación completa a este tipo de software de allí que el propósito de esta investigación sea formular un modelo de evaluación donde los atributos de usabilidad y correspondencia didáctica de un software lúdico reúnen los criterios más importantes que se deben evaluar dentro de un software que tenga como finalidad trasmitir un conocimiento. Para ello, ha sido necesario recurrir a conceptos teóricos de usabilidad, aprendizaje, software lúdico e ingeniería de software, así mismo investigar sobre los modelos, técnicas e instrumentos de evaluación de aplicaciones de aprendizaje por diferentes autores. Las actividades principales que se realizaron son la revisión y análisis de los aspectos que se debe tener en cuenta para efectuar la evaluación de un software lúdico, así mismo determinar cuáles son las métricas con sus respectivos criterios que permiten medir su calidad. El modelo que se propone tiene como enfoque principal la evaluación desde la perspectiva de evaluadores expertos y reales, con la aplicación de diferentes métodos e instrumentos que permiten realizar una evaluación orientada a escenarios que evalúan los atributos de usabilidad y correspondencia didáctica.PregradoIngeniero de Sistema

    RANCANG BANGUN DC TO DC BUCK CONVERTER DENGAN SISTEM KENDALI PI PADA NI ELVIS II DAN ANTARMUKA BERBASIS LABVIEW

    Get PDF
    Understanding basic concepts is an important thing in electronics, especially regarding the teaching aid of power electronic components. Given the need for students to study the model of electronic schematic with feedback controller, a media that can support this is needed. One of the developments in component technology and electronic circuits that can be studied is the DC voltage conversion, namely the DC to DC buck converter. This teaching aid model uses software, namely LabVIEW and the control and data acquisition hardware, namely NI ELVIS II. DC to DC buck converter schematic that can reduce the variable output voltage with a value range of 6 - 18VDC from an input voltage of 24VDC. PI feedback controller testing in the system experiment resulted in a difference of 0.1567% error using the PI controller parameter of Kp = 3.00 and Ti = 0.01. The test results with the PI controller show the expected response and can be applied to the buck converter circuit system. Testing the interface of the buck type DC to DC converter system is considered feasible as a learning aid with an overall interface quality value of 83.8% with student responds

    A model for a collaborative recommender system for multimedia learning material

    Get PDF
    Abstract. In a cluster of many servers containing heterogeneous multimedia learning material and serving users with different backgrounds (e.g. language, interests, previous knowledge, hardware and connectivity) it may be difficult for the learners to find a piece of material which fit their needs. This is the case of the COLDEX project. Recommender systems have been used to help people sift through all the available information to find that most valuable to them. We propose a recommender system, which suggest multimedia learning material based on the learner's background preferences as well as the available hardware and software that he/she has.

    Evaluation of Packet Tracer Application Effectiveness in Computer Design Networking Subject

    Get PDF
    The dynamics of technological progress in various fields indirectly affect the world of education. One of the indications can be seen in the use of media as a learning tool. This study aims; 1) to investigate the effectiveness of the packet tracer learning media application, 2) to investigate the responses of the students to such applications, 3) to determine the appropriate media used in a learning process.  The research is carried out in the subject of Computer Design Networking. The evaluation research is employed by using a mixed method of qualitative and quantitative approach. The quantitative analysis involved 58 students, while the qualitative analysis involved one productive teacher, one curriculum representative, and four students. Data are analysed by using quantitative and qualitative data analysis techniques. The results show that, the effectiveness of learning media with packet tracer is high i.e., 82.76%, which covers three aspects; software engineering, learning aspects, and display aspects. This means that this packet tracer learning media can be applied as a solution to the limitation of facilities and infrastructures of network practices by considering certain learning situations and conditions. The results indicate that this application is very useful to deal with the high cost of practising tools. It makes the students more enthusiastic and motivated during the learning process. Hence, by implementing this learning method, the interaction and the learning outcomes of the student can be increased

    Developing an interactive application embodied in the geosciences educational procedure

    Get PDF
    Σκοπός της παρούσας μελέτης είναι η παρουσίαση ενός Γεω-οπτικού Ορυκτολογικού Γνωστικού Εργαλείου (GeMiCo Tool), μια ψηφιακή εφαρμογή που χρησιμοποιεί τεχνικές από τον τομέα της Τεχνολογίας των Πληροφοριών και Επικοινωνιών. Η εφαρμογή αποτελεί τμήμα των εκπαιδευτικών εργαλείων που χρησιμοποιούνται στο Ορυκτολογικό Μουσείο “γαιο-ΟΡΑΜΑ” της Σχολής Μηχανικών Μεταλλείων- Μεταλλουργών του Εθνικού Μετσόβιου Πολυτεχνείου και αφορά σε φοιτητές ΑΕΙ καθώς και μαθητές πρωτοβάθμιας και δευτεροβάθμιας εκπαίδευσης. Η εφαρμογή ενσωματώνει το Google Earth API, που επιτρέπει στους χρήστες να διερευνούν και να επεξεργάζονται με διαδραστικό τρόπο γεωλογικά και ορυκτολογικά δεδομένα. Οι χρήστες έχουν τη δυνατότητα να επιλέγουν θεματικά επίπεδα πληροφοριών που σχετίζονται με τα γεω-εκθέματα, να δημιουργούν ερωτήσεις και αναζητήσεις και να πλοηγούνται σε 3D περιβάλλον. Η εφαρμογή είναι εγκαταστημένη σε μια μεγάλου μεγέθους διαδραστική οθόνη (τεχνολογία multi-touch) η οποία προσελκύει το κοινό να συμμετάσχει σε διαδραστικές ατομικές και ομαδικές εργασίες.The aim of this study is to develop a Geovisual Mineralogical Cognitive Tool (GeMiCo Tool), a digital application that utilizes techniques from the domain of Information and Communication Technology. The application is part of the educational tools used at the Mineralogical Museum of the School of Mining and Metallurgical Engineering, National Technical University of Athens and concerns students of Higher, Primary and Secondary Education. The learning tool developed here embodies Google Earth API (Application Programming Interface), allowing users to interactively display and investigate geological and mineralogical related data. By that, users are able to select and present thematic layers of information related to the geo-exhibits, to create queries and searches and to navigate in 3D environment. The application runs on a large format multi-touch interactive display in the Mineralogical Museum of NTUA that attracts audiences and engages them in interactive collaborative tasks

    ANDROID APPLICATION SUPPLEMENT STRENGTHENING TECHNOLOGY FOR CHEMISTRY LEARNING CONSTRUCTION OF METACOGNITION ABILITY

    Get PDF
    Science and technology are very important in life of learning and thinking for the future, no exception on chemical education. So this study to develop a learning application on Android for supplement strengthening chemical material specifically reaction rate to construction metacognition ability. This study aimed to know the feasibility of media developed using research development and experiment method. The instruments used in this study consist of Android application, response sheets, and also test with metacognition indicators. The data were analysed by using quantitative with ANOVA. The results of response sheets for the Android application media that average on good (worthy) from expert (content and media aspects), chemistry teachers, peer reviewers and students in small trial test. Analysis of empirical test on metacognition test, the results was fit and valid. The results of ANOVA media was significantly as given adequate effect and application Android in chemistry learning influence on students metacognition ability.  Article visualizations

    PENGEMBANGAN E-BOOK INTERAKTIF PADA MATERI KESEIMBANGAN LINGKUNGAN UNTUK MENINGKATKAN HASIL BELAJAR BIOLOGI SISWA SMK

    Get PDF
    ABSTRAK VISDHA ERSITA. Pengembangan E-book Interaktif pada Materi Kesimbangan Lingkungan untuk Meningkatkan Hasil Belajar Biologi Siswa SMK. Skripsi, Program Studi Pendidikan Biologi, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Jakarta. Januari 2022. Sumber belajar merupakan salah satu kebutuhan guru dalam proses pembelajaran. Perkembangan TIK membuat adanya inovasi-inovasi baru dalam pengembangan sumber belajar. Penelitian ini bertujuan untuk mengembangkan sumber belajar berupa E-book interaktif bagi Sekolah Menengah Kejuruan (SMK). Subjek dalam penelitian ini adalah siswa kelas X SMK Negeri 46 Jakarta. Jenis penelitian ini adalah penelitian pengembangan yang diadopsi dari model pengembangan Borg and Gall. Instrumen yang digunakan dalam penelitian ini diantaranya adalah lembar validasi media, angket respon dan tes hasil belajar. Berdasarkan uji coba media di lapangan, diperoleh hasil sebagai berikut: 1) Media yang dikembangkan sangat valid (baik) dengan hasil rata-rata angket validasi media oleh pakar sebesar 86,33%. 2) Hasil uji efektivitas e-book interaktif yang dikembangkan pada materi keseimbangan lingkungan dapat meningkatkan hasil belajar peserta didik..Dari hasil tersebut, menunjukkan bahwa sumber belajar berupa e-book interaktif yang dikembangakan sangat layak untuk digunakan dalam menunjang kegiatan pembelajaran di kelas. Kata Kunci : E-book interaktif, hasil belajar, penelitian pengembangan, sumber belajar ABSTRACT VISDHA ERSITA. Development of Interactive E-book on Environmental Balance Materials to Improve Biology Learning Outcomes of Vocational High School Students. Thesis, Biology Education Study Program, Faculty of Mathematics and Natural Sciences, State University of Jakarta. January 2022. Learning resources are one of the needs of teachers in the learning process. The development of ICT makes new innovations in the development of learning resources. This study aims to develop learning resources in the form of interactive E-books for Vocational High Schools (SMK). The subjects in this study were students of class X SMK Negeri 46 Jakarta. This type of research is development research which is adopted from the Borg and Gall development model. The instruments used in this study include media validation sheets, response questionnaires and learning outcomes tests. Based on media trials in the field, the following results were obtained: 1) The media developed was very valid (good) with an average media validation questionnaire by experts of 86.33%. 2) The results of the effectiveness test of interactive e-books developed on environmental balance material can improve student learning outcomes. From these results, it shows that learning resources in the form of interactive e-books that were developed are very feasible to be used in supporting learning activities in the classroom. Keywords: Interactive e-book, learning outcomes, learning resources, research developmen

    PENGEMBANGAN MODUL MULTIMEDIA MOBILE LEARNING DENGAN ANDROID STUDIO 4.1 MATERI KEANEKARAGAMAN HAYATI BAGI SISWA SMA KELAS X

    Get PDF
    The future competence of the 21st century requires students to be able to utilize Information and Communication Technology (ICT). One of ICTs used by students is smartphone. To get the smartphone benefits used  by  students, a medium of learning is needed in the form of modules on smartphone operating system. Hopefully, it can make the students  feel more interested and motivated  in learning biology. The purpose of this study was to develop multimedia mobile learning modules based on android operating system which contains biodiversity material for senior high school students of class X. The research was conducted in September 2015 to January 2016. The research method used was a research and development. The validation test results of subject expert, a linguists and media experts testing obtained scores of 84%, 80.57% and 63%. The trial test results of initial and primary use of students was 81,41% and 81,15%. Next result was a trial test from biology teachers with 87.50%. Pre test obtained an average score 83.98 while the post test gained an average score of 87.23. The conclusion of this research and development was the multimedia mobile learning modules of biodiversity material based on android operating system for senior high school students of class X has been developed, got a good interpretation score and increase student learning outcomes
    corecore