23 research outputs found

    Pengembangan Buku Ajar Bahasa Inggris untuk Peserta Didik Lamban Belajar

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    This research aims to develop English teaching books for students who are slow to learn grade VII SMP Negeri 29 Surabaya. This development research refers to the development design measures developed by Dick & Carey. The development design is grouped into four development procedures, namely data analysis stage, product design stage, validation and evaluation stage and final production stage. Product trials conducted by material experts and design experts, as well as field tests conducted on 8 students slow to learn grade VII. Data collection using interview guidelines, observations, questionnaires for material experts, questionnaires for design experts, student response questionnaires, and test script instruments. The results of the study, from data analysis, the validation results of content experts obtained a value of 98%, from design experts obtained a value of 80%, and field tests got a score of 92%. In conclusion, the development of English teaching books for students who are slow to learn meets the criteria is very feasible to be used in learning activities, and can improve the learning outcomes of learners sluggish learning, this can be seen from the results of the training and the attitude of students to English teaching materials. Keywords: Textbooks, English, Sluggish learning, Development &nbsp

    Pengembangan Buku Ajar IPA Kelas VI untuk Siswa Sekolah Dasar

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    The purpose of this research was to develop a coursebook that can be used to support the activities of Science learning of the first semester at Grade 6 of SDN Sambungrejo Sukodono This Research & Development intended for a learning resource. The research used the development model of Dick and Carey. The subjects of research trials were 50 students and a teacher at the school. The instruments for data collection utilized were the interview, the sheet of expert validation for lecturers and practitioners of education, assessment from expert lecturers, school superintendent, principal, classroom teacher and students. The research results revealed that the eligibility level of the science coursebook based on each aspect of the assessment including feasibility aspects of content obtained an average score 4.086 as "good" category with the level of appropriateness of 81.7%; feasibility aspect of presentation gets an average score of 4.307 as "very good" category with 86.1% eligibility level; on the feasibility of the language, earning an average score of 4.388 "very good" category with the level of appropriateness of 87.75%; While on the graphic aspects it obtained an average score 4.302 as "very good" category with the level of appropriateness of 86%. To conclude, the science coursebook for the first semester and the sixth grade students overall gained an average score 4.271 with "good" category and level eligibility 85.54%. Thus, this book stated feasibility

    Google Site Training Assistance for Rich and Renewable Learning Resources for SMAN 1 Driyorejo Gresik

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    In the digital era, schools must continue improving teacher skills in dealing with technological developments. Google Sites training is one solution to develop teachers' abilities in utilizing and deepening their understanding of technology as a modern learning medium. This service aims to increase the use of Google Sites as an educational tool and create a deeper understanding of technology's potential and benefits in modern education. The service method of the training was carried out through the Participatory Action Research (PAR) approach by emphasizing the active role of participants during the training. The results of teacher service can be implemented through Google Sites as a modern and adaptive learning medium. This platform can allow teachers to create interesting teaching materials with various features, such as the use of images and flexibility in creating content anytime and anywhere. The conclusion of this training improves the quality of learning in the classroom and helps teachers prepare students to face challenges in the digital era. Overall, this training went well and positively impacted teachers' abilities to create up-to-date and effective learning media by the demands of the times

    Pengembangan E-modul Matematika Dalam Meningkatkan Keterampilan Berpikir Kritis

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    Penelitian ini merupakan penelitian pengembangan yang mengembangkan produk berupa e-modul matematika untuk kelas V di Sekolah Dasar. Penelitian ini difokuskan pada kelayakan produk yang dikembangkan dengan melibatkan validasi dari ahli desain, ahli materi, dan teman sejawat. Setelah produk dinyatakan layak dalam proses validasi, maka akan dilakukan proses uji coba pada siswa dengan uji coba kelompok kecil yang melibatkan 5 responden, uji coba kelompok sedang yang melibatkan 15 responden, dan uji coba kelompok besar yang melibatkan 30 responden. Hasil penelitian yang diperoleh dari validasi ahli desain dari semua aspek yang diukur secara total memperoleh 87%, ahli materi memperoleh 94%, dan teman sejawat memperoleh 88%. Dari hasil tersebut maka produk e-modul yang dikembangkan layak untuk dilakukan uji coba lapangan. Hasil respon siswa untuk uji kelompok kecil mendapatkan respon 73%, uji coba kelompok sedang mendapatkan respon 81,4%, sedangkan pada uji coba kelompok besar mendapatkan respon 83,7%. Dari hasil respon siswa dalam uji coba telah menandakan adanya tanggapan positif terhadap e-modul yang dikembangkan, sehingga e-modul dapat dilakukan desiminasi dan sosialisasi kepada guru untuk dapat dipergunakan sebagai bahan ajar dalam proses pembelajaran kepada siswa kelas V sekolah dasar.

    Development of Augmented Reality Code Application on 3D Animation in Learning Procedure at School

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    The use of AR (Augmented Reality) technology in the world of education continues to increase. Android as a booming trend is currently taking part in adopting AR technology. The ease and usefulness of Android-based AR technology can also be applied to the learning media development strategy. That spreads to the world community will also have an impact on students. Media Flyer Code as a marker on AR technology is applied to 3D Animation subjects. This study aims to determine the appropriateness of Augmented Reality Code Application especially the effectiveness, attractiveness, and efficiency of media. The product of this research and development is in the form of a Flyer Code product that will be used as a code and APK file. Each Flyer Code has one content that is run on the android application. In the augmented reality content contains 3D Animation Learning Procedure and questions contain evaluation material

    Project Based Learning dan Contextual Teaching and Learning Serta Gaya Belajar Pada Ilmu Pengetahuan Alam

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    Abstrak: Tujuan penelitian ini untuk mengetahui pengaruh penerapan pembelajaran PBL dan CTL terhadap kemampuan belajar IPA, Untuk mengetahui pengaruh gaya belajar terhadap kemampuan belajar IPA, dan Untuk mengetahui interaksi antara penerapan pembelajaran PBL dan CTL serta gaya belajar terhadap kemampuan belajar IPA. Metode penelitian ini menggunakan eksperimen dengan desain penelitian treatment by level design. Populasi dalam penelitian ini sebanyak 6 kelas. Teknik pengambilan sampel dilakukan secara acak sederhana melalui nomor undian. Teknik analisis data menggunakan Anava dua jalur dengan nilai signifikansi sebesar α = 0,05. Hasil penelitian ini menunjukkan bahwa terdapat pengaruh pembelajaran PBL dan CTL terhadap kemampuan belajar IPA, tidak adanya pengaruh gaya belajar terhadap kemampuan belajar IPA, dan terdapat interaksi antara pembelajaran PBL dan CTL serta terhadap kemampuan belajar IPA.Abstract:  The purpose of this study was to determine the effect of the application of learning PBL and CTL on the ability to learn science, to determine the effect of learning styles on the ability to learn science, and to determine the interaction between the application of PBL and CTL learning and learning styles on the ability to learn science. This research method uses experiments with treatment design by level design. The population in this study were 6 classes. The sampling technique is done by simple random sampling by lottery numbers. Data analysis technique used two-way Anava with a significance value of α = 0.05. The results of this study indicate that there is an effect of PBL and CTL learning on science learning abilities, there is no influence of learning styles on science learning abilities, and there is an interaction between PBL and CTL learning and on science learning abilities

    The Development of e-Module Learning Media with Book Creator for High School’s PPKN Subject

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    This research paper focuses on the development of e-module learning media using the Book Creator platform for High School's PPKN (Civic Education) subject. The primary objective is to create effective and efficient e-modules that offer students flexible access to information, enhancing learning. The study follows the Research and Development (R&D) method, adapting the Borg and Gall model as modified by Sugiyono. The process comprises ten stages, including identifying potential and problems, data collection, product design, design validation, initial trials, product revision, usage trials, further revision, and mass production. The participants are grade XI students from SMA Negeri 1 Lamongan. Data collection involves questionnaires, interviews, and tests. Expert validation indicates high levels of validity: design expert (average score 94%), media expert (average score 85%), and material expert (average score 92%). Small-scale and large-scale trials yield positive results, with average scores of 87% and 92%, respectively, among students. Teacher feedback also confirms the high validity (96%). Learning test outcomes reveal effectiveness, with 88% in the small group and 92% in the large group, surpassing the required minimum score of 80. These results establish the e-module's feasibility, effectiveness, and suitability for enhancing the learning experience in the PPKN subject at high school level

    Studi Komparasi Penerapan Model Guided Discovery Learning dan Inquiry Learning terhadap Retensi Matematika

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    This study aimed to examine the differences in mathematics retention of grade V Primary school between students who were taught using guided discovery learning model and inquiry learning model. The method in this study was a quasy experimnetal method. The population in this study was all students in grade V at SDN Pongangan and SDN Sukomulyo in 2018/2019 academic year which in total were 202 students. Samples were selected by purposive random sampling. The sample was divided into two group which are experiment 1 and experiment 2. The instrument used to collect mathematics retention data was a written test. The Data was analysed using descriptive statistic analysis and t-test. The results of data analysis at 0,05 significance level and df = 130 showed that t-count (2,276) > t-tabel (1,978) and also p-value (2-tailed) 0,024 < 0,05. So, it mean that there was a significant difference in mathematics retention between students who were taught using guided discovery learning model and inquiry learning model

    Pengaruh E-Learning, Pembelajaran Langsung, dan Faktor Gaya Kognitif Terhadap Hasil Belajar Prakarya Kewirausahaan

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    Abstrak: Penelitian ini bertujuan untuk melihat perbedaan hasil belajar prakarya kewirausahaan kelompok pembelajaran berbasis E-Learning dan langsung, melihat perbedaan hasil belajar antara gaya kognitif Field Dependent dan Field Independent, dan melihat interaksi pembelajaran berbasis E-Learning, langsung, dan gaya kognitif terhadap hasil belajar. Penelitian ini menggunakan metode eksperimen semu faktorial dua kali dua. Kelompok kontrol menggunakan pembelajaran langsung, sedangkan kelompok eksperimen menggunakan E-Learning. Analisis menggunakan Anova dua arah akan membandingkan pengaruh pembelajaran berbasis E-Learning dan langsung serta gaya kognitif terhadap hasil belajar. Hasil penelitian: Ha.1 nilai probabilitas (p) 0,013 0,05 artinya tidak terdapat pengaruh antara pembelajaran berbasis E-Learning, langsung, dan gaya kognitif terhadap hasil belajar.Abstract: This study aims to see differences in learning outcomes of E-Learning-based and direct learning group entrepreneurship learning outcomes, to see differences in learning outcomes between Field Dependent and Field Independent cognitive styles, and to see E-Learning-based learning interactions, direct, and cognitive styles on learning outcomes. This study used a two-time two factorial quasi-experimental method. The control group uses direct learning, while the experimental group uses E-Learning. Analysis using two-way ANOVA will compare the effect of direct and E-Learning-based learning and cognitive styles on learning outcomes. Results: Ha.1 probability value (p) 0.013 0.05 means that there is no influence between E-Learning-based, direct and cognitive style learning on learning outcomes
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