30 research outputs found
Pengembangan E-Modul Berbasis STEAM untuk Meningkatkan Kemampuan Berpikir Tingkat Tinggi Pada Pembelajaran Tematik di Sekolah Dasar
The development of the world of education and technology has given birth to many challenges and real world problems to be faced. Students are required to utilize all their potential in a learning activity such as being able to build, synthesize, describe, evaluate, and create something from the knowledge they have into new knowledge in order to solve real-world problems. STEAM-based learning encourages students to explore their abilities. The development of a teaching material product in the form of a STEAM-based electronic module with the aim of improving higher-order thinking skills in high-grade thematic learning. This research is a development research, The model used in this research is the Dick and Carey development model. The validation results obtained from media experts are 82%, language is 89% and material is 84%, it can be said that the product developed is very feasible and can be tested. The next stage is a one to one trial, small group and field trials. The one to one trial got a score of 85% and the small group got a score of 90%. After that, entering the field trial, the results obtained were analyzed using the paired sample t-test. Before analyzing the data using the paired sample t-test, prerequisite tests were carried out, namely normality test and homogeneity test. The normality test obtained a result of 0,051, significance value 0.000. It can be stated that the STEAM-based electronic module can improve the higher-order thinking skills of high-class student
PENGEMBANGAN MODEL PEMBELAJARAN GAMIFIKASI MENGGUNAKAN MICROLEARNING UNTUK KETERAMPILAN DASAR MENGAJAR
Penguasaan kompetensi Keterampilan Dasar Mengajar membutuhkan waktu yang cukup untuk melakukan latihan praktik dan pemberian umpan balik yang berkesinambungan. Penggunaan e-learning menjadi salah satu alternative untuk mengatasi keterbatasan waktu pada pembelajaran tatap muka. Penelitian ini bertujuan untuk mengembangkan model pembelajaran gamifikasi menggunakan microlearning yang terintegrasi pada e-learning untuk keterampilan dasar mengajar.
Metode penelitian yang digunakan adalah metode penelitian dan pengembangan yang mengacu pada pendekatan penelitian dan pengembangan Willis yang terdiri dari tiga tahapan: analisis kebutuhan, pengembangan dan evaluasi. Pada disetiap tahapan dikombinasikan dengan model Morschheuser untuk mengembangkan model gamifikasi dan model 4C & DO untuk mengembangkan bahan ajar microlearning. Evaluasi formatif dimulai dari evaluasi ahli, uji coba perorangan dan kelompok kecil yang bertujuan untuk menilai kelayakan produk pembelajaran yang dikembangkan.
Hasil penelitian menunjukkan nilai rata-rata ahli materi 3.7 yang berarti produk tersebut dinilai baik, ahli bahasa 3,8 yang berarti produk tersebut baik, ahli desain pembelajaran 3,7 yang berarti produk tersebut baik, dan ahli media 3,4 yang berarti produk tersebut dinilai baik. Kemudian pada tahap uji coba terhadap mahasiswa hasil rata-rata untuk tahap uji perorangan 3,3 yang berarti produk tersebut dinilai sangat baik dan pada tahap ini uji coba uji lapangan 3.7 dianggap baik. Hasil pre test dan post test menunjukkan peningkatan presentase ketuntasan hasil belajar peserta didik sebesar 38,5%. Sehingga dapat disimpulkan pengembangan model pembelajaran gamifikasi menggunakan microlearning efektif untuk meningkatkan hasil belajar penguasaan Keterampilan Dasar Mengajar.
Teaching skills competencies requires sufficient time to do practical exercises and provide continuous feedback. The use of e-learning is an alternative to overcome the limited time in face-to-face learning. This study aims to develop a gamification learning model using integrated microlearning in e-learning for basic teaching skills.
The research method used is a research and development method which refers to Willis' research and development approach which consists of three stages: needs analysis, development and evaluation. At each stage it is combined with the Morschheuser model to develop a gamification model and the 4C & DO model to develop microlearning teaching materials. Formative evaluation starts from expert evaluation, individual and small group trials which aim to assess the feasibility of the learning products being developed.
The results showed that the average value of material experts was 3.7 which means the product was considered good, linguist 3.8 which means the product is good, learning design experts 3.7 which means the product is good, and media experts 3.4 which means the product rated good. Then at the testing stage for students the average result for the individual test stage was 3.3, which means the product was considered very good and at this stage the 3.7 field trial was considered good. The results of the pretest and posttest showed an increase in the percentage of student learning outcomes by 38.5%. So it can be concluded that the development of the gamification learning model using microlearning is effective to improve learning outcomes for mastery of basic teaching skills
QR Code-Based Digital Media for Scientific Literacy Skills Enhancement of Elementary School Students
QR Code-based learning encourages teachers to be more creative in designing lessons and students to become more active in the learning process. The problems that are present are the low literacy skills of students in the field of science education, the lack of ability in the field of digital-based technology for science literacy learning, describing alternative solutions to improve science literacy in elementary school students. The development of learning materials in the form of QR Code-based E-Modules aims to enhance higher-order thinking skills in thematic learning. This research aims to develop, validate, and assess effectiveness development of QR Code-Based digital media to enhance scientific literacy skills in the teaching of natural sciences. The research design follows the Research and Development (R&D) method, specifically the Richey and Klein method, consisting of three stages: Planning, Production, and Evaluation. Validation results from media experts show a percentage of 91.57%, language experts 84.38%, and content experts 96.13%. Thus, the developed product is considered highly feasible and ready for testing. The next stage involves one-to-one testing, small group testing, and field testing. One-toone testing scores were 90.28%, small group testing was 93.33%, and field testing was 85.74%. To verify the accuracy of the data, a paired sample t-test using SPSS is conducted, resulting in significance = 0.000 < 0.05. Therefore, it can be concluded that implementing QR Code-based digital media in science education has a significant positive effect, making it highly feasible and effective for use in fourth-grade science classrooms. Thus with this research students' abilities in implementing scientific literacy in everyday life can be improved to achieve better learning outcomes
TINGKAT DISIPLIN BERLALU LINTAS REMAJA MILENIAL DI KECAMATAN NGORO KABUPATEN JOMBANG
This study aims to describe the level of traffic discipline of millennial adolescents in Ngoro District, Jombang Regency. The research approach used is quantitative with a descriptive design. Data was collected through questionnaires using a likert scale type that used four answer choice options. Sampling technique using non probability sampling: incidental. The distribution of the questionnaire was carried out by providing questionnaires online or through the researcher's social media in the form of Facebook. The population used was 10,705 with a sample of 100 respondents. The sample criteria taken by the researchers were millennial teenagers who are residents of Ngoro District, driving two-wheeled motorized vehicles, usually using the internet and ranging in age from 15-24 years. The data analysis technique in this study uses percentage techniques and is based on Thomas Lickona's theory which states that when a person knows a good thing, wants a good thing, and does a good thing, a good character will be formed as well. There are three indicators used as benchmarks in the study. The overall results showed that the level of traffic discipline of millennial teenagers in Ngoro District was classified as good, with details of 80 respondents (80%) having a good level of traffic discipline and the remaining 20 respondents (20%) having a fairly good level of traffic discipline and none of the respondents having a relatively poor level of traffic discipline. The total score obtained was 10,268 with an average of 102.68 which is good. This means that millennial teenagers in Ngoro District have a high level of discipline in traffic.
Keywords:Youth, Millenials, Traffic DisciplinePenelitian ini bertujuan untuk mendeskripsikan tingkat disiplin berlalu lintas remaja milenial di Kecamatan Ngoro Kabupaten Jombang. Pendekatan penelitian yang digunakan adalah kuantitatif dengan desain deskriptif. Data dikumpulkan menggunakan angket dengan jenis skala likert yang menggunakan empat opsi pilihan jawaban. Teknik pengambilan sampel menggunakan nonprobability sampling: incidental. Penyebaran angket dan dilakukan dengan memberikan angket secara online atau melalui media sosial peneliti berupa facebook. Populasi yang digunakan sebesar 10.705 jiwa dengan jumlah sampel sebesar 100 responden. Kriteria sampel yang diambil peneliti yakni remaja milenial yang merupakan penduduk Kecamatan Ngoro, mengendarai kendaraan bermotor roda dua, biasa menggunakan internet dan berkisar usia 15-24 tahun.Teknik analisis data dalam penelitian ini menggunakan teknik prosentase dan didasarkan pada Teori Thomas Lickona yang menyatakan bahwa ketika seseorang mengetahui hal yang baik, menginginkan hal yang baik, dan melakukan hal yang baik, maka akan terbentuk karakter yang baik pula. Terdapat tiga indikator yang digunakan sebagai tolok ukur dalam penelitian. Hasil secara keseluruhan menunjukkan bahwa tingkat disiplin berlalu lintas remaja milenial di Kecamatan Ngoro tergolong pada kategori baik, dengan rincian 80 responden (80%) memiliki tingkat disiplin berlalu lintas yang baik dan sisanya 20 responden (20%) memilliki tingkat disiplin berlalu lintas yang cukup baik dan tidak ada responden yang memiliki tingkat disiplin berlalu intas yang tergolong kurang baik. Total skor yang diperoleh sebesar 10.268 dengan rerata sebesar 102,68 yang termasuk baik. Artinya, remaja milenial di Kecamatan Ngoro memiliki tingkat disiplinberlalu lintas yang termasuk tinggi.
Kata Kunci: Remaja, Milenial, DisiplinBerlalu Linta
IMPROVING READING SKILL BY USING SKETCH TO STRETCH STRATEGY IN OFFLINE LEARNING AND CONVENTIONAL IN ONLINE LEARNING TO LITERAL READING SUBJECT
This study aims to find out: (1) Is there a significant difference in the Sketch to Stretch strategy in improving students' reading skills in offline learning?, (2) Does conventionally have a significant difference in improving students' reading skills through online learning? and (3) Is there any contribution to increasing students' reading ability by increasing motivation to learn offline and online learning?. To determine the effectiveness of the Sketch to Stretch strategy, researchers had taken two research samples. The first group was taught using the Sketch to Stretch strategy in offline learning and the second used conventional strategies in online learning. To collect data, both groups were given a speech test and a learning motivation questionnaire. The results showed that there was a significant difference in learning motivation in the reading ability of students of the 1A semester English study program after being taught using the Sketch to Stretch strategy. So it can be concluded that the Sketch to Stretch strategy learning has an effect on reading ability and increasing student learning motivation
Development of Digital Comic on Thematic Learning to Improve Literature Skills of 5th Grade Students in Elementary School
The development of information technology is very influential in the world of education, so that it can be used as a medium of learning. One way to improve the quality of education through technology is by organizing digital literacy. Digital literacy teaches a person to operate digital technology and think critically. Digital comics are one of the media that can improve students' literacy skills. This study aims to (1) determine the development of digital comics on student literacy, (2) determine the feasibility of the digital comic product being developed, (3) determine the effectiveness of the developed digital comic product. The research method used is research and development which refers to the Richey and Klein development model using three stages, namely: planning, production, and evaluation. The research was conducted for grade V elementary school students, before being tested on students the product was evaluated first by media experts, linguists, and material experts. The results of the assessment of the media expert obtained a score of 92.85% in the very good category, the linguist got a score of 80% in the good category, the material expert got a score of 94.23% with the very good category. Based on the results of experts, digital comic media is said to be very feasible. Furthermore, the one to one test got a score of 93.06% in the very good category and the small group test got a score of 92.08% in the very good category, so the product was said to be very feasible. Meanwhile, the effectiveness test of conducting the T test with the pretest and posttest obtained a value of 0,000 < 0,05. So it is concluded that digital comic media can improve student learning outcomes and can improve student literacy skills
EFFECTIVE READING STRATEGIES FOR READING SKILLS
The researchers had found that learning reading strategies is a key element in developing student comprehension. However, many teachers lack a solid foundation for teaching these reading comprehension strategies. Therefore, teachers need to be prepared on how to design effective reading comprehension strategies and how to teach these strategies to their students. Therefore this study aims to study the effective reading strategies in order to improve reading skills in language classes. The study is an action research applied to a number of 15 students in an intermediate level integrated skills course. The main question of the study is “Would reading strategies help my students’ reading comprehension studies?”. The result od the study indicate that the students had an improvement to a great extend have been tutored about the reading strategies
The Effect Of Cognitive Competency On Early Adolescent Digital Literation Skills
This study aims to see the effect of cognitive competency levels C1-Knowledge, C2-Comprehension, and C3-Application on digital literacy skills in early adolescents. In this study cognitive competence is limited to three aspects, such as knowledge, understanding, and application. The research method used a survey by looking at the effect using simple regression analysis. The results showed that the cognitive competency level of knowledge in digital literacy skills was in the top position of 97.0%, the level of application cognitive competence in digital literacy skills was in the second position of 89.0%, the level of cognitive competence in understanding digital literacy skills was in the third position of 80. , 3%. The conclusion in this study is that there is an effect of cognitive competence on digital literacy skills of early adolescents with a knowledge level of C1-Knowledge 97.0% It shows the concept of students' digital literacy skills in remembering and storing information very well, understanding C2-Understanding 80.3% Shows the concept of students 'digital literacy skills in understanding and choosing information well, C3-Application 89.0% Shows the concept of students' digital literacy skills in applying (using) information well
PENTINGKAH LOGBOOK UNTUK PENILAIAN KINERJA KELOMPOK?
This present study aimed to implement logbook on Media Pembelajaran subject to assess the group performance. Questionnaire were used to collect the data. Qualitative analysis showed that using logbook is effective for assess the performance of group. The result also showed the students who contribute to the group and how they work. We can conclude that assessing of group performance by using logbook is effective and recommended for other subject to use it. Combining the logbook instrument and learning instructional would be suggested.Kata Kunci: logbook, learning instrument, group performance assessment
Analisis Rasio Keuangan Untuk Menilai Kinerja Keuangan PT Atlas Resource Tbk Tahun 2015 - 2020
Penelitian ini bertujuan untuk menganalisis rasio dalam mengukur kinerja keuangan pada PT. Atlas Resources Tbk. Sumber data yang digunakan peneliti adalah data laporan keuangan dan laporan tahunan (annual report). Metode yang digunakan peneliti adalah metode deskriptif dengan memaparkan hasil analisis rasio. Hasil menunjukkan berdasarkan rasio likuiditas dilihat dari Current Ratio dan Quick Ratio mengalami peningkatan. Sementara Cash Ratio mengalami penurunan yang cukup signifikan. Rasio Solvabilitas apabila dilihat dari Total Debt to Total Asset Ratio dan Debt to Equity Ratio juga mengalami penurunan. Rasio Profitabilitas jika dilihat dari Profit Margin mengalami kenaikan. Sementara Return on Equity mengalami penurunan. Return on Investment, Gross Profit Margin dan Operating Profit Margin mengalami kenaikan yang sebenarnya tidak berpengaruh karena tetap pada posisi minus. Rasio Aktivitas dilihat dari Inventory Turnover, Fixed Assets Turnover dan Assets Turnover mengalami kenaikan dan juga tidak berpengaruh karena angka relatif sangat kecil. Secara umum kinerja keuangan perusahaan bila ditinjau dari perspektif analisis rasio menunjukkan kondisi yang baik, meskipun pada beberapa bagian masih memerlukan perbaikan