2,629,998 research outputs found
The comparative study of studen’s achievement beetwen using Powerpoint learning media and module learning media of informatian and communication technology on ten grades of MAN 2 Yogyakarta of academic year 2012/2013
grades whose study using PowerPoint learning media and the student who are
learning using module learning media in Information Technology and Communication
(ICT) lesson at MAN 2 Yogyakarta.
This research is done at MAN 2 Yogyakarta for Information Technology and
Communication (ICT) lessons with material of second semester. This research is Quasi
Experiment with pretest - posttest control group design. The sample of this study is two
classes who totaled of 73 students, consist of 37 experiment class and 36 control student
class. The experimental class is treated using PowerPoint learning media while the
control class is treated using module learning media. The instrument used is pretest and
posttest. Data where analyzed using student contribution (t-test). First, they are tested for
normality and homogenity.
The result shows that there is student achievement difference between using
PowerPoint learning media and modul learning media. This is indicated by the difference
(t (7874)> t table (1,667)) and the average of experimental class (83.18)> the average
value of the control class (69.51). This comparison shows that the average of posttest
experimental class is higher than the average of control class. There are differences in
academic achievement between students who learn using PowerPoint learning media with
the student who are learning using module, the learning achievement using PowerPoint
instructional media better than learning to use the module. So that, learning achievement
using Powerpoint learning media is better than learning using module learning media.
Keywords: Media PowerPoint, Module, ICT Semester 2, Learning Achievemen
Development of Video Learning Media Based on Powtoon Application on the Concept of the Properties of Light for Elementary School Students
The purpose of this research is to know the process of development and feasibility of the learning media of Powtoon and analyze student\u27s understanding after using media in the learning. This research is research and development, the models of construction adopted by Borg and Gall. The product is tested for eligibility through validation testing by the content and media experts. The subject of this study was a student of class IV SDN 3 Attack as much as 20 students. Based on the analysis of the data acquired that a learning-based media of Powtoon is declared feasible by the media experts with an average percentage score of 88% and content expert with a percentage of 80%. the response of students with a rate of 98% the which included "excellent," as well as test of student\u27s understanding, gained an average of scores of 89.25, which belongs to the category of "excellent." From the study, it can to be concluded that learning deserves media of powtoon use in the learning process on the property of light topic
EFFECTIVENESS OF WEB BASED E-LEARNING MEDIA ON INFORMATION AND COMMUNICATION TECHNOLOGY SUBJECT FOR IMPROVE ACHIEVEMENT STUDENTS OF GRADE X SMA NEGERI 1 KALASAN
This research purposed to know the comparative effectiveness of the use of web based E-Learning media in Information Technology and Communication subjects to improve learning achievement students of grade X SMA Negeri 1 Kalasan when compared with conventional learning in place at the school.
The research method is quasi-experimental research method with two class sample XA and XB in SMA Negeri 1 Kalasan.
The research method is used in this research was quasi-experimental research methods with a sample of research is the class XA and XB SMA Negeri 1 Kalasan. The research design was pretest-posttest control group design. The sampling technique is used was random sampling. Different test done to measure the difference in the effectiveness of web based E-Learning media and conventional learning media based on learning achievement of using Independent Sample t-test.
Based on these results it can be concluded that the effectiveness of web based E-Learning media have an index of normalized gain is 0,54; effectiveness of conventional learning media have an index of normalized gain is 0,30 and improved learning achievement with web based E-Learning media is better than the improved learning achievement of conventional learning media while they in the same criteria. The criteria is in sufficient criteria. But if based on calculation of the gain, improvement learning achievement with based on the t test of the average value of learning achievement acquired thitung > ttabel (2,870> 1,672), as well as the significant value of P (0006) <α (0.05), thus Ho rejected and Ha accepted. It is proved that web based E-Learning media effectively to improve student learning achievement in the material Presentation Maker Software Class X SMA Negeri 1 Kalasan.
Keywords: media, E-Learning, conventional learning, learning achievemen
DEVELOPING INTERACTIVE LEARNING MEDIA COMPUTER COMPONENTS AND INSTALATION OF OPERATING SYSTEM BASED ON MULTIMEDIA
This research is aimed to develop learning media, know of performance, find out the proper level of media eligibility and find out the students’ responses toward the use of interactive learning media computer component and installation of operating system based on multimedia in teaching and learning process on the subject matter of Information and Communication Technology at the main material: computer component and installation of operating system. This learning media is expected to be able to use as supporting device in teaching and learning process.
The developing of this learning media uses Research and Development (R & D) method which contains of 8 levels of steps. The steps of this media developing process are as follows: analysis, media designing, implementation, testing, first revision, try –out, second revision and production. This learning media was developed by using the software of Macromedia Flash 8. The testing conducted in this research was in the form of alpha testing by using validation from some experts’ judgments; they are software experts, learning media experts and material experts. After conducting alpha testing and the validation result achieved the criteria used as a proper interactive learning media, then, it was conducted beta testing. It was such a testing to find out how the students’ responses toward the use of the media. Beta testing is conducted by using the students. This research was conducted in the tenth grade students of SMA N 1 Bantul, Jl. Wahid Hasyiem, Bantul, Yogyakarta. It involved 30 students for the instrument trial and 115 students taken from 7 classes to find out how the students’ responses toward the use of the learning media. The method used in collecting the data is likert scale questionnaire. The data collected then analyzed by using descriptive analysis technique by modifying average mark into a proper score interval.
The research finding shows that the validation level in this interactive learning media from the software engineering experts is 67,5 in feasible category, from the learning media experts is 105,5 in very feasible category and from the material experts is 149,75 in very feasible category, while the students’ responses toward the use of interactive learning media achieves 128,54 in very feasible category. From the testing result shown, it can be concluded that the use of interactive learning media computer component and installation operating system based on multimedia for the tenth grade students is significantly proper to use.
Keywords: developing, interactive learning media, prope
Exploring Digital Media & Learning
Summarizes the foundation's grantmaking on digital media and learning. Highlights foundation-funded research on digital media's effects on youth as well as their potential to enhance learning experiences and enable collaborations among institutions
ANALISIS PENGGUNAAN MEDIA BIG BOOK DALAM PEMBELAJARAN LITERASI MEMBACA TERBIMBING SISWA KELAS IV SDN TEGALGONDO KECAMATAN KARANGPLOSO KABUPATEN MALANG
The lack of reading fluency is the cause of using big book media for guided reading literacy learning. Teachers must be creative in using and delivering learning material so that students will not get bored. This thesis discusses the use of big book media in guided reading literacy learning. SDN Tegalgondo, Karangploso sub-district, Malang Regency is an elementary school that has implemented guided reading literacy-based learning during lessons. The purpose of this research is to find out how to find out students' activities in using big book media in guided reading literacy learning and to find out teacher activities in using big book media in guided reading literacy learning.
This research uses a qualitative research approach at SDN Tegalgondo, Karangploso District, Malang Regency. Data collection techniques were through observation, interviews and documentation, with research subjects being class teachers and IV class with the total students are 16 children.
The results of this research show that: (1) The use of big book media in guided reading literacy learning. (2) student activities in guided reading literacy learning using big book media (3) teacher activities in guided reading literacy learning using big book media
Implementation of Sparkol Videoscribe Physics-based Learning Media Pace to Improve Students' Analytical Skills
Learning media can determine the quality of education, one of the digital media revolution with the development era 4.0. So that the required media interesting and appropriate media learning needs. One of the instructional media used is a dynamic learning media and digital nature, i.e., sparkol videoscribe instructional media as media that is flexible. This study aims to determine the ability to analyze the learners after the learning intervention with learning models Project, Activity, Cooperative Learning, Exercise (PACE) class X Mathematics learners SMAN 6 Purworejo. This study used a quasi-experimental design with pre-test and post-test. The results showed that the average value of the pre-test students on the material Enterprises and Energy before the implementation of PACE is learning to use the model of implementation is 46.28 and after 80.75. The highest post-test value of 95 indicated by the attribute aspect. The amount of the lowest post-test that is 72 represented by aspects of organizing the linking indicator of a problem
PENGEMBANGAN MEDIA KOMACA (Kotak Mari Membaca) PADA KEGIATAN MEMBACA PERMULAAN DENGAN METODE EJA PADA SISWA KELAS 1 SEKOLAH DASAR
Based on observations and interviews with class teachers on October 11 2023, the results of an analysis of the needs of class I students at SD Negeri Mojorejo 01 Batu, showed that the school still uses learning media in the form of textbooks, videos and others, thus concrete learning media is needed. as a support for learning, especially for beginning reading. This aims to increase student interest. The aim of this research is to develop KOMACA learning media using the ADDIE model which has 5 stages, namely analysis, design, development, implementation and evaluation. The data analysis techniques used were qualitative data analysis and quantitative data analysis with the aim of finding out how to develop KOMACA learning media to improve students' reading skills.
The development of KOMACA learning media obtained material validation results of 84% and media validation results of 88%. Both validations are categorized as very valid for implementation. Meanwhile, the student response questionnaire received a score of 94% and the results of the teacher response questionnaire were 93%. From both questionnaires, the responses were in the very good category. This can be interpreted as meaning that the development of KOMACA learning media can attract students' attention and interest and make them more active in the learning proces
LEARNING MEDIA OF SIGNAL AUDIO FILTER FOR AUDIO ENGINEERING SUBJECT
This research aims to determine the design, performance, and advisability level of “Learning Media of Signal Audio Filter for Audio Engineering Subject” as a learning medium of audio engineering subjects at Audio Video Engineering department at SMKN 3 Yogyakarta.
This research is a Research and Development. Object of this research is the “Learning Media of Signal Audio Filter for Audio Engineering Subject” be equipped learning module. Development steps consist of 1). Analysis, 2). Design, 3). Implementation, 4). Testing, 5). Validation, and 6). Trial usage. The method to collect the data consist of 1). Testing and observation of performance, 2). Questionnaire research. The media validation involving two experts learning media and two experts learning materials and usage trials conducted by 33 students.
The results show that the performance of “Learning Media of Signal Audio Filter for Audio Engineering Subject”is fit for purpose as a learning medium of audio filter. Test results of AFG circuit can produce output signal with three waveforms are sine, sawtooth and a square with a frequency between 10 Hz-30 KHz. Circuit frequency counter can count frequencies between 10 Hz-25 KHz and amplitude can be read with a range between 0.3 Vp-p-10 Vp-p. Each filter circuit board can work well in frequency range between 20 Hz-20 KHz. The results validate the content of the learning material experts get a level of validity with the percentage of 81.77% with a very decent category. The validation of the construct by expert learning media get the level of validity with the percentage of 87.5% to the category of very decent. While in used test by students in SMK N 3 Yogyakarta a validity of 78.5% to the category of very decent.
Keywords: media, learning, filters, audio signal
THE DEVELOPMENT OF THE INTERACTIVE LEARNING MEDIA ON COMPUTER SKILL AND INFORMATION MANAGEMENT COURSE AT SMK NEGERI 2 DEPOK SLEMAN YOGYAKARTA
The research was purpose to develop the interactive learning media on computer skill and information management course, testing the media task and to know the feasibility of media when tested to the field. The learning media expected to help students to practice the study by themselves, in the other hand can be afford the process of learning at vocational high school.
The research was using Research and Development Method according to the implementation step of development, as follows : 1) Analysis of needs, 2) Develop the design of multimedia learning, 3) Implementation of Media, 4) Testing the product result of media development. The testing was using Black Box method to find out the error of navigation, and then the media is validated by the expert of material and the expert of media before tested to the field. The research of user testing was held at SMK Negeri 2 Depok, Sleman, Yogyakarta, grade of XI, with 29 students the department of Audio Video Engineering. The data collection method was using Questionnaire, the data were collected then analyze by researcher with Descriptive Analysis technique with convert the average result of evaluation into the feasibility interval score.
The result of the research was show that the level of learning media development from the expert of material validator the score was 3.78 in very feasible category, and then from the expert of media validator the score was 3.19 in feasible category and to the user testing of students the score was 3.24 in feasible category. Based on the data, conclude that the interactive media learning on computer skill and information management course which made by the researcher was feasible to used by vocational high school students
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