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Pengembangan E-modul Interaktif Berbasis Proyek Pada Mata Pelajaran Simulasi Digital Kelas X di SMK TI Bali Global Singaraja ., KOMANG REDY WINATHA; ., PROF.DR. NASWAN SUHARSONO, M.Pd.; ., Dr. KETUT AGUSTINI, S.Si, M.Si.
Jurnal Teknologi Pembelajaran Indonesia Vol 8, No 1 (2018)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (973.614 KB) | DOI: 10.23887/jtpi.v8i1.2238

Abstract

Penelitian ini bertujuan untuk menghasilkan produk pembelajaran berupa e-modul berbasis proyek yang valid, praktis, dan efektif bagi siswa kelas X semester ganjil mata pelajaran simulasi digital. Penelitian pengembangan ini didasari oleh belum tersedianya bahan ajar inovatif yang sesuai dengan tuntutan Kurikulum 2013 pada mata pelajaran simulasi digital di SMK TI Bali Global Singaraja. Prosedur pengembangan menggunakan model ADDIE yang terdiri dari lima tahap yaitu: analysis, design, development, implementation dan evaluation. Hasil penelitian terkait bahan ajar yang dikembangkan, telah memenuhi aspek validitas, kepraktisan, dan efektivitas. Hasil uji validitas menunjukkan bahwa e-modul berbasis proyek beserta buku panduan berada pada kategori sangat baik berdasarkan uji coba para ahli. E-modul juga telah memenuhi aspek kepraktisan dilihat dari respon guru dan siswa terkait kemudahan penggunaan dan kemenarikan desain antarmuka. Hasil uji-t menunjukkan, terdapat perbedaan yang signifikan antara nilai rata-rata hasil belajar siswa sebelum dan setelah menggunakan e-modul interaktif berbasis proyek. Di mana nilai rata-rata posttest lebih lebih besar dari nilai rata-rata pretest dan telah memenuhi kriteria ketuntasan minimal yang telah ditetapkan. Berdasarkan hal tersebut, e-modul interaktif berbasis proyek telah memenuhi aspek efektivitas.Kata Kunci : pengembangan,e-modul,simulasi digital,pembelajaran berbasis proyek This research aims to develop learning product such as valid, practical and effective interactive e-module based on project for student grade X first semester simulation digital lesson. This development research based by unavailable innovation education material which suitable with Curriculum 2013 on digital simulation subject in SMK TI Bali Global Singaraja. The development procedure use ADDIE model, it consist of five steps are analysis, design, development, implementation and evaluation. Results of research related teaching materials developed, fulfills the validity, practicality, and effectiveness. Validity test results indicate that the interactive e-module based on project with guide books that are in the very good category based on testing experts. E-module also fulfills the practicality on the response of teachers and students related to ease of use and attractiveness of the interface design. The results of t-test showed a significant difference between the average value of student learning outcomes before and after using the interactive e-module based on project. Where the average value posttest is greater than the average pretest and have met the minimum completeness criteria that have been set. Based on this, interactive e-module based on project fulfills the effectiveness.keyword : development,e-module,digital simulation,project-based learning
PKM SOSIALISASI PEMANFAATAN SAMPAH ORGANIK DI SD NEGERI 1 PEREAN KANGIN, BATURITI, TABANAN, BALI Meinarni, Ni Putu Suci; Winatha, Komang Redy; Yasa, I Putu Pedro Kastika; Semara, Arya Aditya Widya
Empowerment : Jurnal Pengabdian Masyarakat Vol 2, No 02 (2019): Empowerment
Publisher : Program Studi Ilmu Hukum Fakultas Hukum Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/empowerment.v2i02.2012

Abstract

AbstractSD Negeri 1 Perean Kangin is a partner in the Community Partnership Program, which is one of the state primary schools located in the Baturiti Tabanan area, where the environment around the school is still a beautiful rural environment with little technological development. The problem faced is the lack of awareness of the potential of organic waste contained in their environment, and knowledge of the importance of sorting rubbish, which still piles up various types of garbage in one trash can. The purpose of this activity is to increase awareness and increase students' knowledge and skills to sort and manage waste, especially organic waste. The presentation method is used to describe in general the concept of waste segregation and by staying interactive with students. The material presented is the difference between organic and inorganic waste, and how to use it according to the type of waste, and the results of organic waste management. The results of activities that have been carried out are the presentation of material on organic and inorganic waste, as well as training in making compost as a result of organic waste processing. Based on the activities that have been carried out students are able to sort waste according to its type.Keywords: Environment, Community Partnership Program, Waste, Compost Fertilizer. AbstrakSD Negeri 1 Perean Kangin adalah mitra dalamProgram Kemitraan Masyarakat yang merupakan salah satu sekolah dasar negeri yang terdapat di daerah Baturiti Tabanan, dimana lingkungan disekitar sekolah merupakan lingkungan pedesaan yang masih asri dengan terpengaruh sedikit perkembangan teknologi. Masalah yang dihadapi adalah kurangnya kesadaran terhadap potensi sampah organik yang terdapat di sekitar lingkungan mereka, dan pengetahuan tentang pentingnya pemilahan sampah, yang masih menumpuk sampah berbagai jenis dalam 1 tempat sampah. Tujuan kegiatan ini adalah untuk meningkatkan kesadaran dan menambah pengetahuan dan keterampilan siswa untuk memilah dan mengelola sampah khususnya sampah organik. Metode presentasi digunakan untuk menjabarkan secara umum konsep pemilahan sampah dan dengan tetap interaktif dengan siswa. Adapun materi yang disampaikan adalah perbedaan sampah organik dan an organik, serta cara pemanfaatannya sesuai dengan jenis sampah, dan hasil dari pengelolaan sampah organik. Hasil kegiatan yang sudah dilaksanakan adalah pemaparan materi tentang sampah organik dan an organik, serta pelatihan pembuatan pupuk kompos sebagai hasil dari pengolahan sampah organik. Berdasarkan kegiatan yang sudah dilakukan siswamampu untuk memilah sampah sesuai dengan jenisnya.Kata Kunci: Lingkungan, Program Kemitraan Masyarakat, Sampah, Pupuk Kompos.
The Implementation of Customer Relationship Management (CRM) Supported by SMS Gateway Technology Winatha, Komang Redy
Jurnal Pendidikan Teknologi dan Kejuruan Vol 16, No 1 (2019): Edisi januari 2019
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (514.188 KB) | DOI: 10.23887/jptk-undiksha.v16i1.16580

Abstract

Responding to the higher restaurant industry competition, the Mailaku Roemah Nongkrong restaurant was not too flexible in facing an environmental changes. It was still using manual technology while there was an advancing technological developments. It was still applying the internal resources for business development. One way to overcome this problem is by utilizing technology and the concept of customer relationship management (CRM). CRM is a marketing strategy to create and maintain customer relationships and reduce the possibility of customers moving to other competitors. This study presented the development and implementation of CRM in a web-based system that was supported by sms gateway technology. The research methodology that will be used in this study consists of some steps, such as library study, observation, interviews, and system development which was divided into analysis, design, coding, and testing. The result was a web-based system was able to manage customer data, product promotion, and customer service management to create good relationships with customers. This system can be as an alternative for restaurants and customers in establishing practical business communication.
Pengembangan E-modul Interaktif Berbasis Proyek Mata Pelajaran Simulasi Digital Winatha, Komang Redy
Jurnal Pendidikan Teknologi dan Kejuruan Vol 15, No 2 (2018): Edisi Juli 2018
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (461.086 KB) | DOI: 10.23887/jptk-undiksha.v15i2.14021

Abstract

Tujuan penelitian ini adalah untuk menghasilkan media pembelajaran berupa e-modul interaktif berbasis proyek dan mengetahui kelayakan media berdasarkan pengujian para ahli. Pengembangan media pembelajaran ini, didasari oleh belum tersedianya bahan ajar inovatif yang sesuai dengan tuntutan Kurikulum 2013 pada mata pelajaran simulasi digital di SMK TI Bali Global Singaraja. Demi menghasilkan produk yang diharapkan, prosedur pengembangan yang digunakan adalah model ADDIE yang terdiri dari lima tahap yaitu: analysis, design, development, implementation dan evaluation. Hasil penelitian menunjukkan bahwa, hasil perancangan e-modul interaktif yang telah dikembangkan pada mata pelajaran simulasi digital menggunakan model pembelajaran inovatif berbasis proyek berhasil diterapkan dan layak diimplementasikan dalam proses pembelajaran.
PERSEPSI MAHASISWA TERHADAP PENERAPAN GAMIFIKASI DALAM PEMBELAJARAN Winatha, Komang Redy; Ariningsih, Kadek Ayu
Jurnal Pendidikan Teknologi dan Kejuruan Vol 17, No 2 (2020): Edisi Juli 2020
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (334.842 KB) | DOI: 10.23887/jptk-undiksha.v17i2.26010

Abstract

Penelitian bertujuan menerapkan dan mengkaji gamifikasi dalam pembelajaran di STMIK STIKOM Indonesia. Metode penelitian yang digunakan dalam penelitian ini adalah metode deskriptif kualitatif yang bertujuan untuk mendeskripsikan semua respon mahasiswa setelah dilakukan penerapan gamifikasi melalui kuesioner. Data diperoleh dari hasil pengisian kuesioner melalui google form yang berisikan 33 pernyataan. Pernyataan dikelompokkan menjadi dua bagian, Bagian pertama untuk menggali pendapat mahasiswa tentang penerapan gamifikasi, sedangkan bagian yang kedua untuk menggali sejauh mana manfaat dari penerapan gamifikasi bagi mahasiswa. Hasil penelitian menunjukkan bahwa penerapan gamifikasi dalam pembelajaran memberikan manfaat positif kepada mahasiswa dimana mereka lebih bersemangat, merasa senang, tidak merasa bosan dan dapat berpartisipasi dengan aktif dalam mengerjakan latihan-latihan materi.
Pengaruh Game-Based Learning Terhadap Motivasi dan Prestasi Belajar Komang Redy Winatha; I Made Dedy Setiawan
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 10 No 3 (2020)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2020.v10.i3.p198-206

Abstract

The curriculum requirement requires the lecturer to be creative in developing the learning style. However, in interpersonal skill subject, the lecturer only provides things that available on the textbook conventionally and focusing on the material accomplishment of the curriculum without considering the learning expected output. To resolve that problem, the lecturer needs to modify the learning style by providing a learning innovation. One of the alternatives is implementing game-based learning model by playing media card. Therefore, the research objective was to describe positive effect of game-based learning model towards collegian’s learning motivation and achievement in Interpersonal Skill subject in STMIK STIKOM Indonesia. The research method used was Quasi-Experiment with non-equivalent control group design. The research instrument used was a motivation questionnaire and learning achievement test. The research result showed that there was a positive effect of game-based learning model towards Collegian’s motivation and learning achievement in Interpersonal Skill subject.
The Usage Effectivity of Project-Based Interactive E-Module in Improving Students’ Achievement Komang Redy Winatha; Myra Mentari Abubakar
Jurnal Pendidikan Teknologi dan Kejuruan Vol 24, No 2 (2018): (October)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (296.468 KB) | DOI: 10.21831/jptk.v24i2.20001

Abstract

One of the changes done by the government in the field of education is changing Curriculum 2006 to be Curriculum 2013. This change impacts on the change of learning paradigm, which at the beginning it was teacher-centered learning changes to be students centered learning. Therefore, the learning strategy used by teachers should be addressed to facilitate competence achievement that in the end, it will improve students' achievement. This study was aimed to identify the effectivity of project-based interactive e-module media towards students' achievement in the subject of digital simulation. This study was categorized into pre-experimental quantitative research with one group pretest-posttest design. The data analysis method used was a paired sample t-test. The results showed the significance value obtained was 0.000 which means higher than α. This means that there is an average score difference of students' achievement between before and after using the project based interactive e-module. The post-test average score is 82.65 which is higher than the average pre-test score of 43.40. It can be concluded that digital simulation learning by using the project based interactive e-module can improve the students’ achievement.          
FILM DOKUMENTER EKSISTENSI TARIAN DAN KESENIAN SAKRAL WAYANG WONG DESA ADAT SIDAN I Nyoman Anom Fajaraditya Setiawan; I Nyoman Widhi Adnyana; Komang Redy Winatha; I Nyoman Yoga Trisemarawima
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol 5, No 02 (2019): August 2019
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v5i2.2561

Abstract

AbstrakSeni pertunjukan wayang wong adalah salah satu kesenian di Bali dan masih ditarikan di daerah desa tradisional Sidan, Kecamatan Petang, Kabupaten Badung, Bali. Kesenian wayang wong ini menjadi menarik, karena merupakan salah satu kesenian yang dianggap sakral oleh masyarakat setempat. Tetapi di Desa Sidan, wayang wong hanya ditarikan saat upacara keagamaan khusus. Pada prosesi sebelum pertunjukan ditarikan oleh masyarakat setempat, dilakukan ritual khusus pada para penari. Pengamatan lapangan tidak ditemukan adanya dokumentasi dalam bentuk apapun yang mengacu pada rangkaian acara tersebut, termasuk foto ataupun rekaman video. Berdasarkan wawancara dengan kelompok penari, regenerasi dilakukan dari generasi ke generasi secara langsung. Tidak adanya dokumen fisik atau digital, memotivasi tindak lanjut untuk mengeksplorasi fenomena kesenian ini. Metode kualitatif melalui pengumpulan data observasi tempat rangkaian prosesi kesenian wayang wong dan wawancara dilakukan pada anggota penari serta pimpinan desa adat yang mengetahui eksistensi kesenian ini. Kemudian dikomparasikan dengan proses perancangan video, sehingga didapatkan rangkaian cerita dalam bentuk film dokumenter. Finalisasi film dokumenter kemudian didelegasikan secara langsung pada masyarakat setempat, sehingga dapat digunakan sebagai acuan kajian lebih lanjut oleh para akademisi ataupun praktisi seni. Hal ini bertujuan untuk melestarikan kesenian wayang wong sakral yang telah langka di Bali. Kata Kunci: film, dokumenter, tari, wayang wong, Bali AbstractWayang wong performance art is one of the arts in Bali and is still danced in the traditional village area of Sidan, Petang District, Badung Regency, Bali. Wayang wong art is interesting because it is one of the arts that are considered sacred by the local community. But in Sidan Village, wayang wong is only danced during special religious ceremonies. In the procession, before the performance was danced by the local community, a special ritual was performed for the dancers. Field observations were not found in any form of documentation that refers to the series of events, including photographs or video recordings. Based on interviews with dancer groups, regeneration is carried out from generation to generation directly. The absence of physical or digital documents motivates follow-up to explore this artistic phenomenon. The qualitative method was through observation data collection where a series of wayang wong art processions and interviews were conducted with dancers and traditional village leaders who knew the existence of this art. Then it is compared with the video design process so that a series of stories is obtained in the form of a documentary film. The finalization of the documentary was then delegated directly to the local community so that it could be used as a reference for further studies by academics or arts practitioners. It aims to preserve the art of the sacred wayang wong which has been rare in Bali. Keywords: film, documentary, dance, wayang wong, Bali
Pengembangan E-modul Interaktif Berbasis Proyek Mata Pelajaran Simulasi Digital Komang Redy Winatha
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 15 No. 2 (2018): Edisi Juli 2018
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (461.086 KB) | DOI: 10.23887/jptk-undiksha.v15i2.14021

Abstract

Tujuan penelitian ini adalah untuk menghasilkan media pembelajaran berupa e-modul interaktif berbasis proyek dan mengetahui kelayakan media berdasarkan pengujian para ahli. Pengembangan media pembelajaran ini, didasari oleh belum tersedianya bahan ajar inovatif yang sesuai dengan tuntutan Kurikulum 2013 pada mata pelajaran simulasi digital di SMK TI Bali Global Singaraja. Demi menghasilkan produk yang diharapkan, prosedur pengembangan yang digunakan adalah model ADDIE yang terdiri dari lima tahap yaitu: analysis, design, development, implementation dan evaluation. Hasil penelitian menunjukkan bahwa, hasil perancangan e-modul interaktif yang telah dikembangkan pada mata pelajaran simulasi digital menggunakan model pembelajaran inovatif berbasis proyek berhasil diterapkan dan layak diimplementasikan dalam proses pembelajaran.
The Implementation of Customer Relationship Management (CRM) Supported by SMS Gateway Technology Komang Redy Winatha
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 16 No. 1 (2019): Edisi januari 2019
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (514.188 KB) | DOI: 10.23887/jptk-undiksha.v16i1.16580

Abstract

Responding to the higher restaurant industry competition, the Mailaku Roemah Nongkrong restaurant was not too flexible in facing an environmental changes. It was still using manual technology while there was an advancing technological developments. It was still applying the internal resources for business development. One way to overcome this problem is by utilizing technology and the concept of customer relationship management (CRM). CRM is a marketing strategy to create and maintain customer relationships and reduce the possibility of customers moving to other competitors. This study presented the development and implementation of CRM in a web-based system that was supported by sms gateway technology. The research methodology that will be used in this study consists of some steps, such as library study, observation, interviews, and system development which was divided into analysis, design, coding, and testing. The result was a web-based system was able to manage customer data, product promotion, and customer service management to create good relationships with customers. This system can be as an alternative for restaurants and customers in establishing practical business communication.