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PENGEMBANGAN MEDIA PEMBELAJARAN KOTAK DAN KARTU MISTERIUS UNTUK MENINGKATKAN HASIL BELAJAR Nasiyah Nasiyah; Ika Lis Mariatun; Yusrianto Sholeh
Jurnal Pendidikan Ekonomi (JURKAMI) Vol 8, No 2 (2023): JURKAMI
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpe.v8i2.2523

Abstract

Education is always developing and can be seen from the various findings and the increasing components of the existing education system. The learning outcomes obtained by students are a reflection of the learning process with the learning model and learning media used. The purpose of this study was to develop learning media for mysterious boxes and cards in the Economics subject of Class XI at Nurusshaleh High School. The type of research used is Research and Development using procedures developed by Brog and Gall. The steps used are: Analysis and potential problems, Data Collection, Product Design, Design Validation, Design Revision, Product Testing. The Material and Media testing phase is carried out by media experts. The data in this study are in the form of qualitative and quantitative data. The research instrument was a questionnaire on student learning motivation and a questionnaire on the assessment of mysterious boxes and cards by experts. Based on the development obtained an average of the validation of material experts 29,5, media experts 9,625, learning practitioners 10,265 and student responses with an average of 11,625, learning outcomes obtained from an average pretest score of 52,5 an average posttest score of 76,1. Based on the results of the research that has been done, it means that the mysterious box and card media are in the good category and are suitable for use in class XI SMA Nurusshaleh.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS BLOG UNTUK MENINGKATKAN MOTIVASI BELAJAR X SMAN 1 TANJUNG BUMI Kurrotul Aini; Ika Lis Mariatun; Yusrianto Sholeh
Jurnal Pendidikan Ekonomi (JURKAMI) Vol 8, No 2 (2023): JURKAMI
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpe.v8i2.2543

Abstract

The application of technology in learning as a learning medium will make it easier for students to learn according to their characteristics and can help teachers when overcoming difficulties in conveying learning material. This study aims to determine the procedure for blog-based learning media, and whether or not the learning media is appropriate, as well as to analyze the development or increase in student motivation after the introduction of class X blog-based learning media at SMAN 1 Tanjung Bumi. This study uses research and development methods using the ADDIE model. Using data sources from teachers and students at SMAN 1 Tanjung Bumi, with research data on the development of learning media. Data collection using a questionnaire. Data analysis techniques are qualitative and quantitative data analysis, qualitative data analysis of media is carried out according to the scores of material experts, media experts, economic learning practitioners, and student response questionnaires. The results of research on the development of blog-based learning media in class X OJK lessons with the satisfaction of using blog-based learning media are very suitable for use in learning; student responses experienced an increase in motivation to take part in learning
Development of Quizizz Game-Based Interactive Learning Media to Improve Learning Outcomes Wahyuni Wahyuni; Ika Lis Mariatun; Yusrianto Sholeh
Edunesia : Jurnal Ilmiah Pendidikan Vol. 5 No. 1 (2024)
Publisher : research, training and philanthropy institution Natural Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51276/edu.v5i1.545

Abstract

In this digital era, it is very important to understand and use technology wisely to adapt to digital transformation. Technology affects the quality of education in these turbulent times. A game is an interesting learning medium with an interactive nature. Currently, educators can choose Quizizz as an interesting learning environment supporting the learning process. This study aims to provide teachers with interactive learning media interventions based on quizizz games in Economics class X SMA Darul Hadits, Sepulu District, Bangkalan Regency. This time, learning media development uses the research model (ADDIE). The research subjects included in the development of interactive learning media are validation tests by media validators, practitioner validators, and material validators, as well as tests aimed at students. Research data were obtained through observation techniques, questionnaires, and interviews with economics teachers and several class X SMA Darul Hadits regarding the learning process. The study results show that the teacher uses lecture and discussion methods using LKS and PowerPoint media in economics learning. So, with this, the researcher uses the Quizizz game application to support student learning enthusiasm so that later it will improve student learning outcomes. This study got a very good response from teachers and students.
Development of Canva Application Learning Media Increase Learning Outcomes Class X Economic Studies at SMAN 3 Bangkalan Amiro Amiro; Ika Lis Mariatun; Yusrianto Sholeh
Journal of Educational Sciences Vol 7, No 4: October 2023
Publisher : Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.7.4.p.574-587

Abstract

This research is research into the development of learning media products using the Canva application for economics subjects for class X students at SMAN 3 Bangkalan. This research aims to (1) develop interactive learning media in economics subjects for students of SMAN 3 Bangkalan. (2) determine the feasibility of interactive learning media for economics subjects for students at SMAN 3 Bangkalan which is being developed. (3) Knowing the use of learning media using the Canva application can improve the learning outcomes of class X students at SMAN 3 Bangkalan. This development research is carried out using R&D (research and development) which consists of potential and problems, information gathering, product design, design validation, design improvement, product testing, product revision, use testing, product revision, and product manufacturing. Based on this research, for the assessment, material experts obtained a percentage score of 78% in the (worthy) category, media experts obtained a percentage of 83.3% in the (very worthy) category, field practitioners obtained a percentage of 98% in the (very worthy) category. category (very worthy). category (very worthy), and improve learning outcomes with a score of 0.82 or 82% in the category (high). Based on the pretest posttest student learning outcomes were initially 60-70, after using learning media using the Canva application it became 90-95, increasing from 15-30.
PEMBERDAYAAN IBU-IBU PKK MELALUI PEMBUATAN JAMU HERBAL TEMULAWAK TANPA AMPAS DI DUSUN BURNEH KECAMATAN BANGKALAN KABUPATEN BANGKALAN PROVINSI JAWA TIMUR Ika Lis Mariatun; Manah Tarman; Aldila Septiana; Octaviana Arisinta
Kanigara Vol 4 No 1 (2024): Kanigara
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/kanigara.v4i1.8704

Abstract

Kreativitas menjadi suatu tantangan dan peluang tersendiri bagi ibu-ibu PKK untuk mengembangkan olahanĀ  minuman herbal menjadi sebuah kebutuhan alternatif untuk menjaga imunitas dalam tubuh. Jamu Herbal Temulawak dusun Burneh Kecamatan Bangkalan Kabupaten Bangkalan Provinsi Jawa Timur adalah kegiatan yang bertujuan untuk meningkatkan kesejahteraan ibu- ibu PKK dusun Burneh. Rencana kegiatan yang akan dilakukan ada empat tahap yaitu persiapan, pelatihan, pengemasan, dan Pemasaran. Tahap Persiapan tim bersama mitra mulai menyusun kegiatan, Tahap Pelatihan yang akan dilakukan berupa pelatihan pembuatan jamu temulawak tanpa ampas, Tahap Pengemasan menggunakan label untuk identitas produk jamu. selain itu Tahap Pemasaran menjaring mitra dan pemasaran secara online. Selanjutnya pelatihan manajemen pembukuan keuangan secara sederhana. Setelah kegiatan pelatihan dilanjutkan pendampingan dan evaluasi yang dilakukan selama kegiatan PKM sampai mitra berhasil dengan baik dalam mengembangkan usahanya.