Eko Prasetyo Utomo
SMP Negeri Model Terpadu Bojonegoro

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PENGEMBANGAN KOMIK DIGITAL BERBASIS PROBLEM BASED INSTRUCTION PADA MATERI KELANGKAAN DAN KEBUTUHAN MANUSIA Eko Prasetyo Utomo
Soedirman Economics Education Journal Vol 3 No 1 (2021)
Publisher : Fakultas Ekonomi dan Bisnis, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32424/seej.v3i1.4064

Abstract

Tujuan penelitian ini yaitu untuk mengetahui proses dan hasil pengembangan komik digital berbasis Problem Based Instruction dan keefektifan produk hasil pengembangan. Penelitian ini menggunakan rancangan Research and Development (R&D) dengan desain ASSURE. Populasi 149 anak dan sampel uji coba meliputi perorangan 5 siswa, kelompok kecil 15 siswa, dan lapangan berjumlah 30 siswa. Hasil Pengembangan produk diuji melalui evaluasi formatif, meliputi tinjauan ahli media pembelajaran dan pengembang pembelajaran, uji coba individu, kelompok kecil, dan lapangan. Hasil uji kelayakan ahli media pembelajaran dan pengembangpembelajaran memperoleh nilai rata-rata 89,19% dan 89,30%, keduanya dalam kategori sangat layak. Selanjutnya dilakukan uji coba perorangan memperoleh nilai 79,51% kategori layak. Selanjutnya hasil uji coba kelompok kecil, memperoleh nilai 73,06% kategori sangat layak. Untuk uji coba lapangan memperoleh nilai 83,36 kategori sangat layak. Berdasarkan hasil uji t menunjukkan bahwa ada perbedaan signifikan hasil belajar kognitif siswa sebelum dan sesudah penggunaan komik digital berbasis Problem Based Instruction.
Pengembangan media Janus (Jelajah Nusantara) pada mata pelajaran IPS Eko Prasetyo Utomo
Jurnal Teori dan Praksis Pembelajaran IPS Vol. 5, No. 1
Publisher : Universitas Negeri Malang

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Abstract

This study aims to determine the process and results of the development of the Nusantara Exploration learning media on social studies subjects and to know the effectiveness of the Nusantara Exploration learning media on social studies subjects. This development research uses the development model of Dick, Carey, and Carey. Product development is tested through formative evaluation, which includes several stages: expert review of social study materials, design expert review and learning media, individual trials, small group trials, and field trials. Due diligence by the expert team obtained 97.17% results from media experts and 94.83% from material experts. After being revised based on responses from the expert team, individual trials were carried out at 85.05%, small group trials at 90.17%, and field trials at 90.47. T-test results show that in field trials, it is proven that this product is effective in improving student learning outcomes. Overall evaluation results, placing this development product in the category, is very feasible.DOI: 10.17977/um022v5i12020p028
Pengembangan mobile learning berbasis android untuk meningkatkan hasil belajar kognitif siswa pada pembelajaran IPS Eko Prasetyo Utomo
Jurnal Teori dan Praksis Pembelajaran IPS Vol. 6, No. 1
Publisher : Universitas Negeri Malang

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Abstract

This study aimed to develop android-based mobile learning and to find out its effectiveness in improving student cognitive learning outcomes in social studies learning. The development process refers to the model of Dick et al. The results of the development are in the form of android-based mobile learning with the main components, namely: 1) introduction to subjects; 2) subject competence; 3) material; and 4) practice questions in the form of quizzes. The feasibility level of the social studies material test is 89.91 percent very feasible category and learning media test is 89.42 percent very feasible category. Sequentially the feasibility level for individual trials was 77.78 percent in the feasible category, the small group trial was 77.92 percent in the feasible category, and the field trial was 83.43 percent for the very feasible category. The product effectiveness test using the t-test showed mobile use. Android-based learning can improve student cognitive learning outcomes in social studies subjects. The media developed has been tested and can be tested on a wider range of subjects for product perfection. DOI: http://dx.doi.org/10.17977/um022v6i12021p45
Internalisasi nilai karakter gotong royong dalam pembelajaran IPS untuk membangun modal sosial peserta didik Eko Prasetyo Utomo
Jurnal Teori dan Praksis Pembelajaran IPS Vol. 3, No. 2
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (79.741 KB)

Abstract

Gejala memudarnya modal sosial seperti kepercayaan, toleransi, kerjasama, solidaritas, gotong royong, dan musyawarah pada tingkat yang mengkhawatirkan. Tujuan penelitian ini adalah menggali proses dan makna internalisasi nilai karakter gotomg royong dalam pembelajaran IPS. Pendekatan dalam penelitian ini yaitu kualitatif dengan desain penelitian fenomenologi. Subyek penelitian ini adalah peserta didik SMP Negeri Model Terpadu Bojonegoro yang dipilih dengan menggunakan teknik purposive sampling. Pengumpulan data dilakukan dengan teknik wawancara dan obeservasi. Hasil penelitian ini menunjukkan bahwa nilai karakter gotong royong diinternalisasikan dalam tiga tahap yaitu 1) transformasi; 2) transaksi; dan 3) transisternalisasi nilai. Proses internalisasi nilai karakter gotong royong dalam pembelajaran IPS melalui mediator keteladanan guru dan pengalaman belajar secara langsung melalui model pembelajaran, metode pembelajaran, bahan ajar, dan evaluasi pembelajaran. Perilaku berkarakter gotong royong yang diaktualisasikan dalam kehidupan sehari-hari di sekolah oleh peserta didik yaitu kerjasama, diskusi pemecahan masalah, tolong menolong, anti diskriminasi, dan anti kekerasan. Internalisasi nilai karakter gotong royong dalam pembelajaran IPS sangat penting dilakukan untuk mambangun modal sosial peserta didik di era globalisasi sekarang ini.DOI: 10.17977/um022v3i22018p088
Pengembangan Traveller Game Learning Berbantuan Media Jelajah Nusantara Pada Mata Pelajaran IPS Eko Prasetyo Utomo
SOSEARCH : Social Science Educational Research Vol 1 No 2 (2021)
Publisher : Program Studi Pendidikan IPS Unesa

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Abstract

The purpose of this study was to determine 1) the development process of Traveler Game Learning assisted by J Exploration of the Archipelago media; 2) its implementation in the social studies subject; 3) increasing students' historical thinking skills; and 4) improving students' social skills. This research and development process refers to the Dick, Carey and Carey development procedures. The trial of the product developed was carried out at SMP Negeri Model Terpadu Bojonegoro with the sample of field trials in class VIII students totaling 30 children. The trial design used a pre-experimental design with one group pretest-posttest. The results of the validation show that the percentage of value from the learning model experts is obtained 98%, the learning tools in the form of lesson plans are 92.20%, the material is obtained 93.60%, the media is obtained 95.60%. The quality of the implementation of social studies learning, the first meeting got a percentage of 85.71%, the second meeting was 88.57%, and the third meeting was 97.14%. Overall meeting in very good category. The results of the t test on students' historical abilities showed that the t value was greater than the t table (t count = 14.89> t table value = 1.699). These results indicate that there has been an increase in students' historical thinking skills in the social studies subject after the use of the Traveler Game Learning development product assisted by the Jampang Nusantara media. Students' social skills in social studies learning have increased, namely meeting I 79.17% in good category, meeting II 83.35% in very good category, and meeting II 90.83% in very good category.
INTERNALISASI NILAI-NILAI KARAKTER DALAM PEMBELAJARAN IPS PADA SISWA SMP NEGERI MODEL TERPADU BOJONEGORO Eko Prasetyo Utomo
Metafora: Education, Social Sciences and Humanities Journal Vol. 2 No. 4 (2016): Implementasi Model Model Pembelajaran 2
Publisher : Fakultas Ilmu Sosial dan Hukum, Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/metafora.v2n4.p91-104

Abstract

The focus of this study is to explore the process of internalizing the character values in social studies learning in students with aspects of the internalization process includes first identifying character values in social studies learning on students and second-niali identify meaning internalization of the character values in social studies learning.  This study used a qualitative approach with a phenomenological research design. The results of this study indicate that the first internalization of the values of character is essentially a process of cultivation of character values into one's self so that these values become part of him, animating mindset, attitude, and behavior and build self-awareness to apply the value the value. Second values are internalized characters in three stages or phases representing the internalization process that phase transformation of values, stages of the transaction value, and the last stage trans internalization. The process of internalization of character values in social studies learning by example and practice activities teachers direct learning experiences through learning model, learning methods, learning materials, and evaluation. Behavior characterized actualized by students of SMP Negeri Model Terpadu Bojonegoro in everyday life in a social studies lesson in class that is disciplined, honest, likes to read, care for the environment, tolerance, social care, friends/ communicative responsibility.
Implementasi Traveller Game Learning Untuk Meningkatkan Hasil Belajar Dan Keterampilan Sosial Siswa Eko Prasetyo Utomo
Jurnal Lingkar Mutu Pendidikan Vol 18 No 2 (2021): Jurnal Lingkar Mutu Pendidikan
Publisher : LPMP Provinsi DKI Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (125.053 KB) | DOI: 10.54124/jlmp.v18i2.26

Abstract

This study aimed to: 1) the implementation of Traveler Game Learning assisted by the media Jelajah Nusantara; 2) improving students' cognitive learning outcomes; and 3) improving students' social skills. This research method uses Classroom Action Research (CAR). The results of this study indicate an increase in three aspects, namely aspects of the quality of learning by teachers, aspects of student cognitive learning outcomes and aspects of social skills.The quality of learning by teachers increased from 85.71% in the cycle I to 91.42% in cycle II. Mastery of students' cognitive learning outcomes classically increased from 76.67% in cycle I to 90% in cycle II. The quality of students' social skills increased from 79.05% in cycle I to 90% in cycle II. Based on these conclusions, the use of traveler learning games can be used as an alternative in social studies learning for the junior high school level
DEVELOPMENT OF PICTURE STORY BOOKS BASED ON DISCOVERY LEARNING ON ECONOMIC ACTIVITIES Eko Prasetyo Utomo
Soedirman Economics Education Journal Vol 4 No 2 (2022)
Publisher : Fakultas Ekonomi dan Bisnis, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32424/seej.v4i2.6913

Abstract

This study aims to determine the process and results as well as the effectiveness of developing a picture story book based on Discovery Learning. The development model used is ADDIE (2009). The results of the product development of picture story books include: 1) the title of the book; 2) preface; 3) instructions for using the book; 3) story content; 4) activity sheet; 6) assessment; 7) bibliography and 7) glossary. The results of the validation test of material experts and learning media experts obtained an average score of 94.64% and 91.19% in the very feasible category. For the results of individual, small group, and field trials, respectively, the average scores were 89.32%, 90.95% and 93.08% and the category was very feasible. In the field trial, the results of the effectiveness test of the illustrated story book based on Discovey Learning showed that the product developed was effective in improving students' cognitive learning outcomes on economic activities.
PENGEMBANGAN KOMIK DIGITAL BERBASIS PROBLEM BASED INSTRUCTION PADA MATERI KELANGKAAN DAN KEBUTUHAN MANUSIA Eko Prasetyo Utomo
Soedirman Economics Education Journal Vol 3 No 1 (2021)
Publisher : Fakultas Ekonomi dan Bisnis, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32424/seej.v3i1.4064

Abstract

Tujuan penelitian ini yaitu untuk mengetahui proses dan hasil pengembangan komik digital berbasis Problem Based Instruction dan keefektifan produk hasil pengembangan. Penelitian ini menggunakan rancangan Research and Development (R&D) dengan desain ASSURE. Populasi 149 anak dan sampel uji coba meliputi perorangan 5 siswa, kelompok kecil 15 siswa, dan lapangan berjumlah 30 siswa. Hasil Pengembangan produk diuji melalui evaluasi formatif, meliputi tinjauan ahli media pembelajaran dan pengembang pembelajaran, uji coba individu, kelompok kecil, dan lapangan. Hasil uji kelayakan ahli media pembelajaran dan pengembangpembelajaran memperoleh nilai rata-rata 89,19% dan 89,30%, keduanya dalam kategori sangat layak. Selanjutnya dilakukan uji coba perorangan memperoleh nilai 79,51% kategori layak. Selanjutnya hasil uji coba kelompok kecil, memperoleh nilai 73,06% kategori sangat layak. Untuk uji coba lapangan memperoleh nilai 83,36 kategori sangat layak. Berdasarkan hasil uji t menunjukkan bahwa ada perbedaan signifikan hasil belajar kognitif siswa sebelum dan sesudah penggunaan komik digital berbasis Problem Based Instruction.
PENERAPAN HISTORY GUIDE PROJECT BERBANTUAN MEDIA SERI PETUALANGAN JANUS UNTUK MENINGKATKAN HASIL BELAJAR SISWA Eko Prasetyo Utomo
Jurnal Lingkar Mutu Pendidikan Vol 20 No 1 (2023): Jurnal Lingkar Mutu Pendidikan
Publisher : LPMP Provinsi DKI Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54124/jlmp.v20i1.83

Abstract

This study aims to determine 1) the implementation of the History Guide Project assisted by the Janus Adventure Series media; 2) improving learning outcomes; and 3) increasing student activity. This study followed the procedure of classroom action research. This research was conducted in two cycles. Data collection techniques used in this study include observation sheets and tests. The results showed that there was an increase in the quality of learning by the teacher in the class, namely the first cycle from 87.63% in the very good category to 94.28% in the second cycle in the very good category. Students' cognitive learning outcomes also increased, namely the first cycle with an average value of 80.96 to 85.48 in the second cycle. Student activity also increased, namely the first cycle of 80.83% in the very good category, increasing in the second cycle with a score of 90.83% in the very good category. Based on these results indicate that the combination of models and appropriate learning media can improve the quality of learning in the classroom.