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Pengaruh Model Pembelajaran Inkuiri Berbasis Website Terhadap Kemampuan Kognitif Siswa Kelas X Kompetensi Keahlian Multimedia Pada Mata Pelajaran Komputer dan Jaringan Dasar di SMK Negeri 2 Buduran Karina Maulidiyah; Fitria Nur Hasanah
Proceedings of The ICECRS Vol 2 No 1 (2019): Literacy based Character and Professionalism Enhancement for Educators in Facing
Publisher : International Consortium of Education and Culture Research Studies

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (95.292 KB) | DOI: 10.21070/picecrs.v2i1.2391

Abstract

This study was aimed to determine if there is influence of the website-based inquiry learning model on cognitive abilities of class and how much the influence of the website-based inquiry learning model has on the cognitive abilities of class X multimedia students expertise competencies in computer subjects and basic networks in SMK Negeri 2 Buduran. This research method used quantitative research methods Quasi Experimental Design with the design of "Nonequivalent Control Group Pretest-Posttest Design". The population in this study were 108 students of X Multimedia class 72 students as sample consisting of 36 X-TI3 students as the control class and 36 X-TI2 students as the experimental class. The instrument used in this study was the learning achievement test, where there as a pretest (which has not been treated) and posttest (which has been treated). The data obtained were then analyzed using the t-test with t count = (14,978)> t table (1,667) at a significant level of 5%. If the t count is outside the acceptance of H0, then H0 is rejected and H1 is accepted. After knowing the prettest and posttest results that have been tested to students to find out whether there is an influence or not it is done by using the analysis of N-Gain test data. From the results of the N-Gain test calculation produces 0.61 which is included in the Medium category. From the results of the study, it can be concluded that the inquiry learning model has a moderate effect on the cognitive abilities of class X multimedia students expertise competencies in computer subjects and basic networks in SMK Negeri 2 Buduran.
Development of “BANTING” Learning Media for Vocational High School Students Dini Nurul Hidayah; Fitria Nur Hasanah
Academia Open Vol 8 No 1 (2023): June
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (280.858 KB) | DOI: 10.21070/acopen.8.2023.4981

Abstract

This study aims to produce teaching material products in the form of digital book learning media or E-Books used in the Network System Administration subject for class XI SMK Muhammadiyah 1 Taman and test the feasibility. The development research method used in the E-Book learning media research is R&D (Research and Development) and to develop the E-Book research design it refers to the ADDIE development model which consists of the analysis (analysis), design (design), development (development) stages. , implementation (implementation) and evaluation (evaluation). The subjects of this research are students of class XI majoring in Computer and Network Engineering using a research instrument in the form of a questionnaire. The data obtained will then be analyzed using the likert scale. After the development process, media expert validation and material expert validation were carried out. The results of media expert validation got a score of 87.8% in the Very Good category, the results of material expert validation got a score of 86.6% in the Very Good category, and student responses got a score of 96.44% in the Very Good category. So it can be concluded that the BANTING learning media is very good for use in learning. Highlights: The study focuses on developing E-Book learning media for Network System Administration in a specific school, SMK Muhammadiyah 1 Taman. The research follows the R&D approach and utilizes the ADDIE development model, which includes analysis, design, development, implementation, and evaluation stages. The research involves students of class XI majoring in Computer and Network Engineering as the subjects, using a questionnaire as a research instrument and analyzing the data using the likert scale. Keywords: E-Book learning media, Network System Administration, Feasibility, R&D (Research and Development), ADDIE development model.
Development of AJARKO Learning Media (Computer Network Application) Based on Android in The Information Technology Education Study Program: Pengembangan Media Pembelajaran AJARKO (Aplikasi Jaringan Komputer) Berbasis Android Pada Prodi Pendidikan Teknologi Informasi Fachryzal Septyanto; Fitria Nur Hasanah
Indonesian Journal of Education Methods Development Vol. 20 (2022): November
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (263.326 KB) | DOI: 10.21070/ijemd.v20i.677

Abstract

The purpose of this study was to find out how the development of AJARKO learning media (computer network application) based on Android in the information technology education study program and to determine the feasibility of the developed media. The media was developed using Adobe Flash Professional CS6 software. The type of research used is R&D using the ADDIE (Analysis-Design-Development-Implementation-Evaluation) model. The research subjects were 4th semester PTI students. The validation results obtained from media experts amounted to 89.3% which was declared very feasible. Then from the material and question experts each got a score of 67.6% and 67.5% which were declared eligible. The assessment of the respondents got an average value of 88.4% which was declared very feasible. It is concluded that this android-based computer network learning media is feasible to be applied to the learning process.
Android-Based E-Module Development on Network Operating System Material: Pengembangan E-Modul Berbasis Android pada Materi Sistem Operasi Jaringan Nur Imamah; Fitria Nur Hasanah
Indonesian Journal of Education Methods Development Vol. 21 No. 2 (2023): May
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (256.387 KB) | DOI: 10.21070/ijemd.v22i.737

Abstract

The purpose of this study was to produce an android-based e-module learning product on the material of the class XI TKJ network operating system and to determine the feasibility of an android-based e-module. This type of research uses R & D Research and Development with the ADDIE research and development model consisting of alaysis (analysis), design (design), development (development), implementation (Implementation) and evaluation (evaluation) stages. class XII TKJ SMK Muhammadiyah 1 Taman, the implementation is in class XI TKJ students. After the development process, media experts and material experts were validated as well as small-scale trials consisting of 5 students. So it can be concluded that android-based e-modules are suitable for use as teaching materials with the results of media expert validation of 86.6% in the very feasible category, the results of material expert validation by 85% in the very feasible category and small-scale trials getting an average percentage by 83.26%.
Effect of Augmented Reality (AR) on Problem Solving Ability in 3D Spatial Modeling in Elementary Schools: Pengaruh Augmented Reality (AR) terhadap Kemampuan Pemecahan Masalah Pada Pemodelan Bangun Ruang 3D di Sekolah Dasar Rahmania Sri Untari; Fitria Nur Hasanah; Mahardika Darmawan Kusuma Wardana; Krisna Andhita
Procedia of Social Sciences and Humanities Vol. 3 (2022): Proceedings of the 1st SENARA 2022
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/pssh.v3i.369

Abstract

The ability and expertise in solving problems is needed by every student. Augmented Reality (AR) is a learning application that can improve students' skills. This study aims to analyze the effect of problem solving ability in 3D spatial modeling between students before being given AR treatment and before being given AR. This study used a quasi-experimental design. The subjects of the research were 43 students of class V SDN Lakarsantri 2 Surabaya. This study uses test and non-test instruments. The research data were analyzed using paired T-test. The results showed that: 1) there was a significant effect on problem solving between students before being given treatment and before being given AR.
Pengembangan Mobile Pocket Book Pada Mata Pelajaran Komputer Dan Jaringan Dasar Kelas X Di Smk Nuurin Lailatul Mufiddah; Fitria Nur Hasanah
Joutica Vol 7, No 2 (2022): Journal of Informatic Unisla
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30736/informatika.v7i2.904

Abstract

Kesulitan yang dialami peserta didik dalam memahami dan mengulang materi pembelajaran yang disampaikan, karena keterbatasan media dan waktu belajar di sekolah. Penelitian ini bertujuan untuk menghasilkan sebuah produk dan mengetahui kelayakan mobile pocket book pada mata pelajaran komputer dan jaringan dasar di SMK Yapalis Krian. Jenis penelitian yang digunakan yaitu Research and Development (R&D) dengan menggunakan model pengembangan ADDIE yang terdiri atas Analyze, Design, Develop, Implement, Evaluate. Subjek penelitian ini adalah peserta didik kelas X-TKJ yang berjumlah 10 siswa. Uji kelayakan dilakukan oleh ahli materi dan ahli media serta hasil respon para peserta didik, hasil validitas penelitian ini diperoleh presentase 90,8% dengan kategori Sangat Layak untuk media. Presentase 88,75% dengan kategori Sangat Layak untuk materi, serta presentase 86% dengan kategori Sangat Layak untuk respon para siswa. Berdasarkan hasil tersebut dapat disimpulkan bahwa mobile pocket book pada mata pelajaran komputer dan jaringan dasar sangat layak digunakan sebagai alternatif dan variasi media pembelajaran baru di SMK Yapalis Krian.
Pengembangan Mobile Learning “Detektif Siput” Kelas X SMK Rindiani Rindiani; Fitria Nur Hasanah
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 16, No 2 (2022)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v16i2.13183

Abstract

The purpose of this study was to develop and determine the feasibility of learning media, in the form of mobile learning with the name "Snail Detective" for class X students majoring in Computer and Network Engineering at Dian Indonesia Vocational High School Sidoarjo. The development model used in this study is the ADDIE model which consists of the analysis, design, development, implementation, and evaluation stages. The subjects in this study were students of class X majoring in Computer and Networking Engineering. The research instrument used is in the form of a questionnaire. The data obtained will then be analyzed using the likert scale. “Detective Snail” mobile learning was validated by media experts, material experts, and tested on groups with a limited scale. Based on the results of the development, it was found that the development of "Snail Detective" mobile learning in class X SMK Dian Indonesia Sidoarjo was declared very feasible as a learning support tool. The validation results from media experts get a score percentage of 94% with a very decent category, the results of material expert validation get a score percentage of 87% with a very decent category and trials to students get an average score percentage of 91.2% with a very decent category . So it is concluded that the “Snail Detective” mobile learning is very feasible to use and can be implemented for the learning process.
Pengembangan Digital Book Siroda Berbasis Android Pada Mata Pelajaran Pemrograman Dasar Kelas X Smk Frisca Lidya Amelia; Fitria Nur Hasanah
Joutica Vol 8, No 1 (2023): Journal of Informatic Unisla
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30736/informatika.v8i1.905

Abstract

Tujuan penelitian ini untuk menghasilkan produk bahan ajar berupa Digital Book SIRODA Berbasis Android pada mata pelajaran pemrograman dasar kelas X di SMK. Penelitian ini menggunakan jenis penelitian Research and Development (R&D) dengan model pengembangan yang digunakan yaitu ADDIE yang terdiri atas tahap analyze (analisis), design (desain), develop (pengembangan), implement (implementasi) dan evaluate (evaluasi). Penelitian ini dilakukan karena peserta didik masih mengalami kesulitan untuk memahami materi serta peru adanya media belajar mandiri guna untuk membantu peserta didik dalam memahami materi yang dipelajari. Subjek penelitiannya yaitu kepada peserta didik kelas X teknik komputer dan jaringan dengan subjek uji coba dilakukan pada peserta didik kelas XI teknik komputer dan jaringan sejumlah 12 peserta didik. Jenis instrument yang digunakan yaitu menggunakan pengumpulan data berupa angket. Teknik analisis data berupa angket yang ditujukan pada ahli media dan ahli materi yang dianalisis secara deskriptif kuantitatif. Berdasarkan hasil validasi ahli media mendapatkan persentase sebesar 91% dengan kategori sangat layak, hasil validasi ahli materi mendapatkan persentase sebesar 94% dengan kategori sangat layak dan repon peserta didik mendapatkan persentase rata – rata sebesar 84,6% dengan kategori sangat layak. Dapat disimpulkan bahwa Digital Book SIRODA Berbasis Android pada mata pelajaran pemrograman dasar kelas X di SMK dinyatakan layak sebagai bahan ajar serta dapat diimplementasikan pada proses pembelajaran. Kata Kunci: Bahan ajar, Digital Book, Android, Pemrograman dasar, SMK
Development of Android-Based "Megowan" Learning Media (Knowing Animals) for Class V Elementary School Students Risa Hayati; Fitria Nur Hasanah; Sofiyah Al Idrus
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol 8, No 4: APRIL 2023
Publisher : Graduate School of Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/jptpp.v8i4.21331

Abstract

Technology carries many advantages, especially in the field of education. Linearly, students and teachers also get the benefits advantage by developing Android-based media for the learning process. This development research aims to make Megowan learning media based on Android on material that classifies animals based on their type of food for grade V elementary schools. In the long term, we also aim to identify the effectiveness and practicality of Megowan learning media for students, as well as improve student learning outcomes. This RnD  (Research and Development) used ADDIE (Analysis, Design, Development, Implementation, Evaluation) research model. The research subjects were 12 fifth-grade students at State Primary School Gedang 2 Porong. Meanwhile, the research instrument was in the form of posttest and pretest. Megowan media was validated by learning media and material experts. Then, small group trials were carried out on sixth-grade students of State Primary School Gedang 2 Porong. The feasibility test results of android-based megowan media, in the technical aspect, showed  90% of presentation score, along with 80 and 85.71% of presentation feasibility and graphic feasibility, which is included in the very good or excellent category. Meanwhile, the feasibility test from the material experts showed suitability between the material with basic competence of 80%, the accuracy and correctness of the material at 80%, and the linguistic aspect of 80%. Thus, it is in the very good or very decent category. The results of the small group trial tests reached an 81.25% score, which was included in the very good category. Therefore, it can be concluded that  Android-based megowan media is feasible and can be implemented in the learning process.
Development of Science Learning Media Klanimal Android-Based for Elementary School Students Fadhilah Nur Lailatus Saadah; Fitria Nur Hasanah
Edunesia: Jurnal Ilmiah Pendidikan Vol. 4 No. 3 (2023)
Publisher : research, training and philanthropy institution Natural Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51276/edu.v4i3.534

Abstract

The difficulties students face in understanding the concepts of Science are due to their abstract nature, making it difficult to retain long-term memory. The research objective is to develop an interactive Android-based media to visualize Science learning, specifically the concept of animal classification based on their types of food, to facilitate its retention in students' long-term memory. The "Klanimal" media is an Android-based platform that includes content menus, learning objectives menus, animal guessing menus, and quiz menus. The research methodology employed in this study is the Research and Development (R&D) approach. The development model used is the ADDIE development model, which consists of the Analysis, Design, Development, Implementation, and Evaluation stages. Media experts and subject matter experts validated the Klanimal media. Subsequently, it was tested on 6th-grade students. The test results showed a percentage of 89.8, indicating a highly suitable category. Pretest and post-test scores improved, and the N Gain analysis indicated a value of 0.70, indicating a significant increase in understanding. The research findings suggest that the effective use of Android-based Science learning media enhances the understanding of 5th-grade students at SDN Candibinangun IV Sukorejo, specifically regarding the topic of animal classification based on their types of food.