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Pengembangan BAPER Q (Belajar Alat dan Sistem Pembayaran Ekonomi dengan Quizizz) Model Pengembangan 4D Kelas X SMA Lilik Puji Astutik; Ibut Priono Leksono; Ujang Rohman
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 2 (2023): April
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i2.7584

Abstract

Pengguna game online dapat menerima manfaat dari bermain game, namun pada kenyataannya saat ini game online memberikan dampak negatif dalam pembelajaran. Tujuan Penelitian ini adalah untuk mengembangkan media pembelajaran berbasis quiziz. Penelitian ini menggunakan model pengembangan 4D. Pengembangan ini menggunakan angket sebagai instrumen pengumpulan data. Angket ini disebarkan kepada ahli materi, ahli desain pembelajaran, ahli media, dan responden. Responden dalam uji coba perorangan, kelompok kecil, dan lapangan adalah peserta didik kelas X SMAN 1 Kembangbahu. Hasil validasi ahli materi, ahli desain, dan ahli media menunjukkan persentase validitas sebesar 83%, 94%, dan 93%. Menurut konversi persentase validitas ahli materi, ahli desain, dan ahli media berturut-turut, media termasuk kualifitasi layak, sangat layak, dan sangat layak. Hasil analisis data angket dari uji coba perorangan, kelompok kecil, dan lapangan berturut-turut menunjukkan persentase sebesar 89% dikonversikan dalam kualifikasi layak, 91% dikonversikan dalam kualifikasi sangat layak, dan 90% dikonversikan dalam kualifikasi sangat layak. Berdasarkan persentase validitas media oleh ahli dan uji coba pengembangan, dapat disimpulkan bahwa media pembelajaran interaktif Quizizz mata pelajaran Ekonomi kelas X SMAN 1 Kembangbahu termasuk dalam kualifikasi layak.
Development of Canva-Based Learning Media for 11 Grades of SMAN 3 Lamongan on Physics Material Endah Kurniasih; Ibut Priono Leksono; Ujang Rohman
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 3 (2023): July
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i3.7921

Abstract

Media has a significant meaning in its presence in the learning process. This is because the presence of the media acts as an intermediary in assisting the delivery of complex material. Media can simplify the delivery of material and concretize abstract materials. Canva for Education is an online application for making learning media in schools that are used for ADDIE-oriented learning in Physics class XI SMAN 3 Lamongan, so that students' motivation and learning effectiveness can increase, as well as add a variety of meaningful technology-based learning media. The ADDIE development model is used in this development research. Data collection was carried out using a questionnaire instrument to material experts, learning designs, media, and respondents. The respondent for the peer-to-peer trial was a physics teacher at SMAN 3 Lamongan. Respondents for the individual, small group, and field trials were students of class XI at SMAN 3 Lamongan. The results of due diligence by material experts, learning design, and media were 83%, 96%, and 93%. The results of the analysis of peer, individual, small group, and field trials were 92%, 93%, 88%, and 90%. Based on the results of the validation and trials, Canva for Education's ADDIE-oriented technology-based learning media in Physics subject for class XI SMAN 3 Lamongan is concluded to be very suitable as a media for learning Physics.
DEVELOPMENT OF VIDEO-BASED MULTIMEDIA FOR JAVANESE LANGUAGE SUBJECTS MATERIAL MACA GEGURITAN THROUGH DICK AND CAREY MODEL Novita Aprilianti; Ibut Priono Leksono; Ujang Rohman
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 8, No 3 (2023)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v8i3.4566

Abstract

The objectives of this development are to (1) Produce video-based multimedia for Javanese subjects as learning support media, (2) Know the effectiveness of using video-based multimedia for Javanese subjects as learning support media, and (3) Know the attractiveness of using video-based multimedia for Javanese subjects as supporting media for class VII as supporting media Learning. The development model in this study uses the Dick Carey method. Material experts, design experts, and learning media experts are all involved in the development process to provide input and suggestions for improvement. In addition, colleagues who are Javanese language teachers at SMPN 23 Surabaya and students as users as well as targets for the development of video-based multimedia Javanese subjects maca geguritan material SMPN 23 Surabaya also provided comments and suggestions for development products so that they are good and suitable for use. The Use of Video-Based Multimedia Development for Javanese Language Subjects Maca Geguritan Material Through the Dick and Carey Model at SMPN 23 Surabaya can effectively increase active learning interaction. Video-Based Multimedia Products Javanese Language Subjects Maca Geguritan material is the final product of this development research project. The substance, learning design, and feasibility of learning media from these experts are all at a very decent level. The feasibility of small group trials and field trials with qualifications, meanwhile, is very high and does not require revision.
The SAMR model for the development of learning device innovations in the subject of applying electronic circuits Rykha Avadian Wahyudi; Ibut Priono Leksono; Ujang Rohman
Jurnal Inovasi dan Teknologi Pembelajaran Vol 10, No 3 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v10i32023p234

Abstract

Abstrak: Pengembangan dan penelitian ini menghasilkan perangkatapembelajaran dengan model SAMR (substitution, augmentation, modification, redefinition) untuk mengintegasikanateknologi agar pembelajaranalebih inovatif danakreatif serta meningkatkan pemahaman siswa. Prosedur pengembangan perangkat pembelajaran menggunakan metode pengembangan research and development (R&D) dan pendekatan model SAMR. Teknik pengumpulanadata dilakukan dengan observasiadan angket. Tahap pengujianakelayakan dilakukanaoleh ahli media, ahli desain, ahli materi, temanasejawat dan siswa. Hasil penilaian kelayakan ahli desain diperoleh prosentase 95,5 (valid). Ahli materiadiperoleh prosentase 93,8 (valid). Ahli media diperoleh prosentase 83,8 (valid). Uji kepraktisan oleh teman sejawat diperoleh prosentase 91,7 (baik). Hasil respon terhadap produk di kelompok kecil diperoleh prosentase 98,9 (baik)  dan uji coba kelompok besar diperoleh prosentasea97,5 (baik). Hasil data dan analisis penelitian, disimpulkan bahwa pengembangan perangkat pembelajaran penerapan rangkaian elektronika dengan model SAMR kelas XI memudahkan siswa dan guru berkolaborasi mencapai tujuan pembelajaran dan mengembangkan kreatifitas dan inovasi siswa dengan mengintegrasikan teknologi serta dapat diterapkan dalam pembelajaran lainnya.Abstract: By incorporating technology, this Research and Development creates learning aids that use the SAMR (substitution, augmentation, modification, redefinition) model to make learning more original and creative while improving student's knowledge. The SAMR model approach and the Research and Development (R&D) method were used in the process of creating learning tools. Questionnaires and observation were used as data-collecting tools. Media specialists, design experts, material experts, coworkers, and students participated in the feasibility testing stage. A percentage of 95.5 (valid) was attained in the design expert feasibility evaluation results. Experts in material score 93.8 (valid). A valid percentage of 83.8 was given by media professionals. Colleagues' practicality test scored 91.7 out of 100, which is good. The results of the response to the product in the small group obtained a percentage of 98.9 (good), and in large group trials, it was 97.5 (good). The results of the research data and analysis concluded that the development of learning tools applying electronic circuits using the class XI SAMR model makes it easier for students and teachers to collaborate in achieving learning goals and develops student creativity and innovation by integrating technology and can be applied in other learning.
Pengembangan E-Modul Berbasis Canva Model ADDIE Mata Pelatihan Pembuatan Konten Video Interaktif dalam Pembelajaran pada Pelatihan TIK MTS di Balai Diklat Keagamaan Surabaya Sri Rejeki; Ibut Priono Leksono; Ujang Rohman
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 2 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : Ma'arif NU Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

In the initial study, information was obtained that there was no development of teaching materials in accordance with the demands of technological developments. Besides that, in fact the use of e-module teaching materials in training is still minimal. For this reason, it is necessary to develop this e-module to assist the learning process. The purpose of this study is to determine the feasibility, practicality and effectiveness of the developed e-module. The type of research used is development research. The development of e-modules in this study uses the ADDIE model. The ADDIE development model consists of five stages, namely the analysis, design, development, implementation, and evaluation stages. At the analysis stage, a needs analysis is carried out, such as an analysis of the curriculum, teaching materials, and materials. In the design phase, an interactive e-module development design plan was created. The development stage in this research is e-module development, review, expert validation test, namely media experts, design experts, and material experts. The implementation stage in this study is the implementation of e-module trials in learning activities. E-module trials were carried out in small groups and large groups. At the evaluation stage, a questionnaire was given to the responses of the training participants. The validation results of the MTs ICT Training e-module by design experts, media experts and material experts obtained successive percentages of 90%, 88% and 86.5% which were declared very valid. The MTs ICT Training E-module received very good responses from the training participants in small and large group trials with successive percentages of 86.5% and 85.83%, this shows that the E-module is effective for use. From the results of the paired t-test using SPSS statistical software, a p-value of 0.00 was obtained which indicated that there was a significant average difference between the pre-test and post-test values in the large group trial.
Pengembangan E-Modul Mata Pelatihan Pemetaan Kompetensi dan Indikator Berbasis Flip PDF Corporate Edition dengan Menggunakan Model ADDIE pada Pelatihan Metodologi Pembelajaran di Balai Diklat Keagamaan Surabaya Fenny Rahmawati; Ibut Priono Leksono; Ujang Rohman
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 2 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : Ma'arif NU Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This development research aims to: (1) produce teaching material products in the form of Competency Mapping and Indicator Mapping Training Subject E-Modules; (2) find out the feasibility of teaching materials in the form of Competency Mapping and Indicators Training Subject E-Modules, (3) find out the effectiveness of teaching materials in the form of Competency Mapping and Indicators Training Subject E-Modules. The development of e-modules in this study uses the ADDIE model. The ADDIE development model consists of five stages, namely the analysis, design, development, implementation, and evaluation stages. The results of validation of the competency mapping e-module and indicators by design experts obtained a percentage of 92% and was declared very valid. The results of the validation of the competency mapping e-module and indicators by media experts obtained a percentage of 92%, and was declared very valid. The results of validation of the competency mapping e-module and indicators by material experts obtained percentages of 93% and 91%, and were declared very valid. The competence mapping e-module and indicators obtained very good responses from the training participants in small and large group trials with successive percentages of 82% and 83.88%. There is a significant difference between the post test and pre test scores. In the small group trial, the average post-test score was 10.80 points higher than the pre-test score, while in the large group trial, the average post-test score was 32.56 points higher than the pre-test score.
Pengembangan Bahan Ajar Teks Cerita Rakyat Bahasa Indonesia Berbasis Canva melalui Model Addie SMP Surabaya Grammar School Erry Ratna Eka Rinasari; Ibut Priono Leksono; Ujang Rohman
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 2 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : Ma'arif NU Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The purpose of this study was to produce a Canva-based Indonesian Folklore Text Teaching Material in facilitating students as an interesting source of information with Indonesian subject matter so that it can improve student learning outcomes of Class VII SMP Surabaya Grammar School in teaching and learning activities in language subjects Indonesia. The research model used in this study is the ADDIE model. The selection of this model is based on the consideration that this model is easy to understand, developed systematically, and is based on the theoretical foundation of the developed learning design. This model is structured programmatically with systematic activities in an effort to solve learning problems related to learning media according to the needs and characteristics of students. The stages of research on the ADDIE model consist of five stages which include analysis, design, research, implementation, evaluation. The research process involved subject content experts, design experts and media experts to provide feedback, input and improvements. In addition, Indonesian language teachers and Surabaya Grammar School Middle School students as users of Canva-based Indonesian Folklore Text Teaching Materials also provided their comments and input. The use of Canva-based Indonesian Folklore Text Teaching Materials with the ADDIE model which consists of five stages which include analysis, design, research, implementation, evaluation for Indonesian subjects. which can effectively promote active and engaging learning. The results of this study are Canva-based Indonesian Folklore Text Teaching Materials which have a feasibility level of 95% for material, 94% for design feasibility, and 93% for media feasibility. While the small group trial rate is 90% and based on field trials 92% with very decent qualifications and does not need to be revised.
Pengaruh Model Flipped Learning Versus Model Direct Learning dan Motivasi Belajar terhadap Hasil Belajar Mata Pelajaran Bahasa Inggris Siswa Kelas X SMK Negeri 1 Driyorejo Gresik Lia Rizqi; Ibut Priono Leksono; Ujang Rohman
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 2 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : Ma'arif NU Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Differences in student learning outcomes become a reference in drawing research conclusions. The learning outcomes are grouped based on two variables. Learning outcomes based on the application of learning models and learning outcomes based on the level of learning motivation possessed by students. The type of research used is experimental research. Data collection using written tests and questionnaires. Written test instruments are used to collect data in the form of student learning outcomes. This test is given before learning activities begin and at the end of learning. The questionnaire instrument was used to collect data in the form of students' motivational values and was given before the learning activities began. Furthermore, the research data were analyzed using Two-way Anava. This study has three hypotheses. Based on the results of data processing, it was found that the first hypothesis was accepted, namely that there were differences in the effect of the learning model on student learning outcomes; the second hypothesis is accepted, namely that there is an influence of learning motivation on student learning outcomes; and the third hypothesis is rejected, which means there is no interaction with the Flipped Learning and Direct Learning models and learning motivation on student learning outcomes in English subjects. Suggestions that can be conveyed through this research are that this kind of research should be carried out with a longer research period, using different materials and at different levels. It is possible to obtain generalization of research results. The use of more interesting learning media and effective learning plans will greatly assist in the learning process.
PENGARUH CIRCUIT TRAINING DAN INTERVAL TRAINING DALAM TES KEBUGARAN JASMANI PADA EKTRAKURIKULER FUTSAL SISWA SMP Arif Luqman Hakim; Marianus Subandowo; Ujang Rohman
Jurnal Kesehatan Jasmani dan Olahraga (KEJAORA) Vol 5 No 1 (2020): Jurnal Kejaora (Kesehatan Jasmani dan Olah Raga)
Publisher : Prodi Pendidikan Jasmani Kesehatan dan Rekreasi, Universitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (352.473 KB) | DOI: 10.36526/kejaora.v5i1.847

Abstract

Tujuan mata pelajaran penjaskes untuk meningkatkan kebugaran jasmani disemua jenis dan jenjang pendidikan. Untuk mengetahui kemampuan kebugaran jasmani seseorang dapat dilakukan melalui tes lapangan (field test) yang menuntut unjuk kerja (performance) maksimal peserta tes. Hasil tes akan menunjukkan prediksi yang akurat jika peserta tes benar-benar menampilkan kemampuan semaksimal mungkin sesuai dengan instrument yang ada. Tujuan penelitian ini adalah Untuk mengetahui manakah yang lebih berpengaruh terhadap tes kebugaran jasmani pada hasil posttest dari Circuit Training atau Interval Training, Teknik pengumpulan data yang digunakan dalam penelitian ini adalah dengan teknik tes dan pengukuran. Yaitu dengan menggunakan analisis kualitatif dan analisis kuantitatif. Analisis kualitatif dipergunakan untuk penjelasan, menggambarkan dan menafsirkan hasil penelitian dengan menggunakan susunan kata dan kalimat.Sementara analisis kuantitatif menggunakan uji t,rata-rata dan standar eror mean. Berdasarkan hasil analisisi uji t independent sampel t test dari Posttest Circuit Training dan Interval Training telah diperoleh Std. Error Mean kelompok 1 (Circuit Training) nilai 0.367 lebih besar dari Std. Error Mean kelompok 2 (Interval Training) nilai 0.327. Dengan demikian kita dapat menyimpulkan bahwa hipotesisnya berbunyi “Circuit Training lebih berpengaruh dibandingkan interval Training terhadap tes kebugaran jasmani dari hasil posttest Pada Ekstrakurikuler Futsal Siswa Smp Negeri 53 Surabaya”.
Meningkatkan Imunitas Tubuh Di Masa Pandemi Covid-19 Pada Guru Dan Karyawan SMA Negeri 6 Surabaya Abd. Cholid; Suharti; Harwanto; Ujang Rohman; sumardi; M. Muhyi; Yoso Wiyarno
Kanigara Vol 1 No 2 (2021): Kanigara
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/kanigara.v1i2.3636

Abstract

Covid-19 merupakan penyakit menular yang menyebabkan penderita dapat mengalami demam, batuk kering, sakit tenggorokan, kehilangan indra perasa dan penciuman hingga kesulitan bernafas, pada penderita yang rentan penyakit ini dapat berujung pada Pneumonia dan kegagalan multiorgan. Semenjak Covid-19 di umumkan sebagai pandemi oleh WHO, masyarakat di seluruh dunia termasuk di Indonesia di himbau dan di paksa untuk melakukan karantina, sehingga menyebabkan berbagai sektor kegiatan terhenti termasuk di dalamnya dunia pendidikan. Mengingat pentingnya peranan nutrisi dalam meningkatkan imunitas tubuh sebagai salah satu tindakan pencegahan penyebaran Covid-19, selain itu jika salah dalam intervensi pemberian nutrisi bisa berdampak pada penyakit yang lain. Maka dari itu dirasa perlu untuk memberikan penyuluhan terkait meningkatkan imunitas tubuh sebagai salah satu pencegahan penyebaran penyakit infeksi di lingkungan SMAN 6 Kota Surabaya, sebagai salah satu upaya proteksi Covid-19.