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Journal : JIPMukjt:Jurnal Ilmu Pendidikan Muhammadiyah Kramat Djati

DIFFICULTY ANALYSIS OF DEVELOPMENT OF WONDERSHARE QUIZ CREATOR AS A MEDIA FOR EVALUATION OF CHEMICAL LEARNING BASED ON HOTS Irfandi Irfandi; Rosa Murwindra
Jurnal Ilmu Pendidikan Muhammadiyah Kramat Jati Vol 3 No 1 (2022): Jurnal Ilmu Pendidikan Muhammadiyah Kramat Jati
Publisher : Pimpinan Cabang Muhammadiyah Kramat Jati

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55943/jipmukjt.v3i1.30

Abstract

The purpose of this study was to analyze the difficulties faced in developing wondershare quiz creator as an evaluation medium for HOTS-based chemistry learning on salt hydrolysis material. The approach used in this research is a case study. Based on the results of the data, the difficulties experienced in developing the wondershare quiz creator as an evaluation medium for chemistry learning were obtained, namely: (1) difficulties in finding questions that were in accordance with 21st century learning, because 21st century learning requires evaluation based on High Orther Thinking Skills (HOTS) (2) Lack of cost, time, supporting facilities in media development; (3) Lack of creativity in developing interactive evaluation media.  
META-ANALYSIS OF FOCUSKY LEARNING MEDIA ON STUDENT LEARNING OUTCOMES Susana Puspita; Irfandi Irfandi
Jurnal Ilmu Pendidikan Muhammadiyah Kramat Jati Vol 3 No 2 (2022): Jurnal Ilmu Pendidikan Muhammadiyah Kramat Jati
Publisher : Pimpinan Cabang Muhammadiyah Kramat Jati

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55943/jipmukjt.v3i2.34

Abstract

Learning media is a means used by educators to support the learning process activities to achieve the expected goals. Student learning outcomes can be influenced by the use of interesting and easy-to-understand learning media for students, one of which is Focusky. The Focusky application will produce learning media that can stimulate student learning styles with the advantages of the drag and drop method. The method used is a meta-analysis by reviewing articles published in national journals related to Focusky learning media. The data analysis used is qualitative data analysis for the data from the narrative study of the studies found. The sample used was 10 articles in national journals about focusky learning media. The results of the meta-analysis of national journals show that learning using focusky-based learning media has an effect on student learning outcomes.
LITERATUR REVIEW : PENGEMBANGAN MEDIA KAHOOT SEBAGAI MEDIA PEMBELAJARAN SISWA Maya Febriani Chandra; Irfandi Irfandi; Nofri Yuhelman
Jurnal Ilmu Pendidikan Muhammadiyah Kramat Jati Vol 4 No 1 (2023): Jurnal Ilmu Pendidikan Muhammadiyah Kramat Jati
Publisher : Pimpinan Cabang Muhammadiyah Kramat Jati

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55943/jipmukjt.v4i1.48

Abstract

Education is one industry that benefits from the rapid advancement of technology today. Teachers use technology as a learning tool to communicate with their students; One such tool is Kahoot. Anyone wishing to study or teach using modern techniques can use this program with great success. The purpose of this research is to see how the Kahoot learning application is developed. Methods This research method is a literature review. A sample of 10 research and development articles on Kahoot learning media was used in this literature review. Three articles use the 4D model, three articles use the ADDIE model, and four articles use the ADDIE model out of 10 journal articles that review the making of Kahoot learning media. There are three articles using the 4D model, three articles using the ADDIE model, four articles using the Borg&Gall model, and one article using the Borg&Gall model out of ten journal articles that discuss the use of media in classroom learning. From the 10 expert validation articles, valid results were obtained on 86.74% material and 87.54% media. The survey respondents' responses also showed very positive results with an accuracy rate of 89.4%. Therefore, the development of the Kahoot application will provide a positive learning effect, making learning itself more enjoyable.