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PREFERENSI SUMBER BELAJAR ONLINE MAHASISWA PENDIDIKAN EKONOMI Ghofur, Muhammad Abdul; Wahjoedi, Wahjoedi
JURNAL EKONOMI PENDIDIKAN DAN KEWIRAUSAHAAN Vol 6, No 1
Publisher : UNIVERSITAS NEGERI SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jepk.v6n1.p105-114

Abstract

The availability of an increasingly diverse and number of online resources makes the choice of students richer and active learning more enjoyable, but the preferences and abilities of students in choosing the right learning resources need to be further analyzed. This research is survey research with cross-section data with Unesa Economic Education Study Program students as the research subject. The ability of the online student learning resource Preference Unesa is dominated by scientific journal portals, social media, institutional pages, news portals and personal blogs. Most of these learning resources are text rather than the video with ease of access being the main reason in choosing learning resources. Information about the learning resources they get mainly from social media, advice from friends, and then advice or information from lecturers.
KREDIBILITAS DAN OTENTISITAS GURU KEWIRAUSAHAAN TERHADAP KARAKTER KEWIRAUSAHAAN SISWA SMK NEGERI DI SURABAYA Ghofur, Muhammad Abdul
JURNAL EKONOMI PENDIDIKAN DAN KEWIRAUSAHAAN Vol 1, No 1
Publisher : UNIVERSITAS NEGERI SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jepk.v1n1.p39-52

Abstract

Entrepreneurship in vocational education in Surabaya is still lack of attention. Many educators are paying less attention to character growth and entrepreneurial behavior. Their orientation is, generally only on preparing the workforce. To that end, the solution needs to be sought, how education can serve to turn people into human character or behavior and entrepreneurship. The research, therefore, aims at obtaining an explanation of the influence of teachers entrepreneurship credibility and authenticity on the students’ entrepreneurial character in SMK Negeri Surabaya. This research is a verification. The technique used to test the hypothesis is structural equation model (SEM). The results provide an explanation that the variable credibility and authenticity of entrepreneurship teachers have simultaneous significant effect on students’ entrepreneurial character in SMK Negeri Surabaya, whereas the two variables are partially proven to be unsignificant.
Pengajar Kredibel dan Mahasiswa Jujur: Literasi Ekonomi Tinggi? Prakoso, Albrian Fiky; Kurniawan, Riza Yonisa; Ghofur, Muhammad Abdul
Jurnal Pendidikan Ekonomi Undiksha Vol 12, No 1 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpe.v12i1.23521

Abstract

Many students see that cheating during an exam is the most effective way to improve academic grades. Many of them do that because they think teaching the lecturer is less credible. This study aims to determine whether the credibility of lecturers and student dishonesty can affect the level of economic literacy of students. The number of respondents in this study amounted to 77 students and analyzed using a quantitative approach. The results showed that the higher the credibility of lecturers, the lower the academic cheating. The more credible the lecturer, the higher the economic literacy of students. However, it turns out that student academic cheating does not determine the level of economic literacy of students. The exciting thing from the results of this study is that the ability of lecturers to answer questions turns out to determine students' perceptions about the credibility of their lecturers. Still, when students call lecturers more credible, it makes students commit fraud. 
PENGEMBANGAN MEDIA PEMBELAJARAN GAME EDUKASI BERBASIS ANDROID PADA MATA PELAJARAN EKONOMI KELAS X IPS SMA NEGERI 1 BANGKALAN NURISA, KARIMATIN; ABDUL GHOFUR, MUHAMMAD
Jurnal Pendidikan Ekonomi (JUPE) Vol 7 No 2 (2019)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jupe.v7n2.p%p

Abstract

Abstrak Pembelajaran di dalam kelas yang menciptakan suasana menyenangkan akan berdampak positif bagi siswa untuk menambah rasa ingin tahu, sebuah game edukasi berbasis yang diharapkan menciptakan suasana belajar yang menyenangkan dan hasil belajar yang di dapat dengan baik. Pada penelitian ini memiliki tujuan untuk melihat bagaimana meningkatkan hasil belajar dengan menggunakan media pembelajaran game edukasi berbasis android terhadap hasil belajar peserta didik kelas X SMA Negeri 1 Bangkalan. Penelitian ini menggunakan penelitian pengembangan atau Research and Development (R&D) dengan model ADDIE yaitu Analysis (Analisis), Design (Desain), Development (Pengembangan), Implementation (Implementasi) dan Evaluation (Evaluasi). Desain Penelitian yang di pakai adalah One Group Pretest-Posttest Design Penelitian ini mengambil subjek peserta didik kelas X IPS untuk uji coba produk media pembelajaran game edukasi berbasis android. Hasil penelitian yang di dapat dari perolehan hasil validasi untuk mengetahui kelayakan media, hasil belajar dan respon siswa. Hasil dari penelitian ini menunjukkan bahwa validasi kelayakan media pada seluruh aspek memeroleh rata-rata presentase sebesar 100%. Hasil validasi evaluasi memeroleh skor rata-rata 76,06 %. Hasil respon siswa pada seluruh aspek memeroleh hasil rata-rata presentasen sebesar 97 %. Penelitian menunjukkan rata-rata pre-test 69,55 ; rata-rata post-test 83,7. Uji paired sampel t-test posttest menunjukkan sig. (2-tailed) ,000 (0,00) Hasil menunjukkan bahwa terdapat peningkatan antara pretest dan posttest < 0,05 yaitu 0,00 < 0,05. Berdasarkan hasil analisis uji paired sample t-test di atas, maka Ha diterima dan H0 ditolakHal ini menunjukkan bahwa media pembelajaran Game Edukasi berbasis android sangat layak digunakan. Kata Kunci: Game Edukasi berbais Android, Bank Sental, Hasil Belajar Abstract The Joyful Learning is expected to make students have more curiosity aboaut something, An educational-based game that is expected to create a fun learning atmosphere and learning outcomes that are obtained well. The purpose of this study is to see how to improve learning outcomes by using an Android-based educational game learning media on the learning outcomes of class X students of SMA 1 Bangkalan. This study uses research and development (R & D) with the ADDIE model, namely Analysis, Design, Development, Implementation and Evaluation. The research design used is One Group Pretest-Posttest Design This study took the subject of students of class X IPS to test educational media products based on Android games. The research results obtained from the results of validation to determine the feasibility of the media, learning outcomes and student responses. The results of this study indicate that the validation of media feasibility in all aspects obtained an average percentage of 100%. The evaluation validation results obtained an average score of 76.06%. The results of student responses in all aspects obtained an average percentage of 97%. Research shows an average pre-test of 69.55; post-test average 83.7. The paired test of the posttest t-test sample shows sig. (2-tailed), 000 (0,00) The results show that there is an increase between pretest and posttest < 0.05 which is 0.00 <0.05. Based on the results of the paired sample t-test analysis above, Ha is accepted and H0 is rejected. This shows that the Android-based Educational Game learning media is very feasible to use. Keywords: Android Based Educational Game, Central Bank, Learning Outcomes
PENGEMBANGAN MEDIA PEMBELAJARAN GAME EDUKASI BERBASIS ANDROID PADA MATA PELAJARAN EKONOMI KELAS X IPS SMA NEGERI 1 BANGKALAN NURISA, KARIMATIN; ABDUL GHOFUR, MUHAMMAD
Jurnal Pendidikan Ekonomi (JUPE) Vol 7 No 2 (2019)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jupe.v7n2.p38-43

Abstract

Abstrak Pembelajaran di dalam kelas yang menciptakan suasana menyenangkan akan berdampak positif bagi siswa untuk menambah rasa ingin tahu, sebuah game edukasi berbasis yang diharapkan menciptakan suasana belajar yang menyenangkan dan hasil belajar yang di dapat dengan baik. Pada penelitian ini memiliki tujuan untuk melihat bagaimana meningkatkan hasil belajar dengan menggunakan media pembelajaran game edukasi berbasis android terhadap hasil belajar peserta didik kelas X SMA Negeri 1 Bangkalan. Penelitian ini menggunakan penelitian pengembangan atau Research and Development (R&D) dengan model ADDIE yaitu Analysis (Analisis), Design (Desain), Development (Pengembangan), Implementation (Implementasi) dan Evaluation (Evaluasi). Desain Penelitian yang di pakai adalah One Group Pretest-Posttest Design Penelitian ini mengambil subjek peserta didik kelas X IPS untuk uji coba produk media pembelajaran game edukasi berbasis android. Hasil penelitian yang di dapat dari perolehan hasil validasi untuk mengetahui kelayakan media, hasil belajar dan respon siswa. Hasil dari penelitian ini menunjukkan bahwa validasi kelayakan media pada seluruh aspek memeroleh rata-rata presentase sebesar 100%. Hasil validasi evaluasi memeroleh skor rata-rata 76,06 %. Hasil respon siswa pada seluruh aspek memeroleh hasil rata-rata presentasen sebesar 97 %. Penelitian menunjukkan rata-rata pre-test 69,55 ; rata-rata post-test 83,7. Uji paired sampel t-test posttest menunjukkan sig. (2-tailed) ,000 (0,00) Hasil menunjukkan bahwa terdapat peningkatan antara pretest dan posttest < 0,05 yaitu 0,00 < 0,05. Berdasarkan hasil analisis uji paired sample t-test di atas, maka Ha diterima dan H0 ditolakHal ini menunjukkan bahwa media pembelajaran Game Edukasi berbasis android sangat layak digunakan. Kata Kunci: Game Edukasi berbais Android, Bank Sental, Hasil Belajar Abstract The Joyful Learning is expected to make students have more curiosity aboaut something, An educational-based game that is expected to create a fun learning atmosphere and learning outcomes that are obtained well. The purpose of this study is to see how to improve learning outcomes by using an Android-based educational game learning media on the learning outcomes of class X students of SMA 1 Bangkalan. This study uses research and development (R & D) with the ADDIE model, namely Analysis, Design, Development, Implementation and Evaluation. The research design used is One Group Pretest-Posttest Design This study took the subject of students of class X IPS to test educational media products based on Android games. The research results obtained from the results of validation to determine the feasibility of the media, learning outcomes and student responses. The results of this study indicate that the validation of media feasibility in all aspects obtained an average percentage of 100%. The evaluation validation results obtained an average score of 76.06%. The results of student responses in all aspects obtained an average percentage of 97%. Research shows an average pre-test of 69.55; post-test average 83.7. The paired test of the posttest t-test sample shows sig. (2-tailed), 000 (0,00) The results show that there is an increase between pretest and posttest < 0.05 which is 0.00 <0.05. Based on the results of the paired sample t-test analysis above, Ha is accepted and H0 is rejected. This shows that the Android-based Educational Game learning media is very feasible to use. Keywords: Android Based Educational Game, Central Bank, Learning Outcomes
KREDIBILITAS DAN OTENTISITAS GURU KEWIRAUSAHAAN TERHADAP KARAKTER KEWIRAUSAHAAN SISWA SMK NEGERI DI SURABAYA Ghofur, Muhammad Abdul
JURNAL EKONOMI PENDIDIKAN DAN KEWIRAUSAHAAN Vol 1, No 1
Publisher : UNIVERSITAS NEGERI SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jepk.v1n1.p39-52

Abstract

Entrepreneurship in vocational education in Surabaya is still lack of attention. Many educators are paying less attention to character growth and entrepreneurial behavior. Their orientation is, generally only on preparing the workforce. To that end, the solution needs to be sought, how education can serve to turn people into human character or behavior and entrepreneurship. The research, therefore, aims at obtaining an explanation of the influence of teachers' entrepreneurship credibility and authenticity on the students’ entrepreneurial character in SMK Negeri Surabaya. This research is a verification. The technique used to test the hypothesis is structural equation model (SEM). The results provide an explanation that the variable credibility and authenticity of entrepreneurship teachers have simultaneous significant effect on students’ entrepreneurial character in SMK Negeri Surabaya, whereas the two variables are partially proven to be unsignificant.
PELATIHAN PENULISAN PROPOSAL PENELITIAN TINDAKAN KELAS (PTK) Soejoto, Ady; Fitrayati, Dhiah; Ghofur, Muhammad Abdul; Sholikhah, Ni’matush; Prakoso, Albrian Fiky
Jurnal ABDI: Media Pengabdian Kepada Masyarakat Vol 2, No 2 (2017)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/ja.v2n2.p51-59

Abstract

Pelatihan Penulisan Proposal Penelitian Tindakan Kelas (PTK) dilakukan kepada para guru MGMP IPS SMP Lamongan yang bertempat pada SMPN 1 Lamongan, Jl. Ki Sarmidi Mangun Sarkara, Kelurahan Jetis, Kecamatan Lamongan, Jawa Timur. Tujuan Pelatihan dalam Pengabdian Kepada Masyarakat ini adalah untuk (1) memberikan penyampaian materi pada guru tentang Penelitian Tindakan Kelas (PTK), (2) memberikan penugasan penyusunan proposal pada guru tentang Penelitian Tindakan Kelas (PTK), (3) memberikan pendampingan pada guru tentang telaah proposal Penelitian Tindakan Kelas (PTK) yang telah dibuat oleh guru. Pelaksanaan PKM terdiri dari tahapan: 1) pemberian materi pelatihan terdiri: Hakekat Penelitian Tindakan Kelas (PTK), Anatomi Penelitian Tindakan Kelas (PTK), Metodologi Penelitian Tindakan Kelas (PTK), Grand Teori/ Kajian Teori dan Empirik, Penulisan proposal Penelitian Tindakan Kelas (PTK) oleh peserta; 2) Penyusunan proposal Penelitian Tindakan Kelas (PTK) oleh peserta; 3) Telaah proposal Penelitian Tindakan Kelas (PTK).
KREDIBILITAS DAN OTENTISITAS GURU KEWIRAUSAHAAN TERHADAP KARAKTER KEWIRAUSAHAAN SISWA SMK NEGERI DI SURABAYA Ghofur, Muhammad Abdul
JURNAL EKONOMI PENDIDIKAN DAN KEWIRAUSAHAAN Vol. 1 No. 1
Publisher : UNIVERSITAS NEGERI SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jepk.v1n1.p39-52

Abstract

Entrepreneurship in vocational education in Surabaya is still lack of attention. Many educators are paying less attention to character growth and entrepreneurial behavior. Their orientation is, generally only on preparing the workforce. To that end, the solution needs to be sought, how education can serve to turn people into human character or behavior and entrepreneurship. The research, therefore, aims at obtaining an explanation of the influence of teachers' entrepreneurship credibility and authenticity on the students entrepreneurial character in SMK Negeri Surabaya. This research is a verification. The technique used to test the hypothesis is structural equation model (SEM). The results provide an explanation that the variable credibility and authenticity of entrepreneurship teachers have simultaneous significant effect on students entrepreneurial character in SMK Negeri Surabaya, whereas the two variables are partially proven to be unsignificant.
PREFERENSI SUMBER BELAJAR ONLINE MAHASISWA PENDIDIKAN EKONOMI Ghofur, Muhammad Abdul; Wahjoedi, Wahjoedi
JURNAL EKONOMI PENDIDIKAN DAN KEWIRAUSAHAAN Vol. 6 No. 1
Publisher : UNIVERSITAS NEGERI SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jepk.v6n1.p105-114

Abstract

The availability of an increasingly diverse and number of online resources makes the choice of students richer and active learning more enjoyable, but the preferences and abilities of students in choosing the right learning resources need to be further analyzed. This research is survey research with cross-section data with Unesa Economic Education Study Program students as the research subject. The ability of the online student learning resource Preference Unesa is dominated by scientific journal portals, social media, institutional pages, news portals and personal blogs. Most of these learning resources are text rather than the video with ease of access being the main reason in choosing learning resources. Information about the learning resources they get mainly from social media, advice from friends, and then advice or information from lecturers.
The Development of Interactive Media in Economics for Senior High Schools Students Using Android Platform Mohamad Arief Rafsanjani; Dhiah Fitrayati; Muhammad Abdul Ghofur; Eka Hendi Andriansyah; Albrian Fiky Prakoso
JPBM (Jurnal Pendidikan Bisnis dan Manajemen) Vol 7, No 3: NOVEMBER 2021
Publisher : JPBM (Jurnal Pendidikan Bisnis dan Manajemen)

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

Abstract

This study aims to determine the feasibility, practicality, and effectiveness of developing interactive media for economic subjects with the Android platform. This study followed the development research using the 4D model consisting of four stages: defining, designing, developing, and disseminating. The trial subjects used class X SMA Lab school Universitas Negeri Surabaya. The instruments were validated by undergoing sheets and questionnaires. The collected data were further analyzed with descriptive analysis by validating material experts, media experts, practitioners, and students’ responses. The findings indicate that the review and validation by a presentation expert showed a validation score of 85.19%. The number of students who have test scores above 78 is 26 out of 30 students. Therefore, the classical completeness obtained is 86.67%. Based on these results, it can be concluded that Android-based interactive media for economics class X is feasible, practical, and effective in improving student learning outcomes. Keywords: Android platform, Economics subject, Interactive media, Senior high schools