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International Journal of Active Learning
ISSN : 2528505X     EISSN : 26156377     DOI : -
Core Subject : Education,
International Journal of Active Learning p-ISSN 2528-505X | e-ISSN 2615-6377 is an international, refereed publication for all those who teach and support learning in Higher Education and those who undertake or use research into effective learning, teaching and assessment in universities and colleges. The journal has an objective of improving the status of teaching and learning support as professional activity and embraces academic practice across all curriculum areas in higher education.
Arjuna Subject : -
Articles 14 Documents
Search results for , issue "Vol 6, No 2 (2021): October 2021" : 14 Documents clear
The Critical Problem Solving (CPS) E-Module Development on Ethnoscience-Integrated Thermochemistry Topics Hastani, Fatmi Sri; Sudarmin, Sudarmin; Pancawardhani, Helina
International Journal of Active Learning Vol 6, No 2 (2021): October 2021
Publisher : International Journal of Active Learning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijal.v6i2.31147

Abstract

Critical thinking and problem-solving skills (CPS) are included in the 21stcentury competencies that are emphasized in K13. However, this ability is still low because there is less emphasis on learning. One of the devices that can be used as a means to train students in both cases is through e-modules. CPS provided through e-modules is more meaningful if it integrates material with ethnoscience. In this study, an e-module has been developed through the R&D method which aims to provide students' CPS skills. The feasibility value of the emodule is 88.26% (material expert) and 92.14 (media expert), while the practicality value is 77.95%. Based on the results of data analysis, it can be concluded that the e-module which developed feasible and practical to use.
Developing Ardgotic Game to Improve Logarithm Learning Outcomes Prameshela, Rakeltamara Y.; Kristiyanto, Wahyu H.; Mampouw, Helti L.
International Journal of Active Learning Vol 6, No 2 (2021): October 2021
Publisher : International Journal of Active Learning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijal.v6i2.30582

Abstract

This research aims to produce ardgotic learning media that can improve student learning outcomes on logarithm.  This research consists of 5 development steps, namely analysis, design, development, implementation and evaluation. Ardgotic is a game developed from an othello type board game that requires players to win the games where logarithm is the topic. The results of this media validation reached 94.54%. Trials on 32 students of class X SMK showed a practically rate of 85.71%, both of which were in the very good category. The use of ardgotic media can improve learning outcomes logarithm by 0.697 or a moderate increase. Students find the appearance of the media attractives and the media can motivate them to learn logarithms. These results indicate that ardgotic media can be used to learn mathematics in different ways.
Development of Android-based Kimi Kimo Adventure Game as Learning Media on Chemical Bonds Kurniawan, Rivaldi Dwi; Hidayah, Rusly
International Journal of Active Learning Vol 6, No 2 (2021): October 2021
Publisher : International Journal of Active Learning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijal.v6i2.30756

Abstract

This research aims to test the development of an android-based Kimi Kimo Adventure game which is feasible as a learning media for Chemical Bonding material at SMK Negeri 1 Driyorejo Gresik. The feasibility of the Kimi Kimo Adventure game is reviewed in terms of validity, practicality, and effectiveness. Validity in terms of content validity and construct validity obtained from the validation results of 3 experts, namely 2 chemistry lecturers at Universitas Negeri Surabaya and 1 chemistry teacher at SMK Negeri 1 Driyorejo Gresik. Practicality was obtained from the results of student observations and student response questionnaires. While the effectiveness is obtained from the students learning outcomes. The research method that was used is research and development carried out until a limited trial. The limited trial was carried out in 18 students from class X at SMK Negeri 1 Driyorejo Gresik. The data that has been obtained from the limited trial of the Kimi Kimo Adventure game has a percentage assessment of (1) Validity consisting of content validity which is very valid and construct validity which is very valid, (2) Practicality consisting from the observation result of student activities which is very practical and the results of the response questionnaire which is very practical, (3) Effectiveness consists the value of students’ learning outcomes and the classical completeness between the pretest and posttest has increased. It means the Kimi Kimo Adventure game as a learning media can increase the students’ learning outcomes which means the game that has been developed is very effective for use as learning media on chemical bonds. Based on the results of the research, it can be concluded that the Kimi Kimo Adventure game is appropriate for use as a learning medium.
Design and Feasibility of EXE Learning Media on the Topic of Chemical Bonding Djoa, Dominikus Djago; Kusumaningtyas, Pintaka
International Journal of Active Learning Vol 6, No 2 (2021): October 2021
Publisher : International Journal of Active Learning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijal.v6i2.25430

Abstract

The transformation on the industrial era 4.0 has greatly influenced changes in the way students learn who are more dominantly use gadgets both online and offline. This research aims to develop an e-Learning XHTML Editor (EXE) learning media which is feasible to be used in chemistry learning on the topic of Chemical Bonding, and also to test the validity and practicality of the media. The study used a research and development (R & D) design by adapting Hannafin and Peck’s model. The steps are limited to the design of EXE learning media. The feasibility of the EXE learning media is tested in terms of validity and practicality. The instrument used are validation questionnaire and students’ response questionnaire. The data were obtained and analyzed by using descriptive percentage. The results of the feasibility test conducted by the material experts, media experts, and teachers obtained an average of 89% with very feasible category. Meanwhile, the practicality test was obtained from the results of students’ response questionnaire from SMAN 8 Samarinda and SMAN 3 Tenggarong, showing the practicality value is 87% with the category of very practice and easy to operate and useful. It means the EXE learning media is feasible and practice to be used as chemistry learning media on the topic of Chemistry Bonding.
The Influence of Comic Media on Students' Concept Understanding on Chemical Bonding Materials Sinta, Ida Norma; Wardani, Sri; Kurniawan, Cepi
International Journal of Active Learning Vol 6, No 2 (2021): October 2021
Publisher : International Journal of Active Learning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijal.v6i2.24498

Abstract

Research is motivated by the lack of understanding of students on chemical bonding material so that it has an impact on low learning outcomes and the use of effective learning media has not been utilized optimally. This study aims to determine the effect of comic media on students' understanding of concepts. This research is a mixed method. The research subjects of SMA Muhammadiyah 1 Sumenep class X IPA I and II were 39 students divided into 25 males and 14 females. Research data obtained and analyzed. The results showed that the average level of concept understanding with pretest and posttest was 12.09% and 69.6%, the percentage increase was 57.51%, the pretest normality test was 0.513 (> 0.05), then the data was normal, while the posttest was 0.368 (> 0.05) then the data is normal. The t-test results of the pretest and posttest are the tcount value (27,042)> ttable (1,686). The ttable value obtained with a confidence level of 95% and df 38, so it can be concluded that there is an effect of using comics media on the understanding of the concepts of Sumenep Private High School students on chemical bonds.
The Development of CIHOE Game As A Learning Media In The Elemental Chemistry Material Fatimah, Nuril; Hidayah, Rusly
International Journal of Active Learning Vol 6, No 2 (2021): October 2021
Publisher : International Journal of Active Learning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijal.v6i2.29651

Abstract

The purpose of the research are to develop CIHOE "Chemistry Island: Heaven Of Elements” game as a learning media in elemental chemistry material and also to test the validity, practicality and the effectiveness of the game. The method that used in this research is Gall and Borg development model. The steps are limited to the preliminary field testing. The preliminary field testing step was conducted using one group pretest posttest design. The instrument that used are validation questionnaire, observation sheet, student’s response questionnaire, pretest and posttest questions. Data collection were conducted with 15 students of SMAN 1 Menganti. The validity of the game is 91,25 %, which means very valid. The practicality value of the game is 92,6 % which means very easy to operate and useful. The observation result of the student’s learning activity is 98,57 %. The classical completeness at the pretest is 13 %, while in the posttest reaches 93 %. It means that CIHOE game is very effective to be used as a learning media in elemental chemistry material. By the development of CIHOE game, researcher hopes that it will help chemistry teachers to explain elemental chemistry material.
Exploring Source of Self-efficacy of Informatics and Computer Engineering Teacher Education Students during their Teaching Practicum Sari, Rus Indah; Krismiyati, Krismiyati
International Journal of Active Learning Vol 6, No 2 (2021): October 2021
Publisher : International Journal of Active Learning

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

Abstract

Self-efficacy is one of the important aspects for teacher education students. High self-efficacy helps them to be more confident in doing their teaching practices. This can also affect their future performance as pre-service teachers, especially in the ICT field. In order to understand their self-efficacy, it is necessary to explore the source of self-efficacy thoroughly. This study aims to explore the sources of self-efficacy of ICT teacher -education students of Information and Computer Engineering Education at a private university in Salatiga who have completed their teaching practicum program. This study employs qualitative methods, and uses interviews for data collection. This involves 10 student teachers as participants. The results of the study describe the sources of self-efficacy of the student teachers. It identifies four sources of self-efficacy, they are mastery experience, vicarious experience, verbal persuasion and emotional arousal. The results show that the four main sources studied in this study contributed a lot in increasing the self-efficacy of the ICT student teachers.  Finally, this study offers recommendations for further research.
The Influence of Comic Media on Students' Concept Understanding on Chemical Bonding Materials
International Journal of Active Learning Vol 6, No 2 (2021): October 2021
Publisher : International Journal of Active Learning

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

Abstract

Research is motivated by the lack of understanding of students on chemical bonding material so that it has an impact on low learning outcomes and the use of effective learning media has not been utilized optimally. This study aims to determine the effect of comic media on students' understanding of concepts. This research is a mixed method. The research subjects of SMA Muhammadiyah 1 Sumenep class X IPA I and II were 39 students divided into 25 males and 14 females. Research data obtained and analyzed. The results showed that the average level of concept understanding with pretest and posttest was 12.09% and 69.6%, the percentage increase was 57.51%, the pretest normality test was 0.513 ( 0.05), then the data was normal, while the posttest was 0.368 ( 0.05) then the data is normal. The t-test results of the pretest and posttest are the tcount value (27,042) ttable (1,686). The ttable value obtained with a confidence level of 95% and df 38, so it can be concluded that there is an effect of using comics media on the understanding of the concepts of Sumenep Private High School students on chemical bonds.
The Development of CIHOE Game As A Learning Media In The Elemental Chemistry Material
International Journal of Active Learning Vol 6, No 2 (2021): October 2021
Publisher : International Journal of Active Learning

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

Abstract

The purpose of the research are to develop CIHOE "Chemistry Island: Heaven Of Elements” game as a learning media in elemental chemistry material and also to test the validity, practicality and the effectiveness of the game. The method that used in this research is Gall and Borg development model. The steps are limited to the preliminary field testing. The preliminary field testing step was conducted using one group pretest posttest design. The instrument that used are validation questionnaire, observation sheet, student’s response questionnaire, pretest and posttest questions. Data collection were conducted with 15 students of SMAN 1 Menganti. The validity of the game is 91,25 %, which means very valid. The practicality value of the game is 92,6 % which means very easy to operate and useful. The observation result of the student’s learning activity is 98,57 %. The classical completeness at the pretest is 13 %, while in the posttest reaches 93 %. It means that CIHOE game is very effective to be used as a learning media in elemental chemistry material. By the development of CIHOE game, researcher hopes that it will help chemistry teachers to explain elemental chemistry material.
The Critical Problem Solving (CPS) E-Module Development on Ethnoscience-Integrated Thermochemistry Topics
International Journal of Active Learning Vol 6, No 2 (2021): October 2021
Publisher : International Journal of Active Learning

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

Abstract

Critical thinking and problem-solving skills (CPS) are included in the 21stcentury competencies that are emphasized in K13. However, this ability is still low because there is less emphasis on learning. One of the devices that can be used as a means to train students in both cases is through e-modules. CPS provided through e-modules is more meaningful if it integrates material with ethnoscience. In this study, an e-module has been developed through the RD method which aims to provide students' CPS skills. The feasibility value of the emodule is 88.26% (material expert) and 92.14 (media expert), while the practicality value is 77.95%. Based on the results of data analysis, it can be concluded that the e-module which developed feasible and practical to use.

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