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Contact Name
Singgih Subiyantoro
Contact Email
singgihsubiyantoro@yahoo.com
Phone
+6285643035436
Journal Mail Official
singgihsubiyantoro@yahoo.com
Editorial Address
Jl. Letjend. S. Humardani No. 1 Sukoharjo
Location
Kab. sukoharjo,
Jawa tengah
INDONESIA
Indonesian Journal of Instructional Media and Model
ISSN : 26860708     EISSN : 26860112     DOI : https://doi.org/10.32585
Core Subject : Education,
Indonesian Journal of Instructional Media and Model is a scientific journal that contains and disseminate the results of research, in-depth study, and the ideas or innovative work in the field of science education. The innovative work of the teachers and lecturers of the development of the education sector which is able to make a positive contribution to the schools and educational institutions the focus of this journal. 1. Instructional Media 2. Instructional Models 3. Learning Aproach 4. Instructional Strategies 5. Intructional Methods 6. Teaching Techniques 7. Teaching Tactics
Arjuna Subject : Umum - Umum
Articles 5 Documents
Search results for , issue "Vol 4, No 1 (2022)" : 5 Documents clear
The Effectiveness of The Use Game Based Learning on Student's Motivation and Learning Outcomes in Camera Movement Engineering Materials Chellsy Marcella
Indonesian Journal of Instructional Media and Model Vol 4, No 1 (2022)
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/ijimm.v4i1.2053

Abstract

The shift of conventional learning media to more modern learning media is a must for the world of education to be able to adapt to the development of science and technology. This study was conducted to analyse the effectiveness of the use of game-based learning on motivation and student learning outcomes on the subject of camera movement techniques. Data collection uses tests to measure learning outcomes and checks to measure learning motivation. The data analysis technique uses normalized gain (N-Gain). The application of the game-based learning model also improves learning outcomes.  The average value of the pre-test was 76.41 and increased at the post test of 90.28. Based on the KKM score, 37 people or 94.9% have completed learning. This shows that there is an increase in learning outcomes seen from the average value. The average value of normalized gain (N-Gain) is 0.60, so the game-based learning quizzes method is quite effective in improving learning outcomes. Teachers should reduce the lecture method by increasing the active play method.
Child's Personality and Family Upbringing Methods Mohammad Omar AL-Momani
Indonesian Journal of Instructional Media and Model Vol 4, No 1 (2022)
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/ijimm.v4i1.2022

Abstract

Psychologists point out that there are critical and highly sensitive periods in the development of children during which learning of their behavior patterns becomes possible, that is, there are certain environmental interactions during this period in order to progress naturally, and at the beginning of his interaction he can issue a greater number of responses with his environment , but whatever What remains of it and proves is what keeps it consolidating, and what fades and is deleted from the responses, it is the one that does not support, and the child in the characteristics of his first life suffers from what befalls others and suffers from psychological disorders and emotional and behavioral deviations as adults suffer. The psychological, emotional and physical development of the child is a continuous and escalating process, which is In its growth and gradation, it is affected by the factors of the physical environment and the social family
Development of E-Supplement Teaching Materials Physics Based On Flipbook in Balogo Traditional Games Afifah Khansa Nadhiroh
Indonesian Journal of Instructional Media and Model Vol 4, No 1 (2022)
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/ijimm.v4i1.2597

Abstract

Indonesia is a country rich in cultural diversity that is spread in every region, one of which is  traditional games. The existence of traditional game from time to time began to eroded and forgotten among children. Along with the development of the times, educators must follow the development of existing technology and not forget the cultural values of the local area. The existence of traditional games can be maintained by introducing and integrating them into learning through teaching materials. Therefore, this research is focused on the development of e-suplement teaching materials physics based on flipbook in balogo traditional games. This research aim to determine the validity and feasibility of e-suplement teaching materials physics based on flipbook in balogo traditional games. This research uses the research and development method od 3D models (define, design and develop) modified Thiagarajan’s 4D models. The results of research indicates that e-suplement teaching materials physics based on flipbook in balogo traditional games is very good with validity 91,36%. The concluded is e-suplement teaching materials physics based on flipbook in balogo traditional games valid and very feasible for use in learning.
The Use of Youtube to Enhance Students’ Participation in Distance Learning Mode Camelia Manalu
Indonesian Journal of Instructional Media and Model Vol 4, No 1 (2022)
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/ijimm.v4i1.2674

Abstract

Increasing students’ participation is the central issue in distance learning mode during the pandemic. A teacher must be able to give maximum effort in teaching in the classroom, for example, by using ICT. This study aims to find out whether using YouTube can increase students’ participation in distance learning. The design of this research is classroom action research (CAR), with the subject of the research was 21 students of class XI IPS at SMAN 6 Tualang. This research was conducted in one cycle consisting of 5 online class meetings that used Youtube. The findings showed that by using Youtube, the participation and activeness of the students increased, which could be seen from actively asking questions, being enthusiastic in answering questions, and enjoying the learning process.
Analysis of The Characteristics of Teachers With High Internet Self-Efficacy Levels using The K-Means Algorithm Eka Budhi Santosa
Indonesian Journal of Instructional Media and Model Vol 4, No 1 (2022)
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/ijimm.v4i1.2754

Abstract

The purpose of this study was to see the readiness of teachers in conducting online learning. The characteristics of the teachers collected in this study were gender, generation, last education, teacher tenure, learning environment and variations of online learning models. This study uses the K-Means algorithm for clustering. The dataset used in this study were 96 junior high school teachers in Central Java who had a high level of internet self-efficacy. The dataset of teachers who have a high level of internet self-efficacy is obtained from the results of data analysis on 285 junior high school teachers, who have varying levels of internet self-efficacy, both high, medium and low. The results of the K-Means analysis obtained 8 clusters with various characteristics of each cluster. The data attributes analyzed were gender, generation, last education, teacher tenure, learning environment and variations of online learning models. The results showed that in all data clusters were dominated by female gender with a bachelor's educational background. Meanwhile, the relatively more dominant characters in all clusters are generation X data, teacher tenure between 11 and 20 years, a supportive learning environment, and data on the use of varied learning models.

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