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Perbedaan Penerapan Model Pembelajaran TGT-Problem Posing dan Jigsaw Terhadap Minat dan Hasil Belajar Kholiso, Yosi Nur
Jurnal Pendidikan Informatika (EDUMATIC) Vol 1, No 2 (2017): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

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Abstract

Learning processes that use less attractive methods will have an impact on results and activeness, as well as student interest in learning. Therefore, the need for models and methods that can foster interest and student learning outcomes, namely the TGT model combined with problem posing. This study aims to determine the effect of the TGT-Problem Posing model on student learning outcomes and learning interest. This study uses a pretest-posttest control group design. The population in this study is the third semester informatics education study students consisting of 2 classes. Samples used in class A research as experimental group and class B as control group using saturated sample techniques. The independent variables in this study are the TGT-Problem Posing and jigsaw models, and the dependent variable is the learning outcomes and student learning interest. The results showed that the TGT-Problem Posing learning model in the class in the experimental class had an average value of learning outcomes higher compared to the control class 87.6> 78.7. There are differences in interests and learning outcomes between the TGT-problem posing learning model and the jigsaw model.
Pengembangan Modul Pembelajaran Multimedia untuk Meningkatkan Minat dan Pemahaman Konsep Mahasiswa Prodi Pendidikan Informatika Kholisho, Yosi Nur
Jurnal Pendidikan Informatika (EDUMATIC) Vol 1, No 1 (2017): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

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

Abstract

The purpose of this research is to develop and produce product in the form of multimedia instructional subjects for students on informatics education course and to know the effectiveness of modules developed based on responses of student interest to learning and learning outcomes. The method used in this research is Research and Development. Based on data from media and product expert validation, it can be seen that the product in the form of multimedia learning module for students can be categorized as "good" (37.38 <X ≤ 46.14) with total score 45 and in terms of display can be categorized "good" (51 <x ≤ 63) with a total score of 56. Result of student interest analysis to learning module got result that 35 person from 45 stated that more interest to learn by using module with percentage equal to 77,8%, this proves that student interest in studying material by using good module. The results obtained for the learning outcomes, the results obtained that the value before the given module 78.7 and the value after the given module 87.6 this result shows that the value of learning results after the module is given higher than with the before given the module.
Komparasi Model Pembelajaran Teaching Factory dengan Project Based Learning Terhadap Keaktifan dan Hasil Belajar Oktafia, Novi Arnita; Kholisho, Yosi Nur
Jurnal Pendidikan Informatika (EDUMATIC) Vol 3, No 2 (2019): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

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Abstract

This study aimed to determine the comparison of Teaching Factory (TEFA) learning models with Project Based Learning (PjBL) on the active and learning outcomes of class XI Multimedia students in 2D and 3D Animation learning at Vocational High School of Janapria in 2019/2020 Academic Year. This type of research is quantitative with the Quasi Experimental method. The population of this study was all 60 students of class XI Multimedia 1 Janapria Vocational High School, with samples using cluster sampling techniques. Class XI Multimedia-A as an experimental class I with 30 students while class XI Multimedia-B as an experimental class II with a total of 30 students. The research design used was Nonequivalent Control Group Design. Data collection used observation and tests. Data analysis used Paired Sample T Test. The results showed that 1) there was no difference in student learning activeness using the TEFA learning model with PjBL (with a significance value ρ> 0,05),  2) there was no difference in student learning outcomes using the TEFA learning model with PjBL (with a significance value ρ> 0,05). Therefore, there is no difference in the activeness and learning outcomes of students using the TEFA learning model with PjBL in students class XI Multimedia of 2D and 3D Animation learning at Vocational High School of  1 Janapria 2019/2020 Academic Year.
Pengembangan Modul Pembelajaran Perakitan Komputer Berbasis Multimedia Interaktif Siddik, Bakrina; Kholisho, Yosi Nur
Jurnal Pendidikan Informatika (EDUMATIC) Vol 3, No 1 (2019): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

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Abstract

This study aims to determine the feasibility of interactive multimedia-based computer assembly learning modules for class X in SMKN 1 Sikur , to test the effectiveness of interactive multimedia-based computer assembly learning modules in students class X at SMKN 1 Sikur, and knowing the response of students to the interactive multimedia-based computer assembly learning module for class X in SMKN 1 Sikur. This research is Research and Development research with ADDIE development model, namely; Analysys, Design, Development, Implementation, and Evaluation. The assessment instrument of interactive multimedia-based learning modules is in the form of a 5-scale questionnaire. The sources of research data were 2 media experts, 2 material experts, and 30 class X majoring in SMKN 1 Sikur. The results of the feasibility test of media experts from 2 aspects are categorized as very feasible with a total percentage of feasibility of 84.5%. And the results of the feasibility test from material experts from 3 aspects are categorized as very feasible with a total percentage of feasibility of 87%. Whereas based on the responses of students in class X towards the interactive multimedia-based learning module developed was feasible with a total percentage of 78%.
Pengaruh Kemampuan Matematika Terhadap Kemampuan Computational Thinking Pada Anak Usia Sekolah Dasar Kuswanto, Heri; Rodiyanti, Nani; Kholisho, Yosi Nur; Arianti, Baiq Desi Dwi
Educatio Vol 15, No 2 (2020)
Publisher : Universitas Hamzanwadi

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Abstract

Computational thinking ability need to be trained from an early age through the mathematics ability approach at the primary schools level. This study aims to analyze the effect of the analysis of mathematic ability to computational thinking abilities in primary schools age in sdn 2 sekarteja with 2 measurement variables including: computational thinking ability and math ability. This type of research is quantitative using descriptive methods. The population of this study was class V SDN 2 Sekarteja with a total of 30 students and the entire population becomes the sample, the type of research sample is saturated sample. Data collection techniques in this study used tests and documentation. The technique used to analyze the data was descriptive statistics. The results of this study indicated that, with n = 30 and a significant level of 5%, r table = 0.361, while the result rcount = 0.304. The results obtained were rcount ≤ rtabel, then Ha was rejected and Ho was accepted and the direction of the correlation was negative. It can be concluded that there was no significant relationship between the computational thinking abilities of elementary school age children in terms of mathematics abilities at SDN 2 Sekarteja
Pengembangan Media Pembelajaran Berbasis Video Tutorial Interaktif Pada Mata Pelajaran Baiq Ade Irma Williyana; Yosi Nur Kholisho; Ahmad Fathoni
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 2 (2018): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v2i2.869

Abstract

This research aims to: (1) developing video-based learning media is an interactive tutorial on subjects of engineering animation 2 dimensions with frame animation technique material class XI Multimedia at SMK Negeri 1 Kopang (2) know the feasibility of media interactive video tutorial-based learning. This type of research is a Research and Development (RD) and the development of procedures: potential and problems, data collection, product design, design validation, product test design, revision, revision products, free trial usage. The software development model used the waterfall model. The feasibility study is judged by media experts, media content and users. Data collection instruments namely documentation and questionnaires. Data analysis the results of the test the feasibility of using the Likert scale. Results of research: (1) media video-based learning, interactive tutorials that were developed in the form of software packaged in the form of an .exe file and interactive CD. (2) a Media-based learning video tutorials worth used in the learning process, based on the results of the validation of media experts earn a percentage of 86.69%, expert of 82.81%, material and product testing of 75.93% and trial usage earn a percentage of 79.89%. Overall the media-based learning, interactive video tutorial earn a percentage of 76.66% eligibility category in the media "very decent".
Daya Serap Pelaksanaan Mata Kuliah Kependidikan DiTengah Pandemi Covid-19 Yosi Nur Kholisho; Marfuatun Marfuatun
Jurnal Pendidikan Informatika (EDUMATIC) Vol 4, No 1 (2020): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v4i1.2155

Abstract

Covid-19is a new virus that attacks the whole world. The virus has paralyzed all areas of life. Based on the circular of the Minister of education and culture of the Republic of Indonesia Number 2 and 3 of 2020, the learning is done online at home. Good student absorption can improve student learning outcomes. The purpose of this study is to look for points of concern about students' absorption of educational lectures using online methods viewed from internal and external factors. This research uses a descriptive method. The sample used was 67 respondents. Our findings show the students who have been ill while attending lectures is less interested in educational subjects being an internal factor that can affect student absorption, but strong student confidence in passing courses makes this factor not inhibiting factor students, while external factors are factors that affect the absorption of students taking educational courses with the online method in the middle of the covid-19 pandemic. Disruptions of the family economy caused by parents who cannot work in the middle of a pandemic are the main things that affect the lecture process. Parental support is less than optimal, as well as the location of the house that makes the signal often lost and entered.
Perbedaan Penerapan Model Pembelajaran TGT-Problem Posing dan Jigsaw Terhadap Minat dan Hasil Belajar Yosi Nur Kholiso
Jurnal Pendidikan Informatika (EDUMATIC) Vol 1, No 2 (2017): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v1i2.946

Abstract

Learning processes that use less attractive methods will have an impact on results and activeness, as well as student interest in learning. Therefore, the need for models and methods that can foster interest and student learning outcomes, namely the TGT model combined with problem posing. This study aims to determine the effect of the TGT-Problem Posing model on student learning outcomes and learning interest. This study uses a pretest-posttest control group design. The population in this study is the third semester informatics education study students consisting of 2 classes. Samples used in class A research as experimental group and class B as control group using saturated sample techniques. The independent variables in this study are the TGT-Problem Posing and jigsaw models, and the dependent variable is the learning outcomes and student learning interest. The results showed that the TGT-Problem Posing learning model in the class in the experimental class had an average value of learning outcomes higher compared to the control class 87.6 78.7. There are differences in interests and learning outcomes between the TGT-problem posing learning model and the jigsaw model.
Komparasi Model Pembelajaran Teaching Factory dengan Project Based Learning Terhadap Keaktifan dan Hasil Belajar Novi Arnita Oktafia; Yosi Nur Kholisho
Jurnal Pendidikan Informatika (EDUMATIC) Vol 3, No 2 (2019): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v3i2.1665

Abstract

This study aimed to determine the comparison of Teaching Factory (TEFA) learning models with Project Based Learning (PjBL) on the active and learning outcomes of class XI Multimedia students in 2D and 3D Animation learning at Vocational High School of Janapria in 2019/2020 Academic Year. This type of research is quantitative with the Quasi Experimental method. The population of this study was all 60 students of class XI Multimedia 1 Janapria Vocational High School, with samples using cluster sampling techniques. Class XI Multimedia-A as an experimental class I with 30 students while class XI Multimedia-B as an experimental class II with a total of 30 students. The research design used was Nonequivalent Control Group Design. Data collection used observation and tests. Data analysis used Paired Sample T Test. The results showed that 1) there was no difference in student learning activeness using the TEFA learning model with PjBL (with a significance value ρ 0,05),  2) there was no difference in student learning outcomes using the TEFA learning model with PjBL (with a significance value ρ 0,05). Therefore, there is no difference in the activeness and learning outcomes of students using the TEFA learning model with PjBL in students class XI Multimedia of 2D and 3D Animation learning at Vocational High School of  1 Janapria 2019/2020 Academic Year.
Pengembangan Modul Pembelajaran Multimedia untuk Meningkatkan Minat dan Pemahaman Konsep Mahasiswa Prodi Pendidikan Informatika Yosi Nur Kholisho
Jurnal Pendidikan Informatika (EDUMATIC) Vol 1, No 1 (2017): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v1i1.733

Abstract

The purpose of this research is to develop and produce product in the form of multimedia instructional subjects for students on informatics education course and to know the effectiveness of modules developed based on responses of student interest to learning and learning outcomes. The method used in this research is Research and Development. Based on data from media and product expert validation, it can be seen that the product in the form of multimedia learning module for students can be categorized as "good" (37.38 X ≤ 46.14) with total score 45 and in terms of display can be categorized "good" (51 x ≤ 63) with a total score of 56. Result of student interest analysis to learning module got result that 35 person from 45 stated that more interest to learn by using module with percentage equal to 77,8%, this proves that student interest in studying material by using good module. The results obtained for the learning outcomes, the results obtained that the value before the given module 78.7 and the value after the given module 87.6 this result shows that the value of learning results after the module is given higher than with the before given the module.