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All Journal Jurnal Inovasi Teknologi Pendidikan Edcomtech Jurnal Kajian Teknologi Pendidikan EDUCATIO : Journal of Education Jurnal Pendidikan : Riset dan Konseptual JPM (Jurnal Pemberdayaan Masyarakat) Syntax Literate: Jurnal Ilmiah Indonesia Jurnal Ilmiah Soulmath : Jurnal Edukasi Pendidikan Matematika Journal of Teaching and Learning in Elementary Education Dinamisia: Jurnal Pengabdian Kepada Masyarakat JURNAL EDUCATION AND DEVELOPMENT Jurnal Cendekia : Jurnal Pendidikan Matematika Jurnal Ilmiah Sekolah Dasar Journal on Education JEES: Journal of English Educational Study JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) EDUKATIF : JURNAL ILMU PENDIDIKAN SAP (Susunan Artikel Pendidikan) Jurnal Pendidikan Edutama Tunas Siliwangi : Jurnal Program Studi Pendidikan Guru PAUD STKIP Siliwangi Bandung Jurnal Mantik Jurnal Pendidikan dan Konseling Jurnal Sains dan Teknologi Proximal: Jurnal Penelitian Matematika dan Pendidikan Matematika Jurnal Inovasi dan Teknologi Pembelajaran (JINOTEP) Kajian dan Riset Dalam Teknologi Pembelajaran Jurnal Pedagogi dan Pembelajaran Budapest International Research and Critics Institute-Journal (BIRCI-Journal): Humanities and Social Sciences Jurnal Lebesgue : Jurnal Ilmiah Pendidikan Matematika, Matematika dan Statistika Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Seminar Nasional Hasil Riset dan Pengabdian (SNHRP) Pena: Jurnal Pendidikan Bahasa dan Sastra Edukasia: Jurnal Pendidikan dan Pembelajaran Journal of Medives: Journal of Mathematics Education IKIP Veteran Semarang
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Development of Playing Card Learning Media Using Team Games Tournament Model on Volleyball Passing Materials in Grade 5 of Elementary School Suhud Iswahyudi; Ibut Priono Leksono; Retno Danu Rusmawati
JOURNAL OF TEACHING AND LEARNING IN ELEMENTARY EDUCATION (JTLEE) Vol 5, No 1 (2022)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, FKIP, Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jtlee.v5i1.7909

Abstract

The This research aims to develop a learning media with the teams games tournament (TGT) model using playing cards as a medium in the learning of Sports and Health Physical Education (SHPE) with volleyball game passing materials in elementary school. This research is research and development (R&D) by adopting the 4D development model (Define, Design, Development, and Dissemination) proposed by Thiagarajan in 1974. This study was conducted in the 5th grade of public elementary school, Lamongan, East Java. The data collection technique in this study is in the form of validity questionnaires and practicality of teacher response and student response given to media experts, material experts, teachers and students. The data analysis technique used in this study is to calculate the average percentage score that can be seen from the results of media and material validation and the practical results of teacher and student responses. Results obtained from the media validity test showed that playing card learning using the TGT model on 5th grade volleyball passing material got a very valid category with a percentage score of 90.28%. Practicality got a very practical category with a percentage score of 94.89%. Playing card learning using the TGT model on 5th grade of volleyball passing material is said to be valid and practical because it has met the assessment criteria seen from the media presentation, aspects of media content, aspects of image illustration, material aspects as well as the response of teachers and students. This shows that playing card learning using the TGT model on 5th grade elementary school volleyball passing material is feasible for the use by teachers and students in the SHPE learning process. This research is expected to help educators in using learning media in elementary schools, especially SHPE subjects of volleyball passing materials and can be a reference for researchers who will carry out research with the same study in elementary school.
Perancangan Blog Guru untuk Penyediaan Bahan Ajar di Era Pembelajaran Abad 21 Nurmida Catherine Sitompul; Rufi’i; Ibut Priono Leksono; Heri Wahyu Rejeki
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 2 (2021): April 2021, Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v5i1.4143

Abstract

Now a day world is changing complexity and unpredicted which as characteristic in 21st century. These conditions asked severals solutions which more complex according to context. The purpose of education reformulated its goal that to prepare students to be a problem solver. Teaching with problem base learning needs many kinds of learning resources. All these kinds of information will be used of the students to analyses the problems from many points of views. Blog is one of application can be provided informations/datas. Fortunately, almost all schools ini city have already have computers and internets facilitation, but still do not use yet for learning. The purpose of this activity is to train teachers to desing and create their own Blog to facilitate student’s learning. The result showed that all teachers can create a Blog for their Subject. For the future Teacher BLOG should be develop regulary
Pengembangan Perangkat Pembelajaran Tematik Model A-DIE Tema Kayanya Negriku Kelas IV SDK Kari-tas 3 Surabaya Praera Heroel; Rufi’i Rufi’i; Leksono Ibut Priono
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (239.908 KB) | DOI: 10.36418/syntax-literate.v7i6.7894

Abstract

Penelitian ini bertujuan untuk mengembangkan perangkat pembelajaran buku ajar tematik “Kayanya Negriku” kelas IV SDK Karitas 3 Surabaya. Penelitian dilakukan dengan menggunakan metode Research and Development (R&D) dengan model ADDIE. Hasil penilaian dari bahan ajar yang dikembangkan telah dinilai oleh 3 dosen ahli dibidangnya yakni dosen ahli materi memiliki total rata-rata 4,6 dan persentase 85,6. Sedangkan untuk dosen ahli desain memiliki total rata-rata 4,75 dan persentase 94,8 serta dosen ahli ahli media memiliki total rata-rata 4,28 dan persentase 85,7. Selain itu diujicobakan pada kelompok kecil telah mencapai kategori rata-rata yang sangat baik dengan skor 4,6 dari maksimal skor >4,2 dan persentase kelayakan 91,2 telah mencapai kategori sangat layak diujicobakan ke kelompok besar. Pada uji coba kelompok besar dengan perolehan nilai rata-rata skor 5 termasuk dalam kategori sangat baik serta nilai persentase skor 92 telah mencapai kategori yang sangat layak. Produk yang dikembangkan sangat praktis dan layak digunakan pebelajaran di sekolah.
INTERAKSI MANUSIA DENGAN KOMPUTER: MODUL MATEMATIKA DENGAN APLIKASI GEOGEBRA Ahmad Faizun Daroini; Iskandar Wiryokusumo; Ibut Priono Leksono
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 7, No 2 (2022)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v7i2.2696

Abstract

Penelitian ini bertujuan untuk menghasilkan modul pembelajaran dengan Aplikasi GeoGebra untuk meningkatkan pemahaman konsep matematika materi Sudut dalam Dimensi Tiga pada siswa kelas XII SMA. Langkah pengembangan modul mengadopsi langkah-langkah desain pengembangan 4D yang dikembangkan oleh Thiagarajan. Agar menghasilkan modul dengan kualitas yang baik dilakukan Uji coba produk yang melibatkan ahli isi, ahli desain pembelajaran, siswa pada uji perorangan, uji kelompok kecil dan uji lapangan, serta guru matematika pada uji lapangan. Data kelayakan produk dikumpulkan dengan angket. Sedangkan, untuk menguji efektivitas modul dalam meningkatkan pemahaman konsep siswa dilakukan pretest-posttest yang dianalisa dengan uji t berpasangan. Modul Geogebra yang dikembangkan memiliki kelayakan 70% dari ahli isi dan 88% dari ahli desain pembelajaran, 90% dari uji perorangan, 81% dari uji kelompok kecil dan 87% dari uji lapangan. Penggunaan modul pada pembelajaran terbukti dapat meningkatkan pemahaman konsep matematika berdasarkan uji-t yang mana nilai signifikansinya 0,000. Hasil ini didukung dengan adanya peningkatan nilai rata-rata dari pretest ke posttest sebesar 4,97. Dari hasil angket, siswa menyatakan bahwa penerapan modul Geogebra dalam pembelajaran juga membantu meningkatkan motivasi belajar siswa. Dengan demikian penerapan modul Geogebra dapat mendukung pembelajaran matematika secara online maupun pembelajaran tatap muka dengan pemanfaatan teknologi.
BIMBINGAN TEKNIK PUBLIKASI KARYA ILMIAH di ONLINE JOURNAL SYSTEM (OJS) untuk GURU SEKOLAH DASAR Nurmida Catherine Sitompul; Ibut Priono Leksono; Marianus S Subandowo; Ahmad Zaini
SNHRP Vol. 3 (2021): Seminar Nasional Hasil Riset dan Pengabdian (SNHRP) Ke 3 Tahun 2021
Publisher : LPPM Universitas PGRI Adi Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (790.177 KB)

Abstract

Setiap guru memiliki kewajiban untuk menerbitkan karya ilmiah dan menjadi persyaratan dalam proses kenaikan pangkat sehingga sangat wajar bila kompetensi ini menjadi sangat penting yang harus dikembangkan oleh setiap guru. Namun publikasi ilmiah para guru masih sangat kurang. Artinya karya-karya penelitian guru tidak didiseminasikan sehingga tidak dapat dimanfaatkan. Kondisi ini sudah seharusnya diubah karena dapat menjadi pertanda kurangnya penghargaan atas kerja ilmiah para guru. Aktivitas menulis karya ilmiah sampai dengan penerbitan adalah aktivitas yang berat, memerlukan latihan, kesabaran dalam melewati prosedur seperti revisi dan kesungguhan untuk terus mengikuti prosedur sampai artikel terbit. Terdapat 20 artikel yang ikut dalam Bimbingan Teknis yang diikuti oleh 50 orang guru. Setelah mendapatkan penjelasan tentang proses penerbitan OJS maka 3 artikel yang terbit di Jurnas Nasional terakreditasi Sinta 5 dan 1 jurnal nasional yang belum terakreditasi. Proses publikasi OJS yang panjang yaitu: menyusun artikel sesuai dengan Template OJS, submission, in review, editing dan publish. Meski hanya 4 artikel yang dapat dipublikasikan sebagai luaran Bimtek ini, namun hasil ini diharapkan menjadi pintu pembuka untuk menggerakkan rekan guru yang lainnya untuk meningkatkan keterampilan dalam menulis pada OJS. Publikasi artikel peneltian guru pada OJS sudah tidak dapat dihindari karena sesuai dengan era digital. Harapannya dengan terbitnya 4 artikel guru dalam OJS dapat menjadi pioner dan pendorong untuk para guru meningkatkan kinerja dalam bidang karya ilmiah ini. Publikasi artikel OJS merupakan bagian dari langkah strategis guru sekolah dasar meningkatkan karir dan tugas keprofesiannya.
PENGARUH MODEL PEMBELAJARAN CONNECTED MATHEMATICS PROJECT (CMP) TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA SMP Sri Rahmawati Fitriatien; Ibut Priono Leksono; Prayogo Prayogo
Proximal: Jurnal Penelitian Matematika dan Pendidikan Matematika Vol. 4 No. 2 (2021): Volume 4 Nomor 2 tahun 2021
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (254.292 KB) | DOI: 10.30605/proximal.v4i2.1243

Abstract

The research was conducted in students’ mathematical problem - solving skills and there are many students who have difficulty learning mathematics. This is due to the teacher - centered learning. Efforts that can be made to the learning process in the classroom can improve students ' problem - solving skills by selecting and using the relevant learning model. One such relevant learning model is the Connected Mathematics Project (CMP) learning model. The research problem was formulized in "is there any influence of the Connected Mathematics Project (CMP) learning model to the mathematical problem - solving skills of SMP students?". This research aims to determine the influence of CMP learning model to the mathematical problem solving skills of grade VIII SMPN 12 Surabaya. The research method was plied in quantitative methods. Research samples were acquired by two classes with random sampling techniques consisting of experimental classes and control classes, each as much as 37 students. Analysis of the data used in this study is test-T. The results of the study using the test-T showed that there was a influence of the CMP learning model of students learning outcomes of class VIII SMP Negeri 12 Surabaya year 2019/2020 of The System Material of Two-Variable Linear Equations (SPLDV). In addition, students’ mathematical problem solving capabilities include understanding the problems in the experiment class higher than the control class.
Media Pembelajaran Interaktif dengan Menggunakan Articulate Storyline terintegrasi Rumah Belajar berbasis Android pada Mata Pelajaran Fisika Kelas X SMK Negeri 2 Lamongan Ari Susanto; Ibut Priono Leksono; Retno Danu Rusmawati
Jurnal Pendidikan Edutama Vol 9, No 2 (2022): July 2022
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/jpe.v9i2.2462

Abstract

Abstract: The aims of this development research are: (1) to describe the feasibility level of developing interactive learning media using articulate storyline, and (2) to describe the level of attractiveness after developing interactive learning media using articulate storyline. This development research adapts the stages of developing the Borg and Gall model which consists of the pre-development stage, the development stage, the validation stage, the small group field trial stage and the student test stage of class X. The research data were analyzed by qualitative descriptive. This study resulted in: (1) html5 published interactive learning media using articulate storylines on material in quantities and units that can be accessed anywhere as long as internet access is available (2) Assessments from material content experts found that this interactive learning media was categorized as very feasible with a percentage assessment by 93%, from design experts categorized as feasible with a percentage of 87%, from media experts categorized as feasible, a percentage of 88% was obtained, from teacher practitioners and colleagues obtained an assessment percentage of 91% with a very decent category, from the responses of small group students of 5 students obtained results with a decent category with a percentage of 89% and a large group student response of 36 students obtained very decent results with a percentage of 91%. While the level of attractiveness of interactive learning media obtained a percentage of 89% with an attractive category for students. Keywords: interactive learning media, articulate storyline, android, physics  Abstrak: Tujuan dari penelitian pengembangan ini adalah: (1) Mendeskripsikan tingkat kelayakan Pengembangan Media Pembelajaran Interaktif dengan Menggunakan Articulate Storyline, dan (2) Mendeskripsikan tingkat kemenarikan setelah dilakukan Pengembangan Media Pembelajaran Interaktif dengan Menggunakan Articulate Storyline. Penelitian pengembangan ini mengadaptasi tahap-tahap pengembangan model Borg and Gall yang terdiri dari tahap prapengembangan, tahap pengembangan, tahap validasi, tahap uji coba lapangan kelompok kecil dan tahap uji siswa 1 kelas X. Data penelitian dianalisis dengan deskriptif kualitatif. Penelitian ini menghasilkan: (1) media pembelajaran interaktif terpublish html5 dengan menggunakan articulate storyline pada materi besaran dan satuan yang bisa diakses dimana saja selama tersedia akses internet (2) Penilaian dari ahli isi materi diperoleh bahwa media pembelajaran interaktif ini dikategorikan sangat layak dengan persentase penilaian sebesar 93%, dari ahli desain  dikategorikan layak dengan persentase 87%, dari ahli media dikategorikan layak diperoleh persentase 88%,  dari praktisi guru teman sejawat diperoleh persentase penilaian sebesar 91% dengan kategori sangat layak, dari respon siswa kelompok kecil yaitu 5 siswa diperoleh hasil dengan kategori layak dengan persentase sebesar 89% dan respon siswa kelompok besar yaitu 36 siswa diperoleh hasil sangat layak dengan persentase sebesar 91%. Sedangkan tingkat kemenarikan media pembelajaran interaktif diperoleh persentase sebesar 89% dengan kategori menarik bagi siswa. Kata Kunci: media pembelajaran interaktif, articulate storyline, android, fisika
Media Pembelajaran E-Modul Materi Sistem Pengapian berbasis Flipbook Didiek Wahyu Wijayanto; Ibut Priono Leksono; Retno Danu Rusmawati
Jurnal Pendidikan Edutama Vol 9, No 2 (2022): July 2022
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/jpe.v9i2.2459

Abstract

Abstract: The flipbook-based ignition system e-module is an electronic ignition system module which includes ignition system material whose material is equipped with pictures, video explanations of material and interactive quizzes that can be applied online using a smartphone or computer without having to download it first. This study aims to (1) produce an e-module ignition system material which was developed using flip pdf pro software whose end result is an e-module that can be accessed anywhere as long as internet access is available, (2) describe the feasibility level of the e-module validated by expert and peer and student trials. This type of research is Research & Development (R&D) with the adaptation of the Dick and Carey model using data collection instruments in the form of questionnaires and expert reviews, while the data analysis technique uses qualitative descriptive analysis techniques and descriptive statistical analysis. The results showed the feasibility of the product with the percentage figure above 85% (very feasible). Keywords: e-module, ignition system, flipbook, teaching materials  Abstrak: -modul sistem pengapian berbasis flipbook adalah modul elektronik sistem pengapaian yang didalamnya berupa materi sistem pengapaian yang materinya dilengkapi dengan gambar, video penjelasan materi  dan quiz interaktif yang dapat diaplikasikan secara online menggunakan smartphone maupun computer tanpa harus mendownload terlebih dahulu. Penelitian ini bertujuan untuk (1) menghasilakn e-modul materi system pengapian yang dikembangkan menggunakan software flip pdf pro yang hasil akhirnya adalah e-modul yang bisa diakses dimana saja selama tersedia akses internet, (2) mendiskripsikan tingkat kelayakan e-modul yang divalidasi oleh ahli dan uji coba teman sejawat dan siswa. Jenis penelitian Research & Development (R&D) dengan adaptasi model Dick and Carey dengan menggunakan instrument pengumpulan data berupa angket dan review ahli sedangkan teknik analisi data menggunakan teknik analisis deskritif kualitatif dan analisis statistic deskritif. Hasil penelitian menunjukan kelayakan produk dengan angka persentasenya diatas 85% (sangat layak). Kata Kunci: e-modul, system pengapian, flipbook, bahan ajar  
The Effect of Using Virtual Laboratory with Laboratory Reality and Learning Style on Science Process Skills of Students Nur Choiriyah; Ibut Priono Leksono; Ujang Rohman; Bambang Winartod
Budapest International Research and Critics Institute (BIRCI-Journal): Humanities and Social Sciences Vol 5, No 3 (2022): Budapest International Research and Critics Institute August: In Progress
Publisher : Budapest International Research and Critics University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33258/birci.v5i3.5829

Abstract

The laboratory as a place to carry out practical activities is no longer limited to the meaning of a real room that can be seen directly, but in its development many virtual laboratories have emerged that utilize digital technology in their use. This study is intended to determine the effect of using a virtual laboratory with laboratory reality, and learning styles on students science process skills. This study is designed using a factorial design where the research sample was taken from the population with cluster random sampling technique. The research sample amounted to 144 students in SMA Negeri 2 and 4 Probolinggo. The research instrument used tests to measure science process skills and questionnaires to determine students' learning styles. The results of the students' science process skills test are research data that were analyzed using the two-way ANOVA test which had previously met the prerequisite tests for normality and homogeneity. The result of this research is that Fcount = 15.018 with Sig . = 0.000 < 0.01 in the method used, while in the learning style section Fcount = 10.326 with Sig. = 0.000 < 0.01. The results of the two-way ANOVA test on the third hypothesis obtained Fcount = 5.301 with a Sig value. = 0.006 < 0.01. From these results, it can be concluded that the three hypotheses (Ho) are rejected and Ha is accepted, which means that there is an effect of using virtual laboratories and laboratory reality on science process skills. Likewise, learning styles have a significant influence on students' science process skills. Based on the results of the third hypothesis test, it is also concluded that there is an interaction effect between the use of virtual laboratories with laboratory reality and learning styles on students' science process skills.
DEVELOPMENT OF A BOOK OF REGULATIONS AND CONDITIONS FOR DORMITORY RESIDENTS BASED ON MORNING SPIRIT Jovita Ismoerdijahsari Kr; Ibut Priono Leksono; Atiqoh
Jurnal Mantik Vol. 6 No. 2 (2022): August: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

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

Abstract

The purpose of this study is to produce a book of rules and regulations as a media to support enforcement of regulations in the UNIPA Surabaya Girls Student Dormitory. This book of rules and regulations is expected to improve the quality of positive behavior for residents of the Unipa Surabaya Girls Dormitory. In the development of the Rules and Orders book, it will be a guideline in enforcing the rules and regulations, so as to create situations and conditions that are good and have character. The development model used in the development of this interactive learning multimedia is the ADDIE model. The ADDIE model is an abbreviation for the five stages of the development process, namely Analysis (analysis), Design (Design), Develop (Development), Implement (Implementation), & Evaluate (Evaluation). The development process involves subject matter experts, learning design experts and learning media experts to provide feedback and suggestions for improvement. The result of this development research is that the product of the Rules and Regulations Book in the Women's Dormitory at PGRI Adi Buana University Surabaya has a material feasibility level of 96.66%, learning design feasibility 88.57%, and learning media feasibility 88.57%. While the small group trial rate is 83% and based on field trials 90% with very feasible qualifications and does not need to be revised.