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Pengembangan E-Modul Berbasis Android Pada Mata Pelajaran Teknologi Jaringan Berbasis Luas (WAN) Jayat Jayat; I Nyoman S. Degeng; Ibut Priono Leksono
Jurnal JEETech Vol. 4 No. 2 (2023): Nomor 2 November
Publisher : Universitas Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32492/jeetech.v4i2.4202

Abstract

ABSTRACT Technology has an important role in realizing an innovative, creative and modern learning system, one of which is the E-module. This Android-based E-Module is a form of technological progress in education. The rapid development of technology encourages the replacement of printed modules and their presentation is transformed into electronic form, giving birth to a new term, namely electronic module or better known as E-module (Winatha, 2018). Development of Android-Based E-Modules in Broad-Based Network Technology Subjects for Class XI Vocational High School students the author did for the reason that students experienced difficulties in participating in learning. With the E-Module it is hoped that students can improve their learning methods, and help make it easier to understand the material before practice. The development of this E-Module is in the form of an application that will be more accessible. The model used in this study is the ADDIE Model (Analyze, Design, Development, Implementation, and Evaluation). Thus students who experience difficulties in participating in learning activities are expected to be able to improve their learning methods, increase student learning motivation on broad-based network technology competency standards (WAN) in the competence of Computer and Network Engineering expertise in Vocational High Schools. In addition, it is hoped that this E-Module can facilitate the lack of learning resources and help make it easier to understand the material before practice. ABSTRAK Teknologi memiliki peranan yang cukup penting untuk mewujudkan sistem belajar yang inovatif, kreatif dan modern salah satunya dengan adanya E-modul. E-Modul berbasis Android ini merupakan salah satu wujud dari kemajuan teknologi dalam pendidikan. Perkembangan teknologi yang semakin pesat mendorong tergantikannya modul cetak ditransformasikan penyajiannya ke dalam bentuk elektronik sehingga melahirkan istilah baru yaitu modul elektronik atau yang lebih dikenal dengan istilah E-modul (Winatha, 2018). Pengembangan E-Modul Berbasis Android Pada Mata Pelajaran Teknologi Jaringan Berbasis Luas (WAN) Siswa Kelas XI SMK penulis lakukan dengan alasan karena peserta didik yang mengalami kesulitan dalam mengikuti pembelajaran. Dengan adanya E-Modul diharapkan peserta didik dapat memperbaiki cara belajarnya, dan membantu mempermudah pemahaman materi sebelum praktek.Pengembangan E-Modul ini berupa aplikasi yang akan lebih mudah diakses. Model yang dipakai dalam penelitian ini ialah Model ADDIE (Analyze, Design, Development, Implementaion, dan Evaluation). Peserta didik yang mengalami kesulitan dalam mengikuti kegiatan pembelajaran diharapkan dapat memperbaiki cara belajarnya, meningkatkan motivasi belajar peserta didik pada standar kompetensi teknologi jaringan berbasis luas (WAN) pada kompetensi keahlian Teknik Komputer dan Jaringan di SMK. Selain itu diharapkan E-Modul ini dapat memfasilitasi minimnya sumber belajar dan membantu mempermudah pemahaman materi sebelum praktek.
Bahan Ajar PPKN Berbasis Karakter dan Literasi untuk Siswa Kelas IX SMP Al Hikmah Surabaya Sriyanto; Ibut Priono Leksono; Harwanto Leksono
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 4 No. 2 (2019)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v4i22019p130

Abstract

This study aims to produce teaching materials based on Character and Literacy PPKn Class IX students who are designed to be more interesting, to train independently, creatively and innovatively, according to students 'needs and develop students' competence, character and literacy. The development model used by Dick, Carey & Carey (2001) adjusted to the development needs. This analysis technique is used to process data obtained through evaluation sheets in the form of descriptive percentages. The validation results from learning design experts reached 92.5%. While the experts of teaching materials developed reached 89.3%. The results of trials on students, the overall eligibility percentage reached 83.66%. While the Review from the teacher reached 78.41% and the response through the questionnaire got a very good response. From the data and analysis that has been done, it can be concluded that the development product can be used as teaching material in Pancasila and Citizenship Education (PPKn) subjects that have very good qualifications, and develop the domains of competence, character and student literacy.
Pengembangan Game Petualang untuk Pembelajaran Berhitung Indah Rahmawati; Ibut Priono Leksono; Harwanto
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 5 No. 1 (2020)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v5i12020p11

Abstract

his study developed a learning media in the form of games that were applied to devices using the Android system. During this time children eliminate boredom with games. Therefore, learning media in the form of games are developed so that students can take advantage of free time with something useful. This research aims to provide adventurous game learning media that have been validated by material experts, media experts and design expert as a support for numeracy learning. The method in this research use the Research and Development (P&P) method. This study produces form adventurous games for numeracy learning that are equipped with user manuals can be obtained at Playstore, Material expert validation is 84,76%, Media and design expert validation is 91,82%. Questionnaire responses of students to the adventurous game for learning to count reached very good criteria.
Meningkatkan Kompetensi Pendidik di Era Pembelajaran Abad 21 dengan Menjadi Guru Blogger Nurmida Catherine Sitompul; Rufi'i Rufi'i; Ibut Priono Leksono; Heri Wahyu Rejeki
Jurnal Pemberdayaan Masyarakat Vol 4 No 1 (2019): Mei
Publisher : Direktorat Penelitian dan Pengabdian kepada Masyarakat (DPPM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (387.861 KB) | DOI: 10.21067/jpm.v4i1.3131

Abstract

Thoughtful Learning has formulated that in 21st Centuries, each students should have 4 C’s learning skill. The 4 C’s skill are critical thinking, creative thinking, communicating, and collaborating. These skills will help students becoming a problem solver. Method of 4 C’s in the classroom needs materials more variaties, contextual, from many resources and differences formats of datas (word, spreadsheed, ppt, video, animation). Materials for learning should be easy to acces in short time. Information Communication and Technology (ICT) can facilitates all these conditions. Generally almost all schools in cities have computers and internet acces but are used as information or school’s publication and do not use yet for learning. The purpose of this activity is to help teachers to create their own Blog to facilitating student’s learning. The result showed that all teachers can create a Blog for their Subject. The next activity is about how to integrating Blog into learning process.
The SAMR model for the development of learning device innovations in the subject of applying electronic circuits Rykha Avadian Wahyudi; Ibut Priono Leksono; Ujang Rohman
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 10 No. 3 (2023)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v10i32023p234

Abstract

Abstrak: Pengembangan dan penelitian ini menghasilkan perangkatapembelajaran dengan model SAMR (substitution, augmentation, modification, redefinition) untuk mengintegasikanateknologi agar pembelajaranalebih inovatif danakreatif serta meningkatkan pemahaman siswa. Prosedur pengembangan perangkat pembelajaran menggunakan metode pengembangan research and development (R&D) dan pendekatan model SAMR. Teknik pengumpulanadata dilakukan dengan observasiadan angket. Tahap pengujianakelayakan dilakukanaoleh ahli media, ahli desain, ahli materi, temanasejawat dan siswa. Hasil penilaian kelayakan ahli desain diperoleh prosentase 95,5 (valid). Ahli materiadiperoleh prosentase 93,8 (valid). Ahli media diperoleh prosentase 83,8 (valid). Uji kepraktisan oleh teman sejawat diperoleh prosentase 91,7 (baik). Hasil respon terhadap produk di kelompok kecil diperoleh prosentase 98,9 (baik) dan uji coba kelompok besar diperoleh prosentasea97,5 (baik). Hasil data dan analisis penelitian, disimpulkan bahwa pengembangan perangkat pembelajaran penerapan rangkaian elektronika dengan model SAMR kelas XI memudahkan siswa dan guru berkolaborasi mencapai tujuan pembelajaran dan mengembangkan kreatifitas dan inovasi siswa dengan mengintegrasikan teknologi serta dapat diterapkan dalam pembelajaran lainnya. Abstract: By incorporating technology, this Research and Development creates learning aids that use the SAMR (substitution, augmentation, modification, redefinition) model to make learning more original and creative while improving student's knowledge. The SAMR model approach and the Research and Development (R&D) method were used in the process of creating learning tools. Questionnaires and observation were used as data-collecting tools. Media specialists, design experts, material experts, coworkers, and students participated in the feasibility testing stage. A percentage of 95.5 (valid) was attained in the design expert feasibility evaluation results. Experts in material score 93.8 (valid). A valid percentage of 83.8 was given by media professionals. Colleagues' practicality test scored 91.7 out of 100, which is good. The results of the response to the product in the small group obtained a percentage of 98.9 (good), and in large group trials, it was 97.5 (good). The results of the research data and analysis concluded that the development of learning tools applying electronic circuits using the class XI SAMR model makes it easier for students and teachers to collaborate in achieving learning goals and develops student creativity and innovation by integrating technology and can be applied in other learning.
Co-Authors Achmad Zainuri Adelia, Sli’ah Ahmad Faizun Daroini Ahmad Zaini Alvi Aliyanti Dwi Anggraini Ana Purwaningrum ARI SUSANTO Ari Susanto Arief Budi Setiawan Atiqoh Atiqoh, Atiqoh Chasanah, Kurnia Uswatun Didiek Wahyu Wijayanto Endah Kurniasih Erry Ratna Eka Rinasari Eryna Dwi Astuti Fenny Rahmawati Fernindia Eva Sabtaningrum Fransisca Neni Dilliati Harwanto Heri Wahyu Rejeki Heri Wahyu Rejeki Heri Yudianto I Nyoman S. Degeng I Nyoman Sudana Degeng Ida Fitriyah Indah Dwi Jayanti Indah Rahmawati Indah Rahmawati Indawati Indawati Iskandar Wiryokusumo Iskandar Wiryokusumo Iskandar Wiyokusumo Jayat Jayat Jovita Ismoerdijahsari Kr Khoirul Anafi Lia Rizqi Liana Liana LILIK PUJI ASTUTIK Lina Khustiana Muhammad Abdul Ghoni Rohimin Novita Aprilianti Nur Choiriyah Nurmida Catherine Sitompul Praera Heroel Prayogo Prayogo Pujianto Hari Wibowo Purwaningrum, Wahyu Rahesa Nalendra Rahmad Lisandi Rahmawati, Fenny Rana Megawati Rinasari, Erry Ratna Eka Riza Umami Rizqi, Lia Rufi'i Rufi'i Rufi’i Rufi’i Rusmawati, Retno Danu Rykha Avadian Wahyudi Sabtaningrum, Fernindia Eva Siti Sangiddah Sli’ah Adelia Sri Rahmawati Fitriatien Sri Rejeki Sri Rejeki Sriamah Sriamah Sriamah, Sriamah Sriyanto Subandowo, Marianus Sugianti Sugianti Sugito Suhermanto Suhermanto Suhud Iswahyudi Sumaryanto Sumaryanto Sumianto, Dadang Tasu'ah Tasu'ah Ujang Rohman Wahyudi, Rykha Avadian Wijayanto, Didiek Wahyu Winarto, Bambang Wiyokusumo, Iskandar Yanti, Evi April Yuliastuti, Yayuk Harini Yuniati Yuniati Yunita Istianah