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Pengembangan E-Modul Bahasa Indonesia Kelas Xii Dengan Flip Pdf Profesional Sebagai Alternatif Pembelajaraan Di Tengah Pandemi Covid 19 Trisya Widiastutik
Inovasi-Jurnal Diklat Keagamaan Vol 15 No 1 (2021): Inovasi : Jurnal Diklat Keagamaan
Publisher : Balai Diklat Keagamaan Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52048/inovasi.v15i1.211

Abstract

This study aims to develop an Indonesian Language E-Module XII grade of SMA / MA based on Flip PDF Professional. The research method used was R & D using the Borg & Gall model with the subjects of class XII students of MAN 2 Mojokerto. This model includes 10 steps, namely (1) researching and information collecting, (2) planning (3) develop preliminary form of product, (4) preliminary field testing, (5) operational field testing, (6) operational product revision (7) main field testing, 8) main product revision, (9) final product revision, and 10) dissemination and implementation. Due to limited time, the research was only carried out until the 7th step, namely main field testing. Based on the findings of this study, it is recommended that teachers use this E-Module as an alternative material for teaching learning process in the pandemic of Covid 19.
Pengaruh Strategi Metakognitif terhadap Efikasi Diri dan Pemecahan Masalah Siswa MAN 2 Mojokerto: The Influence of Metacognitive Strategies on Self-Efficacy and Problem Solving of Students at MAN 2 Mojokerto Rodli, Moh; Widiastutik , Trisya
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 4 No. 02 (2024): Artikel Riset Edisi Agustus 2024
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v4i02.4416

Abstract

Research objective of the study is to know the influence of metacognitive strategies to the self-efficacy and problem solving of MAN 2 Mojokerto students'. Research design used? in study was quasi experiment with technique? of data analysis in the form of analysis multiple linear regression. It is also used prerequisite tests regression which includes the normality test, multicollinearity test, and heteroscedasticity test, as well as hypothesis testing which includes the simultaneous test (F), partial test (t), and coefficient determination (R2). Based on results statistics using Two Way ANOVA SPSS then it can be concluded that metacognitive strategy has a significant influence on self- efficacy, but on the other hand it can not give significant influence? to problem solving abilities
Development Of The Game "Pirates Of Nusantara's Sea" Based On The Java Framework As a Medium To Enhance The English Multiliteracy Skills Of 11th-Grade Students at MAN 2 Mojokerto Rodli, Moh; Yusuf, Yulia Pratitis; Widiastutik, Trisya
International Humanity Advance, Business & Sciences Vol 2 No 3 (2025): January
Publisher : PT Maju Malaqbi Makkarana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59971/ijhabs.v2i3.380

Abstract

Describing the development, quality, and effectiveness of using the web-based game "Pirates of Nusantara's Sea" as a medium to understand English reading materials is the aim of this research. The techniques developed in this study are based on Multiliteracies and New Literacies from The New London Group, considering the characteristics of Gen Z students, who prefer digital platforms as their learning medium. This research utilized R&D development methods with the ADDIE model, as it aims to produce a viable product for literacy learning media. This is evidenced by an average validation score of 86.29% provided by material and graphic design validators. The findings revealed that the average post-test score of students in the experimental class was 82.6, compared to 68.4 in the control class. Furthermore, the learning mastery rate in the experimental class was 91%, whereas the control class achieved a mastery rate of 48%. Student responses or interest in learning English using this game-based medium were categorized as positive, indicating that 11th-grade students at MAN 2 Mojokerto showed enthusiasm for learning English. In conclusion, using web-based game media can effectively enhance the quality of student learning outcomes.
Tuntunan Sholat Berbasis Android Studio: Aplikasi Untuk Siswa Madrasah Aliyah Negeri 2 Mojokerto RODLI, MOH.; Pratitis Yusuf, Yulia; Widiastutik, Trisya
Inovasi: Jurnal Diklat Keagamaan Vol 19 No 1 (2025): Inovasi: Jurnal Diklat Keagamaan
Publisher : Balai Diklat Keagamaan Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52048/inovasi.v19i1.583

Abstract

The development of information and communication technology, particularly in the form of Android-based devices, has permeated various aspects of daily life. The use of smartphones is increasingly widespread and easily accessible to many people, including Madrasah Aliyah students. Seeing this phenomenon, the development of Android-based praying guidance media can be an effective solution to help students understand and carry out praying correctly. The research carried out is Research and Development (R and D), and the research procedure is analyzing by conducting needs surveys, designing prototypes, developing materials, validating experts and teachers, revising, implementing by testing materials, revising, evaluating, and getting products, and getting the final product using the ADDIE model. The instruments in the needs survey are questionnaires, interview guides, and field notes. Based on these findings, various praying guidances were developed. There are 7 types of praying performed, consisting of 4 fardhu prayings and 3 sunnah prayings. The final product produced is an Android Studio Based Praying Guidance Application for Madrasah Students (SI NASSHWA). This is one quick way to learn fardhu and sunnah prayings. This also trains students' honesty. Besides, the total percentage of student responses was 55.52%. It’s mean that student response belong to positive category. For other researchers conducting similar research are advised to conduct further studies to develop an Android-based praying guidance or conduct an evaluative study of this prototype product after it has been implemented for Madrasah Aliyah’s students.    
Pengaruh Strategi Metakognitif terhadap Efikasi Diri dan Pemecahan Masalah Siswa MAN 2 Mojokerto: The Influence of Metacognitive Strategies on Self-Efficacy and Problem Solving of Students at MAN 2 Mojokerto Rodli, Moh; Widiastutik , Trisya
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 4 No. 02 (2024): Artikel Riset Edisi Agustus 2024
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v4i02.4416

Abstract

Research objective of the study is to know the influence of metacognitive strategies to the self-efficacy and problem solving of MAN 2 Mojokerto students'. Research design used? in study was quasi experiment with technique? of data analysis in the form of analysis multiple linear regression. It is also used prerequisite tests regression which includes the normality test, multicollinearity test, and heteroscedasticity test, as well as hypothesis testing which includes the simultaneous test (F), partial test (t), and coefficient determination (R2). Based on results statistics using Two Way ANOVA SPSS then it can be concluded that metacognitive strategy has a significant influence on self- efficacy, but on the other hand it can not give significant influence? to problem solving abilities