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Journal : Penggunaan Media Sains Flipbook dalam Pembelajaran IPA di Sekolah Dasar

Studi Perbandingan pada Pembelajaran Menulis melalui Media Video 3D Virtual Reality dan Video 2D Moris Virgiawan; Nunuk Suryani; Leo Agung
Teknodika Vol 18, No 1 (2020): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (465.456 KB) | DOI: 10.20961/teknodika.v18i1.34960

Abstract

This article presents the result of the research study aimed at finding out: (1) whether there is any significant difference in writing achievement between the students taught using 3D Virtual Reality video and those taught using 2D video; and (2) whether the students taught using 3D Virtual Reality video have higher writing achievement than those taught using 2D video. The research method used in this study is quasi-experimental research design. The research instrument used to collect the data in this study is writing test. The data were analyzed by using t-test formula. The computation of the t-test shows that t-observation (to) = 2.1028 is higher than t-table (58, 0.05) = 2.0017. Therefore, it can be concluded that there is a significant difference in writing achievement between students taught using 2D video and those taught using 3D Virtual Reality video. The mean score of the experimental group improved from 67.56 to 76.55, while the mean of the score of control group improved from 67.26 to 73.25. The improvement of the experimental group is higher than the control group. It can be concluded that the students taught using 3D Virtual Reality video have higher writing achievement than those taught using 2D video.
Matematika dalam Multimedia Flipbook: Kreatifitas Guru dalam Pengembangan Media Pembelajaran dalam Meningkatkan Minat Siswa Wendha Adha Juliasnyah; Nunuk Suryani; Leo Agung Sutimin
Teknodika Vol 14, No 1 (2016): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (472.286 KB) | DOI: 10.20961/teknodika.v14i1.34701

Abstract

This research aimed to find out: (1) how was the condition of instructional process in mathematics in five grade of SD Muhmmadiyah 1 Ngawi, (2) the suitable developmental procedure of Flipbook as a multimedia for mathematics in SD Muhammadiyah 1 Ngawi, (3) the effectiveness of  Flipbook in increasing students’ motivation. This research designed in Research and Development study design corridor with procedures; (1) analyzing the needs needed in developing the Product, (2) designing prototypical product, (3) developing the product, (4) implementing the product in the field, and (5) evaluating product’s weaknesses. In addition, this study used totally 52 samples. 26 samples in experimental group (five graders in Billal Bin Robbah class) and 26 samples in control group (five graders in Khadijah Binti Kubro class). Furthermore, in collecting the data, the researcher used questionnaire and achievement test as the instruments and it was analyzed using Descriptive statistic methods and ttest. After Administering the data analyses, it was found that: (1) the category of the product was good based on the means of points given by Content Expert-4, 74; (2) the category of the product was good based on the means of points given by Media Experts-4, 66), (3) the product considered very good based on first field test with means of 4, 67 or 78% ; (4) the product also considered very good based on second field test with means of 4, 57 or 91%; (5) H1 was accepted, means that achievement of the two groups was different shown by the means (Experimental Group-72,38 and Control Group-63.83). The result of the t-test was interpreted based on parameter; t DK= {???? ???? < −1.706 ???????? ???? > 1.706} and t obs =8.048 Ɇ DK
Urgensi Pemanfaatan Multimedia pada Pendidikan Agama Islam Jenjang SMK Achmad Setiawan; Asrowi Asrowi; Nunuk Suryani
Teknodika Vol 15, No 2 (2017): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (490.137 KB) | DOI: 10.20961/teknodika.v15i2.34742

Abstract

This study aims to provide an overview of the importance and urgency of the use of multimedia to be used in learning Islamic religious education (PAI) courses at the level of vocational high school (SMK). Data on the use of multimedia in various scientific disciplines is obtained through a comprehensive literature study. Furthermore, the data are discussed based on theory and harmonized with the findings of previous research on the benefits of multimedia in the learning process. Furthermore, the analysis of PAI learning objectives shows the element of personal formation which has a noble character to the Creator, fellow human beings and nature. Based on interviews with SMK PAI teachers in Surakarta it was found that PAI subjects were not given much attention in their implementation. This can be seen in the allocation of study hours which is only 2 hours per week with a very broad range of material. Whereas the expected outcomes in the PAI subjects are very important and very useful in the moral formation of the workers in the future. So, it can be concluded that the use of multimedia in the learning of PAI at the Vocational School level is very much needed so that students can learn not only in class but can independently so that the learning objectives of PAI can be achieved
Perbedaaan Pengaruh Pembelajaran Mata Pelajaran Kimia Model Problem Based Learning (PBL) Dan Cooperative Learning Tipe Think Pair Share (TPS) terhadap Prestasi Belajar Siswa Ditinjau dari Aktivitas Belajar Siswa SMA Negeri di Grobogan Ria Rahmawati; Leo Agung Sutimin; Nunuk Suryani
Teknodika Vol 14, No 2 (2016): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (272.47 KB) | DOI: 10.20961/teknodika.v14i2.34730

Abstract

This study aimed to: (1) To determine the effect of differences in chemistry learning PBL models and models of SMT for high school student achievement in Grobogan. (2) To find out which is better student achievement with learning activity is high or low high school learning activities in Grobogan. (3) To understand the interaction model of learning by students' learning activities to the achievement of high school students studying chemistry in Grobogan. The research was conducted at several high schools in Grobogan including; SMA N 1Gabus, SMA N 1 Kradenan, SMA N 1 Wirosari. The model used in this research is experiment with 2X2 factorial design. The study design using experimental. The results showed that. (1) Differences Influence Model Model PBL with TPS on Learning Achievement in Chemistry. Results of Two-Way ANOVA analysis showed a significant difference in learning achievement chemical groups using PBL and group learning model TPS, with a value of F = 5.432, p <0.05 where student achievement in the subjects of Chemistry with PBL models better than the student who uses a model TPS. (2) Differences in Effects of High learning activities with learning activities Low toward achievement of learning chemistry. Results of Two-Way ANOVA analysis showed a significant difference in learning achievement Chemistry group of students with high learning activities and groups of students with low learning activity, with the value of F = 8.218, p <0.05 where learning achievement in the subjects of Chemistry students who have high learning activity is better than the students who have low learning activities . (3) Interaction Effect Model of learning and learning activities in relation to the achievement of learning chemistry. The result of the calculation of the Two-Way ANOVA analysis finds that there are interactions between the learning model with learning activities to learning achievement Chemistry with a value of F = 4.020, p <0.05 where the average value of learning achievement chemical group PBL models with high learning activity has the highest value of the interpretation of study with a mean of 84.41 while PBL model group with low learning activity have the lowest average value for 74.13.
Penerapan Multimedia Interaktif untuk Meningkatkan Motivasi dan Hasil Belajar IPA Materi Struktur Organ Tubuh Manusia dan Fungsinya Dinar Arena Tiari; Nunuk Suryani; Suharno Suharno
Teknodika Vol 14, No 1 (2016): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (219.05 KB) | DOI: 10.20961/teknodika.v14i1.34696

Abstract

The purpose of this study was to: (1) Improving student motivation through the application of interactive multimedia in science for fourth grade at Brubuh 2 Elementary School; (2) Improving student learning outcomes through the application of interactive multimedia in science for fourth grade at Brubuh 2 Elementary School. This type of research is a classroom action research (PTK), the research subjects were 21 students of fourth grade at Brubuh 2 Elementary School. The research was conducted in two cycles, each cycle consisting of planning, action, observation, and reflection. Data collection techniques using the test (to measure student learning outcomes), the questionnaire (to measure student motivation), observation, interviews, and documentation. The validity of the data using triangulation techniques and data sources triangulation method. While the criteria for the success of this research if at least 80% of students had reached KKM (minimum completeness criteria) ≥ 70, and the percentage of learners' motivation towards science learning using interactive multimedia by 80%. The results showed that an increase in student learning outcomes, including an increase in the average grade of 60.38% pre-cycle into 72.41 % in the first cycle and 83.09% in the second cycle. The lowest value increased from pre cycles 50 to 60 in the first cycle and 65 in the second cycle. The highest value increase of pre cycles 76 to 90 in the first cycle and 100 in the second cycle. The number of students who reach KKM ≥ 70 also increased from 38.1% pre-cycle to 66.7% in the first cycle and 90.47% in the second cycle. The percentage of student motivation toward science learning by using interactive multimedia application amounted to 67.43% in the first cycle and increased to 84.23% in the second cycle. The second variable of this class action research has qualified research success criteria, that is motivation and completeness learning outcomes of students reached 80 %.
Pengembangan Alat Permainan Edukatif Kartu Giling Huruf untuk Meningkatkan Kemampuan Membaca Anak Usia Dini 4-6 Tahun Sri Harti; Nunuk Suryani; Deny Tri Ardianto
Teknodika Vol 15, No 1 (2017): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (249.816 KB) | DOI: 10.20961/teknodika.v15i1.34933

Abstract

Kartu Giling Huruf (KGH) as one of the learning media for reading needs to be developed, both in terms of shape, size, color, and material to be more interesting to children so that children will play this tool more often and more easily understand letters and vocabulary as contained in KGH. This research is intended to develop KGH as a medium for learning to read for early childhood 4-6 years old. The sampling procedure in this developmental research follows the ADDIE development model (analysis, design, development, implementation, and evaluation) which is carried out in Ar-Rohmah Kindergarten. The stages required observation time along with the development of KGH in semester 2, February - May in 2014/ 2015 academic year. Theresults of the effectiveness test and trial development results showed that the KGH developed is ready to be used and produced in a wider scope.
Penerapan Strategi Pembelajaran Card Sort Kolaborasi Small Group Discussion Sebagai Upaya Meningkatkan Motivasi dan Prestasi Belajar Pendidikan Kewarganegaraan Aisah Aisah; Nunuk Suryani; Siti Sutarmi Fadhilah
Teknodika Vol 16, No 1 (2018): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (242.88 KB) | DOI: 10.20961/teknodika.v16i1.34750

Abstract

Citizenship is a lesson got from the elementary school to college level of education. It emphasizes on nation character building in order to be a well citizen which is putting his/ her right and obligation along with the constitution and law. Citizenship education is applied at all levels of education by means of developing knowledge obtained previously in order to be active at the instructional process for further level of education. In order to reach the goal as mentioned above, it is needed a teacher who knows in how to teach well by appltying convenient method towards its level and students’ capability. Facilities also play very important role to support the on going curriculum. It is necessary for the teacher to make a lesson plan before teaching the class. By doing so, the instructional process will run well and he. She will be able to develop their creativity as well with the students. They must have passion and motivation to to learn as the teachers will feel proud to give better for them. The topic of protection and human rights watch is one of the topics of citizenship lesson learnt in Junior High School Grade VII on the second semester in SMP Negeri 3 Surakarta.
Analisis Kemampuan Membaca Siswa Pada Pembelajaran Reading Comprehension Musahrain Musahrain; Nunuk Suryani; Suharno Suharno
Teknodika Vol 16, No 2 (2018): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (241.049 KB) | DOI: 10.20961/teknodika.v16i2.34776

Abstract

This study aimed to determine the ability of students’ reading comprehension in grade XI SMA Negeri Kota Bima, the factors that affect the students’ reading comprehension comprehension, as well as obstacles and how to overcome them. The type of research used in this research was qualitative research using observation, interview and documentation study. The data collection technique involved 74 students of class XI in SMA Negeri Kota Bima as respondents. While for data analysis technique, the writer uses triangulation of data and sources. From this research, it resulted: (1) Based on the results of student learning evaluation conducted by teachers during the last 2 years, the average score obtained by students of 60, 28 of them got score with a high value ranges 70-100, and the remaining got 46 scores with a score range of 10-65; (2) Factors that may affect student reading comprehension were internal and external factors; (3) As for some obstacles encountered in this research were: (a) The use of instructional media by teachers was still lacking, (b) the utilization of facilities and infrastructure had not been maximized, (c) the learning resources were still lacking, (d) the student’ motivation was low, (4)The solutions offered were: (a) Maximum utilization of facilities and infrastructure, (b)the use texts in the form of local folklore, (d) using and develop innovative, lightweight, easy and repeatable media of learning.
Penggunaan Media Game Digital pada Anak Usia Dini Layinatul Muarifah; Nunuk Suryani; Gunarhadi Gunarhadi
Teknodika Vol 15, No 2 (2017): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (224.324 KB) | DOI: 10.20961/teknodika.v15i2.34746

Abstract

The development of the globalization era is inseparable from technological developments. The use of gadgets has become a natural phenomenon that can be found at all levels of age, from an early age to old age. Gadgets are used with a variety of purposes, ranging from establishing social contact with others, as a learning medium, to using them as entertainment. The purpose of this study was to determine the nature of digital games and analyze their use in early childhood as a medium of learning. This research is qualitative research which uses a literature study as a method of collecting data and is then used as part of a study introduction to further develop research with the same title theme. The research subjects were children aged 4-5 years. The results showed that digital games are digital devices that allow users to have fun with rules that have been designed in such a way and can be used as learning media for educational functions. Early childhood has been able to use the game as a medium for playing. Even though they have been used to using games, but as a learning medium for educational functions, games are still somewhat unfamiliar to be used in kindergarten education. This is proven by the lack of research that mentions the use of media games at the level of kindergarten education. Seeing the many benefits of game media that can be obtained, the game as a learning media needs to be further developed into an effective learning media for early childhood and in accordance with the learning objectives
Pengembangan Multimedia Pembelajaran Interaktif pada Mata Pelajaran IPS di Sekolah Dasar (SD) Muhammadiyah Program Unggulan Colomadu Karanganyar Tri Astuti; Nunuk Suryani; Sunardi Sunardi
Teknodika Vol 14, No 2 (2016): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (569.663 KB) | DOI: 10.20961/teknodika.v14i2.34733

Abstract

This research aimed to find out:how the needs of learning media for social studies class V in SD Muhammadiyah ProgramUnggulan Colomadu Karanganyar, How is the development of multimedia interactive learning in social studies class V in SD Muhammadiyah ProgramUnggulanColomadu Karanganyar, Effective development of multimedia interactive teaching in subjects IPS class V in SD Muhammadiyah ProgramUnggulanColomadu Karanganyar. The method used method of Research and Development (research and development), but more focused on process development using ADDIE. Stages of development in this study begins with (1) analyzing the needs needed in developing the Product, (2) designing prototypical product, (3) developing the product, (4) implementing the product in the field, and (5) evaluating product’s weaknesses. In addition, this study used totally 56 samples. 28 samples in experimental group (five graders in A class) and 28 samples in control group (five graders in B class). Furthermore, in collecting the data, the researcher used questionnaire and achievement test as the instruments and it was analyzed using Descriptive statistic methods and t-test. The results showed that the media developed has met the worthy and qualified to be used as a learning media. It is seen from the results of expert validation of material with an average of 4.4 and has very good category. Validation of experts media with an average of 4.91 is very good category. According to the students, this multimedia is very good with an average of 4, 60. In the test the learning effectiveness, it is known to the average point obtained by the experimental class is 88.39.  The average point was higher than the control class 73.86.