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Pengembangan Media Pembelajaran Interaktif Menggunakan Software Geogebra Materi Segitiga Arief Budi Setiawan; Iskandar Wiryokusumo; Ibut Priono Leksono
Jurnal Cendekia : Jurnal Pendidikan Matematika Vol 7 No 3 (2023): Jurnal Cendekia: Jurnal Pendidikan Matematika Volume 7 Nomor 3 Tahun 2023
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cendekia.v7i3.2389

Abstract

Kemampuan pemahaman peserta didik terhadap konsep-konsep matematika masih tergolong rendah, salah satunya dipengaruhi oleh kurang tepatnya pemilihan media pembelajaran. Oleh karena itu pendidik perlu memanfaatkan teknologi dengan baik, salah satunya menggunakan media interaktif berbasis online dengan software GeoGebra dalam menyampaikan materi pembelajaran. Tujuan penelitian ini adalah menghasilkan media pembelajaran interaktif menggunakan software GeoGebra pada mata pelajaran matematika. Dalam penelitian ini menggunakan model pengembangan media Luther yang dilakukan berdasarkan enam langkah yaitu konsep (concept), desain (design), pengumpulan bahan (material collecting), pembuatan (assembly), pengujian (testing), Distribusi (distribution). Pengujian yang dilakukan menggunakan pengujian ahli, pengujian teman sejawat dan pengujian kelompok kecil. Subjek pengujian kelompok kecil terdiri dari 12 peserta didik kelas VII SMP Negeri 55 Surabaya. Instrumen yang digunakan berupa angket lembar pengujian ahli, teman sejawat dan angket kelayakan produk untuk peserta didik. Hasil pengembangan produk dari data hasil uji coba ahli materi diperoleh persentase sebesar 95%, sedangkan uji coba ahli media diperoleh hasil persentase sebesar 81,9%, dan untuk uji coba teman sejawat diperoleh hasil persentase sebesar 92%. Persentase hasil data uji angket kelayakan sebesar 81%, angka tersebut masuk kategori sangat baik. Sehingga media pembelajaran interaktif ini layak digunakan untuk mendukung kegiatan pembelajaran peserta didik kelas VII SMP Negeri 55 Surabaya.
Pengembangan Bahan Ajar Refraksionis Optisien Model Dick & Carey di Akademi Refraksi Optisi Leprindo Muhammad Abdul Ghoni Rohimin; Iskandar Wiryokusumo; Ibut Priono Leksono
SAP (Susunan Artikel Pendidikan) Vol 8, No 2 (2023)
Publisher : Universitas Indraprasta PGRI Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/sap.v8i2.17245

Abstract

The development of teaching materials for professional ethics of optical refractionists/optometrists for fifth semester students at the LEPRINDO Optician Refraction Academy is expected to produce efficient and effective teaching materials for students and lecturers, thus it makes easier for lecturer in carrying out the lecture process. The development practices programmed model, which is arranged in a systematic order based on a theoretical foundation, by describing the problems that arise in learning, namely Dick and Carey Model. The products can be used as learning resources, as evidenced by expert validation and feasibility tests results. Some students show that the teaching materials for the Refractionist Optimist professional ethics are very feasible with a percentage of 75% and are in accordance with the existing theory.
Pengembangan Media Video Gerak Tari Sparkling Surabaya pada Mata Pelajaran Seni Budaya bagi Siswa SMP Rahajeng Lukitarini; Iskandar Wiryokusumo; Suhari
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/um039v5i12020p67

Abstract

Dance learning in general uses the method of imitating the movements given by the teacher. The teacher's limited ability to provide dance practice in class makes students are required to carry out dance practice independently. learn the motion of Sparkling dance in Surabaya. From the development of this video media produces Learning Videos of Sparkling dance in Surabaya as a tool for learning dance in the art of culture. The test subjects in the development of video media are material experts, media experts and design experts as well as junior high school students. Data collection techniques using questionnaire and test instruments.The results of the development of this video media based on expert review of the material is good, the design expert review is very good, and the media expert review is very good, the results of individual trials are good, the results of small group trials are good , and large group trials are good. With the media development of a variety of Sparkling Surabaya dance motion videos can improve student learning outcomes through pre-test results and test posts on junior high school students.
Pengembangan Instrumen Penilaian Kognitif Berbasis Google Form Pelajaran Matematika Iwan Hariono; Iskandar Wiryokusumo; Achmad Noor Fathirul
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 6 No. 1 (2021)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v6i12021p57

Abstract

The guide in the form of a cognitive assessment instrument based on Google form a Class V mathematics lesson resulted from this development research. During the mathematical assessment activities, most educators are still using the old way with paper-based assessment systems. While the demands of parents and learners want a practical, fast, and efficient assessment but still pay attention to the correct assessment procedures that are online-based assessments by utilizing Google forms. Model ADDIE (analysis, design, development, implementation, and evaluation) used in the study. The types of data used in this study are the results of media expert validation, material experts, and small group trials. Validation of material members amounted to 85%, media expert validation of 93%, small group response to the practice of a Google form-based math problem of 81%. Thus it can be concluded that this development product can be used as a reference because the interpretation reaches the criteria is very feasible so that this product can be implemented
Pengembangan Game Edukasi Fractal Adventure untuk Pembelajaran Bilangan Pecahan Leo Wahyudi; Iskandar Wiryokusumo; Achmad Noor Fatirul
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 6 No. 2 (2021)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v6i22021p199

Abstract

Research conducted produced educational game media that uses a computer system. In this day and age, many children are busy playing games to get rid of boredom. Then it is necessary to develop learning media that utilize whatever is popular with children such as educational games with the aim of attracting attention and increasing the effectiveness of learning. The purpose of this development can provide educational game media that has been declared valid by material experts, instructional media experts, and field practitioners to support fraction learning. This study uses the Gerlach and Ely learning model. The results of the validation statement of material experts were 86%, the results of the validations of learning media experts were 82% and field practitioners were 93%, for students' responses to fractal adventure education games for learning fraction numbers including very decent criteria.