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Desain Lembar Kerja Siswa Model Blended Learning Untuk Melatihkan Higher Order Thinking Skills Ariana Umu Kamila; Wayan Suana; Nengah Maharta
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 1, No 1 (2019): Edisi Juni
Publisher : Universitas Lampung

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Abstract

Penelitian ini bertujuan untuk menghasilkan lembar kerja siswa (LKS) oerorientasi higher order thinking skills (HOTS) untuk pembelajaran fisika model blended learning. Penelitian ini adalah jenis penelitian pengembangan dengan mengacu pada tahapan pengembangan ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). Desain LKS menggunakan model blended learning dengan format online learning-tatap muka-online learning, untuk satu siklus pembelajaran. Uji kelayakan produk dilakukan oleh tiga orang ahli dalam bidang pendidikan fisika dan uji keterbacaan produk dilakukan oleh tiga orang siswa. Hasil uji kelayakan isi dan kelayakan konstruk diperoleh keduanya berkategori sangat valid. Adapun hasil uji keterbacaan juga diperoleh hasil sangat baik. Dengan demikian, LKS yang dikembangkan telah memenuhi kriteria validitas internal untuk kemudian diujicobakan untuk pembelajaran di kelas.Kata Kunci: Blended learning, higher order thinking skills (HOTS), lembar kerja siswa (LKS)
Pengembangan Modul Pembelajaran Pemrograman Dasar Berbasis Adobe Flash CS6 Bagi Siswa Kelas XI RPL Afif Rahman Riyanda; Wayan Suana
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 1, No 2 (2019): Edisi Desember
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (628.21 KB) | DOI: 10.23960/20156

Abstract

This research is based on the low learning outcomes of the XI Rekayasa perangkat Lunak (RPL) students in Basic Programming Subjects. The purpose of this study develops a learning resource for a valid, practical and effective learning module on the subject of computer assembly and installation. The research method used in this research is Research and Development (RD) using ADDIE's development model which includes five stages namely (1) Analysis:, (2) Design:, and (3) Development:. (4) Implementation: (5) Evaluation. The results obtained from this research and development are as follows. (1) The product produced from this research is an Adobe flash CS6-based product for the XI-grade students of software engineering. (2) The development of this module has been through expert level of module validation, (3) The development of this module has been through the practicality of the response of the teacher with the percentage of the result is 81.40%, and the practical level of the student response with the result of the percentage is 85.81% then categorized practically. (4) The development of this module has been through the effective stage of showing the value of 86.36% of students reach Minimal submission criteria, then can be categorized effectively. Keywords: Learning modules, Adobe flash CS6, Research and Development, ADDIEDOI : http://dx.doi.org/10.23960/jpvti.v1.i2.201901
The Effect of Self-Efficacy and Sense 0f Community on Higher Order Thinking Ability of Students Schoology-Assisted Learning Arfiyan Charles Manihuruk; Nengah Maharta; wayan Suana
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 2, No 1 (2020): Edisi Juni
Publisher : Universitas Lampung

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Abstract

This study aims to determine the effect of self-efficacy (SE) and sense of community (SC) on the ability to think of high-level students in learning Newton's law material about gravity aided by Schoology. The research design used was Non-Equivalent Pretest Posttest Control Group Design. Data were tested by single linear regression and multiple linear regression tests. Based on the results of the Higher Order Thinking Skills (HOTS) single linear regression test with SE correlation coefficient of 0.035 so that both do not have a significant relationship. HOTS with SC correlation coefficient of 0.013 so that both do not have a significant relationship. Multiple regression test The results of the regression analysis above shows the price coefficient of determination equal to 0.003. This value means that 0.3% change in the variable HOTS can be determined by SE and SC while 99.7% is explained by other variables not examined in this study. This shows that there is no positive and insignificant relationship between Blended learning assisted by Schoology to higher level thinking skills seen from students SE and SC.Keywords: Blended Learning, Higher Order Thinking Skills (HOTS), Self-Efficacy (SE), Sense of Community (SC)DOI : http://dx.doi.org/10.23960/jpvti.v2.i1.202001
Pembelajaran Blended Learning dengan Metode Praktikum untuk Meningkatkan Hasil Belajar Fisika Siswa SMK Herma Yunita; Feriansyah Sesunan; Hervin Maulina; Wayan Suana
Physics Education Research Journal Vol 3, No 2 (2021)
Publisher : Faculty of Science and Education, UIN Walisongo Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/perj.2021.3.2.8606

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The Covid-19 pandemic and government regulations regarding the Enforcement of Restrictions on Community Activities in Indonesia have caused face-to-face learning activities not to be fully implemented. One way to be used as an alternative is through blended learning, which combines online and offline learning activities. This study aims to test vocational students' learning outcomes through blended learning with practicum methods. The population of this study was all students of class XI TKJ of SMK Negeri 1 Liwa, and the samples selected by purposive sampling technique were students of class X-TKJ1 as the control class and students of X-TKJ2 as the experimental class. This study used a pretest-posttest control group design. The two sample classes were given a pretest and posttest, which were then analyzed to determine the N-gain for each class. The results showed differences in student learning outcomes in the experimental and control classes with N-gains, respectively, 0.72 and 0.40. The analysis results showed that the average increase in student learning outcomes in the experimental class was higher than in the control class. Based on the results of data analysis, it can be concluded that blended learning with practicum methods can improve student learning outcomes.
Pengembangan Media Pembelajaran Interaktif Berbasis Augmeneted Reality Pengenalan Perangkat Keras Komputer Luthfinadya Damayanti; Wayan Suana; Afif Rahman Riyanda
ikraith-informatika Vol 6 No 1 (2022): IKRAITH-INFORMATIKA Vol 6 No 1 Maret 2022
Publisher : Fakultas Teknik Universitas Persada Indonesia YAI

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Abstract

Penelitian pengembangan ini bertujuan untuk (1) mengetahui validitas media pembelajaraninteraktif berbasis Augmented Reality pengenalan perangkat keras (2) mengetahuikemudahan dan kemenarikan media pembelajaran interaktif berbasis Augmented Realitypengenalan perangkat keras. Penelitian pengembangan ini menggunakan metode Reaserchand Development. Penelitian pengembangan media pembelajaran Augmented Realityterdiri dari empat tahap yaitu (1) analisis, (2) desain, (3) pengembangan. Hasil uji kevalidanahli media yang diujikan kepada 2 ahli menunjukkan bahwa media pembelajaranAugmented Reality dinyatakan sangat valid dengan nilai Aiken’s V 0,857 dan kevalidanahli materi yang diujikan kepada 2 ahli menunjukkan bahwa media pembelajaranAugmented Reality dinyatakan sangat valid dengan nilai Aiken’s V 0,968. Selanjutnya hasiluji kemenarikan dan kemudahan yang diujikan kepada 30 peserta didik kelas X programkeahlian Teknik Komputer Jaringan di SMK Negeri 7 Bandarlampung didapatkan hasilskor kemenarikan 3,26 dengan kategori sangat menarik dan hasil kemudahan didapatkanhasil skor 3,3 dengan kategori sangat menarik. Media pembelajaran Augmented Realityyang dikembangkan perlu ada tindakan lebih lanjut untuk mengetahui kelayakan yang diuji cobakan ke peserta didik untuk mengetahui kelayakan media pembelajaran
Pengembangan Media Pembelajaran Interaktif Berbasis Augmented Reality Pada Materi Instalasi Jaringan Komputer Zacky Ahmad Thirafi Haekal; Wayan Suana; Afif Rahman Riyanda
ikraith-informatika Vol 6 No 1 (2022): IKRAITH-INFORMATIKA Vol 6 No 1 Maret 2022
Publisher : Fakultas Teknik Universitas Persada Indonesia YAI

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Abstract

Penelitian pengembangan ini bertujuan untuk mendeskripsikan kevalidan, kemenarikan, dankemudahan media pembelajaran interaktif berbasis Augmented Reality pada materi instalasijaringan komputer. Penelitian ini merupakan penelitian dan pengembangan (research anddevelopment), yaitu pengembangan media pembelajaran interaktif berbasis AugmentedReality. Tahapan prosedur pengembangan meliputi: analisis, desain, dan pengembangan.Hasil uji kevalidan ahli media yang diujikan kepada dua ahli menunjukan bahwa mediapembelajaran berbasis AR dinyatakan sangat valid dengan nilai Aiken’s V sebesar 0.827 danuji kevalidan ahli materi yang diujikan kepada dua ahli menunjukan bahwa media berupamodul berbasis AR dinyatakan sangat valid dengan nilai Aiken’s V sebesar 0.958.Selanjutnya hasil uji kemenarikan dan kemudahan yang diujikan kepada 29 peserta didikkelas X Jurusan Teknik Komputer dan Jaringan di SMK Negeri 2 Bandar Lampungdidapatkan hasil persentase kemenarikan 76% dengan kategori menarik dan hasil persentasekemudahan didapatkan 82% dengan kategori sangat mudah. Berdasarkan hasil yangdiperoleh, disimpulkan bahwa media pembelajaran interaktif berbasis Augmented Realitypada materi instalasi jaringan komputer layak digunakan oleh peserta didik kelas X TeknikKomputer dan Jaringan di SMK Negeri 2 Bandar Lampung. Media pembelajaran AugmentedReality dinyatakan menarik dan mudah digunakan oleh peserta didik tetapi perlu adanyatindak lanjut yaitu uji coba pemakaian dikelas untuk mengetahui tingkat keefektifan darimedia pembelajaran Augmented Reality pada materi instalasi jaringan komputer.
Membangun Heritage dalam Penerapan Transformasi Digital Museum Kekhatuan Semaka Pekon Sanggih Unggak Kecamatan Bandar Negeri Semuong Kabupaten Tanggamus Rangga Firdaus; Wayan Suana; Afif Rahman Riyanda; Margaretha Karolina Sagala
Jurnal Informatika Global Vol 13, No 2
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jiig.v13i2.2324

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Museums are a place for the community to recognize and understand existing cultural and historical values. However, inadequate and inadequate facilites affect public interest in visiting museums, including the Semaka Kekhatuan Museum in Pekon Sanggih Unggak, Bandar Negeri Semuong. District, Tanggamus Regency. Therefore, this study aims to make a video documentation of the collection of historical objects in the Semaka Kekhatuan Museum and develop a web-based system for developing a video documentation system for the collection oh historical objects at the Semaka Kekhatuan Museum, Pekon Sanggih Unggak, Bandar Negeri Semuong District, Tanggamus Regency. This study uses a type of research and development method (Research and Development). This study uses the ADDIE model which includes five stages, namely Analysis, Design, Development, Implementation, and Evaluation. The data in this development research were collected using to data collection methods, namely the interview method and the questionnaire method. The data generated are in the form of questionnaires resulting from interviews, questionnaires resulting from needs analysis, questionnaires on the results of material and design expert tests, and questionnaires on the results of attractiveness and convenience tests. This can be seen on a website that contains a video documenting the collection of historical object of the Semaka Kekhatuan Museum in the form of the Kekhatuan Semaka Museum, Pekon Sanggih Unggak, Bandar Negeri Semuong District. Tanggamus Regency.Keywords: Collection of Historical Objects, Kekhatuan Semaka Museum, Video Documentation
Perbandingan Self-Efficacy dan Hasil Belajar pada Pembelajaran Fisika Berbantuan Edmodo dan Line Wayan Suana; Erni Wahyuningsih; Feriansyah Sesunan; Erimson Siregar; Margaretha K. Sagala
SILAMPARI JURNAL PENDIDIKAN ILMU FISIKA Vol 4 No 2 (2022): Silampari Jurnal Pendidikan Ilmu Fisika (SJPIF)
Publisher : LPPM UNIVERSITAS PGRI SILAMPARI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31540/sjpif.v4i2.1584

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This study aimed to describe the differences in self-efficacy and student learning outcomes between Edmodo and Line-assisted physics learning. This study applied a quasi-experimental with samples taken by purposive sampling. The sample is 59 students from two classes, one was assisted by Edmodo learning management system and the other was by Line instant messaging app. Self-efficacy data were taken using a scale consisting of 20 items, learning outcomes data were collected using test of 20 multiple choice questions. The data analysis technique was conducted using independent sample t-test. The test results for self-efficacy obtained the value of sig. (2 tailed) of 0.009 which means that there is a significant difference in self-efficacy between the Edmodo class and the Line class. However, in the aspect of higher-order cognitive abilities and inquiry skills, there were no significant differences between the two classes. For learning outcomes data, it is obtained the value of sig. (2 tailed) overall is 0.000. That is, there is a significant difference in learning outcomes between the two classes. However, if viewed per level, the difference is only seen at the low cognitive level, while at the high cognitive level, there is no significant difference in the two classes. These results indicate that learning physics assisted by MIM Line has the potential to improve learning outcomes and self-efficacy. Furthermore, learning physics assisted with MIM Line is seemed better than assisted by LMS Edmodo.
Pembelajaran Di Masa Pasca Pandemi Covid-19: Pemilihan Metode Pembelajaran Dan Kendala Yang Dihadapi Margaretha Karolina Sagala; Wayan Suana; Doni Andra; Daniel Rinaldi
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 4, No 2 (2022): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (692.375 KB) | DOI: 10.23960/26296

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Selama lebih dari dua tahun Indonesia dan dunia dilanda pandemi Covid-19, menyebabkan proses pembelajaran mengalami perubahan drastis. Para guru dan siswa dipaksa beradaptasi dengan pembelajaran daring. Oleh karena itu, lebih dari dua tahun proses belajar mengajar dilakukan secara full daring atau blended learning, tetapi saat ini pandemi Covid-19 sudah mereda sehingga para guru dan siswa diharuskan untuk beradaptasi dalam memilih cara pembelajaran yang efektif dalam masa transisi pasca pandemi. Penelitian ini bermaksud untuk mendeskripsikan: 1) Jenis aplikasi pendukung yang digunakan dalam proses belajar mengajar daring; 2) Metode belajar mengajar daring dan luring yang dipakai guru dalam pembelajaran TIK pasca pandemi; 3) Alasan pemilihan metode pembelajaran; dan 4) Faktor-faktor yang menjadi kendala guru dan siswa dalam pembelajaran masa transisi pasca pandemi. Desain penelitian ini adalah deskriptif kualitatif. Populasi dalam penelitian adalah siswa kelas XI dan guru TIK yang mengajar kelas XI SMA di kota Bandarlampung. Untuk menjawab pertanyaan penelitian, data kualitatif dianalisis menggunakan statistik deskriptif. Data dari kuesioner ditabulasi sesuai dengan kode tematik dan disajikan sebagai frekuensi dan persentase. Data dari wawancara, di sisi lain, selanjutnya ditranskripsikan. Temuan yang diperoleh dari kuesioner kemudian ditriangulasi dengan data wawancara.Kata kunci:▪ Pembelajaran Daring,▪ Metode Pembelajaran Daring,▪ Metode Pembelajaran Luring,▪ TIK SMA
WORKSHOP E-LEARNING BERBASIS LEARNING MANAGEMENT SYSTEM BAGI GURU-GURU SMK DI LAMPUNG Wayan Suana; Feriansyah Sesunan; Afif Rahman Riyanda
Jurnal Pendidikan dan Pengabdian Masyarakat Vol. 3 No. 3 (2020): Agustus
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (97.744 KB) | DOI: 10.29303/jppm.v3i3.2163

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Ketersediaan sarana dan prasarana untuk penerapan e-learning di SMK sekarang ini sebenarnya semakin membaik. Di sisi lain, banyak guru yang masih kesulitan melaksanakan pembelajaran e-learning secara penuh di masa pandemi Covid-19 ini dikarenakan lemahnya keterampilan mereka dalam bidang TIK. Pembelajaran yang dilakukan sebelumnya hanya bersifat satu arah, dimana guru kurang mampu menciptakan lingkungan belajar yang variatif dan interaktif. Oleh karena itu, kegiatan workshop e-learning ini penting untuk meningkatkan keterampilan para guru khususnya SMK di Bandar Lampung. Adapun prosedur workshop yang dilakukan terdiri dari penyampaian materi, pembimbingan teknis, presentasi hasil kerja guru, dan evaluasi. Kegiatan ini berlangsung selama tiga hari dengan jumlah peserta 20 orang yang merupakan guru-guru SMK dari beberapa sekolah di Bandar Lampung. Teknik evaluasi yang digunakan terdiri dari self-assessment dan penilaian produk. Hasil yang diperoleh dari kegiatan workshop ini adalah kegiatan workshop e-learning ini berhasil meningkatkan keterampilan para guru Terjadi peningkatan signifikan keterampilan para guru dalam membuat dan mengelola kelas daring dengan Google Classroom, membuat dan menyelenggarakan video conference, serta membuat video rekaman layar.
Co-Authors Abdurahman Abdurrahman Abdurrahman Achmad Azzizurrachman Afif Rahman Riyanda Agus Suyatna Agus Suyatna Ana Kurnia Sari Anggreini Anggreini Anita Damayanti Aprilia Handayani Arfiyan Charles Manihuruk Ariana Umu Kamila Chairatul Umamah Chandra Ertikanto Chandra Ertikanto Claudia Citra Deny Kurniawan Desih Ambarwati Dimas Permadi Doni Andra Eko Suyanto Eko Suyanto eko suyanto Eko Suyanto Erimson Siregar Erimson Siregar Erni Wahyuningsih Fajar Juliantono Feriansyah Sesunan Feriansyah Sesunan Feriansyah Sesunan Feriansyah Sesunan Feriansyah Sesunan Ferti Anggraeni Fitri Mar’atus Solekhah Gusriana Gusriana Hatta, Agus Muhamad Herlina, Kartini Herma Yunita Herman Jufri Andi, Herman Jufri Hervin Maulina Hervin Maulina Hetty Sarinah Samosir I Dewa Putu Agastya Dalem I Dewa Putu N I Dewa Putu Nyeneng I Dewa Putu Nyeneng I Dewa Putu Nyeneng I Dewa Putu Nyeneng I Wayan Distrik I Wayan Distrik I Wayan Distrik Imawati Rohana Intan N Sianturi Isni Resita Isti Khoiriyah Jerry Roby Meilana Jusi Aldeska Kadek Ceria Sukma P Kadek Milawati Devi kurnia astari pratama lailatul nuzul syam Luh Sri Asmarani Suradnya Lusiana Shinta Dewi Luthfinadya Damayanti Magdalena Richa Paskah Margaretha K. Sagala Margaretha Karolina Sagala Margaretha Karolina Sagala Maulina, Dina Mirda Raviany Muhamad Mashuri Muhammad Anshory Muhammad Fikri Hasan Muhammad Rohli Muthmainnah, Melania Suweni Muntini Nani Pahini Nengah Maharta Nengah Maharta Nengah Maharta Nengah Maharta Nengah Maharta Nengah Maharta Nengah Maharta Ni Made Anggi Arlina Putri Noor Laily Akhmalia Nova Liana Novia Anggraini Nur Aziz Rahmat Putra Nur Faizah Akmala NUR HASANAH Nur Syaidah Nurhadi Nurhadi Nurul Chidayati Nurul Etiya Fatmala Nurul Rachma Octavia Nuryagustin Hutapea Pipit Apri Yanah Prima istiana Rangga Firdaus Rangga Firdaus Raras Dwi Putri Septianty Ratna Widyaning Tyas Rika Dwi Kurniati Rika Mutiara Riky Ardiyansyah Rinaldi, Daniel Rindi Novitri Antika Ririn Andriyatin Rizki Nanda Fardani Rofiana Rachmad Sandi Monika Sari Retno Wulandari SITI FATIMAH Siti Khusnul Khotimah SITI NUR AISYAH Siti Rohmawati Sulistia Ningsih Suzanna Wati Syifa Nuraini Tarissa Niswatun Aunillah Titin Sholihatin Umi Hanifah Undang Rosidin Undang Rosidin Wanda Kurniawan Winda Wijayanti Witri Puspita Sari Wiwik Suci Ambar Ningsih Yeni Apriyanti Yuni Evi Meliani Sihaloho Yunita Nuralinda Yusron Darojat Yusuf Affandi Zacky Ahmad Thirafi Haekal Zara Paradita