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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF PADA MATA PELAJARAN INFORMATIKA KELAS VII SMP Maya Ulandari; Chandra Lesmana; Danar Santoso
JUTECH : Journal Education and Technology Vol 3, No 2 (2022): JUTECH DESEMBER
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jutech.v3i2.1805

Abstract

Penelitian ini bertujuan untuk menghasilkan media pembelajaran berupa pengembangan media pembelajaran interaktif dengan articulate storyline pada mata pelajaran informatika materi kolaborasi dalam masyarakat digital di kelas VII SMP LKIA Pontianak. Metode penelitian ini adalah  penelitian dan pengembangan atau research and development (R&D) dengan model ADDIE. Subjek dalam penelitian ini terdiri atas subjek pengembangan dan subjek ujicoba produk. Teknik pengumpulan data dalam penelitian ini adalah teknik komunikasi tidak langsung, teknik komunikasi langsung dan teknik dokumentasi. Berdasarkan hasil validasi oleh ahli media diperoleh skor sebesar 77,3 atau masuk dalam kategori layak, Validasi oleh ahli materi di peroleh sebesar 75, atau masuk dalam kategori layak, dan Validasi angket respon mahasiswa memperoleh skor sebesar 73,6 atau masuk dalam kategori layak.
How Geometer’s Sketchpad (GSP) Develops Geometry Concept Understanding Hodiyanto Hodiyanto; Danar Santoso
International Journal of Trends in Mathematics Education Research Vol 3, No 1 (2020)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (775.716 KB) | DOI: 10.33122/ijtmer.v3i1.169

Abstract

The purpose of this study is to show that the development of analytical geometric practicum module based on the application of Geometer Sketpched (GSP) is effective and practical in developing Geometry Concept Understanding. The research method used in this research is research and development. The research subjects in this study consisted of the subject of development and the subject of trials, students of the Mathematics Education Study Program IKIP PGRI Pontianak. Research Procedure: define, design, and development. Data collection tools used in the form of: (1) Validation sheets (2) Questionnaire responses (3) Tests (posttest). The data analysis technique used in this study uses descriptive statistics. Based on the results of research and discussion, in this study it can be concluded that: (1) the practicum module developed is classified as very valid, (2) the practicum module developed is very practical, and (3) the practicum module developed is effective in increasing students' understanding of concepts.
Pengembangan Media Evaluasi Pembelajaran Berbasis Android di Madrasah Aliyah Negeri Pontianak Danar Santoso; Ridho Dedy Arief Budiman
Journal of Edukasi Borneo Vol. 2 No. 1 (2021)
Publisher : PT. Media Edukasi Borneo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (241.889 KB)

Abstract

This study aimed to develop an android-based learning evaluation tool in one of the state madrasah aliyah in Pontianak. The method used in this research was design-based research (DBR) with the ADDIE framework. Participants in the research in this study were 35 students and 2 practitioners. All instruments were validated by 4 experts. The data were gathered through interviews, observations, and questionnaires. The results showed that the developed android-based learning evaluation tool called MAI was feasible to use, namely it was included in the criteria range "Very Appropriate". Overall student responses to android-based learning through MAI were in the "Good" category, including the attractiveness aspect which got a score of 79.56%. ABSTRAK Penelitian ini bertujuan untuk mengembangkan media evaluasi pembelajaran berbasis android di salah satu madrasah aliyah negeri di Pontianak. Metode yang digunakan dalam penelitian ini adalah design-based research (DBR) dengan kerangka kerja ADDIE. Partisipan dalam penelitian dalam penelitian ini adalah 35 siswa dan 2 orang praktisi. Semua intrumen divalidasi oleh 4 orang ahli. Pengumpulan data melalui wawancara, observsi, dan angket. Hasil Penelitian menunjukkan bahwa media evaluasi (MAI) pembelajaran berbasis android yang dikembangkan layak digunakan yaitu masuk pada range kriteria “Sangat Layak”. Respon siswa terhadap MAI pembelajaran berbasis android secara keseluruhan masuk kategori “Baik”, diantaranya pada aspek kemenarikan yang mendapatkan skor 79,56%. KATA KUNCI: Media Evaluasi, android, DBR, ADDIE.
Dampak Penggunaan Multimedia dalam Pendidikan Menengah: Sebuah Studi Kasus Danar Santoso; Chandra Lesmana
Journal of Edukasi Borneo Vol. 3 No. 2 (2022)
Publisher : PT. Media Edukasi Borneo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (256.896 KB)

Abstract

The purpose of this study was to explore the impact of using multimedia in teaching in one of the public junior high schools (SMP) in West Kalimantan. This research was a multi-case study involving 47 teachers and a school principal. Data was collected by observing directly at the research site. Interviews with semi-structured questions and document analysis were also carried out. The data, then, were analyzed thematically. The research findings covered six aspects of multimedia-based learning, including learning resources, teaching materials, use of audio and visual, computer-based learning, and teaching aids. They also emerged more varied learning, availability of subject matter for students that can be accessed anytime and anywhere, teachers had begun to be enthusiastic about deepening understanding related to multimedia because this was a basic need in supporting effective learning, and principals and teachers were also committed to continuing to develop themselves for the sake of progress in the field of education in schools. The implication of this findings was that the impact of multimedia can improve learning activities at the junior high school level. Abstrak Tujuan penelitian ini adalah untuk mengeksplorasi dampak penggunaan multimedia dalam pengajaran di salah satu sekolah menengah pertama (SMP) Negeri di Kalimanatan Barat. Penelitian ini merupakan penelitian studi kasus kolektif yang melibatkan 47 guru dan seorang Kepala sekolah. Pengumpulan data dilakukan dengan cara mengamati langsung di situs penelitian. Wawancara dengan pertanyaan semi-terstruktur dan analisis dokumen juga digunakan. Data, kemudian, dianalisis secara tematik. Adapun temuan penelitian mencakup enam aspek pembelajaran berbasis multimedia, diantaranya sumber belajar, bahan ajar, penggunaan audio dan visual, pembelajaran berbasis komputer, dan alat peraga. pembelajaran lebih variative, ketersediaan materi pelajaran untuk siswa yang dapat diakses kapan dan dimana saja, guru-guru sudah mulai antusias memperdalami pemahaman terkait multimedia karena ini merupakan kebutuhan pokok dalam mendukung pembelajaran yang efektif, dan Kepala Sekolah dan guru juga berkomitmen untuk terus mengembangkan diri demi kemajuan dalam bidang pendidikan di sekolah. Implikasi temuan ini adalah dampak multimedia dapat meningkatkan kegiatan pembelajaran di tingkat SMP. KATA KUNCI: multimedia, pembelajaran berbasis komputer, SMP.
Kesiapan Kerja Siswa Ditinjau dari Harga Diri (Self-Esteem) dan Efikasi Diri (Self-Efficacy) Erni Fatmawati; Dini Oktarika; Danar Santoso; Heni Puspitasari; Ratih Widya Nurcahyo; Maesyta Indah Sari
Edukasi: Jurnal Pendidikan Vol 21, No 1 (2023): Edukasi: Jurnal Pendidikan
Publisher : LPPM IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/edukasi.v21i1.5462

Abstract

Abstrak Penelitian bertujuan untuk menganalisis kesiapan kerja ditinjau dari harga diri (self-esteem) dan efikasi diri (self-efficacy) siswa sekolah menengah kejuruan (SMK) negeri di Kota Pontianak. Metode penelitian yang digunakan adalah penelitian deskriptif dengan bentuk penelitian survei. Populasi penelitian sebanyak 4.156 terdiri dari seluruh siswa SMK negeri di Kota Pontianak. Teknik sampel yang digunakan adalah simple random sampling dengan jumlah sampel sebanyak 320 siswa. Teknik analisis data menggunakan teknik komunikasi langsung dan dokumen dengan alat pengumpul data berupa angket dan dokumen. Hasil penelitian menunjukkan bahwa harga diri (self-esteem) dan efikasi diri (self-efficacy) memberikan pengaruh yang positif terhadap kesiapan kerja siswa, baik secara mandiri maupun bersama-sama. Semakin besar tingkat harga diri dan efikasi diri, maka semakin besar tingkat kesiapan kerja siswa SMK negeri di Kota Pontianak. AbstractThe research aimed to analyze work readiness in terms of self-esteem and self-efficacy of state vocational high school (SMK) students in Pontianak City. The research method used descriptive research in the form of survey research. The research population was 4,156 consisting of all state vocational high school students in Pontianak City. The sampling technique used simple random sampling with a total sample of 320 students. Data analysis techniques used direct communication techniques and documents with data collection tools in the form of questionnaires and documents. The results showed that self-esteem and self-efficacy have a positive influence on students' work readiness, both individually and collectively. The greater the level of self-esteem and self-efficacy, the greater the level of work readiness of state vocational students in Pontianak City.
Pengembangan media pembelajaran berbasis video interaktif pada SMP Negeri 03 Sungai Kakap Chandra Lesmana; Danar Santoso
Jurnal Pendidikan Informatika dan Sains Vol. 12 No. 1 (2023): Jurnal Pendidikan Informatika dan Sains
Publisher : IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v12i1.5111

Abstract

Penelitian ini bertujuan untuk mengetahui kelayakan media pembelajaran dengan video interaktif di SMP 03 Sungai Kakap, menganalisis daya tarik siswa terhadap media pembelajaran berbasis video interaktif pada SMP 03 Sungai Kakap, dan menganalisis minat belajar siswa setelah menggunakan media pembelajaran berbasis video interaktif pada SMP 03 Sungai Kakap. Metode yang digunakan dalam penelitian ini adalah metode penelitian dan pengembangan dengan desain Model ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). Subyek uji coba produk dalam penelitian ini adalah siswa SMP Negeri 3 Sungai Kakap. Teknik pengumpulan data yang digunakan adalah observasi, teknik komunikasi langsung dan komunikasi tidak langsung. Kesimpulan yang dapat diambil dari penelitian pengembangan adalah hasil dari uji kelayakan yang dilakukan oleh ahli media diperoleh nilai skor rata-rata kelayakan sebesar 87 dengan kriteria “sangat baik”, ahli materi sebesar 85,43 dengan kriteria “sangat layak”, dan uji skala kecil dengan skor 85,43 dengan kriteria “sangat layak”. Adapun hasil respon siswa dengan Skor 81,1 dengan kriteria “sangat layak”.
Development of multimedia learning educational game based for teachers SMP N 3 Sungai Kakap Danar Santoso; Chandra Lesmana
Jurnal Scientia Vol. 13 No. 01 (2024): Education, Sosial science and Planning technique, 2024
Publisher : Sean Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58471/scientia.v13i01.2154

Abstract

This research aims to determine the feasibility of Educational Game-Based Multimedia Learning at SMP 03 Sungai Kakap. The method used in this research is a Research and Development method with the ADDIE model design (Analysis, Design, Development, Implementation and Evaluation). The product trial subjects in this research were Class VII Students at SMP Negeri 3 Sungai Kakap in the Mathematics subject. The data collection techniques used are observation, direct communication techniques and indirect communication. The conclusion that can be drawn is that the feasibility of Game-Based Learning media using the Construct2 Application in mathematics subjects in class VII of SMP Negeri 3 Sungai Kakap is known in terms of media and material to be classified as "Very Appropriate" with the average score from media experts being 93.2% and The average score from material experts is 83% classified as "Very Decent". Based on the results of responses from users or students, an average score of 92.7% was obtained in the "Very Good" category.
Development of Augmented Reality Based Learning Media for Computer Hardware Materials at SMP Santa Monika Istiqomah, Dara Nur; Astuti, Reni; Santoso, Danar
Journal of Multidiscipline and Collaboration Research Vol. 1 No. 2 (2024)
Publisher : Yayasan Pendidikan dan Pengembangan Harapan Ananda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58740/jmcr.v1i2.323

Abstract

This study aims to develop augmented reality-based learning media for computer hardware materials for Grade VII students at SMP Santa Monika. The research method employed is Research and Development (R&D) using the ADDIE design model, which consists of Analysis, Design, Development, Implementation, and Evaluation. The product development subjects include expert validators in media and material: two lecturers in Information Technology Education, one lecturer in Information Technology Education, and an informatics subject teacher. The small-scale and large-scale product testing subjects consist of Grade VII students at SMP Santa Monika, with a total of 40 students. Data collection techniques used in the study include direct communication, indirect communication, and data collection tools such as unstructured interviews, questionnaires, and documentation. Based on the results obtained, the conclusion of this study is that the augmented reality-based learning media developed is feasible for use in the learning process. The validation results from media and material experts achieved an average percentage of 89.75%, categorized as highly feasible. Additionally, the student response questionnaire results in the small-scale trial showed a percentage of 80.33%, while the large-scale trial achieved 89.74%, both categorized as excellent.
Development of Web-Based Library System at SMP Negeri 3 Sungai Kakap Lesmana, Chandra; Santoso, Danar; Mannanan, Darul Lutfi
International Journal of Multi Discipline Science (IJ-MDS) Vol 8, No 1 (2025): Volume 8 Number 1 February 2025
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/ij-mds.v8i1.6719

Abstract

This research aims to develop a web-based library information system at SMP Negeri 3 Sungai Kakap to improve the efficiency of library management and support students' access to learning resources. The research method used was Research and Development (R&D) with the Richey and Klein model, including planning, production, and evaluation stages. The development of the system involved 2 media experts, 3 librarians, and 30 students as respondents. The validation results showed that this system was very feasible, with an average score of 89% from media experts and 88% from expert librarians. The student response was also positive, with a score of 86.13%, indicating satisfaction with the ease of use and benefits of the system. Thus, this web-based library information system was effective in improving library services and supporting the learning process in schools.