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Pengembangan game edukasi berbasis android tentang domain teknologi pendidikan Ujang Nendra Pratama; Haryanto Haryanto
Jurnal Inovasi Teknologi Pendidikan Vol 4, No 2 (2017): October
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (463.542 KB) | DOI: 10.21831/jitp.v4i2.12827

Abstract

Penelitian ini bertujuan untuk menghasilkan produk gameAndroid berisi materi Domain TP yang layak sebagai alternatif media belajar bagi mahasiswa prodi TP FIP UNY. Nilai kelayakan diketahui melalui penilaian ahli, calon pengguna, dan daya guna pembelajaran. Pengembangan produk dilaksanakan melalui lima tahap utama: studi pendahuluan, perencanaan, perancangan, pengembangan, dan evaluasi. Pengumpulan data dilakukan dengan wawancara studi pendahuluan, identifikasi gaya belajar, validasi ahli, validasi calon pengguna, serta pengujian eksperimen. Jumlah responden terdiri dari satu dosen pengampu, dua ahli media dan materi, serta 60 mahasiswa. Hasil penelitian menunjukkan bahwa produk yang dikembangkan telah memenuhi kriteria kelayakan dari validasi media, materi, calon pengguna, serta uji daya guna. Penilaian ahli materi masuk dalam kategori sangat layak, sedangkan ahli media dan calon pengguna masuk dalam kategori layak. Produk juga terbukti memiliki kelayakan daya guna berdasarkan perbedaan rerata nilai pretes dan postes kedua kelompok uji, sehingga perbandingan nilai gain menunjukkan perbedaan yang signifikan.Kata kunci: game edukasi, domain TP, Android THE DEVELOPING ANDROID-BASED EDUCATIONAL GAME ON EDUCATIONAL TECHNOLOGY DOMAINSAbstractThe study aims to produce an Android game on EduTech Domain materials which appropriate as an alternative learning media for students of Educational Technology in FIP UNY. Appropriateness was known through assessment of experts, future users, and learning usability. The product development procedure implemented through five main stages: preliminary study, planning, design, development, and evaluation. Data collection was done by preliminary study interview, learning style identification, expert validation, future users validation, and experimental testing. The participants consisted of a supporting lecturer, two experts of media and subject matter, seven students, and also 60 students. The result showed that the developed product has been able to reach appropriateness criterion from the validations of media, subject matter, future users, and usability testing. Subject matter experts assessment included in the very appropriate category, while media experts and future users included in the appropriate category. The product are also had usability appropriateness evidently based on differences between the mean values of pre-test and post-test of both test group, so that the comparison of gain value showed a significant differences.Keywords: educational game, EduTech domains, Android
Pengaruh Media Macromedia Flash Terhadap Literasi Sains dan Sikap Demokratis Mahasiswa Lina Nida Zulfa*; Haryanto Haryanto
Jurnal Pendidikan Sains Indonesia Vol 9, No 1 (2021): JANUARY 2021
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (317.394 KB) | DOI: 10.24815/jpsi.v9i1.18266

Abstract

College students are often considered as adult humans so that when learning science, the use of interesting media is not noticed. Quality science learning can form college students who have scientific literacy and high democratic attitudes which are very important in the 21st century. The solutions that can be used to solve these problems is the macromedia flash learning media. This study aims to determine: 1) the effect of macromedia flash on scientific literacy; 2) the influence of macromedia flash on democratic attitudes; 3) the effect of macromedia flash on scientific literacy and democratic attitudes of college students simultaneously. This study used a quasi experimental method with a nonequivalent control group design. The study population was all PGSD Semester IV students of Ahmad Dahlan University. Sampling with cluster random sampling technique. Data were collected by tests and questionnaires. Analysis of research data using t and manova test. Based on the results of the study obtained both t and manova tests, the significance value is smaller than 0.05, so it can be concluded that: 1) there is an effect of macromedia flash on scientific literacy; 2) there is an effect of macromedia flash on democratic attitudes; 3) there is an effect of macromedia flash on scientific literacy and democratic attitudes of college students simultaneously.  
The Effect of Edmodo-Based E-Learning toward Participation and Understanding of Elementary School Teacher Candidate Hanifah Nuryani; Haryanto Haryanto; Setyo Eko Atmojo
Al Ibtida: Jurnal Pendidikan Guru MI Vol. 7 No. 2 (2020): October 2020
Publisher : UIN Siber Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/al.ibtida.snj.v7i2.6725

Abstract

AbstractThis study aims to determine the effect of Edmodo-based E-learning on the participation and understanding of elementary school teacher candidate in science 1 biology courses. This study used a quasi-experimental method using a non-equivalent control group design. The sample of this study was 49 elementary school teacher candidates in semester 2 of PGRI Yogyakarta University. The data collection technique used a participatory questionnaire instrument and a pretest-posttest comprehension test. The results of the Independent Sample t-Test show that the value of Sig. for the participation variable of 0.004 <0.05 and the Sig. for the understanding variable of 0.005 <0.05. While, the MANOVA test results show the value of Sig. for the participation variable of 0.004 <0.05 and the Sig. for the understanding variable of 0.005 <0.05. This means that there are differences in the increase in participation and understanding of elementary school teacher candidate after using Edmodo-based E-learning. In addition, the application of Edmodo-based E-learning also has a positive effect on the participation and understanding of elementary school teacher candidate on science topics. Edmodo-based e-learning makes elementary school teacher candidates more active in participating and easier in understanding science lecture material 1.Keywords: edmodo-based e-learning, participation of elementary school teacher candidate, natural science understanding.  AbstrakPenelitian ini bertujuan untuk mengetahui pengaruh E-learning berbasis Edmodo terhadap partisipasi dan pemahaman calon guru Sekolah Dasar pada mata kuliah IPA 1 materi biologi. Penelitian ini menggunakan metode eksperimen semu dengan menggunakan desain penelitian non-equivalent control group design. Sampel penelitian ini adalah 49 calon guru Sekolah Dasar semester 2 Universitas PGRI Yogyakarta. Teknik pengumpulan data menggunakan instrumen angket partisipasi dan tes pemahaman melalui pretest-posttest. Hasil Uji Independent Sample t-Test menunjukkan nilai Sig. untuk variabel partisipasi sebesar 0.004 < 0.05 dan nilai Sig. untuk variabel pemahaman sebesar 0.005 < 0.05. Sedangkan hasil uji MANOVA menunjukkan nilai Sig. untuk variabel partisipasi sebesar 0.004 < 0.05 dan nilai Sig. untuk variabel pemahaman sebesar 0.005 < 0.05. Hal ini berarti bahwa terdapat perbedaan peningkatan partisipasi dan pemahaman calon guru Sekolah Dasar setelah menggunakan E-learning berbasis Edmodo. Selain itu, penerapan E-learning berbasis Edmodo juga berpengaruh positif terhadap partisipasi dan pemahaman calon guru Sekolah Dasar pada topik IPA. E-learning berbasis Edmodo menjadikan calon guru Sekolah Dasar lebih aktif dalam berpartisipasi dan lebih mudah dalam memahami materi perkuliahan IPA 1.Kata kunci: e-learning berbasis edmodo, partisipasi calon guru SD, pemahaman IPA.