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DEVELOPMENT OF ELECTRONIC MODULES BASED INKUIRI ON PHYSICS LESSON MATERIALS OF TEMPERATURE AND KALOR IN SECONDARY SCHOOL Biqom Helda Zia; Sardianto Markos Siahaan; Nyayu Khodijah
Sriwijaya University Learning and Education International Conference Vol 3, No 1 (2018): 3rd-SULE-IC
Publisher : Sriwijaya University Learning and Education International Conference

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Abstract

Physic electronic module inquiry-based in the main subject of temperature and heat valid, practical and effectiveness to the learning result for senior high school were successfully developed. The research method used development research with the Hannafin and Pack model and Tessmer evaluation. Stages performed in this study include the planning stage, the design stage, and the development stage. In the evaluation phase using Tessmer's evaluation, which consists of 5 stages: self-evaluation, expert evaluation, one to one evaluation, small group evaluation and field test. The subjects of the study were students of science class XI Muhammadiyah Senior High School 3 Palembang. The validity of this electronic module is assessed by four experts namely material experts, media experts, software experts and design learning experts. Expert or validator results obtained by 0.78 from material experts, 0.82 from media experts, from software experts 0.87, and 0.75 from design learning experts, so that developed electronic modules are valid and can be tested as suggested.The practicality of electronic modules can be seen from the quantitative assessment of learners from one to one evaluation trial consisting of 3 (three) students who have high ability, moderate and low. Then a small group evaluation trial consisting of 9 (nine) students. The average result of the quantitative assessment of the practicality of the electronic module is examined in one-to-one evaluation and small group evaluation of 0.84 with very high category, so it can be concluded that practical module is very practical in learning. The effectiveness of this electronic module is apparent from the learning outcomes which show an increase with N-gain of 0,66 which is included. This shows that physics electronic modules inquiry-based on temperature and heat materials that have been developed have effectiveness to learners' learning outcomes.
DEVELOPMENT OF STUDENT WORKSHEETS (LKS) BASED LEARNING CYCLE 5E ON MAIN MATERIAL ELASTICITY AND HOOKE’S LAW CLASS X HIGH SCHOOL KURNIA PUTRI LAHMITA; SARDIANTO MS; APIT FATHUROHMAN
Sriwijaya University Learning and Education International Conference Vol 2, No 1 (2016): 2nd SULE-IC
Publisher : Sriwijaya University Learning and Education International Conference

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Abstract

Has successfully developed the student worksheets (LKS) 5E learning cycle based on the subject matter and Hooke's law of elasticity class X SMA valid and practical. The process of developing student worksheet (LKS) through the steps of research development model based product development Rowntree, include: (1) the planning stage of the needs analysis worksheets, requirements analysis learning cycle 5E, analysis of material needs elasticity and Hooke's law (2) stage the development of the formulation of learning objectives, development topics, the drafting, production prototypes, and (3) the evaluation stage. At this stage of the evaluation, researchers used a model formative evaluation Tessmer and tailored to the needs of researchers, namely: (1) self-evaluation; (2) The expert review; (3) one-to-one; and (4) small group. Data collection techniques used in the form walkthrough (validation expert lecturer and teacher of physics), the questionnaire responses of students, and student activity observation. The results of the research development of student worksheet (LKS) showed that the results of the validation stage of expert reviews, the average ratings of 88.20 validator (category very valid), meaning the student worksheet (LKS) product developed by the researchers included in the category of very valid. The results of the questionnaire responses of students at the stage of one-to-one shows the average percentage of 82.37% (practical categories), and at the stage of a small group showed that average percentage of 90.88% (the category of very practical), means the student worksheet (LKS)product had a very practical according to student responses. The average percentage of student activity by 90% (the excellent category), meaning the student worksheet (LKS)product is excellent when used in learning physics. Based on the results of the study concluded that the student work product sheet (LKS) 5E learning cycle based on the subject matter and Hooke's law of elasticity class X SMA developed was valid and practical.
Pengembangan multimedia interaktif berbasis adventure game pada materi prinsip animasi Fikri Yandi Kurniawan; Sardianto Markos Siahaan; Hartono Hartono
Jurnal Inovasi Teknologi Pendidikan Vol 6, No 2 (2019): Oktober
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (360.435 KB) | DOI: 10.21831/jitp.v6i2.28488

Abstract

Pengembangan Multimedia interaktif menggunakan model pengembangan ADIIE Lee dan Owens dan langkahnya dari Aldoobie, mengetahui kevalidan, kepraktisan, dan efektifitas multimedia interaktif terhadap mata pelajaran prinsip animasi. Tahapan Penelitian pengembangan ini terdiri dari tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Multimedia interaktif yang telah dikembangkan kemudian diuji kevalidan oleh ahli, diuji kepraktisan oleh peserta didik, dan diuji efektifitas dengan mengimplementasikan multimedia interaktif di SMK Negeri 5 Palembang. Penilaian terhadap multimedia interaktif ditujukan kepada ahli materi, ahli desain pembelajaran dan ahli media, juga peserta didik sebagai pengguna multimedia interaktif. Dari penelitian pengembangan ini didapatkan bahwa (1) multimedia interaktif teruji kevalidan dengan penilaian oleh ahli media terhadap multimedia interaktif sebesar 5 dengan kategori sangat valid, penilaian oleh ahli materi sebesar 4,45 kategori valid, dan penilaian ahli desain pembelajaran sebesar 4,52 kategori valid; (2) multimedia di uji one to one oleh 3 siswa dengan kemapuan tinggi sedang dan rendah memberikan tindak lanjut, selanjutnya multimedia interaktif teruji kepraktisannya dengan dengan penilaian Small Group menggunakan 2 kelompok yang terdiri dari 4 orang siswa memahami materi dan 4 orang siswa yang belum begitu memahami materi prinsip animasi dengan hasil efektifitas kelompok 1 nilai N-gain 0,69 kategori sedang dengan praktikalitas 4,61 kategori praktis dan kelompok 2 nilai N-gain 0,51 degan praktikalitas 4,54 kategori praktis; (3) multimedia interaktif teruji efektifitas meningkatkan hasil belajar peserta didik dilihat dari adanya gain sebesar 0,70 yang termasuk kedalam kategori tinggi.Kata Kunci: Adventure game, multimedia interaktif, prinsip animasiDEVELOPMENT OF INTERACTIVE MULTIMEDIA BASED ON ADVENTURE GAME ON ANIMATION PRINCIPLE SUBJECTAbstractInteractive Multimedia Development using the ADDIE Lee and Owens development model and steps from Aldoobie, to know validity, practicality, and effectiveness interactive multimedia on the subject matter of principal animation. This research development stage consists of the analysis, design, development, implementation, and evaluation phase. Interactive Learning that has been developed and then tested validity by experts, tested practicality by students and tested for effectiveness by implementation interactive multimedia in SMK Negeri 5 Palembang. As for the assessment data of interactive multimedia which is addressed to subject matter experts, learning design experts and media experts, as well as the students as the interactive multimedia users. From this research development, it was found that 1.) The interactive multimedia tested with media experts on interactive multimedia of 5 with a very valid category, the assessment by material experts is 4.45 valid categories, and learning design expert judgment at 4.52 valid categories; 2.) Multimedia was tested one by one by 3 students with moderate to high and low ability to provide and then interactive multimedia proven practicality with the Small Group assessment using 2 groups consisting of 4 students understand the material and 4 students who do not really understand the principles of animation with the results of group 1 effectiveness N-gain is 0.69 in the medium category with a practicality of 4.61 in the practical category and group 2 N-gain values 0.51 with practicality of 4.54 practical categories; and 3.) Interactive multimedia has been effectiveness tested to improving students learning outcomes seen from gain of 0.70 included into high category.Keywords: Adventure game, interactive multimedia, principal of animation
Pengembangan e-learning berbasis chamilo pada pembelajaran simulasi dan komunikasi digital Izzah Tiari; Zulkardi Zulkardi; Sardianto Markos Siahaan
Jurnal Inovasi Teknologi Pendidikan Vol 7, No 1 (2020): April
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1078.587 KB) | DOI: 10.21831/jitp.v6i2.28490

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E-learning berbasis Chamilo telah berhasil dikembangkan pada pembelajaran simulasi dan komunikasi digital di SMK Negeri 5 Palembang. Penelitian bertujuan untuk mengetahui kevalidan, kepraktisan, dan efektifitas e-learning terhadap mata pelajaran fitur kolaboratif daring. Tahapan Penelitian pengembangan ini terdiri dari tahap perencanaan, desain, dan pengembangan. E-learning yang telah dikembangkan kemudian diuji kevalidan oleh ahli, diuji kepraktisan oleh peserta didik, dan diuji efektifitas dengan mengimplementasikan e-learning di SMK Negeri 5 Palembang. Pengembangan e-learning menggunakan model Alessi dan Trollip. Dari penelitian ini didapatkan bahwa 1.) E-learning teruji kevalidan dengan penilaian oleh ahli media terhadap e-learning sebesar 89,47%, penilaian oleh ahli materi sebesar 84,62%, dan penilaian ahli desain pembelajaran sebesar 81,82%; 2.) E-learning teruji kepraktisannya dengan penilaian dari 3 peserta didik tingkat rendah, sedang, dan atas dengan rata-rata sebesar 86,10%; dan 3.) E-learning teruji efektifitas meningkatkan hasil belajar peserta didik dilihat dari adanya gain sebesar 0,70 yang termasuk kedalam kategori tinggi.AbstractE-Learning of Chamilo based has been developed for materials simulation and communication digital in SMK Negeri 5 Palembang. The research aims to know validity, practicality, and effectiveness e-learning features on the subject matter of online collaboration features. This research development stage consists of the plan, design, and development phase. E-learning features that have been developed and then tested validity by experts, tested practicality by students, and tested for effectiveness by implementation e-learning in SMK Negeri 5 Palembang. The development of e-learning used the Alessi and Trollip model. From this study, it was found that 1.) The assessment e-learning features have been validity tested by media experts at 89.47%, by subject matter experts of 84,62%, and by learning design experts of 81,82%; 2.) The assessment of e-learning features has been practicality tested by three students’ low level, medium, and high an average by 86,10%; and 3.) E-learning features have been effectively tested to improving students learning outcomes seen from a gain of 0.70 included in the high category.
ANALISIS PENDAMPINGAN PEMBELAJARAN INSPIRATIF SECARA ONLINE MELALUI MEDIA PRESENTASI CANVA UNTUK GURU-GURU MGMP FISIKA KAB. MUSI RAWAS Sardianto Marcos Siahaan; Sudirman Sudirman; Melly Ariska; Meli Asma Desti; May Sari
Wahana Dedikasi : Jurnal PkM Ilmu Kependidikan Vol 3, No 2 (2020): Wahana Dedikasi : Jurnal PkM Ilmu Kependidikan
Publisher : Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/dedikasi.v3i2.4948

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Penelitian ini dilakukan dengan tujuan menganalisis bagaimana pengetahuan serta wawasan guru-guru fisika Kabupaten Musi Rawas terhadap adanya teknologi baru untuk media pembelajaran yakni media presentasi dengan menggunakan Canva. Dimana guru-guru tersebut diberikan soal pretest sebelum mengikuti pelatihan dan dibeikan soal posttest mengenai Canva sesudah melakukan penelitian. Tes dilakukan kepada 30 orang guru fisika di Kabupaten Musi Rawas yang mengikuti pelatihan secara online mengenai media presentasi canva. Hasil penelitian menunjukkan bahwa guru-guru fisika setelah mengikuti pelatihan media pembelajaran canva memliki tambahan wawasan mengenai canva dan juga bisa membuat produk untuk media pembelajaran dengan menggunakan canva.
EFEKTIVITAS LEARNING MANAGEMENT SYSTEM CHAMILO MATERI GERAK HARMONIK SEDERHANA TERHADAP HASIL BELAJAR PESERTA DIDIK Dwi Suseno Wati; Sardianto Markos Siahaan; Ketang Wiyono
LENSA (Lentera Sains): Jurnal Pendidikan IPA Vol. 11 No. 2 (2021): November 2021
Publisher : Faculty of Teaching and Education, University of Wiraraja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24929/lensa.v11i2.166

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Penelitian ini memiliki tujuan agar mendapatkan informasi mengenai efektifitas LMS Chamilo materi gerak harmonik sederhana terhadap hasil belajar peserta didik. Pre-Experimental design terhadap desain penelitian one-group pretest-posttest merupakan metode yang dipakai pada penelitian ini. Peserta didik kelas X SMA Aisyiyah 1 Palembang tahun ajaran 2019/2020 (n=30) menjadi subjek dalam penelitian ini. Sampel diambil berdasarkan teknik purposive sampling. Teknik pengumpulan data dilaksanakan melalui tes tertulis. Data hasil penelitian dianalisis dengan N-gain score. Pemaparan hasil penelitian yaitu terdapat eskalasi rata-rata hasil belajar sebelum dan sehabis pemanfaatan LMS Chamilo. Rata-rata hasil belajar sebelum diberikan LMS Chamilo adalah sebesar 51,00. Kemudian pendidik memberikan pengajaran menggunakan LMS Chamilo peningkatan rata-rata skor hasil belajar kognitif peserta didik menjadi 79,00. Peningkatan nilai rerata peserta didik diukur menggunakan N-gain Score dan didapatkan hasil sejumlah 0,582 berkategorikan sedang. Penyimpulan data hasil penelitian ialah pemanfaatan LMS Chamilo materi gerak harmonik sederhana efektif terhadap hasil belajar peserta didik.
PENDAMPINGAN PEMBELAJARAN INSPIRATIF MELALUI MEDIA CANVA DAN LIVEWORKSHEET UNTUK GURU DI KOTA PALEMBANG DAN PANGKAL PINANG Rahmi Susanti; Erna Retna Safitri; Sardianto MS; L.R. Retno Susanti; Hartono Hartono; Makmum Raharjo; Adeng Slamet; Santi Oktarina
JURNAL PENGABDIAN MANDIRI Vol. 1 No. 4: April 2022
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (285.11 KB)

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Era 4.0 Era 4.0 forces every teacher to constantly improve knowledge and skill competencies in the field of technology so that they can apply them to the learning process. Not yet optimal use of appropriate learning media, limited time to prepare it, difficult to find the right media is still an obstacle to the use of media in learning. One of the media that can be used in developing learning materials is the Canva application and Live Worksheet. This service is expected to be an alternative to solving these problems and increasing the competence of teachers so that they can provide the best learning services for students in the learning process. The purpose of this service is so that teachers can get to know the use of Canva-based media and online Liveworksheets and motivate teachers to diversify the applied learning media. In addition, teachers are also expected to be able to apply and apply it in learning. The method used in this activity is training held with lectures, questions and answers, online practice and mentoring classes. The results of the evaluation showed that after the overall training there was an increase in the average pre-test and post-test scores of 16.6 points from 59.3 to 75.8, which means that the training carried out improved participants' understanding very well. Through the implementation of this community service, teachers can get to know the use of Canva-based media and Liveworksheets, motivate teachers to improve their competencies and make teachers able to apply and implement online-based learning media using the Canva application and Liveworksheet.
HUBUNGAN PENGUASAAN KONSEP DAN SIKAP ILMIAH PESERTA DIDIK DALAM PEMBELAJARAN BERBASIS LABORATORIUM VIRTUAL DI MASA PANDEMI COVID-19 Indri Pratiwi; Sardianto Markos Siahaan; Syuhendri Syuhendri
Jurnal Kumparan Fisika Vol. 4 No. 3: Desember 2021
Publisher : Unib Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/jkf.4.3.177-184

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Penelitian ini bertujuan untuk mengetahui hubungan penguasaan konsep dan sikap ilmiah peserta didik dalam pembelajaran berbasis laboratorium virtual pada materi Dinamika Gerak. Metode penelitian yang digunakan adalah pre experimental dengan desain one-group pretest-posttest. Penelitian dilaksanakan pada semester genap tahun ajaran 2020/2021 di salah satu Madrasah Aliyah (MA) kota Prabumulih. Populasi penelitian ini adalah seluruh kelas X IPA, yakni sebanyak tiga kelas, dengan satu kelas sampel yang diambil dengan teknik purposive sampling. Data kuantitatif penguasaan konsep diperoleh melalui pemberian tes secara online dengan bentuk pilihan ganda. Tes diberikan sebanyak dua kali, yakni pre-test dan post-test. Data kuantitatif sikap ilmiah didapat melalui lembar observasi yang diamati selama kegiatan pembelajaran berlangsung. Berdasarkan hasil penelitian diperoleh informasi bahwa terdapat hubungan penguasaan konsep dan sikap ilmiah peserta didik dalam pembelajaran berbasis laboratorium virtual pada materi Dinamika Gerak.
Keefektifan Pengajaran Fisika Menggunakan Modul Elektronik Berbasis Multirepresentasi di SMA Negeri 15 Palembang May Sari; Sardianto Markos Siahaan
Jurnal Pendidikan Fisika Vol 10, No 2 (2022)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/jpf.v10i2.5263

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Tujuan dari penelitian ini adalah untuk mengetahui efektivitas modul elektronik berbasis multirepresentasi  materi suhu dan kalor yang digunakan pada pembelajaran fisika di SMA Negeri 15 Palembang terhadap hasil belajar dan mencari hubungan gaya belajar dengan hasil belajar. Metode yang digunakan penelitian ini yaitu quasi experiment dengan desain one group pretest-posttest design. Instrumen pada penelitian ini berupa tes hasil belajar siswa dengan format pilihan ganda, dari data hasil tes tersebut dilakukan analisis n-gain. Hasil yang didapat yaitu dengan nilai rata-rata pretest siswa yaitu 47,61 nilai rata-rata posttest siswa yaitu 80,97. Hasil analisis n-gain yaitu 0,629 dengan kategori keefektifan sedang. Hasil data angket gaya belajar  menggunakan uji korelasi dan didapatkan hasil siswa memiliki gaya belajar visual 43 siswa, audiotorial 16 siswa dan kinestetik sebanyak 8 siswa dengan koefisien korelasi 0,412 dengan kategori korelasi cukup. Jadi pembelajaran fisika menggunakan modul elektronik berbasis multi representasi efektif terhadap hasil belajar fisika serta terdapat hubungan antara gaya belajar dengan hasil belajar fisika.
CREATIVE WRITING AND INNOVATIVE PROCESS OF BEOWULF VIRTUAL DRAMA UNDERGRADUATE STUDENTS Karwandi Karwandi; Rita Inderawati; Didi Suhendi; Margaretha Dinar Sitinjak; Eryansyah Eryansyah; Sardianto Markos Siahaan
English Review: Journal of English Education Vol 10, No 3 (2022)
Publisher : University of Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/erjee.v10i3.7109

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Pandemic Covid-19 forced education sector to have no more face-to-face classes since 2020. Unluckily, students from drama classes no longer performed on the stage even though they have well-prepared for the performance. This article highlighted four main problems: 1) How creative were students in writing drama script for virtual drama performance? 2) What were innovative processes created by the students for virtual drama performance? 3) What were the problem faced by the students in writing drama script and performing virtual drama performance? and 4) How were the lecturers’ role for the students in writing drama script and performing virtual drama performance? To answer these questions, the study employed online observation, interview, and documentation to dig up the research questions. The result of the study showed that by using documented-limited creative writing, most of the students were able in creating the drama script collaboratively and they utilized Zoom platform and Canva application through these preliminary investigation, detailed investigation, development, testing and validation, and full production processes. As a whole, the students were creative and innovative during the process of virtual drama performance and it could make the process of teaching and learning are worthwhile because lecturers and students had collaborated very well.