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The Development of A Learning Media for Visualizing the Pancasila Values Based on Information and Communication Technology Buchory MS; Selly Rahmawati; Setia Wardani
Jurnal Cakrawala Pendidikan CAKRAWALA PENDIDIKAN EDISI OKTOBER 2017, TH.XXXVI, NO.3
Publisher : LPMPP Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1142.657 KB) | DOI: 10.21831/cp.v36i3.12748

Abstract

Abstract:The goal of the study is to design a learning media to improve the learning achievement of Pancasila values and to foster attitudes that reflect such values. Research Development (R D) design was adopted. Data were collected through observation, questionnaires, interviews, and tests and were analyzed using quantitative method, i.e. inferential statistics with the help of SPSS 16 program. Before performing the data analysis, a prerequisite test was done through normality and homogeneity test. Prerequisite test for hypothesis 1 indicated that the data were homogenous but not normal so that hypothesis 1 was further analysed using Mann Whitney U test. Prerequisite test for hypothesis 2 showed that data were homogeneous and normally distributed so that the analysis for hypothesis 2 wasfurther carried out using an independent sample t-test. The results of this study show that (1) the design of the learning media for visualizing Pancasila values can bedeveloped through 6 steps, namely research and collecting, planning, product draft development, initial field trial, revision and field trial; (2) media for the visualization of Pancasila values is found more effective to improve the learning achievement of Pancasila Values; (3) the media is more effective to improve attitudes reflectingPancasila values. Keywords: media, visualization, pancasila values PENGEMBANGAN MEDIA PEMBELAJARAN VISUALISASI NILAI-NILAI PANCASILA BERBASIS TEKNOLOGI INFORMASI DAN KOMUNIKASI Abstrak: Tujuan penelitian ini adalah merancang sebuah media pembelajaran untuk meningkatkan prestasi belajar nilai Pancasila dan sikap yang memuat nilai-nilai Pancasila. Jenis penelitian yang digunakan adalah Penelitian Pengembangan (R D).Pengumpulan data dengan observasi, angket, wawancara, dan tes.Data dianalisis menggunakan analisis kuantitatif statistik inferensial dengan bantuan spss 16.Sebelum melakukan analisis data, dilakukan uji prasyarat yaitu uji normalitas dan uji homogenitas. Berdasarkan uji prasayarat untuk uji hipotesis 1 yaitu perbedaan prestasi diketahui bahwa data homogen namun tidak normal sehingga analisis hipotesis pertama diuji hipotesis dengan menggunakan Mann Whitney U test. Pada uji prasyarat untuk hipotesis 2 diketahui bahwa data homogen dan berdistribusi normal sehingga analisis untuk hipotesis ke-2 dilakukan menggunakan t-test independent sample dengan bantuan SPSS 16. Hasil penelitian disimpulkan: (1) perancangan media pembelajaran visualisasi nilai-nilai Pancasila dikembangkan dengan 6 langkah, yaitu penelitian dan pengumpulan, perencanaan, pengembangan draf produk, ujicoba lapangan awal, merevisi hasil uji coba dan uji coba lapangan; (2) media visualisasi nilai-nilai Pancasila lebih efektif untuk meningkatkan prestasi belajar nilai Pancasila; (3) media visualisasi nilai-nilai Pancasila lebih efektif untuk meningkatkan sikap yang mengandung nilai-nilai Pancasila. Kata Kunci: media pembelajaran, visualisasi, nilai Pancasila, teknologi informasi
PENGEMBANGAN GAME PETUALANGAN “SI BOLANG” SEBAGAI MEDIA PEMBELAJARAN TEMATIK UNTUK MENINGKATKAN MOTIVASI DAN PRESTASI BELAJAR SISWA KELAS V SEKOLAH DASAR Sunarti Sunarti; Selly Rahmawati; Setia Wardani
Jurnal Cakrawala Pendidikan CAKRAWALA PENDIDIKAN EDISI FEBRUARI 2016, TH. XXXV, NO. 1
Publisher : LPMPP Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (799.455 KB) | DOI: 10.21831/cp.v1i1.8365

Abstract

Abstrak: Tujuan Penelitian ini untuk mengetahui pengembangan media pembelajaran berbasis game yang menarik dan mengetahui perbedaan motivasi dan prestasi belajar dengan media tersebut. Metode penelitian yang digunakan adalah penelitian pengembangan. Hasil pengembangan divalidasi oleh pakar media dan IT, sedangkan validasi materi dan tes evaluasi game dilakukan oleh ahli materi bahasa indonesia dan PKn. Instrumen pengumpulan data yang dipakai adalah angket dan tes. Teknik analisis data yang digunakan adalah teknik analisis statistik inferensial yaitu Mann-Whitney U-Test. Berdasarkan hasil penelitian dapat disimpulkan sebagai beikut. (1) Pengembangan media game yang menarik dilakukan dengan mengembangkan design game petualangan si Bolang. (2) Tidak ada perbedaan signifikan prestasi belajar dengan media game dan gambar. (3) Ada perbedaan signifikan motivasi belajar dengan media game dan gambar. (4) Media game lebih efektif untuk meningkatan motivasi belajar dibandingkan dengan media gambar.Kata Kunci: game petualangan “Si Bolang”, prestasi hasil belajar, motivasi belajar DEVELOPING A GAME CALLED “PETUALANGAN SI BOLANG” AS THE THEMATICS LEARNING MEDIA TO IMPROVE THE FIFTH GRADE STUDENTS’ MOTIVATION AND LEARNING ACHIEVEMENT Abstract: This study was aimed to develop an interesting game-based teaching media and to find out the difference in the motivation and learning achievement of the students taught using the media. This study used the research and development model. The product was validated by a media and IT expert, while the validation of the materials and the evaluation of the game was done by content experts at Indonesian and Civic education. The instruments used were questionnaires and tests. The data were analyzed using the inferential statistical analysis, that Mann-Whitney U-Test. The findings showed that (1) the development of an interesting game media was carried out by developing a game called “Petualangan si Bolang”; (2) There was no significant difference in the learning achievement of the students taught using a game and those taught using pictures; (3) There was no significant difference in the learning motivation of the students taught using a game and those taught using pictures; (4) the game media was more effective to improve the learning motivation than the picture media. Keywords: game “Petualangan Si Bolang”, students’ learning achievement, students’ motivation
Service Website Implementation Use Laboratory For Faculty Science and Technology of Universitas PGRI Yogyakarta Japeiter, Hilton; Setia Wardani; Putri, Puji Handayani
APPLIED SCIENCE AND TECHNOLOGY REASERCH JOURNAL Vol. 3 No. 2 (2024): Applied Science and Technology Research Journal
Publisher : Lembaga Penelitian dan Pengabdian Mayarakat (LPPM) Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/astro.v3i2.6349

Abstract

The purpose of study is develop service website use laboratories in the Faculty Science and Technology (FST) for increase efficiency , effectiveness and quality service laboratory . This website will help to unravel Variety problems found in the FST laboratory , such as lack of source Power human (HR), limitations capacity , availability and quality services , as well as lack of information about needs , demands , and feeds come back from user laboratory.Website This will provide Features like confirmation use laboratory , inventory and reporting use laboratory online . This website will also give Variety information latest as well as accurate regarding conditions , and facilities laboratory.Development of this website expected can increase efficiency , effectiveness and quality service laboratory for its users . This website can also help manager laboratory in carry out monitoring and maintenance equipment laboratory , so that can minimize damage equipment laboratory and extend age equipment laboratory.Website This will built with use modern web technologies such as HTML, CSS, JavaScript, and PHP. This website will also using MySQL database for store user , laboratory , and equipment data laboratory.research This expected Can give benefit especially in improvement quality service laboratory at FST.