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TENGBALL GAME LEARNING MODEL TO IMPROVE STUDENTS’ PHYSICAL FITNESS Syofi Rubik Nasrulloh; Harwanto Harwanto; Hari Karyono
JURNAL PAJAR (Pendidikan dan Pengajaran) Vol 5, No 1 (2021)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v5i1.8166

Abstract

Tengball as one of the optional traditional games in learning Physical Education in the fort-like game which is modified by using a ball and referring to the content of educational objectives including developing self-management skills in the development and maintenance of physical fitness and healthy lifestyles through various physical activities and the chosen sport. The purpose of this study was to develop tengball game model to improve the students’ physical fitness at MI Tarbiyatul Islamiyyah Panjunan Sukodono. This research was development research. The subjects were students of MI Tarbiyatul Islamiyyah Panjunan Sukodono. The methods used were questionnaires and tests. The instrument used was a learning model validation questionnaire, response questionnaire, and performance tests. The results showed that tengball game model was valid according to the validation results, positive user responses, and tengball game model was effective in improving students' physical fitness.
DEVELOPMENT OF E-MODULES BASED ON BLOG INSTRUCTIONAL DESIGN COURSES OF LAMONGAN ISLAMIC UNIVERSITY Sugiarni; M. Subandowo; Hari Karyono
Jurnal Mantik Vol. 6 No. 2 (2022): August: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

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Abstract

The purpose of this development is to produce a Blog-Based E-Module on Instructional Design Courses at private universities in Lamongan in particular and it is also expected for students as a whole, because Blog-Based E-Modules are generally opened access via an internet connection. The development model used in the development of interactive learning multimedia is the ADDIE model. The development stages of the ADDIE model consist of five stages which include analysis, design, development, implementation and evaluation. The result of this development is that this Blog-Based E-Module Product has a material feasibility level of 86.66%, a learning design feasibility 94.28%, and a learning media feasibility 94.28%. While the small group trial rate is 90.79% and based on field trials 91.22% with very decent qualifications and does not need to be revised.
The Effect of Concept Map Learning, Problem Solving and Achievement Motivation on Indonesian Learning Outcomes Sunarni; Hari Karyono; Wawan Gunawan
Jurnal Mantik Vol. 6 No. 3 (2022): November: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

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Abstract

The purpose of this study was to determine the effect of concept map learning, problem solving and achievement motivation on Indonesian language learning outcomes. The method used in this research is experimental. The research population was all students of Class IX SMPN I and SMPN 2 Sidoarjo. As a sample, the students of Class IX A and B are 123 students. The results showed that: (1) there was a significant difference in Indonesian language learning outcomes between those taught using the concept map learning model and those taught problem solving by Class IX students at SMPN 1 and SMPN 2 Sidoarjo, (2) there was a significant difference in the results. learning Indonesian between students who have high achievement motivation and students who have low achievement motivation for Class IX students of SMPN 1 and SMPN 2 Sidoarjo, and (3) there is an interaction between concept map learning methods, problem solving and achievement motivation on the acquisition Indonesian language learning outcomes for Class IX students at SMPN 1 and SMPN 2 Sidoarjo. Based on the research results, the following suggestions can be made: (1) the application of the concept map method can be used as an alternative to improve student learning outcomes in the learning process, and (2) teachers should be able to be more creative in creating a pleasant atmosphere in the classroom.
The Development of Teaching Materials Based on Slip Out on Plants in Class IV SDN Balun I Turi Lamongan Diana Kusuma Kartika; M. Subandowo; Hari Karyono
Jurnal Mantik Vol. 6 No. 3 (2022): November: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

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Abstract

This study aims to provide teaching materials for fourth grade elementary school students with material on knowing the parts of plants. This teaching material is designed attractively by paying attention to color and writing so that it aims to create a pleasant atmosphere. This study uses the ASSURE model which has 6 stages, namely: (1) Analyze Learner, (2) State Objectives, (3) Select methods, media and materials, (4) Utilize media and materials, (5) Require Learner's participation, (6 ) evaluate and review. This development research uses material expert validation, media expert validation and design expert validation. This research is also supported by the validation of classroom teachers. The subjects of this study were students in the fourth grade of elementary school. Based on the results of the study, it can be concluded: that the product development in the form of elementary science teaching materials with material on knowing the parts of plants based on Slip Out is suitable for use in elementary schools in grade IV.
PENGEMBANGAN BAHAN AJAR INFORMATIKA BERBASIS GOOGLE SITE CUSTOME DOMAIN Agus Rahmat Yuniar; Marianus Subandowo; Hari Karyono
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 6, No 2 (2021)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v6i2.2105

Abstract

Penelitan pengembangan ini bertujuan untuk menguji kelayakan bahan ajar berbasis google site dengan menggunakan custom domain agar siswa lebih mudah menemukan dan menghafal domain yang akan menjadi acuan belajar pada mata pelajaran informatika. Permasalahan penelitian ini kurangnya minat baca siswa menggunakan buku atau LKS mata pelajaran  informatika yang ada disekolah, siswa cenderung lebih suka menggunakan gawai sebagai refrensi belajar seperti adanya video, suara, animasi sehingga perlu adanya inovasi bahan ajar yang dikembangkan sesuai dengan karaktersiInformatikasiswa agar dapat meningkatkan minat baca serta motivasi dalam belajar. Tahapan pengujian validasi produk dilakukan oleh ahli media, ahli isi, serta uji coba perorangan, uji coba kelompok kecil dan kelompok besar. Jenis penelitian ini menggunakan Research and Development dengan model pengembangan Lee dan Owens. Sasaran penelitian ini adalah siswa kelas VII bertempat di SMP Negeri 6 Sidoarjo. Hasil validasi dari ahli media dari kelayakan bahan ajar berbasis google site dengan menggunakan custom domain rata-rata 93,3%, untuk hasil validasi ahli materi dengan rata-rata 92,7%. Sedangkan pengujian satu-satu (perorangan) didapatkan hasil rata-rata 88%, pada pengujian kelompok kecil memperoleh rata-rata 90,8%, dan pada pengujian kelompok besar memperoleh 92,8%. Dari hasil validasi dan uji coba yang telah dilakukan maka kelayakan bahan ajar berbasis google site dengan menggunakan custom domain ini dapat digunakan oleh siswa dalam proses pembelajaran.
Persepsi Guru Terhadap Implementasi Kurikulum Merdeka Belajar di Sekolah Dasar Sunarni Sunarni; Hari Karyono
Journal on Education Vol 5 No 2 (2023): Journal on Education: Volume 5 Nomor 2 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v5i2.796

Abstract

The purpose of this study was to describe teachers' perceptions of the implementation of the independent curriculum in elementary schools. This research is a qualitative research. Qualitative research is research that explores and understands the meaning of a number of individuals or groups of people originating from social problems. Researchers construct reality and understand its meaning, so this research pays close attention to processes, events, and intensity. Respondents are elementary school teachers. Data collection through interviews. The main instrument of this research is the researcher supported by field notes. All data is collected and analyzed descriptively to obtain reliable and reliable findings. The results of the study show that: (1) the teacher's perception is positive and appreciates the implementation of the Independent Curriculum in elementary schools, (2) the teacher has an important role in the process of developing and implementing the curriculum in elementary schools and success in implementing the curriculum is very dependent on how intense the teacher is in implementing it. curriculum in class; (3) teachers have the ability to develop and apply curricula and design classes, in order to improve the quality of teaching and learning processes; (4) the lack of socialization and specific Bimtek training regarding the formation of Pancasila student profiles; (5) not all teachers in elementary schools apply the Merdeka Curriculum, (6) not all teachers have IT skills, and (7) the constraints in implementing the Independent Curriculum are due to the lack of stability of internet access, especially for remote schools whose geographical location makes it difficult to access the internet.
Pengembangan Bahan Ajar Interaktif Blended Learning Melalui Website Canva Mata Pelajaran Penjaskesorkes Achmad Syahrizaldy; Marianus Subandowo; Hari Karyono
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 1 (2023): Januari
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i1.5647

Abstract

Pendidikan merupakan ranah yang sangat penting dalam akses pengetahuan yang ada saat ini dengan pengetahuan yang didapat dalam proses pendidikan dan interaksi disekolah akan mendapatkan hal-hal baru dari proses transfer ilmu atau proses pendidikan itu sendiri. Tujuan dari penelitian ini sendiri untuk mengetahui pengetahuan khusus dalam mata pelajaran penjaskes yang akan dikaitkan dengan praktik waktu pembelajaran. Kemudian website canva ini dikembangkan melalui tahapan validasi dan pengambilan data dari responden di SMA Cendekia Sidoarjo dan juga reviews yang sudah ahli dibidang Pendidikan maka dapat digunakan serta tinjau kembali berdasarkan revisi yang disarankan oleh ahli-ahli yang sudah melakukan validasi  dari reviews ahli media dengan 90 % dan kategori bobot 5 sangat layak, ahli desaain dengan persentase 90% sangat layak, teman sejawat dengan nilai persentase 80% dengan nilai bobot 4 dalam kategori layak, dan juga yang terakhir dalam pengambilan responden peserta didik peroleh nilai dari media interaktif canva sangat layak dengan persentase 81,09 %.  Dengan bobot nilai 5 maka pengembangkan bahan ajar interaktif menggunakan canva bahan ajar penjaskes dasar-dasar sepakbola sangat layak digunakan.
Pengaruh Pembelajaran Blended Learning Dan Fasilitas Belajar Di Rumah Terhadap Motivasi Berprestasi Mahasiswa Prodi PGSD Wiwin Andriani; Hari Karyono
Jurnal Pendidikan dan Konseling (JPDK) Vol. 5 No. 2 (2023): Jurnal Pendidikan dan Konseling
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jpdk.v5i2.13124

Abstract

Tujuan penelitian ini untuk mengetahui: (1) pengaruh pembelajaran blended learning dan fasilitas belajar di rumah terhadap motivasi berprestasi mahasiswa, (2) pengaruh pembelajaran blended learning dengan motivasi berprestasi mahasiswa, dan (3) pengaruh fasilitas belajar di rumah dengan motivasi berprestasi mahasiswa. Jenis penelitian ini bersifat kuantitatif korelasional. Lokasi penelitian di PGSD. Sampel penelitian adalah sebanyak 111 mahasiswa PGSD. Analisis data regresi linier berganda digunakan untuk mengetahui besarnya pengaruh variabel bebas terhadap variabel terikat. Hasil penelitian menunjukkan bahwa: (1) pembelajaran blended learning dan pemanfaatan fasilitas belajar di rumah secara simultan (bersama-sama) berpengaruh signifikan terhadap motivasi berprestasi mahasiswa, (2) pembelajaran blended learning secara parsial berpengaruh positif dan signifikan terhadap motivasi berprestasi mahasiswa, dan (3) fasilitas belajar di rumah secara parsial berpengaruh positif dan signifikan terhadap motivasi berprestasi mahasiswa. Berdasarkan hasil penelitian tersebut, dikemukakan saran-saran sebagai berikut: (1) bagi mahasiswa diharapkan dapat memanfaatkan metode pembelajaran blended learning untuk dapat meningkatkan kreatifitas berpikirnya, (2) bagi para dosen dalam proses mengajar diperkuliahan dapat menerapkan model pembelajaran blended learning, (3) bagi perguruan tinggi diharapkan pimpinan institusi untuk memberikan pengarahan kepada para dosen terkait model pembelajaran yang dapat dijadikan sebagai referensi, dan (4) bagi peneliti selanjutnya yang hendak melakukan kajian dengan tema yang sama untuk mengembangkan variable-variabel lainnya.
Pengembangan Media Interaktif Kvisoft Flipbook Maker Pada Pembelajaran Bahasa Indonesia Yuliana Kurniasari; M. Subandowo; Hari Karyono
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 2 (2023): April
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i2.6627

Abstract

The aims this development is to produce Kvisoft Flipbook Maker Interactive Media in Indonesian as a source of information that is of particular interest and is also expected for students as a whole. The development model used in the development of this interactive learning multimedia is the ADDIE model. The development stages in the ADDIE model consist of five stages which include analysis, design, development, implementation, evaluation. The development process involves subject content experts, learning design experts and learning media experts to provide feedback and input for improvements. In addition, the Indonesian Subject teacher as a user of the Kvisoft Flipbook Maker Interactive Media also provides feedback and input. Based on the results of the research, several conclusions can be drawn as follows: (1) The development of Kvisoft Flipbook Maker Interactive Media was developed based on an analysis of the needs of teachers and students through a needs questionnaire provided by the developer, (2) Validation results of material experts, media experts, and product design experts development of Kvisoft Flipbook Maker Interactive Media with very feasible criteria to be developed, and (3) Based on the results of research on the development of Kvisoft Flipbook Maker Interactive Media it can be concluded that Kvisoft Flipbook Maker Interactive Media learning media is used in developing abilities in designing creative, innovative and interesting learning.
PENGARUH METODE DEMONSTRASI, CERAMAH DAN MOTIVASI BELAJAR TERHADAP HASIL BELAJAR SENI BUDAYA SISWA KELAS VIII DI SMP NEGERI 7 PROBOLINGGO Hartiningsih Hartiningsih; M. Subandowo; Hari Karyono
NUSANTARA : Jurnal Ilmu Pengetahuan Sosial Vol 10, No 3 (2023): NUSANTARA : Jurnal Ilmu Pengetahuan Sosial
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/jips.v10i3.2023.1331-1344

Abstract

Penelitian ini bertujuan untuk mengetahui perbedaan hasil belajar siswa antara pembelajaran metode demonstrasi dan metode ceramah juga mengetahui perbedaan hasil belajar antara siswa yang mempunyai motivasi belajar yang tinggi dengan siswa yang mempunyai motivasi belajar yang rendah juga adanya interaksi antara pembelajaran metode demonstrasi dan metode ceramah mata pelajaran Seni Budaya kelas VIII SMP Negeri 7 Probolinggo. Penelitian ini dilaksanakan di SMP Negeri 7 Probolinggo dengan menggunakan rancangan penelitian eksperimen dengan dua kelompok sampel yang berupa pembelajaran metode demonstrasi dan pembelajaran metode ceramah dengan motivasi tinggi dan rendah. Teknik pengumpulan hasil tes setiap kelompok mengunakan analisis variasi (Anava) 2 jalur yaitu uji prasyarat analisis dan uji homogenitas. Metode penelitian menggunakan kuesioner atau angket dan tes yang berdasarkan hipotesis-hipotesis yang akan diuji kebenarannya dengan mempertimbangkan pemberian metode pembelajaran demonstrasi dengan pembelajaran ceramah. Hasil penelitian ini adalah ada perbedaan hasil belajar pada pembelajaran demonstrasi dengan pembelajaran ceramah, ada pengaruh motivasi belajar siswa yang tinggi dan motivasi belajar siswa yang rendah dengan model pembelajaran demonstrasi dan pembelajaran ceramah terhadap hasil belajar siswa juga ada interaksi antara pengaruh penggunaan model pembelajaran demonstrasi, ceramah dan motivasi  belajar siswa tinggi  dan motivasi belajar rendah