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Pencapaian Hasil Belajar Biologi dengan Model Problem Based Learning (PBL) dan Model Kooperatif Tipe Student Teams-Achievement Divisions (STAD) Ditinjau dari Minat Belajar Peserta Didik Sekolah Menengah Atas Negeri di Kabupaten Grobogan Ririk Niangkasawati; Mulyoto Mulyoto; Deny Tri Ardianto
Teknodika Vol 14, No 2 (2016): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (261.493 KB) | DOI: 10.20961/teknodika.v14i2.34731

Abstract

The objectives of this research are to investigate: (1) the difference of effect between the PBL model and the cooperative learning model of the STAD type on the Biology learning outcome of the students of Senior Secondary Schools of Grobogan Regency; (2) the difference of effect between the high learning interest and the low learning interest on the  Biology learning outcome of the students of Senior Secondary Schools of Grobogan Regency; (3) and the interaction of effect between the learning models and the learning interests on the Biology learning outcome of the students of Senior Secondary Schools of Grobogan Regency. This research used the experimental research method with the factorial design of 2x2. It was conducted at Senior Secondary Schools of Grobogan Regency. The results of this research are as follows: (1) there was a significant difference of effect between the PBL model and the cooperative learning model of the STAD type on the Biology learning outcome of the students of Senior Secondary Schools of Grobogan Regency where the former had a better effect on the Biology learning outcome than the latter as indicated by the result of the two-way analysis of variance (ANOVA) in which the F-value  was 4.669 and the p-value was smaller than 0.05; (2) there was a significant difference of effect between the high learning interest and the low learning interest on the Biology learning outcome of the students of Senior Secondary Schools of Grobogan Regency where the former had a better effect on the Biology learning outcome than the latter as indicated by the result of the twoway analysis of variance (ANOVA) in which the F-value  was 5.554 and the p-value was smaller than 0.05; and (3) there was an interaction of effect between the learning models and the learning interests on the Biology learning outcome of the students of Senior Secondary Schools of Grobogan Regency as indicated by the result of the two-way analysis of variance (ANOVA) in which the F-value was 4.434, and the p-value was smaller than 0.05. The highest average score in Biology learning of the students with the PBL model and with the high leaning interest was 83.88, whereas the lowest score in Biology learning of the students with the PBL model and with the low learning interest was 74. 47
Pengembangan Aplikasi Multimedia Pembelajaran CD Tutorial Pada Mata Kuliah Berbasis Praktik Rizqi Abdillah; Sunardi Sunardi; Deny Tri Ardianto
Teknodika Vol 16, No 1 (2018): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (344.437 KB) | DOI: 10.20961/teknodika.v16i1.34755

Abstract

The purpose of this research is to describe the needs of students to the application of CD tutotial as learning media at the course based on practice, its developing and the students’ responds towards the media used in the instructional process.  The program of Educational Technology is famous of its students who have a high capability in multimedia field of study as some of the courses relate to technology-based learning. Unfortunatelly, there are some obstacles coming up as the practice-based course has less optimum on its real class. It makes the researcher trying to develop an application of learning media in term of CD Tutorial to be applied at the class by the practice-based course. This research uses ADDIE developing model (Analysis, Design, Development, Implementation, Evaluation). The result of this research and development will be in term of media product which is later on will be done some evaluation tests from the expert teams, and at last filed test to know its effectiveness of its media on the instructional process.
Pengembangan Alat Permainan Edukatif Kartu Giling Huruf untuk Meningkatkan Kemampuan Membaca Anak Usia Dini 4-6 Tahun Sri Harti; Nunuk Suryani; Deny Tri Ardianto
Teknodika Vol 15, No 1 (2017): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (249.816 KB) | DOI: 10.20961/teknodika.v15i1.34933

Abstract

Kartu Giling Huruf (KGH) as one of the learning media for reading needs to be developed, both in terms of shape, size, color, and material to be more interesting to children so that children will play this tool more often and more easily understand letters and vocabulary as contained in KGH. This research is intended to develop KGH as a medium for learning to read for early childhood 4-6 years old. The sampling procedure in this developmental research follows the ADDIE development model (analysis, design, development, implementation, and evaluation) which is carried out in Ar-Rohmah Kindergarten. The stages required observation time along with the development of KGH in semester 2, February - May in 2014/ 2015 academic year. Theresults of the effectiveness test and trial development results showed that the KGH developed is ready to be used and produced in a wider scope.
Permasalahan dan Peluang Pendidikan di SMK pada Era Teknologi Digital Maenuddin Bustanil Syah; Asrowi Asrowi; Deny Tri Ardianto
Teknodika Vol 17, No 2 (2019): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (265.713 KB) | DOI: 10.20961/teknodika.v17i2.34964

Abstract

The era of digital technology in education is developing rapidly in the use of innovative media in the learning process to produce competent and competitiveness graduates. This study aims to analyze the development of interactive multimedia as a need for the learning process of graphic design printing in the Digital Technology Era. This study uses descriptive qualitative method with the data collection techniques of observations, interviews, and documentation. This study was conducted at SMK Negeri 3 Parepare. The subjects of the study consisted of 61 students and a graphic design teacher. First, the results from the questionnaires show that the current learning process has not been able to motivate students, so it is expected the interactive multimedia can facilitate the students to understand and improve their multimedia competence. Second, based on the interview with the graphic design teacher, the teacher also expects the innovation of learning, specifically interactive multimedia, as a support for the learning process to improve the students’ multimedia competence. This study implies that the interactive multimedia needs to be developed as a support for the learning process to improve students’ multimedia competence
Pengembangan Multimedia Pembelajaran Interaktif Pada Mata Pelajaran Pengolahan Citra Digital di Sekolah Menengah Kejuruan Negeri 8 Semarang Yuli Sintya Maharani; Nunuk Suryani; Deny Tri Ardianto
Teknodika Vol 16, No 1 (2018): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (490.128 KB) | DOI: 10.20961/teknodika.v16i1.34757

Abstract

This research aims to; (1) describe the needs of subjects Digital Image Processing class XI Multimedia at SMK N 8 Semarang, (2) development of Interactive Digital Image Processing class XI Multimedia at SMK N 8 Semarang, and (3) Measurement of multimedia effectiveness Product development on image processing subjects Digital class XI Multimedia at SMK N 8 Semarang. This research was research and development, which referred to the ADDIE model. The Learning interctive multimedia was developed through five stages, the developmental steps begun by analyzing the requirements, design, manufacturing, implementation,and evaluation. The process assesses the feasibility of learning media by providing questionnaires to media experts, material experts, and test respondents (students). Data questionnaire is then processed to determine the feasibility of media. The results of this study is interactive multimedia learning products with Adobe Flash application base. This can be seen from the validation of material experts with an average of 4.51 and has a very good category. Validation of media experts with an average of 4.59 is a very good category. According to the students, this multimedia is very good with an average of 4.61.  The result of this research showed that the developed media had been fulfilled the requisites and worthy of being a medium of learning. The result of t-test by using paired sample t-test obtained result that on α = 5 % with DK ={t|t ≤ −t0.025;33 = −2,03 or t ≥ t0.025;33 = 2,03} and tobs = -7,29, maka –tobs = −7.297 ≥ −ttable = −2.034. And was obtained value Sig. (2-tailed)= 0.000 <0.05, therefore, it can be concluded that both groups have unequal achievement. The experimental class has an average of 85.41 while the control class has an average of 71.29. So it can be concluded learning multimedia is effective to be used in the learning activity and can improve student achievement.
Peran Guru melalui Pembelajaran Sejarah Lokal dalam Mempersiapkan Generasi Tangguh Nino Melkias Mailani; Leo Agung S; Deny Tri Ardianto
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 5, No 3 (2022): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (245.816 KB) | DOI: 10.20961/shes.v5i3.59307

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History learning is the approach of a teacher in order to introduce students to local wisdom that is around them. The aim is to find out the role of teachers through learning local history and to find out the obstacles and efforts of teachers in preparing the Tangguh Generation. The method used is a qualitative method. The results of the study indicate that the history teacher acts as a guide who acts like a parent, assists, directs, and motivates students in learning local history. The role of the history teacher is as a stimulus for students' creativity by providing variations in local history learning to make it more interesting, acting as a seeker to enrich knowledge by constantly seeking local historical sources and as an authority. The obstacles and efforts of teachers in developing the character of class X Social Studies students through local history learning at SMA Kristen 1 Soe are: (1) The difficulty of history teachers in adjusting the character to be achieved with the material to be taught. (2) The history teacher has difficulty understanding the psychological condition of students who tend to be passive. (3) Lack of supervision of students after being outside school.
Pelatihan Pembuatan Video Ajar Berbasis Green Screen Untuk Guru SMK Muhammadiyah 3 Gemolong, Kabupaten Sragen, Jawa Tengah Sayid Mataram; Deny Tri Ardianto; Arif Ranu Wicaksono; Anugrah Irfan Ismail; Rudy Wicaksono Herlambang
Segara Widya : Jurnal Penelitian Seni Vol. 10 No. 2 (2022): Nopember
Publisher : Institut Seni Indonesia Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (260.542 KB) | DOI: 10.31091/sw.v10i2.2152

Abstract

Inovasi pembelajaran merupakan salah satu upaya yang dilakukan untuk meningkatkan kualitas pendidikan. Video pembelajaran merupakan salah satu media pembelajaran yang fleksibel dan mendukung pembelajaran luring dan daring. Guru perlu menguasai pengetahuan dan kompetensi dalam memproduksi media ajar yang efektif dan menarik perhatian siswa dalam proses belajar mengajar. Salah satu teknologi yang digunakan untuk membuat video ajar yang menarik adalah menggunakan teknik green screen yang sudah lazim digunakan di dunia perfilman. Pengabdian Kepada Masyarakat oleh Dosen S1 Desain Komunikasi Visual (DKV), Fakultas Seni Rupa dan Desain (FSRD), Universitas Sebelas Maret (UNS) yang tergabung dalam Grup Riset Desain dan Media Baru, bertujuan untuk mengadakan “Pelatihan Pembuatan Video Ajar Berbasis Green Screen Untuk Guru SMK Muhammadiyah 3 Gemolong, Kabupaten Sragen, Jawa Tengah”. Dengan adanya pelatihan ini diharapkan Guru SMK Muhammadiyah 3 Gemolong memiliki wawasan tentang perkembangan dunia videografi serta pengetahuan dan ketrampilan dalam bidang videografi khusunya tentang teknik green screensebagai pendukung pembuatan video pembelajaran.
The Innovation of Democratic Education: The Development of Learning Approach Based on the Sutan Syahrir’ Thought to Strengthen Students’ Democratic Attitude Adi Setiawan; Sariyatun Sariyatun; Deny Tri Ardianto
Yupa: Historical Studies Journal Vol 2 No 2 (2018)
Publisher : Program Studi Pendidikan Sejarah FKIP Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (286.867 KB) | DOI: 10.30872/yupa.v2i2.121

Abstract

In the recent years, the topic of democracy has become important issues for Indonesian society. The designed curriculum and learning practices should be integrated with the thoughts of our founding fathers that reflect the values of democratic attitude. Sutan Syahrir as one of our founding fathers who gave his thoughts in settling the new direction about the democratic state after the Indonesian independence. Sutan Syahrir explains the concept of humanism in the freedom, equality, collectivity, the equality between right and responsibilities. The discussion of Sutan Syahrir’s thoughts can be extended to the issues of contemporary education. The authors argue that Sutan Syahrir’s thought can be used to develop the innovative learning based on the values of democracy. This article aims to give a conceptual framework of innovative learning about the Sutan Syahrir’s thought to improve the students’ democratic attitude.
Perancangan Film Dokumenter Pengolahan Daur Ulang Limbah Organik sebagai Media Edukasi Perkebunan Kopi di Kabupaten Boyolali Nurul Fatimah Az Zahrah; Deny Tri Ardianto
IMATYPE: Journal of Graphic Design Studies Vol 2, No 1: February 2023
Publisher : Penerbit Fakultas Desain Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/imatype.v2i1.6605

Abstract

Desa Banyuanyar, Ampel merupakan salah satu desa yang ada di Kabupaten Boyolali, Jawa Tengah dengan mayoritas profesi masyarakatnya adalah petani perkebunan kopi sekaligus peternak sapi. Hal yang menarik di desa ini terjadi proses pemanfaatan setiap limbah organik yang dihasilkan membentuk sebuah siklus daur ulang limbah organik antara perkebunan kopi dan peternakan yang dimiliki para petani. Sebuah proses daur ulang untuk mendukung konsep pertanian berkelanjutan yang penting untuk disebar luaskan. Penelitian ini bertujuan untuk menyusun konsep perancangan film dokumenter sebagai upaya penyebarluasan proses daur ulang perkebunan kopi tersebut. Metode penelitian kualitatif deskriptif digunakan untuk mendeskripsikan lebih rinci mengenai fenomena-fenomena yang terjadi tanpa adanya rekayasa. Melalui analisis SWOT maka didapatkan perbandingan yang sesuai untuk mengoptimalkan perencanaan dari distribusi film ini. Film dokumenter menjadi pilihan bentuk audio visual yang diharapkan mampu memberikan pesan yang komunikatif dan edukatif kepada masyarakat serta penonton agar dapat lebih mengenal Desa Banyuanyar dengan sistem daur ulang limbah organik yang dimiliki.
Analysis of Android-Based Educational Learning Media Development Need for Digital Marketing Expertise in Magistra Utama Surakarta Achmad Muslichun; Triana Rejekiningsih; Deny Tri Ardianto
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 6, No 2 (2023): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v6i2.82238

Abstract

This study aims to find out information about the needs of android-based educa-tional learning media, students' perceptions of educational media, and the design of educational media according to educators and students at Magistra Utama. The problem in this study is that researchers want to know the level of Android-Based Educational Learning Media Development needs for digital marketing expertise in magistra utama surakarta. The design of this study used a survey with inter-views and questionnaires which were given to 61 students randomly. Data collec-tion techniques by conducting interviews with instructors and distributing ques-tionnaires then analyzed the results with quantitative and qualitative descriptive statistical analysis techniques. The implication of this research is the initial anal-ysis before developing a prototype of Android-based educational game learning media in learning. The results of the study showed that 82.3% of students were interested in using Android-based educational learning media in the digital mar-keting expertise subject in the good category.