Articles
DIKLAT PENGEMBANGAN DESAIN KELAS DIGITAL BAGI GURU SEKOLAH DASAR
Abd Ghofur;
Evi Aulia Rachma;
Ety Youhanita;
Durrotun Nafisah;
Kuswanto Kuswanto
JMM (Jurnal Masyarakat Mandiri) Vol 4, No 4 (2020): September
Publisher : Universitas Muhammadiyah Mataram
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DOI: 10.31764/jmm.v4i4.2094
Abstrak: Tujuan Pengabdian kepada masyarakat ini adalah untuk menjadikan guru-guru SD di Kecamatan Glagah dan Turi memiliki ketrampilan dalam pengembangan kelas digital dengan memanfaatkan google classroom sebagai media pembelajaran digital. Adapun metode pelaksanaan kegiatan pengabdian kepada masyarakat ini antara lain: (1) Persiapan, (2) Pendidikan dan pelatihan pengembangan desain kelas digital dengan google classroom, dan (3) tindak lanjut. Hasil yang diperoleh dalam kegiatan ini diantaranya (1) Meningkatnya informasi dan wawasan mengenai penggunaan google classroom sebagai media pembelajaran digital sebesar 80%, (2) Guru SD memiliki keterampilan dalam penggunaan google classroom sebagai media pembelajaran digital. (3) Guru SD dapat memanfaatkan fasilitas evaluasi berbasis digital.Abstract: The purpose of this community service is to make elementary school teachers in Glagah and Turi Districts have skills in developing digital classes by utilizing Google Classroom as a digital learning media. The methods of implementing community service activities include: (1) Preparation, (2) Education and training in digital classroom design development with Google Classroom, and (3) follow-up. The results obtained in this activity include the following: 1) Increased information and insights about using Google Classroom as a digital learning media by 80%, 2) Elementary teachers have skills in using Google Classroom as a digital learning media. 3) Elementary teachers can utilize digital-based evaluation facilities.
WORKSHOP VIRTUAL PENGEMBANGAN DESAIN PEMBELAJARAN JARAK JAUH
Durrotun Nafisah;
Abd Ghofur;
Ninies Eryadini;
Kuswanto;
Evi Aulia Rachma;
Ety Youhanita;
Ahmad Sidi
BERNAS: Jurnal Pengabdian Kepada Masyarakat Vol 1 No 4 (2020)
Publisher : Universitas Majalengka
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DOI: 10.31949/jb.v1i4.474
PKM ini dilaksanakan untuk memfasilitasi guru dalam mendesain pembelajaran jarak jauh di era new normal. PKM ini menggunakan metode partisipatif, peserta mengikuti penuh seluruh rangkaian kegiatan, baik penyampaikan materi maupun tugas-tugas mandiri. Seluruh materi disampaikan secara virtual melalui aplikasi Zoom Cloud Meeting mengingat masih dalam masa pandemic covid-19. Peserta yang mengikuti workshop dapat mengakses materi melalui zoom, live facebook dan live streaming youtube. Sebanyak 300 peserta yang mengikuti kegiatan PKM ini diketahui bahwa sebagian besar (73%) peserta berasal dari sekolah tingkat dasar (SD) dan 14% berasal dari sekolah menengah pertama (SMP), sisanya berasal dari TK,SMA dan Perguruan Tinggi. Berdasarkan hasil kegiatan bahwa sebagian besar peserta memahami konsep pembelajaran jarak jauh dan mampu mengembangkan desain pembelajaran jarak jauh. Peserta mampu mengembangkan perangkat pembelajaran jarak jauh yaitu RPP dan bahan ajar pembelajaran dalam bentuk luring, daring maupun kombinasi. 100% peserta mengumpulkan tugas membuat RPP dan bahan ajar melalui google classroom. Sebagian peserta juga mampu dalam mengoperasikan media dan evaluasi pembelajaran digital. Karena pada kurikulum 2013 guru juga diharapkan mampu menguasai dan menerapkan teknologi dalam proses pembelajaran. Pada abad 21 Indonesia menyongsong generasi emas pada usia emas dengan melakukan penyempurnaan kurikulum dan peningkatan profesionalisme guru.
Pengembangan Model Pembelajaran SAT Pada Manajemen Pemasaran
Evi Aulia Rachma;
Ety Youhanita;
Durrotun Nafisah
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 7 No 2 (2021)
Publisher : Universitas Mathla'ul Anwar Banten
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DOI: 10.30653/003.202172.165
This study aims to develop the SAT learning model in marketing management. The purpose of developing the SAT model is to help direct students' attention to focus more on understanding the material and improve student learning outcomes in accordance with learning objectives. Research on the development of the SAT learning model in the marketing management course will use the ADDIE development procedure to design the learning system. The trial design used was an empirical trial with a one-group pretest-posttest design model, in which there were two groups in the study, namely the control group and the experimental group. The results of the limited trial and the broad trial state that students responded with an average score of 85.56% and 86.75% for the attractiveness of the SAT learning model. Then the SAT learning model is effective when viewed from the posttest and pretest scores of students. The SAT learning model is efficient when viewed from the target time specified in the RPS.
Pemanfaatan Media Untuk Pembelajaran Ekonomi di Sekolah Menengah Atas
Abd. Ghofur Kuswanto Ety Youhanita
EQUILIBRIUM : Jurnal Ilmiah Ekonomi dan Pembelajarannya Vol 6, No 2 (2018)
Publisher : Universitas PGRI Madiun
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DOI: 10.25273/equilibrium.v6i2.2929
This paper examines the utilization of media in economic learning atsenior high school level in Lamongan Regency which is reviewed from threeindicators, namely a) diffusion of innovation, b) implementation andinstitutionalization, and c) policies and regulations. This study was conductedfor three months from January to March 2018 using a qualitative descriptivedesign using survey method. Technique of collecting data using google formquestionnaire, interview, and study documentation. The subjects of the studywere 22 upper secondary schools selected with purposive sampling methodfrom 218 high schools in Lamongan. The result of the research shows that thereis no diffusion of innovation by high school economics teacher significantly inutilization of media for economic learning. The use of various learning mediautilizes more infrastructure that has been available in schools, eg LCDprojectors and props. Administratively the teacher writes the instructionalmedia used in the Lesson Plans which refer to the Curriculum format 2013, butin practice media usage is adapted to the classroom situation and conditionwhen teaching. In addition, school policies do not provide written regulationsrelating to media utilization standards used by teachers in the learning process.
Application of the Canvas Model in Improving the Entrepreneurship of High School Students
Ety Youhanita;
Nur Fithria Wiji Astutik;
Kuswanto
INTERNATIONAL JOURNAL OF ECONOMICS, MANAGEMENT, BUSINESS, AND SOCIAL SCIENCE (IJEMBIS) Vol. 2 No. 1 (2022): January 2022
Publisher : CV ODIS
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Non-formal education is needed to develop students' hard skills and soft skills in facing the ASEAN Economic Community. This article describes the results of research that aims to analyze the effect of applying the canvas business model in increasing the entrepreneurial spirit of high school students. The subjects of this study were students of class XII with a total of 46 respondents. The research method chosen is descriptive method with a case study approach. Research tools in the form of questionnaires and supporting tools in collecting business model canvas data. While the research method used aims to obtain information, explanations and conditions related to the object of research in a systematic and factually accurate manner. The method to be used is by using a business model canvas approach through interviews and FGD (focus group discussions) conducted on respondents. The conclusion of the research results using the bussines model canvas that students can provide a mature understanding and concept to the community about the business being run.
PENGEMBANGAN WEBQUEST BERBASIS INKUIRI PADA MATA KULIAH ASESSMEN PEMBELAJARAN DI STKIP PGRI LAMONGAN
Ety Youhanita
Jurnal Teladan: Jurnal Ilmu Pendidikan dan Pembelajaran Vol 3 No 1 (2018): Jurnal Teladan Vol.3. No.1 Mei 2018
Publisher : FKIP Unirow Tuban
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This study aims to determine the development of the mindset of learners who often receive the material in the form of problem solving. This type of research using research development, the subject of research is the students of economic education. Data collection tool in the form of documentation and questionnaire using Likert scale. The research results show on the webquest development process in 3 stages. The initial stage of development is the learner is required to analyze and manage the learning outcomes by developing the instrument to be evaluated, the inquiry-based webquest method directs the learners to browse and is able to solve the existing case study at webquest stage. The second stage of development by using the development model of Peter Fenrich is developing CRT where CRT is developed with a questionnaire as a media feasibility tool webquest consists of 20 items of question, then develop a learning strategy that is using the first principle of introduction learning, task, process, evalution and last conclusion. The last stage is evaluation with trial review on some experts, among others media experts who stated media developed with a score of 70.5%, material experts said the media got a value of 72% while the individual test media developed a score of 77.5 %. The development of webquest media based on inquiry has fulfilled the purpose of developing webquest skills of learners starting there is a more complex increase.
IMPLEMENTATION Implementation of Musyawarah Learning Models to Improve Democracy Learning Culture of PPKn MTs Son of Princess Lamongan: Musyawarah Learning Models
Durrotun Nafisah;
Mohammad Kurniawan;
Ahmad Sidi;
Ety Youhanita
Journal of diversity in learning (JDIL) Vol. 1 No. 1 (2020): Vol. 1 No. 1 December 2020
Publisher : PPPM STKIP PGRI Lamongan
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Peer association is very important for adolescents to develop social skills and build intimacy with their peers. Adolescents have high motivation to work and use all abilities and skills to get quality and quantity work so as to achieve the satisfaction they want. The purpose of this study was to determine the effect of peer interaction on the lack of work motivation of adolescents. This type of research is descriptive research. The sample in this study were 50 adolescents aged 18-24 years who socialize in the community in Kedali village, Pucuk sub-district, Lamongan district. The data analysis used in this research is descriptive analysis. The sample technique used was purposive sampling technique. The results showed that peer-to-peer interaction got a score of 2,364 or an average score of 47.28 was categorized as high. Work motivation obtained a score of 2,439 with an average score of 48.78 categorized as high. From the overall results, it can be concluded that there is an effect of peer interaction on adolescent work motivation because good relationships with peers can also increase adolescent work motivation.
Blended Learning in Revolution Industrial for Generation Z
Ety Youhanita;
Ninies Eryadini;
Ratna Nurdiana
INTERNATIONAL JOURNAL OF ECONOMICS, MANAGEMENT, BUSINESS, AND SOCIAL SCIENCE (IJEMBIS) Vol. 2 No. 2 (2022): May 2022
Publisher : CV ODIS
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The digital era is one of the eras resulting from the impact of the application of the industrial revolution; therefore, the increasingly sophisticated digital era will also force educators to move faster to follow the flow of technological developments that are currently happening because education today is very important for every human life that is the goal is to promote better intellectual property and social integrity. One of the results of technology development in the digital era that can be used in the learning process in the pandemic era is the combination of offline and online learning, more commonly known as blended learning. The blended learning model is applied in the learning process to support the independent learning program at the independent campus. The independent learning program is a challenge faced by universities in curriculum development in the industrial era 4.0 to produce graduates with new literacy skills. Furthermore, the graduates that will be produced fall into the category of Generation Z, where generation Z is a digitally literate generation, so the learning process must also be digital-based. The results of the application of blended learning are increased student motivation and increased student learning outcomes or increased student achievement in education policy courses.
Ecopedagogic Based on Video Learning
Durrotun Nafisah;
Ety Youhanita;
Nur Fithria Wiji Astutik
INTERNATIONAL JOURNAL OF ECONOMICS, MANAGEMENT, BUSINESS, AND SOCIAL SCIENCE (IJEMBIS) Vol. 2 No. 2 (2022): May 2022
Publisher : CV ODIS
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The COVID-19 pandemic has indirectly forced teachers to adapt to the learning process. The learning process during the COVID-19 pandemic requires teachers to change their way of thinking, how to interact and how to learn in the world of education in digital form. One of the digital forms that will be used in delivering social studies subjects in class VIII in semester 1 is the development of learning videos with sub-materials of changes in space and interactions between areas due to natural factors. The result of learning videos uses the ADDIE development model, which consists of five stages. Each stage of development will produce data used as an evaluation tool for developing learning video media. Finally, the story of learning videos must go through the validation stage so that the videos can be declared eligible for use in the learning process. The results of the validity of media experts on the development of learning videos get a percentage of 93%, with a very suitable category for use. In comparison, the reality of the material experts on the development of learning videos gets a percentage of 95% with a very suitable category for use. And for the validity of the individual trials, the obtained is 83% with a proper type for help, the percentage obtained for small group trials is 88% with a suitable category for use, and for large group trials, the obtained is 96% with a very feasible type. Therefore, based on the validation results that have been carried out, it can be concluded that the video-based eco-pedagogy developed is an innovation ready to be applied to the learning process in the new normal era.
Interactive Media Development to Improve Student Motivation
Abd. Ghofur;
Ety Youhanita
IJECA (International Journal of Education and Curriculum Application) Vol 3, No 1 (2020): April
Publisher : Universitas Muhammadiyah Mataram
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DOI: 10.31764/ijeca.v3i1.2026
The study aims to conduct interactive multimedia development courses learning strategies to improve student motivation learning. This research uses the R&D (research and Development) research type with the ADDIE development model. The results showed that the phase of the Interacive Multimedia Development adopted an ADDIE development model which was modified into four phases, namely analysis, design, development, and implementation. Interactive learning media testing using Google Classroom media developed with media flowcharts in line with storyboards created. The validation results of media experts are not required to revise because they meet excellent categories (92%), and good category (84%). While the results of trials in improving motivation to learn to students of University of PGRI Adi Buana Lamongan Campus average get a score of 115.46 pretes with variants of 16.56, while the test post score of 140.11 with a variant of 14.99. In addition, the results of statistical trials used using the T-Test concluded that there was an increased motivation to study learning strategy courses on students using interactive multimedia.