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Kajian Kuantitatif Technology Acceptance Model Dalam Pemanfaatan Multimedia Learning (Studi Pada Perguruan Tinggi Swasta di Kota Semarang) Fitro Nur Hakim; Rissal Efendi; Achmad Solechan
Indonesian Journal of Networking and Security (IJNS) Vol 3, No 2 (2014): IJNS April 2014
Publisher : APMMI - Asosiasi Profesi Multimedia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (111.003 KB) | DOI: 10.55181/ijns.v3i2.79

Abstract

Abstrak - Penelitian ini bertujuan untuk mengevaluasi apakah multimedia learning yang dikembangkan dalam pembelajaran di kelas dalam sebuah institusi akademik dapat diterima oleh user (mahasiswa) dan mempunyai dampak positif terhadap kepuasan user dan minat pemanfaatan IT oleh mahasiswa. Penelitian ini diharapkan dapat memberikan bukti empiris tentang technology acceptance model. Data penelitian diperoleh dari observasi dan penyebaran kuesioner ke 4 lokasi penelitian, yaitu kampus yang memiliki program studi komputer / informatika di kota Semarang yang menggunakan mata kuliah internasional seperti : ORACLE dan CISCO. Penyebaran kuesioner sebanyak 200 buah disebarkan ke 4 lokasi tersebut, terdapat 169 kuesioner yang kembali, artinya tingkat pengembalian kuesioner sebesar 84,5% secara keseluruhan. Temuan menunjukkan bahwa daya guna multimedia learning akan mempengaruhi kemudahan penggunaan multimedia learning dalam kegiatan belajar mengajar di kelas. Kemudahan penggunaan multimedia learning akan mempengaruhi kepuasan mahasiswa dalam menyerap materi yang disampaikan dosen. Hasil temuan juga menunjukkan semakin puas mahasiswa menyerap materi berbasis multimedia learning, maka akan mempengaruhi minat mahasiswa menyerap ilmu yang diajarkan dosen. Hasil lainnya yang kontrakdiktif dengan teori yang ada, yaitu daya guna multimedia learning dan confirmation mahasiswa dibeberapa perguruan tinggi, masih belum menggunakan multimedia yang interaktif dan menarik, sehingga tidak mempengaruhi kepuasan penggunanya (mahasiswa) dalam menyerap materi kuliah. Kata kunci : multimedia learning, technology acceptance model, dan perguruan tinggi swasta. Abstract - This study aimed to evaluate whether the multimedia learning developed in the classroom in an academic institution acceptable to the user (student) and have a positive impact on user satisfaction and interest in the use of IT by students . This study is expected to provide empirical evidence about the technology acceptance model. Data were obtained from observations and questionnaires to four sites, namely that the campus has a course computer/ informatics in Semarang who use international subjects such as: ORACLE and CISCO. As many as 200 pieces of questionnaires distributed to 4 locations, there are 169 questionnaires were returned, it means the return of questionnaires was 84.5% overall. The findings suggest that the usability of multimedia learning will affect the ease of use of multimedia learning in the classroom teaching and learning activities. Ease of use of multimedia learning affects student satisfaction in the material presented by lecturer. The findings also indicate the more satisfied the students absorb the material multimedia-based learning, it will affect the interest of students absorb knowledge taught by lecturers. Other results are contradictory to the existing theories, namely the efficiency of multimedia learning and a confirmation students in some colleges, are still not using interactive multimedia and attractive, so it does not affect the satisfaction of users (students) to absorb the course material. Keywords : multimedia learning, technology acceptance model, dan perguruan tinggi swasta.
Evektivitas Penggunaan E-module Sebagai Media Pembelajaran Untuk Meningkatkan Hasil Belajar Siswa Figo Alan Eugara; Rissal Efendi
JURNAL PENDIDIKAN Vol 32, No 1 (2023)
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/jp.v32i1.3288

Abstract

Tujuan penelitian ini untuk menganalisis pemanfaatan e-module sebagai media pembelajaran untuk meningkatkan hasil belajar siswa karena kurangnya evektifitas dalam proses pembelajaran. Dengan demikian di buatlah e-module sebagai media pembelajaran untuk meningkatkan hasil belajar siswa. Penelitian ini menggunakan metode Define, Design, Develop, dan Disseminate (Four-D) model (Four D) merupakan salah satu metode penelitian dan pengembangan. Model (FourD) juga digunakan untuk mengembangkan pembelajaran perangkat yang di kembangkan oleh Thiagarajan, Semmel, dan Semmel (1974:5). Populasi penelitian adalah siswa kelas X yang berjumlah 62 siswa yang terdiri atas 4 kelas, dan sampelnya adalah  kelas multimedia X4 dengan jumlah 23. Dalam penelitian ini, sampel ditentukan dari populasi dengan menggunakan teknik purposive sampling. Pengumpulan data dilakukan dengan tes essay dan dilengkapi dengan rubrik penilaian. Uji hipotesis kemudian dihitung dengan menggunakan uji -T sampel independen. Hasil penelitian ini menunjukan bahwa sebelum peserta didik memakai e-module sebagai media pembelajaran nilai yang didapatkan dibawah kriteria ketuntasan minimal (KKM) dengan hasil test sebesar 54,5% dengan nilai kriteria ketuntasan minimal (KKM) sebesar 75. Setelah memakai e-module hasil test sebesar 92% dan respon siswa terhadap e-module sebesar 72%. 
Pengaruh Literasi Digital Menggunakan Model Pembelajaran Problem-Based Learning Terhadap Motivasi Semangat Belajar Siswa Pada Pembelajaran Informatika Risaldi Andika Rajah; Rissal Efendi
Jurnal Ilmiah Wahana Pendidikan Vol 9 No 19 (2023): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.8415972

Abstract

The purpose of this study was to find out how big the percentage of influence from Digital Literacy using the Problem-Based Learning learning model on the motivation of students' Learning Enthusiasm in Informatics learning at Christian High School 1 Salatiga. This research is a research with quantitative methods that involve measuring the level of a particular characteristic. This study uses an analysis technique or simple linear regression test to be able to determine the effect of the Digital Literacy variable using the Problem-Based Learning (X) learning model on the variable Student Learning Motivation (Y). The population in this study was taken from class X students who were at Christian High School 1 Salatiga. Sampling was used to select samples from the research population, namely students in class X-6, which consisted of 35 students. Data collection techniques were carried out using a questionnaire method with a Likert scale. The validity of the data obtained was tested using validity and reliability tests. In the test phase, the analysis requirements were tested using the Normality test, Linearity test, and Heteroscedasticity test using the Statistical Product and Service Solution (SPSS) software. The results of this study indicate that there is a positive and significant influence between Digital Literacy using the Problem-Based Learning Model on Learning Motivation at Christian 1 High School Salatiga with a value of 59.5%, while 31.5% is the influence of other variables not examined in this study.
EFEKTIVITAS PENGGUNAAN APLIKASI E-FLEARN DALAM MENUNJANG KEGIATAN PEMBELAJARAN MAHASISWA PTIK Heidy Francis Rantung; Rissal Efendi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04 Desember 2024 Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.20033

Abstract

In the era of technological advancement, the education sector has undergone significant transformation through the integration of information and communication technology (ICT). One manifestation of this integration is the implementation of e-learning, which enables a flexible and interactive learning process. Universitas Kristen Satya Wacana (UKSW) has adopted an e-learning platform called Flexible Learning (Flearn), developed by the Bureau of Technology and Information Systems (BTSI). Flearn offers various features, including access to learning materials, assignment submissions, discussion forums, and the administration of online exams or quizzes, thereby supporting efficient, effective, and engaging learning. The Informatics and Computer Engineering Education (PTIK) Study Program at Universitas Kristen Satya Wacana has specific needs for technology usage in learning methods. PTIK students are required not only to master information technology but also to effectively integrate technology into the learning process. This study aims to evaluate the effectiveness of the Flearn application as a learning support tool for PTIK students at Universitas Kristen Satya Wacana. The findings of this study are expected to assess the application usage and user satisfaction with Flearn in the learning process. These results are anticipated to serve as a basis for improving the e-learning platform to achieve optimal performance. Thus, this research contributes to supporting the integration of digital technology in enhancing the quality of education in higher education institutions.