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The Development of Android-Based Mobile Learning for Indonesian History Course at Vocational High School Susila, Heni Rita; Isa, Yamanto; Wahidah, Nina Ikhwati
Edcomtech Vol 8, No 2 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/10.17977/um039v8i22023p102

Abstract

This study aimed to develop android-based mobile learning for Indonesian History course at SMK YIS Martapura. This is a Research and Development (R&D) using the Alessi & Trollip model.  Data collection techniques used questionnaire while research data were analyzed using the percentage formula. From the validation results, media experts scored got 88.69 percent belong to "Good" category. Instructional design experts scored is 82.0 percent which is belong to "Good" category. Material experts scored got 89.9 percent, belong to "Good" category. In one-to-one evaluation with the number of respondents is 3 students got an average result of 86.38 percent which is belong to "Very Good" category. Then a small group evaluation was carried out with 6 students as respondents got an average result of 86.73 percent belong to "Very Good" category. Furthermore, field test was carried out with a total of 28 students with an average result of 86.78 percent in the "Very Good" category. Field trial score showed that there is an increase of post-test. From the results of expert evaluations and field trials, it can be concluded that android-based mobile learning for Indonesian History subject at Vocational Schools show a good level of feasibility and can be accepted as one of the learning media that can be used in classroom learning.
PENGEMBANGAN MODEL BLENDED LEARNINGMATA KULIAH PERENCANAAN PEMBELAJARAN TEKNOLOGI INFORMASI DAN KOMUNIKASI UNTUK MEWUJUDKAN ISLAMIC CYBER CAMPUS Isa, Yamanto
AKADEMIKA: Jurnal Pemikiran Islam Vol 21 No 2 (2016): Islam dan Integrasi Sosial
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Institut Agama Islam Negeri Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini bertujuan untuk mengembangkan model blended learning dalam meningkatkan hasil belajar mata kuliah perencanaan pembelajaran Teknologi Informasi dan Komunikasi program studi Teknologi Pendidikan Fakultas Keguruan dan Ilmu Pendidikan di Universitas Baturaja. Penelitian ini menggunakan metode penelitian dan pengembangan (R&D) dengan desain pengembangan Dick dan Carey dan Model Pengembangan Instruksional (MPI). Bahan pembelajaran model blended learning ini dikembangkan melalui validasi ahli desain pembelajaran, ahli materi pembelajaran, dan ahli media pembelajaran serta diuji cobakan secara perorangan (one-to-one learner), kelompok kecil (small group), dan uji coba lapangan. Hasil penelitian menunjukkan peningkatan nilai rata-rata mahasiswa sebelum (pretest) dan sesudah (post test) pengembangan model. Dengan demikian pengunaan bahan pembelajaran TIK melalui penerapan model blended learning dapat meningkatkan hasil belajar.This research aimed at developing blended learning of model, to producing a variety of instructional material that can be used in inccordance with the need of learning in helping the learning process. The research was in conducted at Baturaja University at major Technology of Education. The Research method was Research and Development (R&D) model development Dick and Carey and Model Depelopment Instruktional (MPI). The developmental process applied two kind of validation, they were expert and empirical validation. Emperical validation conducted three field, one-to-one learner treatment 3 students small group treatment which is cover 9 students, and large treatment 30 students. The research resulted that model purposed could be effective development of blended learning model.
PENDIDIKAN KARAKTER KEBANGSAAN DALAM SYIIR NGUDI SUSILO DAN SYIIR MITRA SEJATI KARYA KH. BISRI MUSTOFA REMBANG Isa, Yamanto
AKADEMIKA: Jurnal Pemikiran Islam Vol 23 No 2 (2018): Islam, Kenegaraan, dan Kebangsaan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Institut Agama Islam Negeri Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32332/akademika.v23i2.1164

Abstract

Abstrak Generasi penerus bangsa wajib memiliki karakter kebangsaan yang akan menjadi tumpuan bagi kelangsungan bangsanya. Salah satu caranya adalah dengan melakukan internalisasi nilai-nilai karakter warga negara yang baik. Transmisi nilai-nilai karakter warga negara yang baik bisa dilakukan melalui pendidikan. Artikel ini mengkaji bagaimana KH. Bisri Musthofa menanamkan semangat dan nilai-nilai kebangsaan kepada generasi penerus melalui dua kitabnya, Syiir Ngudi Susila dan Syiir Mitra Sejati. Dalam kitab Syiir Ngudi Susila, KH. Bisri Mustofa mengajarkan agar seorang anak memiliki fondasi karakter pribadi yang kuat sebelum mengemban amanah yang besar di masa depan. Sedangkan dalam kitab Syiir Mitra Sejati, KH. Bisri Musthofa mengajarkan prinsip-prinsip penting dalam menjadi pribadi yang baik dalam lingkungan keluarga, sosial, masyarakat, hingga menjadi warga negara yang baik secara lebih detil dan mendalam. Kata kunci: pendidikan karakter, warganegara, Syiir Ngudi Susila, Syiir Mitra Sejati, Bisri Musthofa Abstract The nation's successor must have a national character that will be the foundation for the continuity of the nation. Transmission of the values of the character of a good citizen can be done through education. This article examines how KH. Bisri Musthofa instilled the spirit and values of the nation to the next generation through his two books, Syiir Ngudi Susila and Syiir Mitra Sejati. In the Syriir Ngudi Susila, KH. Bisri Mustofa teaches that a child has a strong foundation of personal character before carrying out a big mandate in the future. While in Syiir Mitra Sejati, KH. Bisri Musthofa teaches important principles in becoming a good person in the family, social, community, to being a good citizen in more detail and depth. Keywords: caracter education, citizen, Syiir Ngudi Susila, Syiir Mitra Sejati, Bisri Musthofa
Pengembangan Media Pembelajaran dengan Pemanfaatan Aplikasi Wondershare Quizcreator Isa, Yamanto; Sutiono, Edi; Rusdi, Mohamad Salman
BIOEDUSAINS:Jurnal Pendidikan Biologi dan Sains Vol 7 No 2 (2024): Bioedusains: Jurnal Pendidikan Biologi dan Sains
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/bioedusains.v7i2.11874

Abstract

The purpose of this research is to develop assessment media for learning using the Wondershare QuizCreator application in the Biology subject for Class XI Science at SMA Negeri 1 Cempaka OKU Timur. The research method used is the procedural engineering method employing survey-type data collection techniques. The research results show that media experts rated this product 85.3 in the "good" category. Design experts gave it a score of 82, also in the "good" category, while material experts rated it 82.1, again in the "good" category. Personal trials of the product by three respondents from the XI IPA class in the second semester yielded a score of 81.5 points, categorized as "good." A small group experiment with six respondents resulted in a score of 83.5, also categorized as "good." Subsequently, a large-scale test was conducted, and 26 respondents received a score of 81.7 points, categorized as "good." In conclusion, this media product for learning assessment is valid and suitable for use in the real world. Keywords: Biology, Evaluation, Media, Development
Development Of Learning Media for Physical Education and Health Subjects in Grade VIII of SMP Negeri 24 OKU Yamanto Isa; Johan Eka Wijaya DN; Fitri Bugis
QALAMUNA: Jurnal Pendidikan, Sosial, dan Agama Vol. 18 No. 1 (2026)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Program Pascasarjana IAI Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/qalamuna.v18i1.8668

Abstract

This study aims to develop and evaluate the feasibility of Adobe Flash CS6-based learning media for Physical Education, Sports, and Health (PJOK) subjects for Grade VIII students at SMP Negeri 24 OKU. The study employed a research and development (R&D) approach, conducted through stages of design, development, expert validation, and field testing. The data were obtained from media experts, learning design experts, material experts, and students as research subjects. The population of this study consisted of all Grade VIII students, with samples selected through staged trials: individual testing (3 students), small-group testing (7 students), and field testing (28 students). Data were collected using validation sheets and questionnaires and analyzed using descriptive statistical techniques, including percentage feasibility analysis. The results indicate that the developed learning media achieved very good feasibility criteria based on expert validation and student trials. Media, design, and materials experts rated the product as highly feasible, while student responses showed positive perceptions of ease of use, attractiveness, and clarity of learning content. These findings demonstrate that Adobe Flash CS6-based learning media is suitable for use as a learning support tool in PJOK subjects at the junior high school level and has the potential to enhance student engagement and learning motivation.
MEDIA PEMBELAJARAN BERBASIS ANDROID PADA MATA KULIAH PERIPHERAL DAN TROEBLESHOOT Johan Eka Wijaya DN; Yamanto Isa; Meliana Sari
INTECH Vol. 2 No. 2 (2021): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v2i2.1167

Abstract

Penelitian ini bertujuan untuk mengembangkan Media Pembelajaran Berbasis Android pada mata kuliah Peripheral and Troebleshoot. Jenis penelitian yang digunakan adalah penelitian Research and Development (R&D). Metode yang digunakan adalah metode prosedural dengan teknik pengumpulan data berupa angket. Dari hasil expert review, ahli media memberikan nilai 87% dengan kategori “Baik Sekali”. Ahli desain memberikan nilai 78% dengan kategori “Baik”. Dan ahli materi memberikan nilai 76% dengan kategori “Baik”. Pada uji coba produk skala perorangan dengan objek penelitian 3 orang responden yaitu mahasiswa semester II kelas A.2.1 pada mata kuliah Peripheral and Troubleshoot diperoleh nilai 89,75% dengan kategori “Baik Sekali”. Uji coba kelompok kecil dengan objek penelitian 6 orang responden yaitu mahasiswa semester II kelas A.2.1 pada mata kuliah Peripheral and Troubleshoot memperoleh nilai 86,40% dengan kategori “Sangat Baik”. Kemudian dilakukan uji coba skala besar dengan objek penelitian 23 orang sebagai responden yaitu mahasiswa semester II kelas A.2.2 pada mata kuliah Peripheral and Troubleshoot memperoleh nilai 80,16% dengan kategori “Baik”. Data hasil penelitian dianalisis dengan menggunakan rumus persentase. Hasil perolehan data uji coba produk menunjukkan tingkat kelayakan produk dalam kriteria “Baik”.
Game-Based Learning Media to Improve Understanding of Whole Numbers and Length Measurement for Grade II Elementary School Students Sri Febrina Dewi; Yamanto Isa; Leni Pebriantika
Indonesian Technology and Education Journal Vol 4 No 1 (2026): April
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v4i1.1044

Abstract

This research is driven by the low level of student activity and understanding in Mathematics at SD Negeri 14 OKU, where abstract concepts and conventional teaching methods often lead to boredom and confusion. The study aims to develop game-based learning media specifically for whole numbers and length measurement materials for Grade 2 students. The development follows the Research and Development (R&D) method using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) integrated with Tessmer’s formative evaluation. The media was developed using Wordwall as the primary platform, supported by Canva for visual design and Heyzine for interactive flipbooks. Validation results from experts indicated high feasibility: material experts (89.75%), instructional design experts (87.8%), and media experts (91.4%), all categorized as "Very Good". Furthermore, evaluation phases showed excellent results, with one-to-one evaluation reaching 90.07%, small group evaluation at 88.32%, and a field test involving 20 students yielding 89.26%. The final product, Prototype III, effectively creates a joyful learning environment that enhances student motivation and simplifies complex mathematical concepts. In conclusion, this game-based learning media is highly feasible and effective for use in elementary mathematics education to improve student engagement and learning outcomes.
Integrating Web-Based Interactive Multimedia and Problem-Based Learning to Support Social Studies Instruction in Junior High Schools Emi Susanti; Yamanto Isa; Leni Pebriantika
Indonesian Technology and Education Journal Vol 4 No 1 (2026): April
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v4i1.1057

Abstract

This study addresses the low student engagement and limited availability of interactive learning media in Social Studies, specifically concerning the topics of scarcity and human needs at SMP Negeri 13 OKU. The primary objective was to develop and evaluate a web-based interactive multimedia platform using Canva, integrated with a Problem-Based Learning (PBL) approach. Using the Research and Development (R&D) method with the ADDIE model, the research produced a digital learning tool that incorporates text, images, audio, video, and interactive features. Validation results from experts confirmed the product’s high quality, placing it in the 'Excellent' category for validity. Furthermore, field testing achieved high practicality scores (89.6%), indicating significant student interest. These findings conclude that the PBL-based interactive multimedia is a valid and practical tool that shows strong potential to foster an active learning atmosphere and support the development of critical thinking in the Social Studies classroom
Development of Interactive Learning Multimedia Based on Articulate Storyline in Mathematics for Grade VIII at SMP YPI Batumarta II Sri Febriani; Yamanto Isa; Heni Rita Susila
EDUTIC Vol 13, No 2: 2026 In Progress
Publisher : Universitas Trunodjoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/edutic.v13i2.34597

Abstract

This study aims to develop interactive learning multimedia based on Articulate Storyline in mathematics for the topic of linear equations in one variable, which will be developed in Grade VIII of SMP YPI Batumarta II. The research method used is Research and Development (RD) with the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. Data collection techniques were carried out through observation, interviews, expert validation questionnaires, and student response questionnaires. The developed product was validated by experts. Furthermore, the product was tested through individual trials involving three students, small group trials involving nine students, and field trials involving thirty-six students. The results of the study show that the Articulate Storyline-based interactive learning multimedia obtained a material expert validation result of 96.2% in the “very good” category, a learning design expert result of 83.7% in the “good” category, and a media expert result of 85.1% in the “good” category. The results of the individual trial obtained a percentage of 90.2%, the small group trial 87.3%, and the field trial 88.2%, all in the “very good” category. These results indicate that the Articulate Storyline-based interactive learning multimedia is easy to use, engaging, and helps students learn mathematics.