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The Effect of ICT-Based Learning on Students' Learning Achievement of Computer System in Vocational High School Made Agustia Permata Wardani; Rufi'i Rufi'i; Harwanto Harwanto
Edcomtech Vol 4, No 1 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (604.929 KB) | DOI: 10.17977/um039v4i12019p027

Abstract

This study aimed to examine the effect of ICT-based learning on learning achievement of computer system. This study was a quantitative research with quasy-experimental method and post-test only control group design model. The subject was tenth graders of a vocational high school on Multi Media and Computer Engineering and Network skill competencies as many as 90 students which was divided into two equal groups that taught using ICT-based learning and conventional method. The instrument of the study was a written test (post-test) to measure the learning achievement. The data was analyzed by independent-samples T Test at 0.05 significance level. The finding revealed that coefficient t-test (10.025) > ttable (1.987) with p-value (2-tailed) 0.000, so there was a significant difference on computer system’s learning achievement between groups that taught using ICT-based learning and conventional methods. Thus, ICT-based learning has a significant effect on the students’ learning achievement of computer system. Keywords: ICT-based learning; conventional method; learning achievement
Pengembangan Game Petualang untuk Pembelajaran Berhitung Indah Rahmawati; Ibut Priono Leksono; Harwanto Harwanto
Edcomtech Vol 5, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (511.068 KB) | DOI: 10.17977/um039v5i12020p011

Abstract

Abstrak: Penelitian ini menghasilkan media pembelajaran berupa game yang diaplikasikan pada perangkat yang memakai sistem android. Selama ini anak-anak menghilangkan kejenuhan dengan game. Oleh karena itu, perlu dikembangkan media pembelajaran berupa game  yang bertujuan agar siswa dapat memanfaatkan waktu luang dengan sesuatu yang berguna. Penelitian ini bertujuan untuk menyediakan media pembelajaran game petualang yang telah divalidasi oleh ahli isi, ahli media dan ahli desain sebagai pendukung  pembelajaran berhitung.  Metode dalam penelitian pengembangan ini menggunakan metode Penelitian dan  Pengembangan (P&P). Penelitian ini menghasilkan data berupa game petualang untuk pembelajaran berhitung yang dilengkapi buku petunjuk penggunaan bisa diperoleh di playstore.  Validasi ahli isi sebesar 84,76%, validasi ahli media dan desain sebesar 91,82%, Angket respon siswa terhadap game petualang untuk pembelajaran berhitung mencapai kriteria sangat baik. Abstract: This study developed a learning media in the form of games that were applied to devices using the Android system. During this time children eliminate boredom with games. Therefore, learning media in the form of games are developed so that students can take advantage of free time with something useful. This research aims to provide adventurous game learning media that have been validated by material experts, media experts and design expert as a support for numeracy learning. The method in this research use the Research and Development (P&P) method. This study produces form adventurous games for numeracy learning that are equipped with user manuals can be obtained at Playstore, Material expert validation is 84,76%, Media and design expert validation is 91,82%. Questionnaire responses of students to the adventurous game for learning to count reached very good criteria.Abstract: This study produces learning media in the form of games that are applied to devices using the Android system. So far, children get rid of boredom with games. Therefore, it is necessary to develop learning media in the form of games that aim so that students can take advantage of their spare time with something useful. This study aims to provide an adventurous game learning media that has been validated by content experts, media experts and design experts as support for learning to count. The method in this development research uses the Research and Development (P&P) method. This research produces data in the form of an adventurous game for learning arithmetic which is equipped with a user manual which can be found in the playstore. Content expert validation was 84.76%, media and design expert validation was 91.82%, student response questionnaires to adventurous games for learning arithmetic reached very good criteria. This study developed a learning media in the form of games that were applied to devices using the Android system. During this time children eliminate boredom with games. Therefore, learning media in the form of games are developed so that students can take advantage of free time with something useful. This research aims to provide adventurous game learning media that have been validated by material experts, media experts and design experts as a support for numeracy learning. The method in this research use the Research and Development (P&P) method. This study produces a form of adventurous games for numeracy learning that are equipped with user manuals can be obtained at Playstore, Material expert validation is 84.76%, Media and design expert validation is 91.82%. Questionnaire responses of students to the adventurous game for learning to count reached very good criteria.
PENGEMBANGAN MODEL PEMBELAJARAN KERJASAMA TIM DALAM EFEKTIVITAS PENGUASAAN GERAKAN SENAM DASAR PRESTASI Abd. Cholid; Harwanto Harwanto
STAND Vol 1 No 1 (2020): STAND : Journal Sports Teaching and Development
Publisher : UNIVERSITAS PGRI ADI BUANA SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/j-stand.v1i1.2327

Abstract

Pengembangan model pembelajaran kerjasama tim diterapkan dalam proses belajar dan mengajar (PBM) sebagai upaya untuk meningkatkan efektivitas penguasaan gerakan senam dasar prestasi, yang merupakan salah satu alternatif model pembelajaran yang efektif untuk mencapai hasil belajar latihan gerak senam dasar prestasi secara praktis. Hal tersebut didasarkan pada pemikiran bahwa berlatih kerjasama tim dapat memberikan kontribusi yang positif dalam pengembangan diri maupun kepraktisan dalam berlatih praktek, karena kerjasama tim mampu membangun kompetensi dan karakter siswa melalui penanaman nilai sikap kerjasama, disiplin, saling hormat dan menghargai teman dalam tim, serta membangun rasa percaya diri. Penelitian ini dilakukan untuk mengembangkan Model Pembelajaran melalui kerjasama tim dalam berlatih gerak senam dasar prestasi dan melihat tingkat keefektifan dalam Pengusaan Gerakan Senam dasar prestasi. Diharapkan hasil penelitian ini dapat memberikan kontribusi yang positif pada dosen dan guru pengampu materi senam dasar prestasi melalui pengembangan model latihan kerjasama tim yang efektif dalam penguasaan gerakan senam dasar prestasi. Berdasarkan hasil penelitian diatas, maka dapat disimpulkan sebagai berikut; 1). Model pembelajaran latihan Kerjasama tim dapat meningkatkan efektivitas dalam penguasaan gerakan senam dasar prestasi2). Penerapan model pembelajaran latihan Kerjasama tim dapat dijadikan sebagai salah satu alternatif dalam menentukan model pembelajaran
PENGARUH LATIHAN SHADOW TERHADAP KETEPATAN FOREHAND SMASH BULUTANGKIS PADA SISWA KELAS X MA DARUL ULUM WARU SIDOARJO Suhartik; Harwanto; Sumardi
STAND Vol 2 No 2 (2021): STAND : Journal Sports Teaching and Development
Publisher : UNIVERSITAS PGRI ADI BUANA SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/j-stand.v2i2.4945

Abstract

Latihan shadow adalah latihan membayangkan gerakan-gerakan dalam bulutangkis. Dilakukan dengan raket dan isyarat, atau dengan memindah-mindahkan shuttlecock. Penelitian ini bertujuan untuk mengetahui adanya pengaruh latihan Shadow terhadap pukulan Forehand Smash pada siswa kelas X MA Darul Ulum Waru Sidoarjo. Penelitian ini menggunakan metode kuantitatif dengan tipe One Grup pretest-posttets Design.Sampel yang dipilih pada penelitian ini yaitu siswa kelas X 20 dengan menggunakan teknik sampling jenuh. Teknik pengumpulan data menggunakan tes (pre-test dan post test). Teknik analisis data menggunakan uji normalitas, uji homogenitas, dan uji t. Hasil penelitian ini menujukkan uji hipotesis bahwa latihan Shadow yang digunakan berpengaruh signifikan terhadap ketepatan Forehand Smash pada siswa kelas X MA Darul Ulum Waru Sidoarjo.
Studi Komparasi Penerapan Model Guided Discovery Learning dan Inquiry Learning terhadap Retensi Matematika Lilik Masfiyah; Rufi'i Rufi'i; Harwanto Harwanto
Jurnal Ilmiah Universitas Batanghari Jambi Vol 19, No 3 (2019): Oktober
Publisher : Universitas Batanghari Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (326.509 KB) | DOI: 10.33087/jiubj.v19i3.716

Abstract

This study aimed to examine the differences in mathematics retention of grade V Primary school between students who were taught using guided discovery learning model and inquiry learning model. The method in this study was a quasy experimnetal method. The population in this study was all students in grade V at SDN Pongangan and SDN Sukomulyo in 2018/2019 academic year which in total were 202 students. Samples were selected by purposive random sampling. The sample was divided into two group which are experiment 1 and experiment 2. The instrument used to collect mathematics retention data was a written test. The Data was analysed using descriptive statistic analysis and t-test. The results of data analysis at 0,05 significance level and df = 130 showed that t-count (2,276) > t-tabel (1,978) and also p-value (2-tailed) 0,024 < 0,05. So, it mean that there was a significant difference in mathematics retention between students who were taught using guided discovery learning model and inquiry learning model.
Permainan Tengball Untuk Meningkatkan Motorik Siswa: Inovasi Media Pembelajaran Sekolah Dasar Mohammad Syamsul Arifin; Harwanto Harwanto; Lugmanul Hakim
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 6 No 2 (2020)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202062.131

Abstract

Kemampuan motorik bagi siswa sekolah dasar sangat penting untuk melakukan aktivitas dan melatih kemampuan akademik. Media permainan tengball merupalan saah satu inovasi yang dapat dilakukan untuk meningkatkan motorik siswa. Tujuan penelitian ini adalah mengembangkan media permainan tengball untuk meningkatkan motorik siswa sekolah dasar. Penelitian ini merupakan penelitian pengembangan dengan model 4-D. Adapun langkah-langkah yang dilakukan yaitu identifikasi potensi dan masalah, pengumpulan bahan, desain produk, pembuatan produk, validasi oleh ahli materi dan ahli media, revisi produk, produk akhir, serta uji coba. Subyek dalam penelitian ini adalah siswa Madrasah Ibtidaiyah Tarbiyatul Islamiyah Panjunan Sukodono. Hasil penelitian menunjukkan bahwa permainan tengball ini dikategorikan valid, praktis, dan efektif. Secara keseluruhan media permainan tengball ini telah dinyatakan layak digunakan sebagai media pengenalan olahraga tradisional untuk siswa sekolah dasar.
Model Permainan Air “Swimming Couple With Pull Buoy” Untuk Meningkatkan Kecepatan Renang Gaya Bebas Intan Rizka Ginting; Harwanto Harwanto; Lukmanul Hakim
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 6 No 2 (2020)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202062.135

Abstract

Swimming Couple With Pull Buoy is a new model of water games at one of the water clubs in Mojokerto Orcanala. The purpose of this study was to develop a swimming partner with a pull buoy and to describe the effectiveness of the water swimming couple game model with the pull buoy in increasing the speed of freestyle swimming. This research is a development research. The subject is Club Orcanala Aquatic Mojokerto. The methods used were questionnaires and tests. The instruments used were the learning model validation questionnaire, response questionnaire, and performance test. The results showed that the swimming pair with the pull buoy was valid according to the validation results, positive user responses, and the water swimming couple game model with the pull buoy was effective in increasing the speed of the freestyle swimming
Bahan Ajar PJOK Tematik Terpadu Berbasis Permainan Sederhana di Sekolah Dasar Hari Santoso; Harwanto Harwanto; Hari Karyono
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 7 No 1 (2021)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202171.167

Abstract

The purpose of this development research is to: (1) explain the validity of the use of Integrated Thematic PJOK teaching materials based on simple games on Theme 1 Rukun Life class II Elementary School SDN Rungkut Menanggal I / 582 Surabaya, (2) produce integrated thematic PJOK teaching materials based on a simple game developed on the theme of 1 harmonious life in class II Elementary Schools, (3) resulting in an Integrated Thematic PJOK learning video based on simple games (VCD). This study uses a Research and Development research methodology. This research refers to the Research and Development model which was developed using 7 research procedures, namely: research and data collection, planning, product draft development, initial field testing, product revision, field testing, and product revision. The results of this development research are: (1) producing Integrated Thematic PJOK teaching materials based on simple games on Theme 1 Rukun Life and learning videos (VCD) Integrated Thematic PJOK based on simple games, (2) Integrated Thematic PJOK teaching materials based on simple games has criteria validity with the results of the validation of the Integrated Thematic PJOK material reached 92%, the results of the validation of the teaching material design experts reached 93%, the results of the validation of learning experts reached 96%, the results of the validation of practitioners / teachers reached 94%, the results of student responses reached 97% and 94%. This shows that the teaching materials developed are suitable for use, beneficial for students, interesting and fun so that students are motivated and active in the Integrated Thematic PJOK learning process.
MULTIMEDIA INTERAKTIF BERBASIS iSpring Suite 8 Dwi Ariyanti; Mustaji .; Harwanto .
Jurnal Education and Development Vol 8 No 2 (2020): Vol.8.No.2.2020
Publisher : Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (970.335 KB)

Abstract

Pengembangan Multimedia Interaktif berbasis iSpring Suite 8 dimaksudkan untuk memberikan salah satu jawaban terhadap sulitnya pelaksanaan Pembelajaran di sekolah yang merupakan sekolah pinggiran. Penelitian ini bertujuan untuk mengembangkan Multimedia Interaktif yang layak, praktis, dan efektif digunakan dan meningkatkan kemandirian siswa dengan subyek penelitian kelas X IPA 3. Pada model pengembangan ADDIE yang terdiri atas 5 tahap yaitu: (1) Analysis; (2) Design; (3) Development; (4) Implementation; (5) Evaluation. . Instrumen penilaian terdiri atas tiga yaitu (1) instrumen kevalidan isi/materi pembelajaran, (2) instrumen kevalidan desain pembelajaran dan (3) instrumen kevalidan media pembelajaran serta angket respon peserta didik terhadap multimedia interaktif berbasis iSpring Suite 8, dan instrumen keefektifan berupa hasil belajar peserta didik. Berdasarkan analisis data, diperoleh presentase kevalidan oleh ahli isi/materi pembelajaran 94%, presentase oleh ahli Desain pembelajaran 84%, presentase oleh ahli media sebesar 82% dan respon peserta didik diperoleh presentase dari subjek uji perorangan sebesar 88%, uji kelompok kecil sebesar 85%, dan uji kelompok besar menunjukkan presentase 87%. Media pembelajaran telah memenuhi kriteria, peserta didik mencapai nilai ketuntasan. Peningkatan hasil belajar ekonomi yang dapat disimpulkan bahwa multimedia interaktif berbasis iSpring Suite8 yang dikembangkan bersifat valid, praktis, dan efektif
PENGEMBANGAN BUKU AJAR DENGAN MEDIA VIDEO MATERI TEKNIK DASAR BOLA VOLI KELAS X Sau’un Pramono; Mustaji .; Harwanto .
Jurnal Education and Development Vol 8 No 2 (2020): Vol.8.No.2.2020
Publisher : Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (966.187 KB)

Abstract

Jenis penelitian yang digunakan adalah penelitian dan pengembangan yang bertujuan untuk mengembangkan media pembelajaran buku ajar dengan media video yang bersifat valid, praktis, dan efektif. Pada model pengembangan ADDIE yang terdiri atas 5 tahap yaitu: (1) Analysis; (2) Design; (3) Development; (4) Implementation; (5) Evaluation. Instrumen penilaian terdiri atas tiga yaitu (1) instrumen kevalidan isi/materi pembelajaran, (2) instrumen kevalidan desain pembelajaran dan (3) instrumen kevalidan media pembelajaran serta angket respon peserta didik terhadap buku ajar dengan media videodan instrumen keefektifan berupa hasil belajar peserta didik. Berdasarkan analisis data, diperoleh presentase kevalidan oleh ahli isi/materi pembelajaran 88%, presentase oleh ahli Desain pembelajaran 90%, presentase oleh ahli media sebesar 86% dan respon peserta didik diperoleh presentase dari subjek uji perorangan sebesar 86,11%, uji kelompok kecil sebesar 85%, dan uji kelompok besar menunjukkan presentase 86,71%. Media pembelajaran telah memenuhi kriteria, peserta didik mencapai nilai ketuntasan. Peningkatan hasil belajar ekonomi yang dapat disimpulkan bahwa buku ajar dengan media videoyang dikembangkan bersifat valid, praktis, dan efektif.