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Pengembangan Media Sport Card Untuk Pengetahuan Cabang-Cabang Olahraga Fajar Hamdhan Utama; Rufii; Abdul Cholid
Jurnal Pendidikan Kesehatan Rekreasi Vol. 7 No. 1 (2021): Januari 2021
Publisher : Program Studi Pendidikan Jasmani Kesehatan dan Rekreasi FKIP Universitas PGRI Mahadewa Indonesia bekerjasama dengan Asosiasi Prodi Olahraga Perguruan Tinggi PGRI (APOPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (497.098 KB) | DOI: 10.5281/zenodo.4420441

Abstract

Proses belajar mengajar di sekolah akan terasa jenuh jika tanpa media pembelajaran. Media pembelajaran diharapkan dapat menjadi perantara atau pengantar informasi belajar. Untuk itu, tujuan peneliti membuat media Sport Card adalah sebagai media pembelajaran yang lebih efektif dan efisien, karena media Sport Card dapat membantu siswa mempelajari tentang pengetahuan cabang-cabang olahraga. Jenis penelitian ini adalah penelitian dan pengembangan (Research and Development), yang menggunakan 8 langkah, 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 terbatas. Subyek dalam penelitian ini adalah siswa MTs Ihyaul Ulum Dukun, Kabupaten Gresik. Analisis data dengan pendekatan deskriptif kualitatif dan deskriptif kuantitatif persentase. Hasil penelitian dan pengembangan Sport Card ini dikategorikan layak dengan tingkat kelayakan sebesar 92%. Berdasarkan dari ahli media dikategorikan layak digunakan dengan tingkat kelayakan sebesar 85%. Berdasarkan uji coba kelompok kecil, kelayakan sebesar 96% dan kelompok besar sebesar 95%. Secara keseluruhan Sport Card ini telah dinyatakan layak digunakan sebagai media pengenalan cabang-cabang olahraga untuk siswa setelah melalui dua tahap uji coba.
AUGMENTED REALITY DALAM PEMBELAJARAN IPA BAGI SISWA SD Bintoro Setyawan; nFn Rufii; Ach. Noor Fatirul
Kwangsan: Jurnal Teknologi Pendidikan Vol 7, No 1 (2019): Kwangsan
Publisher : Balai Besar Guru Penggerak Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31800/jtp.kw.v7n1.p78--90

Abstract

Today's technological development is progressing, and is growing rapidly. This development certainly has an influence on various sectors of human life, one of which is the education sector. The latest rapid technological developments are the increasingly frequent use of devices, especially smartphone use in everyday life, including in the field of education. This opens up huge opportunities in utilizing application technology on smartphones to be developed into an application-based learning media. One of them is by utilizing Augmented Reality technology on android applications in science learning media for elementary school students in class VI so that students are motivated in learning and easier to understand the material being studied. For this reason, a learning media based on Augmented Reality (AR) was developed with the application of Unity science subjects. The material recognizes planets in the solar system for grade VI elementary school students, while seeing the quality of learning media produced in terms of validity, attractiveness and practicality. This research uses the development research model Borg and Gall, with several stages of development, namely: (1) data collection; (2) planning; (3) development; and (4) validation and trial. The results of the development research in the form of AR learning media showed very good and feasible results used as learning media, both in class and independently according to the results of learning design expert validation, media experts and teacher validation as material experts Student responses to the use of this media in learning were very good. Students are passionate about learning and arouse students' curiosity. AbstrakPerkembangan teknologi sekarang ini semakin maju, dan tumbuh dengan pesat. Perkembangan ini tentu saja membawa pengaruh pada berbagai sektor kehidupan manusia, salah satunya adalah sektor pendidikan. Perkembangan teknologi terkini yang pesat adalah semakin seringnya penggunaan gawai, khususnya penggunaan smartphone dalam kehidupan sehari-hari, termasuk di bidang pendidikan. Hal ini membuka peluang besar dalam memanfaatkan teknologi aplikasi pada smartphone untuk dikembangkan menjadi media pembelajaran berbasis aplikasi. Salahsatunya adalah dengan memanfaatkan teknologi Augmented Reality pada aplikasi android dalam media pembelajaran IPA bagi siswa sekolah dasar (SD) kelas VI agar siswa termotivasi dalam belajar dan lebih mudah untuk memahami materi yang dipelajari. Untuk itu  dikembangkan media pembelajaran berbasis Augmented Reality (AR) dengan aplikasi Unity mata pelajaran IPA materi mengenal planet-planet di tata surya untuk siswa kelas VI SD, sekaligus melihat kualitas media pembelajaran yang dihasilkan ditinjau dari aspek validitas, kemenarikan, dan kepraktisan. Penelitan ini menggunakan model penelitian pengembangan Borg and Gall, dengan beberapa tahapan pengembangannya, yaitu: (1) pengumpulan data;  (2) perencanaan; (3) pengembangan; dan (4) validasi dan uji coba. Hasil penelitian pengembangan berupa media pembelajaran AR menunjukkan hasil sangat baik dan layak digunakan sebagai media pembelajaran, baik di kelas maupun secara mandiri menurut hasil validasi ahli desain pembelajaran, ahli media  dan validasi guru sebagai ahli materi Respon siswa terhadap penggunaan media ini  dalam pembelajaran sangat baik. Siswa bersemangat dalam mengikuti pembelajaran dan membangkitkan rasa ingin tahu siswa.
DEVELOPMENT OF VIDEO MEDIA ON INDONESIAN LEARNING CLASS X AT SMAN I SANGKAPURA Retno Fatmalasari; Rufii; Harwanto
Jurnal Mantik Vol. 6 No. 2 (2022): August: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

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Abstract

The purpose of this development is to produce a video media for learning Indonesian subjects for Class X students. The development model used is Dick & Carey. The stages of development research in the Dick & Carey model consist of ten steps, namely: (1) identifying instructional objectives, (2) conducting instructional analysis, (3) analyzing student characteristics and context, (4) formulating specific instructional objectives, (5) developing assessment instruments, (6) developing instructional strategies, (7) developing and selecting appropriate instructional materials, (8) designing and conducting formative evaluations, (9) revising learning, and (10) designing and conducting summative evaluations. The development process involves subject matter experts, learning design experts and learning media experts to provide feedback and suggestions for improvement. The results of this development research are (1) Development of Video Media in Indonesian Language Subjects is developed based on the analysis of the needs of teachers and students through a needs questionnaire provided by the developer, (2) The results of the validation of material experts, media experts, and design experts on Video Media development products In Indonesian Language Subjects with very feasible criteria to be developed, and (3) Based on the results of research on the development of Video Media in Indonesian Language Subjects, it can be concluded that Video Media learning media is used in developing abilities in designing creative, innovative and interesting learning
Development of Constructivistic Economic Learning Tools with Advance Organizer Muhammad Yored; Rufii; Harwanto
Jurnal Mantik Vol. 6 No. 3 (2022): November: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

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Abstract

The purpose of this development is this development is to produce a Constructivistic Economics Learning Tool with an Advance Organizer. The development model used is the Borg & Gall model. The stages of development research on the Borg & Gall model consist of ten steps, namely: (a) research and data collection, (b) planning, (c) initial product development, (d) initial product trial/limited trial, (e ) improvement of the initial product, (f) wider field trial, (g) improvement of the product resulting from wider field test, (h) final product trial, (i) revision or refinement of the final product, (j) dissemination and implementation. The development process involves subject matter experts, instructional design experts and learning media experts to provide feedback and suggestions for improvement. The results of this development research are the Constructivistic Economics Learning Tool Product with Advance Organizer has a material feasibility level of 93.33%, learning design feasibility 91.43%, and learning media feasibility 94.29%. While the small group trial rate is 90.69% and based on field trials 91.07% with very feasible qualifications and does not need to be revised.
Development of E-Modules Based on Whatsapp Media on IPA Mapel at SDN Gedangmas 02 Lumajang Saimah; Rufii; Harwanto
Jurnal Mantik Vol. 6 No. 3 (2022): November: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

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Abstract

The purpose of this development is this development is to produce an E-Module Based on Whatsapp Media. The development model used in the development of interactive learning multimedia is the Borg & Gall model. The development process involves subject matter experts, learning design experts and learning media experts to provide feedback and suggestions for improvement. In addition, the science teacher and class VI students at SDN Gedangmas 02 Lumajang as users of the Whatsapp Media-Based E-Module also gave their feedback and input. The use of Whatsapp Media-Based E-Module Development using the ADDIE model for science subjects can effectively increase active learning interactions. The results of this development research are that this Whatsapp Media-Based E-Module Product has a material feasibility level of 93%, a learning design feasibility 94%, and a learning media feasibility 91%. While the small group trial rate is 91.75% and based on field trials 92.11% with very feasible qualifications and does not need to be revised.
Wag-Based E-Book Development in English Class VII Students SMPN 1 Songgon Banyuwangi Tri Tijantini; Rufii; Djoko Adi Walujo
Jurnal Mantik Vol. 6 No. 3 (2022): November: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

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Abstract

The purpose of this development is to produce a WAG-Based E-Book learning media in the form of an electronic book with English subject matter. The development model used in the development of interactive learning multimedia is the Borg & Gall model. The research and development stages of the Borg & Gall model consist of ten steps. The development process involves subject matter experts, instructional design experts and learning media experts to provide feedback and suggestions for improvement. In addition, the English teacher and class VII students of SMPN 1 Songgon Banyuwangi as users of this WAG-Based E-Book also gave their feedback and input. The results of this development research are (1) the product development in the form of an E-Book based on WAG learning English for Class VII Students of SMPN 1 Songgon Banyuwangi has been improved based on the analysis of trial data. Aspects revealed to carry out revisions include: content experts, design experts, media experts, individual trials, small group trials, field trials, and peer trials, (2) There are several things that need to be improved in product development. According to content experts, the level of difficulty in making questions needs to pay attention to students' abilities, and (3) As for the peer test, giving advice on writing a bibliography must be in accordance with the level of writing a bibliography. Individual tests and field tests on average gave the respondents a choice of answers, very good/very appropriate and good/appropriate. Also giving a positive impression in the development of WAG-Based E-Book products themselves, they prefer WAG-Based E-Books as teaching materials that can add information according to their respective expertise competencies and can also increase independent learning for students.
THE INFLUENCE OF HYPNOSIS LEARNING STRATEGIES AND MOTIVATION ON READING COMPREHENSION OF FIFTH-GRADE STUDENTS Junianengrum Junianengrum; Rufii Rufii; Retno Danu Rusmawati
EduHumaniora | Jurnal Pendidikan Dasar Kampus Cibiru Vol 12, No 2: July 2020
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/eh.v12i2.21084

Abstract

The purposes of this research were to discover: (1) the difference in the ability of reading comprehension of the fifth students who received Hypnosis Learning and of the students who were no, (2) the difference reading comprehension of the students who have high and low motivation, (3) the interaction between the application of hypnosis learning students’ motivation against their reading comprehension. This experimental research was carried out using simple random sampling. The subjects of research were grade 5 students of SDN Tropodo 2 and SDN Waru I of Sidoarjo Regency in the school year of 2017/2018 consisting of five classes of 187 students. There were four classes as the research subjects; two classes as the experimental and two classes for the control groups. The total number was 147 students. The research hypothesis was tested using ANOVA.The results of this research indicated that: (1) there was a significant difference in reading comprehension of fifth-grade students who got Hypnosis Learning and those who did not (F-value =130.203, with sig.=0.000). From the average score in the reading comprehension, the students who got Hypnosis Learning had an average score of 86.4444 higher than students who did not.(79.00), (2) there was a significant difference in reading comprehension of the students who had high motivation of learning and the students with low one (F-value = 26.426, with sig. = 0.000), (3) there was an interaction between the application of hypnosis learning and motivation towards the students’ reading comprehension, with F-value of 4.011 and significance level of 0.047.
Pemanfaatan Pembelajaran Daring Google Classroom di SMAN 1 Gondang Tulungagung Agus Sugiarto; Rufii Rufii; Harwanto Harwanto
Jurnal Pendidikan : Riset dan Konseptual Vol 6 No 4 (2022): Volume 6, Nomor 4, Oktober 2022
Publisher : Lembaga Penelitian dan Pengabdian Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/riset_konseptual.v6i4.602

Abstract

Penelitian ini memiliki tujuan untuk mengetahui dan mendeskripsikan pemanfaatan pembelajaran daring Google Classroom di SMA Negeri 1 Gondang Tulungagung. Penelitian ini termasuk jenis penelitian deskriptif kualitatif dengan menggunakan teknik pengumpulan data wawancara, observasi, angket dan dokumentasi. Adapun yang menjadi responden penelitian adalah siswa dan guru SMA Negeri 1 Gondang Tulung Agung yaitu dengan komposisi 4 guru dan 30 siswa. Hasil penelitian menunjukkan bahwa pemanfaatan pembelajaran daring Google Classroom dapat dilaksanakan dengan baik, dimana berdasarkan data yang diperoleh dapat dijelaskan pelaksanaan berada pada kategori baik, yaitu rata-rata minimal 66,7% menyatakan setuju bahwa pembelajaran daring Google Classroom dapat dilaksanakan, dan berdasarkan hasil pengamatan terhadap akativitas guru dan siswa dijelaskan guru dan siswa telah melaksanakan seluruh aktivitas sesuai diindikator. Dan pemanfaatan pembelajaran daring Google Classroom dapat dinyatakan efektif dimana ada peningkatan hasil belajar siswa dari semester I ke semester II.
Keefektifan Pembelajaran Daring di SMP Negeri 1 Trenggalek Imam Asrori; Rufii Rufii; Harwanto Harwanto
Journal on Education Vol 5 No 4 (2023): Journal on Education: Volume 5 Nomor 4 Mei-Agustus 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v5i4.2057

Abstract

This study has the objectives, namely: to identify and describe the planning, implementation, evaluation, supporting factors, inhibiting factors and efforts that can be made in overcoming learning obstacles in SMP Negeri 1 Trenggalek. This research is a qualitative research, in which the data collection techniques used are questionnaires, observations, interviews and documentation. The data sources from this study were 35 students and 2 teachers who were respondents in this study. Based on the results of the research, it was found that planning for the use of online learning was carried out by the teacher by pouring it into the lesson plan. Implementation of the use of online learning at SMP Negeri 1 Trenggalek could be carried out properly in management by the teacher, positive student responses and activities. Evaluation of the use of online learning explained that learning that is carried out runs effectively with an increase in the average value of report cards which has increased from semester to semester. Factors supporting courageous learning are the presence of young teachers who are technologically literate and familiar with network technology and the support of parents with provision of the required facilities, the inhibiting factor for the use of courageous learning is the unstable internet network and the facilities owned by students are insufficient and the efforts that can be made by the teacher are to optimize the use of multiple ime dia like video, audio, CD-ROM based and utilize applications that require a minimal internet network.
Development of Non Hosted Custom Domain Websites As a Learning Medium to Improve Learning Outcomes Rufii
Jurnal Iqra' : Kajian Ilmu Pendidikan Vol. 8 No. 1 (2023): Jurnal Iqra' : Kajian Ilmu Pendidikan
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/ji.v8i1.3202

Abstract

Learning media plays an important role in the learning process, especially in concrete courses. The use of easy, dynamic and interesting media can have an effect on students to learn compared to boring conventional learning media so that it is necessary to develop new media that can overcome these problems. The purpose of this study is to determine the feasibility and effectiveness of learning media in the form of non-hosted custom domain websites to improve learning outcomes. This research uses a research and development method with a 5-stage ADDIE development model. In the results of the feasibility test, media experts obtained a score with a percentage of 81.33% with a very decent category, while material experts obtained a score with a percentage of 89.33% with a very decent category. The results of the trial on 25 graduate students obtained a percentage of 92% with a very decent category. The increase in learning outcomes above KKM 75 after using non-hosted custom websites reached 84% from the previous 20% so that it can be concluded that the use of non-hosted custom domain websites on learning media can improve learning outcomes. The new findings in this study are in the form of the use of websites that are usually used paid for education, now it is easier and cheaper to use non-hosted websites that are custom domains using the teacher's own name, so that the use of the teacher's name can increase credibility in the world of education, especially in cyberspace. Keywords: Learning Media, Non hosted Website, Improve Learning Outcome