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Effects of Online and Offline Learning and Interest Learning on Learning Outcomes Irawan Setiya Widodo; Atiqoh Atiqoh; Yoso Wiyarno
Journal on Education Vol 5 No 3 (2023): Journal on Education: Volume 5 Nomor 3 Tahun 2023
Publisher : Departement of Mathematics Education

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

Abstract

The purpose of this study was to find out the differences in (1) the results of online and offline learning in Class V students, (2) the learning outcomes of students with high and low interest in Class V students and, (3) the interaction between online and offline learning and learning interest on student learning outcomes. This study used an experiment where the research group was divided into two classes, namely online learning classes and offline learning combined with students who had high, medium and low interest. Data collection techniques through questionnaires and tests, where the population and sample used were fifth grade students of 66 students. This study used the 2-way Anova data analysis technique. Based on the calculation of the 2-way analysis obtained: (1) There is a significant difference between online learning and offline learning on student learning outcomes, (2) there is a significant difference in learning interest on student outcomes, and (3) There is a significant interaction between online learning and offline learning and interest in learning on student learning outcomes. Based on the results of this study, it was concluded that online learning and learning interest in student outcomes can improve student learning outcomes.
Pengembangan Aplikasi Media Pembelajaran Interaktif Berbasis Android Tanpa Koding di Sekolah Menengah Kejuruan Santi Ariani; Achmad Noor Fatirul; Atiqoh Atiqoh
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 2 (2023): April
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i2.5601

Abstract

Penelitian ini bertujuan untuk menghasilkan produkberupa aplikasi media pembelajaran interaktif tanpa koding berbasis android dengan kualitas baik dan sangat layak sehingga dapat digunakan sebagai media pembelajaran bagi siswa pada mata pelajaran Matematika. Penelitian pengembangan yang dilakukan di SMK Negeri 1 Banyuanyar ini dilakukan dengan menggunakan langkah pengembangan model ADDIE. Produk media pembelajaran ini telah melalui proses verifikasi dan revisi yang ketat, berdasarkan saran para ahli dan teman sejawat. Produk tersebut telah diujicobakan pada siswa dalam kelompok kecil, kelompok sedang, dan kelompok besar yang berjumlah 31 siswa, serta reaksi positif telah ditunjukkan oleh siswa selama pembelajaran. Hasil penelitian pengembangan berdasarkan respon angket dengan perolehan nilai dari ahli materi 4,75, ahli media 4,55 dan 4,73 dari ahli desain yang berarti produk media sangat layak untuk digunakan. Serta hasil respon dari pengguna terhadap penggunaan media pembelajaran sebagai bahan ajar dalam pembelajaran sangat baik, yaitu rekan sejawat/ guru sebesar 4,63 dan 4,73 pada siswa kelompok besar. Sehingga produk ini dapat digunakan dalam proses pembelajaran untuk memberikan pengalaman baru yang lebih bermakna kepada siswa, selain itu produk media sebagai bahan ajar ini bisa dipelajari dimanapun dan kapanpun yang dapat menambah motivasi belajar bagi siswa.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF ANIMASI POWER POINT PADA BELAJAR MENULIS GEGURITAN (PUISI JAWA) SISWA SMP NEGERI 7 PROBOLINGGO Eko Fajar Yunianto; A. Noor Fatirul; Atiqoh Atiqoh
NUSANTARA : Jurnal Ilmu Pengetahuan Sosial Vol 10, No 3 (2023): NUSANTARA : Jurnal Ilmu Pengetahuan Sosial
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/jips.v10i3.2023.1292-1305

Abstract

Penelitian ini dilakukan karena kurangnya hasil perolehan nilai pada kompetensi penulisan geguritan pembelajaran Bahasa Jawa siswa Kelas VII SMP Negeri 7 Probolinggo. Tujuan penulisan dari penelitian ini untuk menghasilkan produk pengembangan Media Pembelajaran Interaktif Animasi Power Point Pada Belajar Menulis Geguritan (Puisi Jawa) Siswa Kelas VII SMP Negeri 7 Probolinggo. Penelitian ini merupakan penelitian pengembangan. Model pengembangan dalam penelitian ini memakai model pengembangan ADDIE dengan desain teori model pengembangan yang dilakukan lima langkah yaitu (1) Analisis, (2) Perancangan, (3) Pengembangan, (4) Implementasi, dan (5) Evaluasi. Penelitian ini menghasilkan produk berupa Media Pembelajaran Interaktif Animasi Power Point Pada Belajar Menulis Geguritan (Puisi Jawa) Siswa Kelas VII SMP Negeri 7 Probolinggo. Berdasarkan validasi oleh Praktisi Lapangan (ahli materi), ahli media, dan pengguna atau peserta didik dengan melakukan uji coba kelompok kecil, yakni 10 siswa kelas VII SMPN 7 Kota Probolinggo dengan menggunakan instrumen yaitu lembar Praktisi Lapangan (ahli materi), ahli media, dan pengguna atau peserta didik. Hasil validasi pengembangan produk uji ahli materi/isi 86%, hasil validasi uji ahli media 83%, hasil uji coba kelompok kecil 93%. Dari ketiganya didapatkan hasil Sangat baik, sehingga pembelajaran berbasis multimedia interaktif Animasi Power Point Pada Belajar Menulis Geguritan (Puisi Jawa) sangat layak digunakan.
PENGEMBANGAN PTERIDOPHYTA SMART CARD SEBAGAI MEDIA PEMBELAJARAN TUMBUHAN PAKU UNTUK MENGURANGI PLANT BLINDNESS DI KALANGAN MAHASISWA Wawan Wahyudi Efendi; Atiqoh Atiqoh; Hari Karyono
BIO-EDU: Jurnal Pendidikan Biologi Vol 8 No 1 (2023): BIO-EDU: Jurnal Pendidikan Biologi
Publisher : Jurusan Pendidikan Biologi, Fakultas Ilmu Pendidikan, Universitas Timor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32938/jbe.v8i1.4407

Abstract

This study aims to produce a development product in the form of Pteridophyta Smart Cards to overcome the high problem of plant blindness, especially ferns in college student. This type of research includes research and development using the modified ADDIE model (Analysis, Design, Development, Implementation and Evaluation). The product developed is then assessed for its feasibility by involving one material expert, one media expert and one design expert using a validation questionnaire. Based on the results of the Pteridophyta Smart Card product development research, it can be concluded that the product is very suitable for use in learning ferns. This is based on the results of the validation of material expert which reached a feasibility percentage of up to 96.67%, media expert 97.06% and design expert up to 94.44%.
DEVELOPMENT OF E-LEARNING LEARNING MEDIA FOR MACHINE MAINTENANCE SUBJECTS USING GOOGLE SITES FOR STUDENTS OF WIJAYA PUTRA VOCATIONAL SCHOOL, SURABAYA Muchamad Sudjada Cholilulloh; Atiqoh Atiqoh; Hartono Hartono
Jurnal Review Pendidikan dan Pengajaran (JRPP) Vol. 6 No. 4 (2023): Volume 6 No 4 Tahun 2023
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v6i4.21432

Abstract

Tujuan penelitian ini adalah mengembangkan media pembelajaran dengan menggunakan situs e-learning Google. Jika pada proses belajar mengajar sebelumnya hanya menggunakan media konvensional seperti handbook atau manual book, maka penelitian ini digunakan untuk mengembangkan media pembelajaran di SMK khususnya jurusan teknik kendaraan ringan otomotif. Berdasarkan hasil observasi peneliti diketahui bahwa sebagian besar siswa pada saat mengikuti pembelajaran pemeliharaan mesin kurang tertarik atau bosan dengan pembelajaran konvensional. Di sisi lain, kontribusi minat siswa dalam proses pembelajaran berpengaruh terhadap hasil belajar, sehingga peneliti perlu berinovasi mengembangkan media pembelajaran pemeliharaan mesin berbasis e-learning Google Sites. Jenis penelitian yang digunakan adalah model penelitian pengembangan ADDIE (Analysis-Design-Development-Implementations-Evaluation). Sasaran penelitian ini adalah siswa kelas XII SMKS Wijaya Putra Surabaya jurusan Teknik Kendaraan Ringan Otomotif. Tingkat kesesuaian situs Google dilihat berdasarkan validitas penilaian ahli materi, ahli media, dan ahli desain. Berdasarkan hasil penilaian yang dilakukan oleh validator, uji validasi yang dinilai oleh ahli materi terhadap 3 aspek tersebut mempunyai rata-rata persentase aspek sangat baik sehingga media dapat digunakan. Kemudian hasil uji validasi dinilai oleh ahli media dari 3 aspek tersebut, rata-rata persentase aspek cukup baik sehingga media dapat dikategorikan sangat baik atau layak digunakan. Kesimpulan dari penelitian ini adalah media ini dapat digunakan dan diimplementasikan di SMK Wijaya Putra Surabaya. Media pembelajaran ini digunakan untuk mata pelajaran pemeliharaan mesin kendaraan ringan kelas XII, teknik kendaraan ringan otomotif..
Pengembangan Bahan Ajar Elektronik Flipbook Berbasis Kearifan Lokal sebagai Sumber Belajar Muatan IPS bagi Peserta Didik Kelas 5 Siti Aisyah Nur; Atiqoh Atiqoh; Hari Karyono
Jurnal Pendidikan : Riset dan Konseptual Vol 8 No 1 (2024): Volume 8, Nomor 1, 2024
Publisher : Lembaga Penelitian dan Pengabdian Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/riset_konseptual.v8i1.939

Abstract

Penelitian ini bertujuan untuk mengembangkan bahan ajar elektronik flipbook Berbasis Kearifan Lokal sebagai Sumber Belajar Muatan IPS Bagi Peserta Didik Kelas 5 di SDN Kebonsari Kulon 1 Probolinggo adapun hasil pengembangan Bahan Ajar Elektronik Flipbook Berbasis Kearifan Lokal Sebagai Sumber Belajar Muatan Pelajaran IPS bagi Peserta Didik Kelas V Sekolah Dasar dalam penelitian ini, maka dapat disimpulkan sebagai berikut: Penelitian dan pengembangan menghasilkan produk Bahan Ajar Elektronik Flipbook dengan model ADDIE yaitu meliputi Analysis (Analisis), design (Desain/Perancangan), development (Pengembangan), Implementation (Implementasi) dan evaluation (Evaluasi). 2. Bahan Ajar Elektronik Flipbook yang dikembangkan sangat menarik bagi peserta didik dan layak digunakan sebagai penunjang sumber belajar atau media pembelajaran IPS bagi Peserta Didik Kelas V Sekolah Dasar karena bahan ajar elektronik mampu meningkatkan daya tarik peserta didik untuk belajar tentang IPS seperti menguraikan bentuk-bentuk interaksi manusia dengan lingkungan sosial; mengevaluasi bentuk-bentuk interaksi manusia dengan lingkungan dengan tepat; membuat laporan hasil pengamatan interaksi manusia; mengidentifikasi aktivitas masyarakat dalam pembangunan ekonomi lingkungan sekitar dan menuliskan laporan hasil identifikasi aktivitas masyarakat dalam pembangunan ekonomi lingkungan sekitar, 3. Bahan Ajar Elektronik Flipbook yang dikembangkan layak digunakan dalam pembelajaran pengetahuan IPS yang menggunakan animasi gambar yang menarik bagi peserta didik kelas V SD karena mampu meningkatkan efektifitas hasil belajar peserta didik.
Development of An Arabic E-Magazine on Jumla Ismiyah Learning Topics Ud Ulana Setiawan; Atiqoh Atiqoh; Hari Karyono
Lisanan Arabiya: Jurnal Pendidikan Bahasa Arab Vol 7 No 2 (2023): December 2023
Publisher : Pusat Studi Kependidikan (PSKp) Fakultas Ilmu Tarbiyah dan Keguruan, Universitas Sains Al-Qur'an

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32699/liar.v7i2.5674

Abstract

This study aims to develop E-Magazine-based learning media in Arabic language learning in high school with a focus on jumla ismiyah material. The research method used is Research and Development (R&D) following the Dick and Carey ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. Based on the results of the study showed that at the validation stage of an E-Magazine developed for Arabic language learning on jumla ismiyah material at SMA Muhammadiyah 4 Surabaya, which consisted of 3 validations, namely material experts who had a validity value of 91.11%, media experts produced a very high score, which was 94.11%, and design experts had a validity value of 88.11%, all of which were included in the very valid category. Meanwhile, the validation of the E-Magazine learning media response test on students showed that small and extensive field trials had validity rates of 89.81% and 89.94%, respectively, which consistently showed that E-Magazine was very feasible to be used as a learning medium and received a positive response from students. The conclusion is that the development of an E-Magazine for Arabic language learning is very feasible to be implemented with an excellent percentage of learning success.
Pengembangan UKBM Interaktif Flipbook dengan Canva pada Mapel Bahasa Inggris Materi Discussion Text di SMA Negeri 2 Blitar Widi Astuti; Atiqoh Atiqoh; Hari Karyono
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 2 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v4i2.437

Abstract

The objectives of this thesis are (1) to produce an interactive UKBM Flipbook product with Canva in the English subject for Discussion Text Materials at SMA Negeri 2 Blitar. (2) find out the feasibility of interactive UKBM Flipbook with Canva in the English subject Discussion Text material at SMA Negeri 2. This development uses the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) From the results of the study, data was obtained that at the expert validation stage which was divided into Material Expert Validation by 95%, Media Expert validation by 85% and Design Expert Validation by 93%. If it is converted into the validity criteria adapted from Sugiyono (2011: 93) and very valid criteria are obtained for material validation, valid from Media experts and very valid by Design experts. So that as a whole the product development in the form of UKBM Interactive Flipbook with Canva in English subject, Discussion Text material, is very valid and feasible to use. Meanwhile, the results of the data analysis from the product trial showed that the percentage level of module validity was 88% with very valid criteria for 10 students as small group test respondents. Meanwhile, in the large group trial, the average percentage of module validity was 87% with very valid criteria for 33 students as respondents. It can be concluded that this interactive UKBM flipbook with Canva is very practical to use in learning English for Class XII Discussion text materia.
Pengembangan Media Pembelajaran Berbasis Aplikasi Android dalam Pembelajaran CNC di Kelas XII Teknik Pemesinan Ahmad Haris Abdillah; Atiqoh Atiqoh; Hari Karyono
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 2 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v4i2.569

Abstract

This research aims to develop effective and interactive Android application-based learning media for learning CNC (Computer Numerical Control) in class XII Machining Engineering. This research uses the ADDIE development method which involves preliminary studies, learning media development, and data obtained from validation results from media experts 78.00%, material experts 92.22% and design experts 95.00% and three trials were carried out on students, namely individual trials obtained percentages 90.55%, small group trials obtained a percentage of 90.27% and field trials obtained a percentage of 93.43% with very good criteria. The conclusion of this research shows that the development of Android application-based learning media in CNC learning has very good quality and is suitable for use in the learning process, can foster student learning motivation, the Android application developed is very interesting and easy to use as well as innovative and effective in helping students in CNC subjects in class XII Machining Engineering, Android applications can improve students' theoretical and practical skills in CNC subjects in class XII Machining Engineering.
Pengembangan Bahan Ajar Tematik Pendamping Guru dengan Model Webbed Andreas Bagus Hastanto; Atiqoh Atiqoh; Hari Karyono
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 2 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v4i2.570

Abstract

The objectives of the research are: (1) To produce teaching materials in the form of Teacher's Companion Thematic Books for class II elementary school students, and (2) To determine the suitability of teaching materials in the form of Teacher's Companion Thematic Books for class II elementary school students. This development study follows the development stages of the ADDIE model. This research produced: (1) Teaching Material Books which were developed using Microsoft Word 2019 software, the final results of which are physical books and PDF files that can be accessed by devices with applications that can open these types of files. (2) The design expert's assessment shows that the teaching material book is classified as very feasible with an assessment percentage of 91.76%, from communication experts it is classified as very feasible with a percentage of 87.14%, from material experts it is classified as very feasible with a percentage of 93.68%, from users namely colleagues obtained an evaluation percentage of 90.87% which was classified as very worthy, from the answers of students in small groups, namely 9 students, achieved an evaluation percentage of 85.19% which was classified as worthy, and the large group, namely 38 students, achieved very decent results with percentage 90.18%.