Andy Usman
Magister Teknologi Pembelajaran, FKIP Universitas Tanjungpura Pontianak.

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PENGGUNAAN PERMAINAN SCRAMBLE DALAM MENYUSUN KALIMAT BAHASA ARAB UNTUK MENINGKATKAN KECAKAPAN MEMBACA (AL-QIRA’AH) Awaludin, Ahmad; Umar, Syahwani; Usman, Andy
Jurnal Pendidikan dan Pembelajaran Khatulistiwa Vol 5, No 1 (2016): JANUARI 2016
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Abstrak: Dari hasil obesrvasi pendahulu di MAS Mubtadi’in Sungai Ambawang diperoleh data mengenai situasi dan kondisi pembelajaran bahasa arab, menunjukan bahwa kurangnya minat dan motivasi belajar pebelajar untuk belajar arab sangat rendah, sehingga hasil belajar yang didapatkan juga tidak maksimal. Tujuan dari penelitian ini adalah tersedianya sumber belajar menggunakan multimedia yang menggunakan permainan scramble untuk kecakapan menyusun kalimat bahasa arab. Penelitian dilakukan dengan pendekatan pengembangan produk (Research and Development). Kegiatan penelitian difokuskan pada pengembangan media. Media yang dikembangkan berdasarkan pengembangan yaitu: (1). Merancang produk (2) evaluasi produk (3) uji coba produk. Hasil dari penelitian yang dilakukan menunjukan bahwa kecakapan membaca (al-qira’ah) teks arab setelah menggunakan media permainan scramble mengalami peningkatan melampaui tingkat ketuntasan minimum dan tuntas 100%. Kata Kunci : Permainan Scramble, Kecakapan Membaca (Al-Qira’ah), Multimedia. Abstarct: From the results of preliminary observation in MAS Mubtadi'in Sungai Ambawang were obtained datas about the circumstances of Arabic learning, showed that lack of interest and motivation to learn of learners to learn Arabic is very low, so the learning outcomes that gotten also not optimal. The general aim of this research is to produce the learning resources that using multimedia with scramble game for arrangging arabic sentence skills. The research was conducted with the approach of product development (research and development). This activity is focused on the development of media. Media were developed based development, namely (1) Designing products (2) Evaluation of product (3) The test product. Results of the research showed that the development of learning Arabic media has reached the feasibility and meet the criteria of instructional media suitable for learning material expert, and learners class X MAS Mubtadi’in Sungai Ambawang read (al-qira'ah) after using the Arabic text scramble game medium has increased beyond the minimum level of completeness and completed 100%. Key Words :  Keywords : Scramble Games , Reading Skills ( Al - Qira ' Ah), Multimedia.
PENGEMBANGAN MODUL PEMBELAJARAN REAKSI REDUKSI-OKSIDASI DENGAN PENDEKATAN KONSTRUKTIVISTIK Deafirmanda, Yossi; Astuti, Indri; Usman, Andy
Jurnal Pendidikan dan Pembelajaran Khatulistiwa Vol 6, No 11 (2017): Nopember 2017
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 AbstractThe development of the learning module reduction reactions of oxidation with Constructivism approach is based on the low student learning results and the limited number of teaching materials that in accordance with the characteristics of student learning. The purpose of the development of this learning module is to produce learning media that can be used independently. Development model used in this research using the model of the 4-D include: Define, Design, Develop, and Disseminate. The research results show that the design of the development of the learning module in this research consists of (1) Analysis of electrostatic curriculum and materials (2) analysis of the characteristics of students (3) Analysis of student learning tasks. Module development phase begins with do the arrangement of the material/writing module, then module review by the experts to show the module meets the feasibility criteria with an average of 3.77 values and field trials that shows a positive response to the use of module 83.2%. The module profile that is produced after the development phase meets the criteria of Self Instruction, Self Contained, Stand Alone, Adaptive and User Friendly. Students learning gains after the use of the learning module shows that the students can be actively using the module in the learning activities and the level of students understanding of the concept of oxidation reduction reactions good enough this can be seen from the average value of the students is 77.98 ≥75 (KKM).Key words:        Learning module oxidation reduction reactions, Constructivism approach
PENGARUH PENGGUNAAN MULTIMEDIA PEMBELAJARAN DAN MOTIVASI BELAJAR TERHADAP HASIL BELAJAR MEMBACA TEXT REPORT SISWA SMP P, Patrisius; ., Aunurrahman; Usman, Andy
Jurnal Pendidikan dan Pembelajaran Khatulistiwa Vol 4, No 10 (2015): Oktober 2015
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Abstrak: Tujuan penelitian ini adalah untuk mengetahui pengaruh penggunaan multimedia pembelajaran dan motivasi belajar terhadap hasil belajar membaca teks report. Multimedia pembelajaran berbantuan komputer yang berisi naskah materi pembelajaran, flowchart, storyboard, dan pengumpulan bahan-bahan. Penelitian ini merupakan penelitian eksperimen, dimana teknik pengumpulan data melalui tes pemerolehan belajar dan angket motivasi belajar. Berdasarkan hasil pengujian hipotesis terbukti bahwa :  (1) Hasil belajar siswa  dalam membaca text report menggunakan multimedia pembelajaran lebih baik dari pada tanpa menggunakan multimedia pembelajaran, (2). hasil belajar kelompok motivasi belajar tinggi pada siswa yang menggunakan multimedia pembelajaran lebih baik dari pada siswa kelompok motivasi belajar tinggi yang tidak menggunakan multimedia pembelajaran, (3) hasil belajar siswa yang menggunakan multimedia pembelajaran kelompok motivasi rendah lebih baik dari pada siswa kelompok motivasi belajar rendah yang tidak mengunakan multimedia pembelajaran, (4) hasil belajar kelompok motivasi belajar tinggi lebih baik dari pada siswa kelompok motivasi belajar rendah. Kata Kunci : Multimedia Pembelajaran, Motivasi Belajar, Teks Report Abstract: The objectives of this researh was to know the influences of using the learning multimedia and learning motivation of students learning result of reading report text. Learning multimedia containing scripts of learning materials, flowcharts, and storyboards,and compiling materials.This reseach was the experiment research, the data collection technique through tests acquisition of learning and motivation questionnaire. Based on the results of hypothesis testing proved that: (1) Students learning result of reading text report using Multimedia is better than not using Multimedia, (2). Students learning result of reading text report for high group motivation is better than not using Multimedia, (3) Students learning result of reading text report for low group motivation is better than not using Multimedia, (4) Students learning result of reading text report for high group motivation is better than low group motivation. Keywords: Learning Multimedia, Learning Motivation, Report Text.
PENGEMBANGAN MULTIMEDIA UNTUK MATERI PENDIDIKAN KARAKTER DISIPLIN PADA PELATIHAN PENDIDIK PAUD DI KECAMATAN SELAKAU KABUPATEN SAMBAS Henniarti, Henniarti; Aunurahman, Aunurrahman; Usman, Andy
Jurnal Pendidikan dan Pembelajaran Khatulistiwa Vol 6, No 12 (2017): Desember
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 AbstractThe qualifications of PAUD educators in Kabupaten Sambas are mostly still in senior secondary education or under D-2. This data shows that PAUD educators are carrying out their duties beyond their authority. With multimedia can help PAUD educators who attend the training to more easily understand the material submitted by the Instructor or trainer to improve professional competence. This research is a multimedia development research with meggunakan development stage of Borg and Gall, with the subject of research is amounted to 30 participants. Stages of multimedia development that dilakkuan Research and information collecting, planing, Develop preliminary form of product, Preliminary field testing, Main product revision, Operational field testing and Final product revision. Data were obtained through expert validation questionnaires, observations, interviews, participant response questionnaires, and documentation. Further analysis is done. The test result of the description, about 83.34% of the participants can understand the material delivered well. While 16.67% of them still do not understand this material in full. Meanwhile, the measurement of micro teaching result from 5 groups were in the range of 61 - 80 as many as 4 groups (80%) with good criteria and range of 81 - 100 as many as 1 group (20%) with very good criteria. Based on these results can be concluded that this material can be practiced by educators well. This means the goal of delivering this material is achieved. Key words: development, multimedia, PAUD
IMPLEMENTASI PEMBELAJARAN PROBLEM SOLVING DI KELAS IV SEKOLAH DASAR NEGERI 02 SADANIANG Sumantri, Hery; Usman, Andy; ., Fadillah
Jurnal Pendidikan dan Pembelajaran Khatulistiwa Vol 4, No 12 (2015): Desember 2015
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Abstrak: Penelitian ini dilatarbelakangi guru belum dapat memberikan suatu pembelajaran dengan pemecahan masalah. Salah satu kendalanya adalah rendahnya kemampuan siswa dalam memecahkan masalah yang ditandai antara lain: 1) Pemecahan masalah tentang pengenalan rumah adat, 2) Merancang rencana penyelesaian masalah tentang perbedaan bahasa daerah Kalimantan Barat, 3) Menganalisis pengenalan lagu Kalimantan Barat. Berdasarkan hasil analisis data, secara umum disimpulkan antara lain: 1) Desain pembelajaran dengan model pembelajaran problem solving dikategorikan “sangat sesuai”, melalui fase penilaian, fase desain model dan fase produksi model pembelajaran problem solving untuk pembentukan sikap keberagaman budaya. 2) Prototipe penerapan model pembelajaran problem solving dikategorikan “sangat sesuai”, dalam hal ini kegiatan yang dilakukan: kegiatan pendahuluan, kegiatan inti, kegiatan penutup model pembelajaran problem solving untuk pembentukan sikap keberagaman budaya. 3) Sikap yang ditunjukkan siswa terhadap keberagaman budaya dikategorikan “sangat baik”, antara lain: antusiasme siswa dalam menganalisis pengenalan lagu Kalimantan Barat, respon siswa dalam merancang rencana penyelesaian masalah tentang perbedaan bahasa daerah Kalimantan Barat, respon siswa dalam pemecahan masalah tentang pengenalan rumah adat. Kata Kunci : Problem Solving Abstract: This research is motivated teacher can not provide a learning problem solving. One problem is the lack of ability of the students in solving a problem that is characterized among other things: 1) Solving the problem of the introduction of custom homes, 2) Designing problem-solving plan on language differences West Kalimantan, 3) Analyzing the introduction song of West Kalimantan. Based on the analysis of data, the general concluded, among others: 1) design study model of learning with problem solving categorized as "very appropriate", through the assessment phase, design phase and the production phase model of problem solving learning model for the formation of attitudes of cultural diversity. 2) Prototype application of learning models problem solving categorized as "very appropriate", in this case the activities performed: preliminary activities, core activities, activities cover problem solving learning model for the formation of attitudes of cultural diversity. 3) The attitude shown students to the cultural diversity categorized as "very good", among others: the enthusiasm of the students in analyzing the introduction of the song West Kalimantan, student responses in designing the plan of solving the differences of regional languages ​​of West Kalimantan, the response of students in solving problems concerning the introduction of home custom. Keywords: Problem Solving
PENGEMBANGAN DESAIN PELATIHAN MEDIA PEMBELAJARAN POWER POINT DI MADRASAH ALIYAH AL-MA`ARIF SINTANG Hidayat, Nurul; Mering, Aloysius; Usman, Andy
Jurnal Pendidikan dan Pembelajaran Khatulistiwa Vol 8, No 1 (2019): Januari 2019
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Abstract This research aims to find out: (1) how the development design of learning through PowerPoint as the media is appropriate to use, (2) how to analysis, design, development, implement, evaluation PowerPoint learning media training in MA Al-Ma'arif Sintang, and how students respond to learning media made by the teacher. The research method used is Research and Development which is product development using step-by-step development of Borg and Gall's. Based on the results of the study showed that the results of the design expert validation obtained an average value of 4.57 in the category of "very feasible", the media expert value of 3.2 in the category "feasible", and the evaluation expert value amounting to 3.1 in the "feasible" category. And from the results of product trials conducted on teachers in small group obtained an average value of 3.46 in the good category, and in the large group an average value of 4.01 in the very good category. On field research classes obtained an average value of 4.55 in the very good category. Thus, it can be concluded that the design of PowerPoint learning media training in MA Al-Ma'arif Sintang is very feasible and effective to be used as a learning guide. Keywords: Development, Training Design, Learning Media, Powerpoint.
PENGEMBANGAN MEDIA ULAR TANGGA DALAM PEMBELAJARAN SEJARAH DIKELAS X SMAN 6 PONTIANAK Astriadi, Ricky; Usman, Andy; Riva ie, Wanto
Jurnal Pendidikan dan Pembelajaran Khatulistiwa Vol 8, No 4 (2019): April 2019
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AbstractThe use of Snake and Ladder game in history lesson can motivate of senior high school number 6 of grade x to learn history subject as their average score for history subject is still 71. The study aims to describe (1) snake and ladder game in history lesson, (2) profile of snake and ladder game, (3) steps to use the game, (4) students’ effectivity in using game. Using Borg And Gall Concept, this Reseach & development study used procedural descriptive method to explain the game making. The media was prepared by following steps (1) Choosing Material (2) Collecting Materials (3) Writing scripts (4) Making Storyboard (5) Sketch (6) Modifying The Game (7) Inserting Text and Voice (8) Finishing. The result reveals that 3.82 (good) was given by the material expert, 4,7 (very good) was credited by media expert, 4,8 (very good) was for preliminary field test, 4,78 (very good) was for main field test, and 4,7 (very good) was fpr operational field test it is concluded that this teaching media is feasible as an alternative teaching media for history lesson.                                                                                                                                           Keywords: Development, snakes and ladder Media, Learning History
PENGEMBANGAN MODUL BERBASIS FENOMENA SOSIAL UNTUK MENINGKATKAN MINAT BELAJAR MATA PELAJARAN PENDIDIKAN KEWARGANEGARAAN Sistriana, Sistriana; Aunurrahman, Aunurrahman; Usman, Andy
Jurnal Pendidikan dan Pembelajaran Khatulistiwa Vol 8, No 9 (2019): September 2019
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AbstractThis study aims to determine the development of modules based on social phenomena through the development of modules based on social phenomena on the material Diversity, Religion, Race, and Intergroup within the Unity in Diversity Frame, and to see how the implementation and interest in learning by using social phenomenon-based modules with subjects Class VII student research. The research method used in this research is the development research method by combining the Borg & Gall development model with the Dick & Carrey learning design model. Data obtained through interviews, observations and tests targeting the research subjects. The flow of the implementation of this research through three main stages, namely (1) Stage of product development plan, which includes analysis of learning objectives, learning analysis, identification of student characteristics, formulating objectives and planning of learning media, (2) Stage of product development, which includes product development, develop test instruments, develop learning strategies, develop and select teaching materials, design and develop evaluation drafts, Revise learning packages, and (3) Trial and revision stages, which include small group trials, initial product revisions, medium scale tests, revisions the second product, and a large scale product. The results showed a high percentage of implementation of learning activities at 83.33% in the activities of students. The increase in interest in learning can be seen from the enthusiastic and active attitude shown by students in using and discussing examples of social phenomena that are presented. In addition, an increase in interest was obtained from the questionnaire scoring. The first scoring through learning activities using textbooks obtained an average score of 2.60 which included a low interest category, and the second suspension on learning activities using social phenomenon-based modules obtained an average score of 4.18 which included the learning interest category that was high. Through antusia and activeness of students in using modules based on social phenomena the percentage of mastery learning can be increased, from 33.33% in the pre-test implementation to 86.67% at the post-test.                       Key Word : Social Phenomenon, Interest In Learning, Modules,
PENGEMBANGAN MODUL IPA TERPADU KOMPETENSI KONSEP ALAT OPTIK DENGAN PENDEKATAN MULTIREPRESENTASI DI SMP SUNGAI RAYA Mikana M, Yesinta; Usman, Andy; Sahala, Stepanus S
Jurnal Pendidikan dan Pembelajaran Khatulistiwa Vol 6, No 1 (2017): Januari 2017
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Abstrak: Penelitian ini bertujuan untuk mendapatkan informasi serta penjelasan yang obyektif tentang pengembangan modul dengan pendekatan multirepresentasi dalam meningkatkan pemahaman konsep fisika pebelajar SMP K  Immanuel 2 Sungai Raya. Metode yang digunakan dalam penelitian ini yaitu penelitian dan pengembangan  menggunakan model Borg & Gall. Alat pengumpul data yang digunakan berupa pedoman wawancara; angket uji ahli materi, isi soal, media pembelajaran, dan satu lawan satu; serta tes.Hasil penelitian berupa modul dengan pendekatan multirepresentasi mengenai konsep alat optik yang memiliki bagian sebagai berikut: a) bagian pembuka (cover, tinjauan mata pelajaran, daftar isi, peta konsep, dan indikator pembelajaran), b) bagian inti (pendahuluan, kegiatan pembelajaran (tujuan, uraian materi yang disajikan menggunakan representasi verbal, representasi fisis, dan representasi matematika, rangkuman, latihan, tes formatif, kunci jawaban latihan, serta  umpan balik dan tindak lanjut), dan rangkuman), serta c) bagian penutup, (tes akhir, glosarium dan daftar referensi). Modul ini memiliki tingkat efektifitas perolehan belajar aspek kognitif sebesar 79% serta sangat menarik, memudahkan, dan sangat bermanfaat bagi pebelajar mempelajari materi alat optik. Kata kunci: Modul, multirepresentasi, alat optik, model pengembangan Borg & Gall. Abstract: The purpose of this study to obtain objective information and explanations about the development of the module with multirepresentasi approach in improving the understanding of physics concepts learners of Junior High School of Christiani Immanuel 2 Sungai Raya. The method used in this research is the research and development using a model Borg & Gall. The tool of data collection that is used in the form of guidance interviews; test questionnaire, the content, instructional media expert test, and one by one; as well as tests. Results of the research is a module approach multirepresentasi the concept of optical instrument that has the following sections: a) the opening section consist of (cover, a review of subjects, content, concept maps, and indicators of learning), b) the main part consist of (introduction, learning activities (goal, description of the material presented using representations verbal, of physics and mathematic, summaries, exercises, formative tests, key’s answer, as well as feedback and follow-up), and conclusion), and c) at the last (the final test, glossary and references). This module has a level of effectiveness of the cognitive aspects of learning acquisition of 79% as well as it very attractive, it easy, and it is very beneficial for the students to learn the material optical instrument. Keywords: module, multirepresentation, optical  instruments,  the  development model Borg & Gall. 1 
STRATEGI GURU MENUMBUHKAN KEBERANIAN BERTANYA USIA 5-6 TAHUN DI TK DAARUL JANNAH PONTIANAK TIMUR Suryani, Esih; Syukri, M.; Usman, Andy
Jurnal Pendidikan dan Pembelajaran Khatulistiwa Vol 2, No 9 (2013): September 2013
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Penelitian ini bertujuan untuk mendeskripsikan strategi pembelajaran yang dilakukan guru dalam menumbuhkan keberanian bertanya pada anak usia 5-6 tahun di TK Daarul Jannah Pontianak Timur. Metode penelitian yang digunakan adalah metode kualitatif dengan subjek penelitian adalah guru dan anak TK Daarul Jannah Pontianak Timur. Dalam merencanakan strategi pembelajaran guru berpedoman pada Kurikulum PERMEN No. 58 Tahun 2009, RKM, dan buku pilar Karakter. Cara guru menstimulus anak untuk berani bertanya adalah menggunakan model acak dengan kartu huruf bergambar. Respon guru terhadap pertanyaan anak adalah dengan cara memberi kesempatan kepada anak untuk berpikir sebelum mengajukan pertanyaan. Faktor pendukung strategi guru menumbuhkan keberanian anak adalah penggunaan media yang digunakan meransang anak untuk berani bertanya. Faktor penghambat strategi guru menumbuhkan keberanian bertanya anak adalah anak kurang respon terhadap guru. Kata kunci : Strategi, Guru, Keberanian Bertanya Abstrak : This study aimed to describe the instructional strategies that teachers do in growing the courage to ask in children aged 5-6 years in kindergarten Daarul Jannah East Pontianak. The research method used is a qualitative method of research subjects are kindergarten teachers and child Daarul Jannah East Pontianak. Teachers in planning instructional strategies based on the curriculum PERMEN No.. 58 In 2009, RKM, and the pillars of Character book. How to stimulate the child's teacher for daring to ask is use a random picture with letter cards. Response to the teacher's question is to give an opportunity to children to think before asking questions. Factors supporting teachers strategies cultivate courage children is the use of media that is used to stimulate the children dared to ask. Factors inhibiting teachers' strategies to grow the courage to ask the child is younger than the response to the teacher. Keywords: Strategy, Teachers, Courageinquiry