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Pengembangan Aplikasi Pembelajaran Biologi SMP Berbasis Android Untuk Bekal Menghadapi UAN Di SMP Islam Bakti 1 Surakarta Sukmawati, Fatma
978-602-7561-566
Publisher : Prosiding Seminar Nasional Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (313.317 KB)

Abstract

Sistem pengajaran Indonesia masih dilakukan secara manual dengan menggunakan media yang konvensional seperti kertas (buku) dan papan tulis. Berdasarkan kenyataan ini, maka timbul suatu gagasan untuk membuat suatu aplikasi pembelajaran matematika SMP (Sekolah Menengah Pertama) untuk bekal menghadapi UAN (Ujian Akhir Nasional) berbasis android. Tujuan penelitian pengembangan ini yaitu mengembangkan aplikasi pembelajaran biologi smp berbasis android untuk bekal menghadapi UAN di SMP Islam Bakti 1 Surakarta. Pengembangan media pembelajaran ini, dilakukan dalam bebarapa tahap. Model pengembangan yang digunakan mengacu pada model pengembangan ADDIE yaitu analysis, design, development, implementation dan evaluation. Hasil pengembangan berupa aplikasi Android yang memuat materi biologi SMP.Setelah dilakukan penelitian melalui tahap-tahap tersebut, maka diperoleh hasil penelitian berupa media pembelajaran berbasis android untuk mata pelajaran biologi yang bisa dijadikan salah satu alternatif bagi siswa SMP dalam mempelajari biologi SMP. Kata kunci : Biologi, android, UAN, pembelajaran.
Pengembangan Bahan Ajar Biologi Berbasis Contextual Teaching Learning untuk Mengefektifkan Pembelajaran bagi Siswa SMA Sukmawati, Fatma
FENOMENA FENOMENA Vol 7 No.1, 2015
Publisher : LP2M IAIN Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (406.028 KB) | DOI: 10.21093/fj.v7i1.266

Abstract

The objectives of this study are: (1) to know the need of teaching materials for the senior high school teachers and the students, (2) to know the procedures of Biology teaching materials development of contextual teaching learning-based teaching, (3) to develop Biology teaching materials of contextual teaching learning-based teaching. The research method of this study is research and development. This study found: firstly, the need of teaching materials for the senior high school teachers and the students considers some elements, they are a) situational context, b) fits to curriculum, c) exercises/tasks enable to activate the students’ achievement, d) practical based implementation, and e) interesting, clear, and easy to understand. Secondly, the model of development is adapted from Borg and Gall, they are: data collection, planning, drafting a model, experimenting the model, revision the draft, field experiment, revising the final draft, and implementation. Thirdly, the score of post test shows 66.9 (control class) and 79.6 (experimental class), t-value of f value is 2.67 > 1.67 of f table. It can be concluded that the use of Biology CTL based-teaching materials enables to improve the students’ achievement in learning Biology.
PENGEMBANGAN APLIKASI PEMBELAJARAN BIOLOGI SMP BERBASIS ANDROID UNTUK BEKAL MENGHADAPI UAN DI SMP ISLAM BAKTI 1 SURAKARTA Sukmawati, Fatma
Jurnal Teknologi Informasi RESPATI Vol 11, No 31 (2016)
Publisher : Universitas Respati Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (347.898 KB) | DOI: 10.35842/jtir.v11i31.118

Abstract

Abstrak.Sistem pengajaran Indonesia masih dilakukan secara manual dengan menggunakan media yang konvensional seperti kertas (buku) dan papan tulis. Berdasarkan kenyataan ini, maka timbul suatu gagasan untuk membuat suatu aplikasi pembelajaran matematika SMP (Sekolah Menengah Pertama) untuk bekal menghadapi UAN (Ujian Akhir Nasional) berbasis android. Tujuan penelitian pengembangan ini yaitu mengembangkan aplikasi pembelajaran biologi smp berbasis android untuk bekal menghadapi UAN di SMP Islam Bakti 1 Surakarta. Pengembangan media pembelajaran ini, dilakukan dalam bebarapa tahap. Model pengembangan yang digunakan mengacu pada model pengembangan ADDIE yaitu analysis, design, development, implementation dan evaluation. Hasil pengembangan berupa aplikasi Android yang memuat materi biologi SMP.Setelah dilakukan penelitian melalui tahap-tahap tersebut, maka diperoleh hasil penelitian berupa media pembelajaran berbasis android untuk mata pelajaran biologi yang bisa dijadikan salah satu alternatif bagi siswa SMP dalam mempelajari biologi SMP.Kata kunci : Biologi, android, UAN, pembelajaran.
Strategi Ecolip (Ecology Line Up) dalam Pembentukan Sikap Peduli Lingkungan Sukmawati, Fatma
Jurnal Kiprah Vol 9 No 2 (2021): Jurnal Kiprah
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31629/kiprah.v9i2.3959

Abstract

Masalah kerusakan lingkungan dewasa ini terus mengalami peningkatan yang serius. Salah satu cara untuk mengurangi ancaman kerusakan lingkungan adalah dengan mengubah cara pandang dan sikap siswa untuk lebih peduli terhadap lingkungan. Seiring dengan permasalahan lingkungan yang semakin kompleks, gerakan lingkungan semakin digencarkan dalam konteks pendidikan seperti penggunaan strategi permainan Ecology Line Up (Ecolip) dalam proses pembelajaran. Penelitian ini bertujuan untuk mendeskripsikan pengaruh penerapan strategi ecolip di SMP Kasatrian 1 Surakarta terhadap sikap peduli lingkungan siswa. Peneltian ini merupakan penelitian eksperimen, dengan desain Non equivalent Control Group Design. Sampel penelitian sebanyak 50 peserta didik yang terbagi menjadi dua kelompok, yaitu 25 siswa di kelompok eksperimen dan 25 siswa di kelompok control. Hasil penelitian menggambarkan bahwa penerapan strategi Ecolip berpengaruh terhadap pembentukan sikap peduli lingkungan siswa di sekolah. Kesimpulan dari penelitian ini adalah penerapan strategi permainan Ecolip berpengaruh terhadap sikap peduli lingkungan peserta didik. Penggunaan strategi Ecolip yang dilaksanakan sekolah harus mengacu pada prinsip-prinsip pelestarian lingkungan dan pengendalian pencemaran lingkungan.
Augmented Reality for Student Learning Media: A Bibliometric Analysis and Visualization Subiyantoro, Singgih; Hadi, Baskoro; Santosa, Eka Budhi; Irmade, Oka; Sukmawati, Fatma
Indonesian Journal of Instructional Media and Model Vol. 3 No. 2 (2021): Indonesian Journal of Instructional Media and Model
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/ijimm.v3i2.2007

Abstract

Augmented Reality is a study that is now popular. Many researches theme have been published in various reputable journals. The purpose of this study is to provide an overview and visualization of Augmented Reality which is used as a medium of learning. This research is a qualitative research through descriptive analysis with literature review formed in bibliometric analysis which describes and visualizes ongoing phenomena as well as in the past regarding various topics related to Augmented Reality. Through the Scopus database source, there are 882 documents related to Augmented Reality were obtained from 2016 to 2020 and various data related to the number of documents by country, author, subject area, visualization of relationships between topics. Topics that are categorized as rare or have not been associated with AR will be an option for us to study more deeply so that it will give knowledge to the scientific of AR as a medium for student learning.
Virtual Reality as a Media for Learn Animal Diversity for Students Sukmawati, Fatma; Santosa, Eka Budhi; Rejekiningsih, Triana; Suharno; Qodr, Taufiq Subhanul
Jurnal Edutech Undiksha Vol. 10 No. 2 (2022): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v10i2.50557

Abstract

In the educational process, students face various problems, one of which is the difficulty in understanding the material due to its complexity of the material. New technology-based media are being introduced that help students in the learning process, such as virtual reality (VR). This research aims to produce a product in the form of virtual reality development media as a learning medium for animal diversity. This type of research is developed using a 4D model design. The data collection method uses non-test with research instruments, namely expert validation questionnaires and user validation questionnaires. As well as data analysis techniques using descriptive analysis to describe the results of questionnaires distributed to experts, practitioners, and students as research subjects consisting of media experts, material experts, practitioners, and students. The results of the product feasibility tests carried out on media experts, material experts, and students get many positive responses. So it can be concluded that the virtual reality media of animal diversity is suitable for learning. This media makes it easy for students to understand the variety of animals and provides an attraction for students so that an increased desire to learn arises.
Jumantara Dance Learning Using the Explicit Instruction Learning Model Prehantini, Musfita Eka; Widyastono, Herry; Sukmawati, Fatma
Jurnal Ilmiah Mandala Education (JIME) Vol 9, No 4 (2023): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v9i4.6042

Abstract

Dance learning has an important urgency because it promotes cultural expression, respects traditional heritage, and enriches understanding of the arts. It also fosters discipline, teamwork, and creativity, and can be an effective tool in character education and mental well-being. The learning model is an important element of the learning strategy, therefore, this research aims to determine the results of Jumantara Dance Learning using the Explicit Instruction learning model for students at Sanggar Kampoeng Thengul. The research method used by researchers is a qualitative descriptive method. Data was collected through several techniques, namely 1) Observation 2) Documentation 3) Interviews, then analyzed descriptively to narrate findings in the field. The results of the research describe that learning Jumantara dance using the explicit instruction learning model has an influence on the achievement of students' learning activities at Sanggar Kampoeng Thengul. This can be seen from the enthusiasm of students in participating in Jumantara dance learning and can be seen from the test or assessment results obtained. students at Sanggar Kampoeng Thengul got an average score of 80 while the highest score was 95 and the lowest score was 75.
Pelatihan Pembuatan Media Pembelajaran Berbasis Game Bagi Guru-Guru Madrasah Ibtidaiyah Sukmawati, Fatma; khasanah, uswatun; fatimah, meti; mujibburohman, mujibburohman
IJECS: Indonesian Journal of Empowerment and Community Services Vol 3 No 2 (2022)
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/ijecs.v3i2.1654

Abstract

Di era teknologi, pemanfaatan media pembelajaran telah banyak  inovasi yang dilakukan. Salah satu inovasi media yang dapat mambantu pendidik dalam mengajar yaitu media pembelajaran berbasis games dengan bantuan aplikasi Kahoot. Namun, masih terdapat pendidik  di sekolah mitra  belum memanfaatkan teknologidalam media pebelajaran yang digunakannya. Tujuan dari kegiatan Pengabdian Kepada Masyarakat (PkM)adalah: (1) Memperkenalkan media pembelajaran berbasis games, (2) meningkatkan keterampilan pengajar  guru dalam menggunakan media berbasis games seperti aplikasi Kahoot!. Metode yang digunakan pada kegiatan ini yaitu metode ceramah, demonstrasi dan penugasan. Data diperoleh dari angket kepuasan kegiatan pelatihan. Dari hasil analisis data diperoleh bahwa 92,30% kegiatan ini menambah wawasan pendidik mengenai pembuatan media berbasis games, 92,00% materi yang disampaikan sesuai dengan kebutuhan, 85,50% kegiatan menambah keterampilan pendidik dalam memanfaatkan media pembelajaran. Ada dua simpulan pada kegiatan ini, yaitu: (1) kegiatan PkM ini menjadikan pengajar atau pendidikan lebih mengenal  aplikasi Kahoot sebagai media pembelajaran berbasis games dan memberikan manfaat untuk pendidik untuk melakukan inovasi dalam pembuatan  media pembelajaran, (2) kegiatan pengabdian kepada masyarakat  ini  meningkatkan keterampilan pendidik dalam menggunakan media games seperti aplikasi Kahoot!
Project-based Collaborative Learning on Student Concept-Application with Different Prior Knowledge Sukmawati, Fatma
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 6, No 4 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v6i42023p230

Abstract

This research was determined the effect of Project-based Collaborative Learning (PBCL), Project-based Learning (PjBL), and conventional learning on students' concept application skills in learning biology, considering the prior knowledge, as well as the interaction between learning strategies and students' prior knowledge. This research was designed as a quasi-experiment using pre-post-test non-equivalent control group One hundred high school students participated as research samples. Observations, tests and documentation were conducted as data collection techniques. Data on students' concept application skills were technically obtained from tests. The data were analyzed using ANCOVA. The statistical test results showed that the learning strategies (PBCL, PjBL, and conventional) significantly affected students' ability to apply biological concepts. The students' prior knowledge results also showed a significant influence on students' ability to apply concepts. The interaction between learning strategies and students' prior knowledge also influences their ability to apply concepts. These findings indicate that PBCL significantly contributes to the concepts understanding in learners' daily lives. However, it is recommended that future research addresses other topics in both elementary and junior high schools. Further research can also focus on measuring higher learning outcomes from concept application, such as concept analysis, synthesis, evaluation, problem solving, and other students' skill abilities.AbstrakTujuan penelitian ini adalah untuk mengetahui pengaruh Project-based Collaborative Learning (PBCL), Project-based Learning (PjBL), dan pembelajaran konvensional terhadap kemampuan penerapan konsep peserta didik dalam pembelajaran biologi, dengan mempertimbangkan konsep pengetahuan awal, serta interaksi antara strategi pembelajaran dan pengetahuan awal yang dimiliki peserta didik. Penelitian ini dirancang dengan jenis quasi eksperimen menggunakan pre-post-test non-equivalent control group. Seratus peserta didik tingkat SMA berpartisipasi sebagai sampel penelitian. Observasi, tes, dan dokumentasi dilakukan sebagai teknik pengumpulan data. Data kemampuan penerapan konsep peserta didik secara teknis diperoleh dari tes. Selanjutnya, data dianalisis menggunakan ANCOVA. Hasil uji statistik menunjukkan strategi pembelajaran (PBCL, PjBL, dan konvensional) berpengaruh signifikan terhadap kemampuan peserta didik dalam menerapkan konsep biologi. Hasil pengetahuan awal peserta didik juga menunjukkan pengaruh signifikan terhadap kemampuan penerapan konsep peserta didik. Interaksi antara strategi pembelajaran dan pengetahuan awal peserta didik juga berpengaruh terhadap kemampuan penerapan konsepnya. Temuan ini menunjukkan bahwa PBCL secara signifikan berkontribusi pada pemahaman konsep dalam kehidupan peserta didik sehari-hari. Namun, disarankan agar penelitian selanjutnya membahas tentang topik lain baik di SD maupun SMP. Penelitian selanjutnya juga dapat berfokus pada pengukuran hasil belajar yang lebih tinggi dari aplikasi konsep, seperti analisis konsep, sintesa, evaluasi, problem solving, dan kemampuan keterampilan peserta didik lainnya.
Research Ethics in Social Studies: Indonesian Perspectives Drajati, Nur Arifah; Trinugraha, Yosafat Hermawan; Sukmawati, Fatma; RAKERDA, HILDA; Ilmi, Ma'rifatul
Jurnal Inovasi Pengabdian Masyarakat Pendidikan Vol. 4 No. 1 (2023)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/jurnalinovasi.v4i1.30575

Abstract

The necessary standards for conducting and disseminating research rely on research ethics. Research ethics determine whether research is integrity-based and adequately completed. Given the significant role of ethics in research, much of the research in Indonesia does not fall under the remit of research ethics committees (REC), especially research in studies, such as in education. This condition might happen because of the lack of knowledge about ethics in research and their significance. Thus, this case study aims to observe whether or not Indonesian researchers have enough knowledge about research ethics and their perception of the essential roles of ethics in research. We collected the data through a written interview with 20 participants selected purposely. The results of this study provided an extended discussion of knowledge and understanding of research ethics among Indonesian researchers in the educational field. We concluded that social researchers’ knowledge, support, and access to gain ethical clearance for the research should receive particular attention so that research in social studies could be ethically conducted and presented with qualified and validated results.