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Development of Web-Based Library System at SMP Negeri 3 Sungai Kakap Lesmana, Chandra; Santoso, Danar; Mannanan, Darul Lutfi
International Journal of Multi Discipline Science (IJ-MDS) Vol 8, No 1 (2025): Volume 8 Number 1 February 2025
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/ij-mds.v8i1.6719

Abstract

This research aims to develop a web-based library information system at SMP Negeri 3 Sungai Kakap to improve the efficiency of library management and support students' access to learning resources. The research method used was Research and Development (R&D) with the Richey and Klein model, including planning, production, and evaluation stages. The development of the system involved 2 media experts, 3 librarians, and 30 students as respondents. The validation results showed that this system was very feasible, with an average score of 89% from media experts and 88% from expert librarians. The student response was also positive, with a score of 86.13%, indicating satisfaction with the ease of use and benefits of the system. Thus, this web-based library information system was effective in improving library services and supporting the learning process in schools.
Pengembangan Media Pembelajaran Interaktif Edpuzzle dalam Pembelajaran Sejarah Purmintasari, Yulita Dewi; Lesmana, Chandra
Fajar Historia: Jurnal Ilmu Sejarah dan Pendidikan Vol 7 No 2 (2023): Desember
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/fhs.v7i2.12370

Abstract

Learning history is one of the most difficult lessons because of the distance in space and time, so it is necessary to present interactive learning media that make historical values more understandable. The development of Edpuzle interactive video learning media in history learning aims to develop learning media and to determine the effectiveness of the product developed. The research process applies the 4D development research method with the stages of Define, Design, Develop and Deseminate. The research instruments are in the form of expert validation sheets, lift sheets and test questions. The results of the media validation show "very good" worthy of being used as a learning medium with an average score of 4.35. Based on table 2, it shows that the results of the validation of material experts average score of 4.33 in the "very good" category. The results of the one to one evaluation show that the average total score is 3.98 in the "good" category. And the results of the small group evaluation show that the total average score is 4.58 in the "very good" category. the results of the effectiveness test using Mann Whitney U on SPSS, obtained the results of a sig (2-tailed) value of 0.011 <0.05 which means Ho is rejected while Ha is accepted which means the use of interactive media has an effect on learning students become more interested and able to think interactive learning media and not boring.Pembelajaran sejarah merupakan salah satu pembelajaran yang sulit karena jauhnya ruang dan waktu, sehingga perlu menghadirkan media pembelajaran interaktif yang membuat lebih memahami nilai-nilai sejarah. Pengembangan media pembelajaran video interaktif edpuzle pada pembelajaran sejarah bertujuan untuk mengembangkan media pembelajaran dan mengetahui efektivitas produk hasil pengembangan. Penelitian menerapkan metode penelitian pengembangan 4D dengan tahapan Define, Design, Develop dan Deseminate. Instrumen penelitian berupa lembar validasi ahli, lembar angkat dan soal tes. Hasil validasi media menunjukkan “sangat baik” layak digunakan sebagai media pembelajaran dengan skor rata-rata 4,35. Berdasarkan tabel 2 menunjukkan bahwa hasil validasi ahli materi skor rata -rata 4,33 dengan kategori “sangat baik”. Hasil evaluasi   one to one menunjukkan bahwa total skor rata -rata 3,98 dengan kategori “baik”. Dan hasil evaluasi small group menunjukkan bahwa total skor rata -rata 4.58 dengan kategori “sangat baik”. hasil uji efektivitas menggunakan Mann Whitney U pada SPSS, didapatkan hasil nilai sig (2-tailed) sejumlah 0,011 < 0,05 yang berarti Ho ditolak sedangkan Ha diterima yang berarti penggunaan media interaktif berpengaruh dalam pembelajaran. siswa menjadi lebih tertarik dan mampu berfikir dengan media pembelajaran yang interaktif dan tidak membosankan. 
Efektivitas model project based learning untuk meningkatkan hasil belajar mahasiswa STKIP PGRI Pontianak Lesmana, Chandra; Jaedun, Amat
Jurnal Pendidikan Vokasi Vol. 5 No. 2 (2015): Juni
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (744.505 KB) | DOI: 10.21831/jpv.v5i2.6382

Abstract

Penelitian ini bertujuan untuk: (1) menguji keefektifan penerapan model PjBL di Program Studi PTIK STKIP PGRI Pontianak pada mata kuliah Pemrograman Visual 1 dalam meningkatkan hasil belajar mahasiswa. (2) menguji kemungkinan implementasi model pembelajaran PjBL di Program Studi PTIK STKIP PGRI Pontianak. Penelitian ini mengunakan jenis penelitian quasi experiment. Desain dalam penelitian ini menggunakan posttest control group design dengan kelompok non ekuivalen. Populasi dalam penelitian ini adalah seluruh mahasiswa semester 4 dari Program Studi PTIK STKIP PGRI Pontianak. Dalam penelitian ini pengumpulan data dilakukan setelah perlakuan (posttest). Data posttest dianalisis secara deskriptif dengan Anova untuk mengetahui perbedaan antara kelompok eksperimen dan kelompok kontrol. Hasil pengujian hipotesis yang menyatakan bahwa terdapat perbedaan hasil belajar antara mahasiswa yang diajar dengan pembelajaran PjBL dibandingkan mahasiswa yang diajarkan dengan pembelajaran konvensional dengan metode tutorial. THE EFFECTIVENESS PROJECT-BASED LEARNING MODEL TO IMPROVE STUDENT'S LEARNING ACHIEVEMENT OF STKIP PGRI PONTIANAKAbstractThis research aimed at: (1) testing the effectiveness of PjBL at ICT Education Study Program in Visual Programming 1 subject to improve the student's learning achievement and, (2) testing the possibility the implementation of PjBL learning model at ICT study program of STKIP PGRI Pontianak. This research used quasi-experimental research design. The design used at this research was posttest control group design with non-equivalent group. Data collecting techniques used at this research were questionnaire, observation and project assessment. In this research, the data collecting was conducted after the treatment (posttest). The posttest data was analyzed descriptively by using Anova formula to find out the difference between the experimental groups and controlled group. The hypotheses testing result shows that there are learning achievement difference between the students who leaner by using PjBL model and the conventional one.