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DEVELOPMENT OF VIBERNIPA LEARNING MEDIA IN PANCASILA VALUE MATERIALS Mifta Jannah; Ida Putri Rarasati; Muhammad Iqbal Baihaqi
JOSAR (Journal of Students Academic Research) Vol 2 No 2: September 2017
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v2i2.812

Abstract

This research is in the background by the low activity of students. The purpose ofthis research is to improve activities and by developing Pancasila values using video.This research uses Research and Development (R & D). Desaign and Developmentmethods are also defined as a research method used to produce certain products,and test the effectiveness of the product. Data collection techniques by observingstudents' interest in learning. The data collection tool is by means of a video conceptobservation guide. The collected data is then analyzed by analysis of research anddevelopment.The results of the research are shown on the material aspects and 4.2 on themedia aspects 4.4 On aspects of the language 4.0 according to the module eligibilitycriteria that the module is appropriate to use. The validation results indicated that themodule was able to influence students' learning interest as much as 4.2. This issupported by student observation sheets that show interest in the use of the moduleas many as 6 students feel interested and helped in carrying out learning. It is hopedthat this study will contribute towards development and progress to support theachievement of the FKIP UNISBA vision and mission.
ANALYSIS OF STUDENT RESPONSE TO KOJA BULOK MEDIA Nina Agus Marvilianti; Dwi Kameluh A; Ida Putri Rarasati
JOSAR (Journal of Students Academic Research) Vol 4 No 2: JOSAR: Journal of Students Academic Research
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v4i2.1011

Abstract

Based on observations and interviews conducted by researchers, students are less active in learning and learning media are still limited. Grade V students find it difficult to understand cube and beam webs. This research aims to develop Koja Bulok media. Koja Bulok media can be used as a varied learning media in mathematics in elementary school. It is hoped that Koja Bulok Media can make students more active in mathematics. This research uses Research or Development (Research and Development). The research procedure uses seven stages, namely data collection, planning, product design, product design validation, product design revisions, product trials and product revisions. The research instrument was in the form of observation sheets, a list of interview questions, and a questionnaire. Koja Bulok learning media that have been developed and tested through a validation questionnaire. The final assessment of media validation was 88.48%, subject matter experts were 88.48%, and language expert validation was 86.06%, with an average rating of 88.73% categorized as very feasible. Student response questionnaire obtained an average rating of 98.66%. This shows that Koja Bulok media is suitable for use in the mathematics learning process for fifth grade elementary school.
ANALYSIS OF STUDENT RESPONSES TO USE MEDIA CARD MAGIC TOUR AND AREA OF BUILD FLAT (CLASS ROUND) FOR LEARNING MATHEMATICS SD Dwy Nurhasana; Dwi Kameluh Agustina; Ida Putri Rarasati
JOSAR (Journal of Students Academic Research) Vol 4 No 2: JOSAR: Journal of Students Academic Research
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v4i2.1012

Abstract

Based on observations and interviews conducted by the researchers, the school is still limited in the use of instructional media. Fourth grade students are still difficulties in determining the circumference and area Flat. This study aims to develop learning media Magic Card Round classes that can be used as a learning medium varied in math in elementary school. With the learning media is making the students more interested and active in the learning of mathematics in the classroom. Research conducted by the author, using the methods of research and development (R & D) model of the modified Borg and Gali. Learning media form the Magic Card Round classes that have been developed have been tested through a questionnaire validation with an average rating of 87.34% categorized as very feasible. The assessment questionnaire validation of subject matter experts with an average rating of 93.33%, amounting to 86.05% of media experts and linguists for 82.66% categorized as very feasible. Pursuant to the results of student questionnaire responses obtained by the average value of 12.76 with a maximum score of 13 with an average percentage of 98.19%. This shows the media the Magic Card Round classes eligible for use in the process of learning mathematics in fourth grade.
ANALYSIS OF STUDENT RESPONSES TO USE MAGIC BAG CONSTRUCTION MEDIA SPACE FOR CLASS V SD Antina Tri Mupida; Dwi Kameluh A; Ida Putri Rarasati
JOSAR (Journal of Students Academic Research) Vol 4 No 2: JOSAR: Journal of Students Academic Research
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v4i2.1013

Abstract

Based on observations and interviews conducted by the researchers found that teachers only use whiteboard media so as to make the students less active in learning, and the acquisition value of mathematics learners are still low. This study aims to develop learning media in the form of Build Space Magic Pockets that can be used as an effective medium in elementary school mathematics classroom.This study uses the Research and Development approach or Research and Development (R & D), which is directed at the development of geometrical magic pocket media for elementary school mathematics classroom. Step in this research was conducted through six stages: 1. Observation, 2. Planning Product Design, 3. Validation Expert, 4. Revision 5. Simulation Instructional, 6. Evaluation and Results, 7. Publications. Methods of data analysis in this study is a qualitative and quantitative approach. Learning media in the form of Pockets Magic Build Space that has been developed has been tested through a questionnaire validated by the validation results of the expert content of 94%, media experts, 83%, and for the acquisition of the validation results linguists still 83% of the three results of this validation media magic bag geometrical entered at a very decent qualifying, nothing needs to be revised. Based on the results of questionnaire responses of learners to wake magic pocket media room 258 the number of results obtained with the maximum number of results obtained 260 and the percentage 99% means media magic bag geometrical get a positive response from students. Magic bag so that the media can be used to wake space grade elementary school mathematics.
BUILD SPACE LEARNING MEDIA INNOVATION CUBE AND BEAMS Yuli Arista Sarumingsari; Dwi Kameluh Agustina; Ida Putri Rarasati
JOSAR (Journal of Students Academic Research) Vol 4 No 2: JOSAR: Journal of Students Academic Research
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v4i2.1015

Abstract

Based on observations made in the wake of material math learning space, found a tedious learning process, learners are not active, the method used monotonous and unattractive instructional media, and therefore contributes to the understanding of the material. Thus the researchers aim to produce instructional media such as wake-up room is equipped with an image of objects around the expected with the media learners do not feel bored and active in learning and better understand the material got up space, determine the feasibility of the product, know the response of the students to the product produced. The research conducted is research the development of R & D (Research and Development). Results from these studies is the acquisition of the results of validation of materials experts 95.67%, 86.67% of media experts, and the acquisition of the validation results linguists 91.30% of the validation results of this third entry in the media very worthy qualification does not need to be revised. Thus, the product is fit for use as a learning medium grade elementary school mathematics. Based on the results of the acquisition of the response of learners to answer "positive" get a percentage of 99% and an answer "negative" 1%. From these results it can be concluded that the simulation instructional learning media geometrical get a positive response from the students and can be used as a learning medium grade elementary school mathematics.
STUDENT RESPONSE ANALYSIS OF THE LEARNING PPKN HIGH SCHOOL CLASS X USES ENCYCLOPEDIA ARCHIPELAGOS Wahyu Agung Fauzi Zakaria; Ida Putri Rarasati; Moch. Yusuf Zen
JOSAR (Journal of Students Academic Research) Vol 4 No 2: JOSAR: Journal of Students Academic Research
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v4i2.1021

Abstract

The background of this research limitations learning resources used in schools, which only use textbooks as well as the Student Worksheet. This led to insights on students' thinking is still lacking knowledge in the students over the implementation of PPKn material into everyday life is also lacking. Availability of learning resources in the school library are also less varied.This type of research is the research and development (Research and Development), adapting Sugiyono. The steps of this study are namely; pre-study observation, analysis of learners, format design, prototyping encyclopedia, validation validator to three experts, instructional simulation, then revision 2, analysis results, publications and complete. However, research conducted groove only to the revision of the results of validation, further trials instructional simulation Encyclopedia Archipelago in the Context of the Homeland, which aims to determine the students' responses. This is caused by the limited learning time refers to the curriculum.The end result can be seen product validationon an average of the three validators expert and gain a percentage of 607.7%. while the resultsinstructional simulation product testing to students showa positive response of 96.9%. and the response was negative 0.31%.This proves that the encyclopedia is very interesting, it is effective to use in learning PPKn.
UNIQUE ANIMATION VIDEO THREAT AGAINST STATE (VANASONIK ATERA) BASED MULTIMEDIA FOR THE STUDENT CLASS X SENIOR HIGH SCHOOL Kholil Dwi Irawati; Minto Santoso; Ida Putri Rarasati
JOSAR (Journal of Students Academic Research) Vol 4 No 2: JOSAR: Journal of Students Academic Research
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v4i2.1022

Abstract

This research aims to find out how the development of unique multimedia-based video animation media and also to find out how to use the animation media. The method used by the Research and Development method (research and development). The subjects involved in this research were 3 media experts, 3 material experts and 3 linguists and students of Nabawi Maftahul Uluum High School class X IPS 1. The experts gave an assessment of the feasibility of the product while the students gave responses to the products developed. The results of the research are the products developed are very feasible based on expert validation, ie material experts get an average percentage of 91.42%, media experts at 88.8% and linguists at 90.6%, the products developed are also interesting based on student responses with the acquisition of an average percentage of 84.4%, while the results of the product use step test, before the use step was not yet appropriate but after being tested and observed the improved use steps became appropriate and appropriate for use in video learning , expected that with the presence of media this learning can be more fun and actively involve students
Results of the Response of State Defense and Scout Activities (Vocational High School Studies and the Equivalent in Blitar Raya) Muhammad Iqbal Baihaqi; Ida Putri Rarasati
JOSAR (Journal of Students Academic Research) Vol 6 No 1: March 2021
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v6i1.1432

Abstract

In reality in everyday life, students today are students who are more skilled in operating information technology. Apart from being supported by their expertise, the existing facilities are also very influential. Therefore, many abuses have resulted in negative influences such as drug use, indifference, and even insecurity about themselves and their country. This incident cannot be ignored, young people are the next generation of the nation who should protect and defend the unitary Republic of Indonesia. Therefore, the government should form a curriculum that implements character education and State defense with the aim of fostering a love for the nation itself. The results of this study are in the form of national defense and scouting education which is expected to increase awareness of love for the country and the nation as well as character education for students, especially high school students and the equivalent. Based on the results of the study, it can be seen that the holding of scouting activities at high school level has a good influence on student personality. This can be seen from the abilities and skills of students in thinking and being able to apply good behavior in everyday life.
Development of PowerPoint-based Comic Media Leni Friska Aprilliana; Ida Putri Rarasati
JOSAR (Journal of Students Academic Research) Vol 4 No 2: JOSAR: Journal of Students Academic Research
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v4i2.1734

Abstract

This study aims to develop a PowerPoint-based comic for learning PPKn lesson. To achieve this objective, research and development was applied. This study engaged several validators to assess the content, media, and language of the product. In this process, validation sheets were distributed to the validators. The results of validation revealed that the content was moderately feasible, the media (display) was very feasible, and the language was feasible. Regarding this result, PowerPoint-based comic media can be used as a learning media for PPKn lesson.
DEVELOPMENT OF KOKAI SUGAR LEARNING MEDIA "GAME OF LADDER SNAKE AND MAGIC BOX" FOR CLASS XI HIGH SCHOOL Rika Dewi; Ida Putri Rarasati
JOSAR (Journal of Students Academic Research) Vol 5 No 1: March 2020
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v5i1.1738

Abstract

Abstract: This research is motivated by the lack of effective learning in SMAN l Kademangan which is still conventional. Through learning media students are given convenience in understanding learning material. Media Kokai Sugar is an appropriate learning media to be used as a variation of learning in PPKn learning. This study aims to develop the Kokai Sugar Media “Game of Snake Ladder and Magic Box” for high school class XI. The research method used in this study is the R & D development model by Sugiyono. The subjects of this study were material experts, media experts, linguists, and 28 students of class XI IPA 2 of SMAN 1 Kademangan who had received material about the harmonization of human rights and obligations in the perspective of the Pancasila. The instruments of data collection in this study used material expert validation sheets, media expert validation sheets, language expert validation sheets, and student response questionnaires. The study produced a learning media in the form of Kokai Sugar “A Game of Snake Ladder and Magic Box.” After the revision, Kokai Sugar was included in the feasible category from the results of material validation with an average value of 3.21, media validation with an average value of 4.2, and language validation with an average value of 4.1. Thus, Kokai Sugar is worthy of being used as a learning medium in improving PPKn learning outcomes.