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Pengembangan Ensiklopedia Mini Sejarah Pemikiran Ekonomi Sebagai Penguatan Literasi Digital Mahasiswa Pendidikan Ekonomi Lilian Mega Puri; Desi Budiono; Fajri Arif Wibawa
JURNAL LENTERA [PENDIDIKAN PUSAT PENELITIAN LPPM UM METRO] Vol 11 No 1 (2026): Jurnal Lentera Pendidikan Pusat Penelitian LPPM UM Metro
Publisher : LPPM UM Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/jlpp.v11i1.5093

Abstract

This research based on the R&D’s Model of ADDIE which are composed by 5 steps of  the development process. There are Analysis, Design, Development, Implementation and Evalluation. This research aims to produce a flipbook-based mini encyclopedia of the history of economic thought to strengthen the digital literacy of economic education’s students. Research instruments include interviews, questionnaires and documentation. The validation test was carried out by one media expert and one material expert. The results of the first phase of media expert validation test obtained a result of 80% with valid criteria, and the results of the second stage validation test after a simple revision obtained a result of 96% with very valid criteria. For the validation test of material experts obtained a percentage of 96% with very valid criteria. The practicality test were carried out on 13 students of economic education class of 2023 and obtained a percentage result of 96%. Therefor, it can be concluded that the product of this research is valid and practical to be used in the field to support the digital literacy of the economic’s education’s students in the univesity.Keywords : Encyclopedia, Development, Digital Literacy
MENINGKATKAN HASIL BELAJAR EKONOMI MENGGUNAKAN MODEL PEMBELAJARAN KOOPERATIF TIPE STUDENT TEAM ACHIEVEMENT DIVISIONS (STAD) Desi Budiono; Ningrum Ningrum
Promosi: Jurnal Program Studi Pendidikan Ekonomi Vol 9 No 2 (2021): PROMOSI
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/pro.v9i2.4517

Abstract

The learning outcomes of class XI high school students are still low. In an effort to improve economic learning outcomes, the researcher intends to use a cooperative learning model of the Student Team Achievement Divisions (STAD) type. This learning model is used with the aim of helping economic education teachers in an effort to improve student economic learning outcomes. This study aims to determine the effect of the use of the Student Team Achievement Divisions (STAD) Cooperative Learning Model on the Economics Learning Outcomes of Class XI Social Sciences Students. The population in this study were students of class XI IPS SMA, which amounted to 63 students and consisted of 3 classes. The sample of this study amounted to 41 students which was carried out in 21 students of class XI IPS1 as the experimental class, and XI IPS2 as the control class which was determined by purposive sampling. To determine the level of validity and reliability, the K-R formula is used. 20: r_11=(k/(k-1))×((V_t pq)/Vt) and to test the hypothesis, the Simple Linear Regression formula is used, namely = a + bx. The value of =36.0217+0.6594X followed by the t-count formula, namely t_hit= b/S_b = 6.81 and t_table = 1.73 with a significant level of 5% and t_table = 2.54 with a significant level of 1%. That way thit > ttab are 6.81 > 1.73 and 6.81 > 2.54.Keywords: Cooperative Learning Model, Student Team Achievement Divisions (STAD), Learning Outcomes, Economics.
Analisis Kebutuhan Pengembangan E-Modul Interaktif Ekonomi Digital Untuk Meningkatkan Literasi Ekonomi Mahasiswa Desi Budiono; Intan Utami
Promosi: Jurnal Program Studi Pendidikan Ekonomi Vol 12 No 2 (2024): Promosi
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/jp.v12i2.12696

Abstract

The advancement of digital technology necessitates a transformation in learning approaches, including in Digital Economics courses. However, the available instructional media have not fully addressed students' needs in understanding technology-based economic concepts. This study aims to analyze the need for developing interactive e-module–based learning media in digital economics to enhance students’ economic literacy. This research employs a descriptive quantitative approach, involving 20 students from the Economic Education Program at Universitas Muhammadiyah Metro who had previously completed the Digital Economics course. The data were collected using a student questionnaire focused on their expectations regarding e-module features, covering eight key indicators. The results show that most students expect learning media to be interactive, user-friendly, visually appealing, and integrated with real-world digital economic practices. These findings highlight the urgency of developing adaptive interactive e-modules that align with the characteristics of the digital generation and support active learning processes. The study concludes that students have high expectations for the presence of digital economics learning media capable of enhancing economic literacy and overall learning engagement.
PENGEMBANGAN VIDEO PEMBELAJARAN INTERAKTIF BERBASIS PBL PADA MATERI PERMINTAAN DAN PENAWARAN Dewi Intania; Siti Suprihatin; Desi Budiono
Promosi: Jurnal Program Studi Pendidikan Ekonomi Vol 14 No 1 (2026): Promosi
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/jp.v14i1.16353

Abstract

Penelitian ini bertujuan mengembangkan media pembelajaran video interaktif berbasis Problem Based Learning (PBL) pada materi permintaan dan penawaran untuk peserta didik kelas VII di SMP Negeri 1 Labuhan Maringgai. Latar belakang penelitian didasari oleh terbatasnya media pembelajaran yang interaktif karena guru hanya menerapkan pembelajaran konvensional serta rendahnya keterlibatan dan kemampuan berpikir kritis siswa dalam pembelajaran IPS. Penelitian ini menggunakan metode (R&D) dengan model 4-D yang meliputi tahap pendefinisian (define), perancangan (design), pengembangan (development), dan penyebarluasan (disseminate). Subjek uji coba adalah 32 peserta didik kelas VII, sedangkan kelayakan media dinilai oleh dua validator yang terdiri atas ahli media dan ahli materi. Data dikumpulkan melalui angket validasi dan angket respons peserta didik, kemudian dianalisis menggunakan persentase kevalidan dan kepraktisan berdasarkan skala Likert. Hasil validasi menunjukkan bahwa video interaktif yang dikembangkan berada pada kategori valid hingga sangat valid, dengan persentase kevalidan sebesar 86,3% dari ahli media dan ahli materi. Uji kepraktisan melalui respons peserta didik menghasilkan persentase rata-rata sebesar 90% dengan kategori sangat praktis. Temuan ini menunjukkan bahwa video interaktif berbasis PBL layak digunakan sebagai media pembelajaran IPS dan berpotensi melatih kemampuan berpikir kritis siswa pada materi permintaan dan penawaran.
PENGEMBANGAN E-LKPD BERBASIS LITERASI NUMERASI PERMINTAAN DAN PENAWARAN UANG KELAS XI SMA DARUSSYIFA BANJAR REJO Intan Sari; Tiara Anggia Dewi; Desi Budiono
EDUNOMIA: Jurnal Ilmiah Pendidikan Ekonomi Vol. 6 No. 1 (2025): November
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/edunomia.v6i1.9380

Abstract

ABSTRAK Ketidakefisienan dalam pemanfaatan media pembelajaran dapat menyebabkan siswa kehilangan ketertarikan, sehingga merasa jenuh saat mengikuti kegiatan belajar di kelas. Hal tersebut berdampak pada rendahnya kemampuan berpikir kritis, kreativitas, serta kemampuan literasi numerasi peserta didik. Tujuan dari penelitian dan pengembangan ini adalah untuk membuat bahan ajar berbasis literasi numerasi (E-LKPD) yang valid dan praktis berbasis teori permintaan dan penawaran uang untuk siswa kelas XI SMA Darussyifa Banjar Rejo. Bahan ajar ini dapat digunakan oleh guru dan peserta didik untuk mendukung pembelajaran di kelas. Pengembangan bahan ajar ini disebabkan oleh fakta bahwa bahan ajar yang tersedia belum cukup untuk memenuhi kebutuhan siswa. Akibatnya, peserta didik masih mengalami kesulitan untuk memahami materi. Penelitian ini adalah jenis penelitian dan pengembangan (R&D) dengan menggunakan model 4D yang meliputi tahapan Define, Design, Develop, dan Disseminate. Dalam proses pengumpulan data, peneliti menggunakan metode observasi, wawancara, dokumentasi, dan penyebaran angket. Berdasarkan hasil penelitian, media pembelajaran E-LKPD berbasis literasi numerasi yang dikembangkan telah memenuhi kriteria validitas dan dinyatakan layak digunakan dalam kegiatan pembelajaran. Selain itu, respon siswa menunjukkan bahwa media ini sangat praktis dan efektif apabila diterapkan di kelas. Dengan demikian, dapat ditarik kesimpulkan bahwa E-LKPD berbasis literasi numerasi ini sangat valid dan efektif dalam menunjang proses belajar mengajar. Kata Kunci : E-LKPD, Literasi Numerasi, media Pembelajaran ABSTRACT Inefficiency in the use of learning media can cause students to lose interest, so they feel bored when participating in learning activities in class. This has an impact on the low critical thinking skills, creativity, and numeracy literacy skills of students. The purpose of this research and development is to create valid and practical numeracy literacy-based teaching materials (E-LKPD) based on the theory of demand and supply of money for grade XI students of SMA Darussyifa Banjar Rejo. These teaching materials can be used by teachers and students to support learning in class. The development of these teaching materials is due to the fact that the available teaching materials are not enough to meet students' needs. As a result, students still have difficulty understanding the material. This research is a type of research and development (R&D) using the 4D model which includes the stages of Define, Design, Develop, and Disseminate. In the data collection process, researchers used observation, interview, documentation, and questionnaire distribution methods. Based on the results of the study, the numeracy literacy-based E-LKPD learning media developed has met the validity criteria and is declared suitable for use in learning activities. In addition, student responses show that this media is very practical and effective when applied in class. Thus, it can be concluded that E-LKPD based on numeracy literacy is very valid and effective in supporting the teaching and learning process. Keywords : E-LKPD, Numeracy Literacy, instructional media.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS AUGMENTED REALITY PADA MATERI ANALISIS PASAR SMK MUHAMMADIYAH 1 PUBIAN Fadinda Khoirun Nisa; Tiara Anggia Dewi; Desi Budiono
EDUNOMIA: Jurnal Ilmiah Pendidikan Ekonomi Vol. 6 No. 2 (2026): Mei
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/edunomia.v6i2.9908

Abstract

ABSTRAK Penelitian ini dilatarbelakangi oleh ketergantungan peserta didik terhadap buku paket sebagai satu-satunya sumber belajar, hal ini menimbulkan kesenjangan dan beberapa kendala lainya diantaranya, kurangnya variasi media pembelajaran yang lebih inovatif dan interaktif serta informasi yang terbatas, Akibatnya peserta didik mengalami kesulitan dalam memahami konsep materi serta mengaplikasikan ilmu kedalam dunia nyata. Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif berbasis Augmented Reality (AR) pada materi analisis pasar di SMK Muhammadiyah 1 Pubian. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan 4D (Define, Design, Develop, Disseminate). Validasi dilakukan oleh ahli media dan ahli materi, serta uji kepraktisan dilakukan melalui penyebaran angket kepada 23 peserta didik. Hasil validasi oleh ahli media menunjukkan peningkatan dari tahap awal sebesar 54,7% (cukup) menjadi 92% (sangat kuat) setelah dilakukan perbaikan. Validasi oleh ahli materi juga menunjukkan hasil yang sangat baik, yaitu sebesar 84% (sangat kuat). Uji kepraktisan oleh peserta didik menghasilkan rata-rata presentase sebesar 86,4% kategori (sangat praktis). Temuan ini menunjukkan bahwa media yang dikembangkan tidak hanya valid, tetapi juga praktis digunakan dalam proses pembelajaran. Implikasi penelitian ini adalah media AR dapat menjadi alternatif pembelajaran yang lebih interaktif dan kontekstual. Kata Kunci: analisis pasar; augmented reality; interaktif; media pembelajaran ABSTRACT The research was motivated by students’ dependence on textbooks as the sole learning resource, which has led to gaps and various challenges, including a lack of innovative and interactive learning media and limited information access. As a result, students have difficulty understanding conceptual material and applying it to real-world contexts. This study aims to develop an interactive learning media based on Augmented Reality (AR) for the "Market Analysis" topic at SMK Muhammadiyah 1 Pubian. This study employed the Research and Development (R&D) method using the 4D development model (Define, Design, Develop, Disseminate). Validation was carried out by media and content experts, while practicality testing was conducted through questionnaires distributed to 23 students. The media expert validation showed a improvement from an initial score of 54.7% (fair) to 92% (very strong) after revisions. Validation by the content expert also yielded a very good result of 84% (very strong). The practicality test results from students indicated an average percentage of 86.4% (very practical). These findings indicate that the developed media is not only valid but also practical for use in the learning process. The implication of this study is that AR media can serve as a more interactive and contextual learning alternative. Keywords: augmented reality; interactve; learning media; market analysis