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Pengembangan bahan ajar multimedia offline pada materi IPA Terpadu Kelas VIII SMP Negeri 2 Ranoyapo Meidy Atina Kuron; Mita Tompodung
Jurnal Pendidikan Informatika dan Sains Vol 9, No 2 (2020): Jurnal Pendidikan Informatika dan Sains
Publisher : IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v9i2.1760

Abstract

Penelitian ini bertujuan untuk menghasilkan produk bahan ajar berbasis multimedia offline pada materi IPA terpadu di SMP Negeri 2 Ranoyapo Desa Poopo. Penelitian ini juga secara umum memperbaiki proses pembelajaran yang sebelumnya diterapkan dengan memanfaatkan kemajuan teknologi dalam bidang pendidikan. Metode penelitian yang digunakan adalah penelitian dan pengembangan Research and Developtment method (RD) dengan 7 langkah pengembangan yang diadaptasi dari Brog and Gall. Langkah – langkah pengembangan bahan ajar antara lain: 1) perencanaan, 2) studi eksplorasi, 3) pengembangan bentuk produk, 4) validasi, 5) pengumpulan dan analisis data, 6) revisi produk, dan 7) desiminasi. Pengembangan bahan ajar ini telah melalui uji pakar yang disebut ahli media dan ahli materi yang selanjutnya dianalisis menggunakan instrument dengan indikator dari segi pengembangan dan isi materi kemudian diujicobakan kepada kelas VIII SMP Negeri 2 Ranoyapo. Materi yang dikemas dalam bahan ajar multimedia offline ini yaitu IPA terpadu topik gerak lurus. Produk Bahan Ajar multimedia Offline ini telah divalidasi oleh ahli media dengan persentase kelayakan capaian 81% dan ahli materi dengan persentase kelayakan capaian 80 % dan berada pada kategori sangat kuat, serta hasil tanggapan siswa kelas VIII SMP SMP Negeri 2 Ranoyapo tentang produk sangat positif dengan persentase capaian 90% kategori sangat kuat serta hasil skor pretest 45,90 dan posttest 71,36 yang menunjukkan kenaikan pada pembelajaran siswa. Demikian produk bahan ajar multimedia offline ini dinyatakan layak digunakan dalam proses pembelajaran di sekolah.
PENGEMBANGAN BAHAN AJAR SUHU DAN KALOR BERBASIS AUTOPLAY MEDIA STUDIO UNTUK MENINGKATKAN HASIL BELAJAR SISWA Meidy Atina Kuron; Rasilemba Welua
ORBITA: Jurnal Kajian, Inovasi dan Aplikasi Pendidikan Fisika Vol 7, No 2 (2021): November
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (361.614 KB) | DOI: 10.31764/orbita.v7i2.5715

Abstract

ABSTRAKPengembangan Bahan Ajar Suhu dan Kalor berbasis Autoplay media studio ini bertujuan untuk menghasilkan produk bahan ajar fisika berbasis Autoplay media studio untuk meningkatkan hasil belajar siswa dengan memperbaiki proses pembelajaran menjadi lebih mudah dan menarik. Penelitian ini dilakukan di SMA Negeri 1 Tondano dengan menggambil materi suhu dan kalor di kelas X IPA 2 dengan jumlah siswa 28orang pada semester ganjil tahun ajaran 2019-2020. Penelitian ini menggunakan metode Research and Delevopment (R&D) dengan four-D-models yang dikembangkan oleh Thiagarajan, Semmel and Semmel. Model ini terbagi atas 4 tahap yaitu Define (pendefinisian), design (perancangan), develop (pengembangan) dan disseminate (penyebaran). Bahan ajar yang dikembangkan telah melewati proses pengujian oleh para ahli serta diujicobakan pada siswa dalam kelompok kecil untuk memperoleh respon siswa dan selanjutnya diujicobakan pada kelompok besar atau real class dan dianalisis hasil belajarnya. Hasil penelitian menunjukan bahan ajar yang dikembangkan memiliki persentase rata-rata sebesar 88% dari hasil validasi oleh ahli materi, 97 % dari hasil validasi oleh ahli media dan termasuk dalam kategori sangat kuat. Respon siswa terhadap bahan ajar berbasis Autoplay Media Studio  pada uji kelompok kecil memberikan respon sebesar 96,3% termasuk dalam kategori sangat kuat. Eksperimen yang digunakan adalah metode desain by subject dimana sampel diberi perlakuan berbeda dalam dua periode. Periode pertama siswa diajar dengan model konvensional menggunakan media yang biasa digunakan di kelas dan periode kedua siswa diajar menggunakan Autoplay media studio yang dikembangkan dalam penelitian ini. Sebagai prasyarat pengujian normalitas diperoleh nilai signifikan pada periode 1 adalah 0.297 dan periode 2 diperoleh 0.256  lebih besar dari taraf nyata 0.05 maka dapat disimpulkan kedua data pada periode 1 dan periode 2 berdistribusi normal. Hasil pengujian hipotesis dibantu dengan aplikasi SPSS nilai  atau   dan berdasarkan signifikansi <0.05 maka H0 ditolak dan disimpulkan bahwa rata-rata hasil belajar siswa yang diajar dengan menggunakan bahan ajar fisika berbasis Autoplay media studio lebih tinggi daripada hasil belajar siswa yang diajar dengan model kovensional. Kata kunci: Pengembangan; Bahan Ajar; Multimedia. ABSTRACTThe development of Autoplay Media Studio-based Temperature and Heat Teaching Materials aims to produce Autoplay media studio-based physics teaching materials to improve student learning outcomes by making the learning process easier and more interesting. This research was conducted at SMA Negeri 1 Tondano by taking temperature and heat material in class X IPA 2 with 28 students in the odd semester of the 2019-2020 school year. This study uses the Research and Development (R&D) method with four-D-models developed by Thiagarajan, Semmel and Semmel. This model is divided into 4 stages, namely Define, design, develop and disseminate. The teaching materials developed have passed the testing process by experts and were tested on students in small groups to obtain student responses and then tested in large groups or real classes and analyzed the learning outcomes. The results showed that the teaching materials developed had an average percentage of 88% of material expert validation results, 97% of media expert validation results and included in the very strong category. Student responses to teaching materials based on Autoplay Media Studio in the small group test gave a response of 96.3% which was included in the very strong category. The experimental method used is the design by subject method where the sample is given different treatment in two periods. In the first period students were taught using a conventional model using media commonly used in the classroom and in the second period students were taught using the Autoplay media studio developed in this study. As a prerequisite for normality testing, the significant value obtained in period 1 is 0.297 and period 2 is 0.256 which is greater than the significance level of 0.05, so it can be concluded that both data in period 1 and period 2 are normally distributed. The results of hypothesis testing are assisted by the application of SPSS 16.0 values |t hitung>t table| or |19,483>2.473| and based on a significance <0.05 then H0 is rejected and it is concluded that the average learning outcomes of students who are taught using physics teaching materials based on autoplay media studio are higher than the learning outcomes of students who are taught using conventional models. Keywords: Development; Teaching Materials; Multimedia.
PENGARUH VIRTUALISASI LABORATORIUM BERBASIS ELECTRONICS WORKBENCH (EWB) PADA MATA KULIAH ELEKTRONIKA DASAR UNSRIT Meidy Atina Kuron; Arnold Umboh
ORBITA: Jurnal Kajian, Inovasi dan Aplikasi Pendidikan Fisika Vol 7, No 1 (2021): Mei
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (303.234 KB) | DOI: 10.31764/orbita.v7i1.2788

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ABSTRAKPenggunaan laboratorium virtual pada mata kuliah Elektronika Dasar sangatlah penting sebagai salah satu solusi mengatasi keterbatasan fasilitas pada laboratorium real di Universitas Sariputra Indonesia Tomohon. Virtualisasi laboratorium Elektronika Dasar ini dapat berfungsi selayaknya laboratorium real yang memanfaatkan media komputer dan software Electronics Workbench (EWB) dalam pembelajaran. Tujuan khusus penelitian ini adalah mengetahui pengaruh virtualisasi laboratorium berbasis Electronics Workbench (EWB) terhadap hasil belajar mahasiswa semester II Program Studi Teknik Informatika pada mata kuliah Elektronika Dasar di Universitas Sariputra Indonesia Tomohon. Metode yang digunakan adalah Pre-Eksperiment One-Group Pretest-Posttest Design dengan pengujian analisis paired sample t-test dengan sample penelitian diambil total sampling. Hipotesis penelitian dianalisis dengan bantuan aplikasi SPSS untuk memperoleh t hitung dengan taraf kepercayaan 95% dimana t hitung > t tabel yaitu 19,126 > 2,055 dan berdasarkan nilai signifikansi yaitu Sig. (2-tailed) 0,000 < 0,05 dapat disimpulkan terdapat pengaruh yang signifikan virtualisasi laboratorium berbasis EWB terhadap hasil belajar mahasiswa Teknik Informatika UNSRIT Semester II materi Elektronika Dasar materi penguat transistor. Selanjutnya dilakukan pengujian N-Gain score untuk melihat efektivitas penggunaan virtualisasi laboratorium berbasis EWB dalam meningkatkan hasil belajar mahasiswa Teknik Informatika UNSRIT dengan hasil 0,40 termasuk pada kategori sedang. Luaran yang ditargetkan dalam penelitian ini diharapkan dapat dipublikasikan pada jurnal Nasional terakreditasi SINTA 4 Jurnal Kajian, Inovasi dan Aplikasi Pendidikan Fisika p-ISSN : 2460-9587, i-SSN : 2614-7017 Program Studi Pendidikan Fisika Fakultas Keguruan dan Ilmu Pendidikan Universitas Muhamadiyah Mataram. Kata kunci : virtualisasi laboratorium; electronics workbench (EWB); elektronika dasar. ABSTRACTThe use of virtual laboratories of the Basic Electronics courses is very important as a solution to overcome the limited facilities in real laboratories at Sariputra Indonesia University, Tomohon. Virtualization of the Basic Electronics laboratory can function like a real laboratory that utilizes computer media and the Electronics Workbench (EWB) software in learning. The specific purpose of this study was to determine the effect of laboratory virtualization based on Electronics Workbench (EWB) on the learning outcomes of second semester students of the Informatics Engineering Study Program in Basic Electronics at Sariputra Indonesia University, Tomohon. The method used is the Pre-Experiment One-Group Pretest-Posttest Design with paired sample t-test analysis testing with the research sample taken by total sampling. The research hypothesis was analyzed with the SPSS application to obtain t count with a confidence level of 95% where t count > t table, that result 19,126 > 2,055 and based on the significance value of Sig. (2-tailed) 0.000 < 0.05, it can be concluded that there is a significant effect of based laboratory virtualization based on EWB to students learning outcomes of Informatics Engineering UNSRIT Semester II Basic Electronics material transistor amplifier. Furthermore, the N-Gain score test was carried out to see the effectiveness of using laboratory virtualization based on EWB to improving the learning outcomes of UNSRIT Informatics Engineering students with a result of 0.40 which was included in the moderate category. The output targeted in this study is expected to be published in a SINTA-accredited National journal 4 Journal of Study, Innovation and Physics Education Application p-ISSN: 2460-9587, i-SSN: 2614-7017 Study Program of Physics Education, Faculty of Teacher Training and Education, Muhamadiyah University, Mataram. Keywords : virtual laboratories; electronics workbench (EWB); basic electronics. 
PENGARUH PENGGUNAAN GOOGLE CLASSROOM PADA MATA PELAJARAN FISIKA TERHADAP HASIL BELAJAR SISWA DI SMA TONDANO KOTA Meidy Atina Kuron; Arnold Harold Umboh; Regina N Pakpahan
SOSCIED Vol 6 No 1 (2023): SOSCIED - Juli 2023
Publisher : LPPM Politeknik Saint Paul Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32531/jsoscied.v6i1.689

Abstract

The reseacrh of effect using Google Classroom as an LMS learning on student learning outcomes in Tondano City is an experiments carried out at several schools in Tondano City where the used of online learning platforms has been widely used by students due to the Covid-19 pandemic in 2020 in Indonesia.. This research was conducted at SMA Negeri 1 Tondano and SMA Negeri 3 Tondano with the sample chosen not randomly but with a specific aim, namely to see the equality between the control class and the experimental class. The purpose of this study was to determine the effect of using google classroom as an online learning application on student learning outcomes in Tondano City. The research method used is a quasi-experimental research with the form of nonequivalent control group design where there is one experimental group and one comparison group or control group by being given tests before and after treatment (treatment). Data on cognitive learning outcomes were analyzed using parametric statistics, namely the calculated homogeneity test, normality test, t test and N-gain, so it can be concluded that there is an effect of using Google Classroom on the learning outcomes of High School Students in Tondano City
BEBERAPA ALGORITMA PELABELAN GRACEFUL UNTUK GRAF CATERPILLAR Regina N Pakpahan; Patricia V. J Runtu; Meidy Atina Kuron
SOSCIED Vol 6 No 1 (2023): SOSCIED - Juli 2023
Publisher : LPPM Politeknik Saint Paul Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32531/jsoscied.v6i1.690

Abstract

Graceful labeling, first introduced by Rosa as β-labeling. A graceful labeling (or β-labeling) on a graph G involves assigning labels to its set of vertices, forming an injective function f that maps each vertex to the set of non-negative integers {0, 1, 2, ..., |E(G)|}, where |E(G)| denotes the number of edges in G. This induces a bijective function f* that maps the edges of G to the set of positive integers {1,2,...,|E(G)|} which the edges label obtained by absolute number of the subtraction between 2 neighboring vertex labels. One renowned conjecture proposed by Kotzig-Ringel-Rosa, known as the Graceful Tree Conjecture (GTC), posits that all trees are graceful. To this day, this remains an open problem, challenging researchers to substantiate its validity. The quest for graceful labeling, particularly for specific types of trees, continues to be an active zona of research. Notably, caterpillar graphs have been established as graceful. It is worth noting that not all graphs possess a unique labeling. For instance, in the case of graceful labeling for caterpillar graphs, there exist four distinct methods, which will be elucidated algorithmically in this article. By demonstrating various approaches to labeling caterpillar graphs, it is hoped that this concept can be extended to other graceful labelings, ultimately contributing to the identification of more graceful trees
Pengaruh Metode Gamifikasi terhadap Hasil Belajar Siswa pada Materi Gerak dan Gaya di SMP Katolik St. Rosa de Lima Tondano Meidy Atina Kuron; Regina N. Pakpahan
SCIENING : Science Learning Journal Vol. 4 No. 2: Desember 2023
Publisher : Jurusan Pendidikan IPA FMIPA Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/slj.v4i2.8593

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Tujuan penelitian ini adalah untuk mengetahui pengaruh penerapan metode pembelajaran gamifikasi terhadap hasil belajar siswa pada Materi Gerak dan Gaya di SMP Katolik St. Rosa de Lima Tondano. Subjek penelitian adalah siswa kelas VII berjumlah 11 orang. Metode penelitian yang digunakan yaitu one-group pretest-posttest design sebagai salah satu bagian dari pre-experimental design. Peneliti bekerjasama dengan guru mata pelajaran, wali kelas dan mahasiswa Kampus Mengajar Angkatan 6 Kemendikbudristek tahun 2023 yang ditempatkan di SMP Katolik St. Rosa de Lima Tondano. Penelitian ini dilakukan secara luring yaitu pembelajaran tatap muka dalam kelas dengan mengambil mata pelajaran Ilmu Pengetahuan Alam (IPA) di kelas VII semester genap TA. 2023-2024. Adapun penerapan metode gamifikasi secara offline yaitu permainan ular tangga yang dimodifikasi untuk materi Gerak dan Gaya dan gamifikasi secara online yaitu menggunakan kahoot untuk evaluasi belajar. Berdasarkan hasil analisis data yang berdistribusi normal dengan uji paired sample t-test dapat disimpulkan bahwa terdapat pengaruh yang signifikan melalui penerapan metode gamifikasi dalam pembelajaran terhadap hasil belajar siswa kelas VII SMP Katolik St. Rosa de Lima Tondano. Hasil N-gain scor menunjukkan kategori capaian sedang pada persentase 41% dimana menunjukkan bahwa penggunaan gamifikasi dalam pembelajaran telah dilaksanakan secara efektif pada kategori sedang dalam beberapa keadaan penting dan telah dilaksanakan dengan baik.
Pengembangan Model Project-Based Learning Berbasis Pembuatan Film untuk Meningkatkan Literasi Mahasiswa pada Mata Kuliah Bahasa Indonesia Keilmuan Mokalu, Yohanes Bery; Paat, Meike; Polii, Intama Jemy; Akbar, Jakub Saddam; Kuron, Meidy Atina
SOSCIED Vol 7 No 2 (2024): SOSCIED - November 2024
Publisher : LPPM Politeknik Saint Paul Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32531/jsoscied.v7i2.879

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This study aims to develop a filmmaking-based Project-Based Learning (PjBL) model for the Scientific Indonesian Language course to enhance the literacy skills of Science Education students. The model aims to integrate scientific literacy, including reading, writing, and critical thinking, with creative communication through the production of short films. Using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), this research follows a research and development (R&D) approach. The findings reveal that the model significantly improves students' literacy abilities, with an average increase of 26% in post-implementation test scores. Moreover, the filmmaking process encourages students to better understand complex scientific concepts and fosters creativity, collaboration, and problem-solving skills. Reflections on the films provide opportunities for students to evaluate their learning outcomes and refine their skills. This PjBL model demonstrates effectiveness in supporting interdisciplinary learning and is recommended for broader application in similar academic contexts to enhance student literacy and engagement.
Analysis the Role of Parents’ in Online Learning Assistance for Students’ of Public Senior High School Kuron, Meidy Atina; Welua, Rasilemba; Wowor, Ester C.
IJECA (International Journal of Education and Curriculum Application) Vol 7, No 1 (2024): April
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/ijeca.v7i1.22558

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The Covid-19 pandemic has been a valuable experience for all fields including education. This research aims to determine the role of Parents’ in accompanying students’ at Senior High School during online learning. The distribution of parental role scores and questionnaire item scores in online learning assistance is guided by norma correlation interval categorization. The research method used is a descriptive quantitative approach with actual conditions to describe the characteristics factually, systematically, and accurately of the variables studied. The results of this research conclude that the role of Parents’ in assisting students’ in online learning is optimal. The optimal achievement category being 67.39%, the quite optimal category being 17.3% and the very optimal category being 10.87%. The results of the questionnaire scores items on the role of Parents’ in assisting students’ learning show a very high category with 33.3% and the high category with of 36.7% which indicates that the role of Parents’ in several important circumstances has been carried out well and optimally. This statement is supported by students learning outcomes in science subjects, namely Physics, Chemistry, Biology and Mathematics, which are above the minimum completeness criteria. Parents' activities that make a high contribution to children's online learning include motivating children to be enthusiastic, supervising online lesson hours according to schedule, providing facilities in the form of devices and internet quota within reasonable limits. Monitoring techniques that are widely used by parents are building good communication with children, regarding online learning and reprimanding children when they do not follow online learning and assignments. Parents' involvement in science learning is done through the reinforcement given by parents to science learning. 
Pengaruh Penggunaan Laboratorium IPA terhadap Hasil Belajar Mahasiswa pada Mata Kuliah Fisika Dasar 1 Materi Gerak Osilasi Kuron, Meidy Atina; Sepang, Nindy; Kuendo, Wilce Anna Cahya; Mokalu, Yohanes Bery
SCIENING : Science Learning Journal Vol. 5 No. 2: Desember 2024
Publisher : Jurusan Pendidikan IPA FMIPA Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/slj.v5i2.12163

Abstract

Penelitian ini bertujuan untuk mengetahui perbedaan rata-rata hasil belajar mahasiswa antara kelompok yang diajar menggunakan laboratorium IPA dan rata-rata hasil belajar mahasiswa yang diajar tidak menggunakan laboratorium IPA pada mata kuliah Fisika Dasar 1 materi gerak osilasi. Jenis penelitian ini adalah penelitian kuantitatif desain eksperimen dengan subjek penelitian mahasiswa semester Ganjil Tahun Akademik 2024-2025 yang mengontrak mata kuliah fisika dasar 1. Adapun mahasiswa dibagi dalam 2 kelompok masing-masing 6 orang mahasiswa yang diberi kode kelompok A dan 6 orang mahasiswa yang diberi kode kelompok B dengan jumlah keseluruhan 12 orang. Penelitian dilakukan di Jurusan Pendidikan IPA Fakultas Matematika Ilmu Pengetahuan Alam dan Kebumian Unima pada bulan Juli sampai November tahun 2024. Data dikumpulkan melalui observasi awal dan tes hasil belajar mahasiswa yang dianalisis dengan pendekatan statistik Independent Sample T-test. Hasil belajar mahasiswa terdistribusi normal dan memiliki variansi yang sama atau homogen. Berdasarkan penelitian, ditemukan adanya perbedaan rata-rata hasil belajar antara mahasiswa yang diajar menggunakan laboratorium IPA dan yang tidak menggunakannya pada mata kuliah Fisika Dasar 1 materi gerak osilasi.