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Pengembangan Media Pembelajaran Animasi Videoscribe Pada Mata Pelajaran Geografi Materi Pengelolaan Sumber Daya Alam Indonesia Rahim, Dicky A.; Eraku, Sunarty S.; Mohamad, Nurdin
Geosfera: Jurnal Penelitian Geografi Vol 1, No 2 (2022): Geosfera: Jurnal Penelitian Geografi
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (381.602 KB) | DOI: 10.34312/geojpg.v1i2.17742

Abstract

This research is a research that aims to develop an animated learning media Videoscribe on Natural Resources Management material. Videoscribe is one of the most effective tools to use to make complex concepts more interesting and fun. The research method is the ADDIE method. The ADDIE model is a learning design/model that can facilitate students in developing the scientific process, is flexible. The location of the research is carried out at SMA Negeri 1biluhu. Data collection methods are observation, interviews, questionnaires, documentation. This study uses two types of data, namely quantitative data and qualitative data. This learning media was tested on a limited basis to the number of students 26 students from a total of 63 students in SMA Class XI Social Sciences using a questionnaire. The data collected is in the form of research results regarding the quality of learning media as well as suggestions for product revision. The validation results from material experts show that the media validation value given by validator 1 or material / content expert with a very valid category is 92%, validator II or product design expert provides a valid assessment of 79% while validator III or subject matter expert in this case is a teacher of geography lessons to give an assessment with a very valid category that is equal to 100%. The average student response to learning media is 87%..This research is a research that aims to develop an animated learning media Videoscribe on Natural Resources Management material. Videoscribe is one of the most effective tools to use to make complex concepts more interesting and fun. The research method is the ADDIE method. The ADDIE model is a learning design/model that can facilitate students in developing the scientific process, is flexible. The location of the research is carried out at SMA Negeri 1biluhu. Data collection methods are observation, interviews, questionnaires, documentation. This study uses two types of data, namely quantitative data and qualitative data. This learning media was tested on a limited basis to the number of students 26 students from a total of 63 students in SMA Class XI Social Sciences using a questionnaire. The data collected is in the form of research results regarding the quality of learning media as well as suggestions for product revision. The validation results from material experts show that the media validation value given by validator 1 or material / content expert with a very valid category is 92%, validator II or product design expert provides a valid assessment of 79% while validator III or subject matter expert in this case is a teacher of geography lessons to give an assessment with a very valid category that is equal to 100%. The average student response to learning media is 87%..
Pengembangan Media Pembelajaran berbasis Google Sites berbantuan Aplikasi Quizizz pada Materi Lingkungan dan Kependudukan Kelas XI SMAN 5 Gorontalo Utara Haluti, Istian; Eraku, Sunarty S.; Mohamad, Nurdin
Jurnal Pendidikan Geografi Undiksha Vol. 13 No. 1 (2025): Jurnal Pendidikan Geografi Undiksha
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpg.v13i1.79268

Abstract

This study aims to develop Google Site-based learning media assisted by the Quizizz application on the Environment and Population learning material. This study is a research and development (R&D) study. This method was then used to create a specific product and to test the effectiveness of the product. The development model used in this study was the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The findings indicate that the assessment of media experts is 85.33%, material experts are 86.66%, question experts are 90%, and Geography teachers' is 84.28%. These values are categorized as very valid according to the validation criteria used. Furthermore, students' assessment of the product is 90.11% and is also categorized as very valid. It can be concluded that the development of Google Site-based learning media assisted by the Quizizz application on the Environment and Population learning material produces a suitable learning media product for use in the geography learning process, especially in the learning material of Environment and Population.
Analisis Respon Peserta Didik Terhadap Penggunaan Model Pembelajaran Game Based Learning Berbasis Wordwall Di SMA Negeri 1 Kabila Botutihe, Vanessa; Eraku, Sunarty S.; Masruroh, Masruroh
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Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jrpi.v2i4.34846

Abstract

This study analyzes students' responses to the use of the Wordwall application-based Game Based Learning model at SMA Negeri 1 Kabila. The purpose of this study is to examine the effectiveness of this learning model in improving student activity, participation, and learning outcomes in geography. This study uses a quantitative approach with a descriptive design, involving 10th grade students as subjects. Student activity data were collected through questionnaires and observations, analyzed descriptively using frequency, percentage, and average. The results showed a significant increase in student engagement from the first to the fourth meeting, from 68.88% to 97.77%. This increase reflects students' positive response to a more interactive and enjoyable learning method compared to conventional methods. The Wordwall-based Game-Based Learning model proved to be effective in increasing student engagement and concentration, which contributed to improved geography learning outcomes. Thus, this model is an innovative and relevant alternative for learning in the digital age and is in line with the Merdeka curriculum requirements at SMA Negeri 1 Kabila. This study also emphasizes the importance of utilizing digital learning media that can stimulate student motivation and interest in the teaching and learning process. The use of Wordwall as a Game-Based Learning platform provides a varied and enjoyable learning atmosphere that facilitates the understanding of abstract geography concepts. In addition, this study highlights the role of teachers as facilitators in integrating technology with learning methods that can maximize student potential. The implications of the research results show that the application of Wordwall-based Game-Based Learning can be used as an effective learning strategy to improve the quality of education in high schools.