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Pengajar Kredibel dan Mahasiswa Jujur: Literasi Ekonomi Tinggi? Prakoso, Albrian Fiky; Kurniawan, Riza Yonisa; Ghofur, Muhammad Abdul
Jurnal Pendidikan Ekonomi Undiksha Vol 12, No 1 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpe.v12i1.23521

Abstract

Many students see that cheating during an exam is the most effective way to improve academic grades. Many of them do that because they think teaching the lecturer is less credible. This study aims to determine whether the credibility of lecturers and student dishonesty can affect the level of economic literacy of students. The number of respondents in this study amounted to 77 students and analyzed using a quantitative approach. The results showed that the higher the credibility of lecturers, the lower the academic cheating. The more credible the lecturer, the higher the economic literacy of students. However, it turns out that student academic cheating does not determine the level of economic literacy of students. The exciting thing from the results of this study is that the ability of lecturers to answer questions turns out to determine students' perceptions about the credibility of their lecturers. Still, when students call lecturers more credible, it makes students commit fraud. 
PENGEMBANGAN MEDIA PEMBELAJARAN GAME EDUKASI BERBASIS ANDROID PADA MATA PELAJARAN EKONOMI KELAS X IPS SMA NEGERI 1 BANGKALAN NURISA, KARIMATIN; ABDUL GHOFUR, MUHAMMAD
Jurnal Pendidikan Ekonomi (JUPE) Vol 7 No 2 (2019)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jupe.v7n2.p%p

Abstract

Abstrak Pembelajaran di dalam kelas yang menciptakan suasana menyenangkan akan berdampak positif bagi siswa untuk menambah rasa ingin tahu, sebuah game edukasi berbasis yang diharapkan menciptakan suasana belajar yang menyenangkan dan hasil belajar yang di dapat dengan baik. Pada penelitian ini memiliki tujuan untuk melihat bagaimana meningkatkan hasil belajar dengan menggunakan media pembelajaran game edukasi berbasis android terhadap hasil belajar peserta didik kelas X SMA Negeri 1 Bangkalan. Penelitian ini menggunakan penelitian pengembangan atau Research and Development (R&D) dengan model ADDIE yaitu Analysis (Analisis), Design (Desain), Development (Pengembangan), Implementation (Implementasi) dan Evaluation (Evaluasi). Desain Penelitian yang di pakai adalah One Group Pretest-Posttest Design Penelitian ini mengambil subjek peserta didik kelas X IPS untuk uji coba produk media pembelajaran game edukasi berbasis android. Hasil penelitian yang di dapat dari perolehan hasil validasi untuk mengetahui kelayakan media, hasil belajar dan respon siswa. Hasil dari penelitian ini menunjukkan bahwa validasi kelayakan media pada seluruh aspek memeroleh rata-rata presentase sebesar 100%. Hasil validasi evaluasi memeroleh skor rata-rata 76,06 %. Hasil respon siswa pada seluruh aspek memeroleh hasil rata-rata presentasen sebesar 97 %. Penelitian menunjukkan rata-rata pre-test 69,55 ; rata-rata post-test 83,7. Uji paired sampel t-test posttest menunjukkan sig. (2-tailed) ,000 (0,00) Hasil menunjukkan bahwa terdapat peningkatan antara pretest dan posttest < 0,05 yaitu 0,00 < 0,05. Berdasarkan hasil analisis uji paired sample t-test di atas, maka Ha diterima dan H0 ditolakHal ini menunjukkan bahwa media pembelajaran Game Edukasi berbasis android sangat layak digunakan. Kata Kunci: Game Edukasi berbais Android, Bank Sental, Hasil Belajar Abstract The Joyful Learning is expected to make students have more curiosity aboaut something, An educational-based game that is expected to create a fun learning atmosphere and learning outcomes that are obtained well. The purpose of this study is to see how to improve learning outcomes by using an Android-based educational game learning media on the learning outcomes of class X students of SMA 1 Bangkalan. This study uses research and development (R & D) with the ADDIE model, namely Analysis, Design, Development, Implementation and Evaluation. The research design used is One Group Pretest-Posttest Design This study took the subject of students of class X IPS to test educational media products based on Android games. The research results obtained from the results of validation to determine the feasibility of the media, learning outcomes and student responses. The results of this study indicate that the validation of media feasibility in all aspects obtained an average percentage of 100%. The evaluation validation results obtained an average score of 76.06%. The results of student responses in all aspects obtained an average percentage of 97%. Research shows an average pre-test of 69.55; post-test average 83.7. The paired test of the posttest t-test sample shows sig. (2-tailed), 000 (0,00) The results show that there is an increase between pretest and posttest < 0.05 which is 0.00 <0.05. Based on the results of the paired sample t-test analysis above, Ha is accepted and H0 is rejected. This shows that the Android-based Educational Game learning media is very feasible to use. Keywords: Android Based Educational Game, Central Bank, Learning Outcomes
PENGEMBANGAN MEDIA PEMBELAJARAN GAME EDUKASI BERBASIS ANDROID PADA MATA PELAJARAN EKONOMI KELAS X IPS SMA NEGERI 1 BANGKALAN NURISA, KARIMATIN; ABDUL GHOFUR, MUHAMMAD
Jurnal Pendidikan Ekonomi (JUPE) Vol 7 No 2 (2019)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jupe.v7n2.p38-43

Abstract

Abstrak Pembelajaran di dalam kelas yang menciptakan suasana menyenangkan akan berdampak positif bagi siswa untuk menambah rasa ingin tahu, sebuah game edukasi berbasis yang diharapkan menciptakan suasana belajar yang menyenangkan dan hasil belajar yang di dapat dengan baik. Pada penelitian ini memiliki tujuan untuk melihat bagaimana meningkatkan hasil belajar dengan menggunakan media pembelajaran game edukasi berbasis android terhadap hasil belajar peserta didik kelas X SMA Negeri 1 Bangkalan. Penelitian ini menggunakan penelitian pengembangan atau Research and Development (R&D) dengan model ADDIE yaitu Analysis (Analisis), Design (Desain), Development (Pengembangan), Implementation (Implementasi) dan Evaluation (Evaluasi). Desain Penelitian yang di pakai adalah One Group Pretest-Posttest Design Penelitian ini mengambil subjek peserta didik kelas X IPS untuk uji coba produk media pembelajaran game edukasi berbasis android. Hasil penelitian yang di dapat dari perolehan hasil validasi untuk mengetahui kelayakan media, hasil belajar dan respon siswa. Hasil dari penelitian ini menunjukkan bahwa validasi kelayakan media pada seluruh aspek memeroleh rata-rata presentase sebesar 100%. Hasil validasi evaluasi memeroleh skor rata-rata 76,06 %. Hasil respon siswa pada seluruh aspek memeroleh hasil rata-rata presentasen sebesar 97 %. Penelitian menunjukkan rata-rata pre-test 69,55 ; rata-rata post-test 83,7. Uji paired sampel t-test posttest menunjukkan sig. (2-tailed) ,000 (0,00) Hasil menunjukkan bahwa terdapat peningkatan antara pretest dan posttest < 0,05 yaitu 0,00 < 0,05. Berdasarkan hasil analisis uji paired sample t-test di atas, maka Ha diterima dan H0 ditolakHal ini menunjukkan bahwa media pembelajaran Game Edukasi berbasis android sangat layak digunakan. Kata Kunci: Game Edukasi berbais Android, Bank Sental, Hasil Belajar Abstract The Joyful Learning is expected to make students have more curiosity aboaut something, An educational-based game that is expected to create a fun learning atmosphere and learning outcomes that are obtained well. The purpose of this study is to see how to improve learning outcomes by using an Android-based educational game learning media on the learning outcomes of class X students of SMA 1 Bangkalan. This study uses research and development (R & D) with the ADDIE model, namely Analysis, Design, Development, Implementation and Evaluation. The research design used is One Group Pretest-Posttest Design This study took the subject of students of class X IPS to test educational media products based on Android games. The research results obtained from the results of validation to determine the feasibility of the media, learning outcomes and student responses. The results of this study indicate that the validation of media feasibility in all aspects obtained an average percentage of 100%. The evaluation validation results obtained an average score of 76.06%. The results of student responses in all aspects obtained an average percentage of 97%. Research shows an average pre-test of 69.55; post-test average 83.7. The paired test of the posttest t-test sample shows sig. (2-tailed), 000 (0,00) The results show that there is an increase between pretest and posttest < 0.05 which is 0.00 <0.05. Based on the results of the paired sample t-test analysis above, Ha is accepted and H0 is rejected. This shows that the Android-based Educational Game learning media is very feasible to use. Keywords: Android Based Educational Game, Central Bank, Learning Outcomes
PELATIHAN PENULISAN PROPOSAL PENELITIAN TINDAKAN KELAS (PTK) Soejoto, Ady; Fitrayati, Dhiah; Ghofur, Muhammad Abdul; Sholikhah, Ni’matush; Prakoso, Albrian Fiky
Jurnal ABDI: Media Pengabdian Kepada Masyarakat Vol 2, No 2 (2017)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/ja.v2n2.p51-59

Abstract

Pelatihan Penulisan Proposal Penelitian Tindakan Kelas (PTK) dilakukan kepada para guru MGMP IPS SMP Lamongan yang bertempat pada SMPN 1 Lamongan, Jl. Ki Sarmidi Mangun Sarkara, Kelurahan Jetis, Kecamatan Lamongan, Jawa Timur. Tujuan Pelatihan dalam Pengabdian Kepada Masyarakat ini adalah untuk (1) memberikan penyampaian materi pada guru tentang Penelitian Tindakan Kelas (PTK), (2) memberikan penugasan penyusunan proposal pada guru tentang Penelitian Tindakan Kelas (PTK), (3) memberikan pendampingan pada guru tentang telaah proposal Penelitian Tindakan Kelas (PTK) yang telah dibuat oleh guru. Pelaksanaan PKM terdiri dari tahapan: 1) pemberian materi pelatihan terdiri: Hakekat Penelitian Tindakan Kelas (PTK), Anatomi Penelitian Tindakan Kelas (PTK), Metodologi Penelitian Tindakan Kelas (PTK), Grand Teori/ Kajian Teori dan Empirik, Penulisan proposal Penelitian Tindakan Kelas (PTK) oleh peserta; 2) Penyusunan proposal Penelitian Tindakan Kelas (PTK) oleh peserta; 3) Telaah proposal Penelitian Tindakan Kelas (PTK).
KREDIBILITAS DAN OTENTISITAS GURU KEWIRAUSAHAAN TERHADAP KARAKTER KEWIRAUSAHAAN SISWA SMK NEGERI DI SURABAYA Ghofur, Muhammad Abdul
JURNAL EKONOMI PENDIDIKAN DAN KEWIRAUSAHAAN Vol. 1 No. 1 (2013)
Publisher : UNIVERSITAS NEGERI SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jepk.v1n1.p39-52

Abstract

Entrepreneurship in vocational education in Surabaya is still lack of attention. Many educators are paying less attention to character growth and entrepreneurial behavior. Their orientation is, generally only on preparing the workforce. To that end, the solution needs to be sought, how education can serve to turn people into human character or behavior and entrepreneurship. The research, therefore, aims at obtaining an explanation of the influence of teachers' entrepreneurship credibility and authenticity on the students entrepreneurial character in SMK Negeri Surabaya. This research is a verification. The technique used to test the hypothesis is structural equation model (SEM). The results provide an explanation that the variable credibility and authenticity of entrepreneurship teachers have simultaneous significant effect on students entrepreneurial character in SMK Negeri Surabaya, whereas the two variables are partially proven to be unsignificant.
PREFERENSI SUMBER BELAJAR ONLINE MAHASISWA PENDIDIKAN EKONOMI Ghofur, Muhammad Abdul; Wahjoedi, Wahjoedi
JURNAL EKONOMI PENDIDIKAN DAN KEWIRAUSAHAAN Vol. 6 No. 1 (2018)
Publisher : UNIVERSITAS NEGERI SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jepk.v6n1.p105-114

Abstract

The availability of an increasingly diverse and number of online resources makes the choice of students richer and active learning more enjoyable, but the preferences and abilities of students in choosing the right learning resources need to be further analyzed. This research is survey research with cross-section data with Unesa Economic Education Study Program students as the research subject. The ability of the online student learning resource Preference Unesa is dominated by scientific journal portals, social media, institutional pages, news portals and personal blogs. Most of these learning resources are text rather than the video with ease of access being the main reason in choosing learning resources. Information about the learning resources they get mainly from social media, advice from friends, and then advice or information from lecturers.
Pengembangan Media Pembelajaran E-Modul Bank Dan Sistem Pembayaran Berbasis Android Untuk Peserta Didik Kelas X Kiki Wijayanti; Muhammad Abdul Ghofur
Jurnal Pendidikan Ekonomi Vol.14.No.1.Maret 2021
Publisher : Jurusan Ekonomi Pembangunan Fakultas Ekonomi Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This development research carried out against the lack of understanding of the material in students in economics. The purpose of this development research is to increase students' understanding through the use of e-module learning media based on android. This research uses research and development (R&D) with ADDIE models. The research design used is the One Group Pre-test-Post-test Design with research subjects in class X IPS students for testing android based e-module learning media products. The results of limited trials as part of the development phase have received excellent results. Students' understanding was measured using gain score analysis which obtained a value of 0.57 with moderate criteria. There are significant differences in the test results between before and after using e-modules in student learning.DOI: https://dx.doi.org/10.17977/UM014v14i12021p001
Media pembelajaran mind mapping berbasis web untuk meningkatkan pemahaman materi kebijakan ekonomi Meylinda Lukito Sari; Muhammad Abdul Ghofur
Wiyata Dharma: Jurnal Penelitian dan Evaluasi Pendidikan Vol 8 No 1 (2020)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/wd.v8i1.7632

Abstract

Dilatarbelakangi kurangnya pemahaman peserta didik tentang materi kebijakan moneter dan fiskal, penelitian ini dilakukan dengan tujuan untuk mengembangkan media pembelajaran yang diharapkan mampu mengatasi masalah tersebut. Media pembelajaran yang dikembangkan menggunakan pendekatan mind mapping dan berbasis web. Jenis penelitian yang digunakan dalam penelitian ini yaitu Research and Development dengan model pengembangan 4D (Define, Design, Development, & Dessiminate). Uji coba produk dilakukan secara terbatas pada 20 peserta didik dengan menganalisis hasil pre-test dan post-test yang dihitung dengan menggunakan gain score dan uji t. Hasil pengujian menunjukkan bahwa media pembelajaran mind mapping berbasis web dapat meningkatkan pemahaman peserta didik. Dengan demikian, media pembelajaran mind mapping berbasis web pada mata pelajaran ekonomi dapat dinyatakan layak untuk digunakan dalam matapelajaran ekonomi serta siap diujicobakan di kalangan yang lebih luas lagi. Web-based mind mapping learning media to increase understanding of economic policy materials Abstract: Against the background of students' lack of understanding of monetary and fiscal policy material, this research was conducted to develop learning media that are expected to be able to overcome these problems. Learning media developed using a mind mapping and web-based approach. This type of research used in this study is Research and Development with the 4D development model (Define, Design, Development, & Disseminate). Product trials are limited to 20 students by analyzing the results of the pre-test and post-test, which are calculated using the gain score and t-test. The test results show that web-based mind mapping learning media can improve students' understanding. Thus, web-based mind mapping learning media on economic subjects can be declared fit for use in economics subjects and are ready to be tested in the broader circle.
Does the Stocklab Game Increase Students’ Understanding on Stock Markets? Muhammad Abdul Ghofur; Nuzuliya Rohma Qurrota Agyun
Jurnal Pendidikan Ekonomi Dan Bisnis (JPEB) Vol 7 No 2 (2019): Jurnal Pendidikan Ekonomi & Bisnis (DOAJ & SINTA 2 Indexed)
Publisher : Faculty of Economics, State University of Jakarta.

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (217.541 KB) | DOI: 10.21009/JPEB.007.2.4

Abstract

This study aimed to analyze the use of stocklab game to improve students' understanding of the stock market. This research was a quasi-experimental study with a nonequivalent control group design. The object of this study were students of class X IPS in MAN Surabaya. Class X IPS 2 was determined as the experimental class while class X IPS 3 as the control class. Both classes were given the same treatment using cooperative learning methods make a match type and numbered head together, however in the experimental class, games were given in the form of stocklab games. The analysis technique used to test the research hypothesis was one way ANOVA. Hypothesis tested by comparing the pre-test and post-test scores in both classes. Based on the analysis results, it was known that there were differences in students' understanding of the control class and the experimental class, where the understanding of the experimental class students tend to be better than students in control class. In addition, students also tend to understand more stock market terms.
Pengembangan Media Pembelajaran Mobile Learning Berbasis Android Dengan Pendekatan Kontekstual Pada Mata Pelajaran Ekonomi Kelas X IPS Muhamad Erik Setiadi; Muhammad Abdul Ghofur
Didaktis: Jurnal Pendidikan dan Ilmu Pengetahuan Vol 20, No 3 (2020)
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/didaktis.v20i3.5187

Abstract

Dilatarbelakangi oleh rendahnya pemahaman peserta didik pada materi Bank sentral dan  sistem pembayaran maka penelitian ini bertujuan untuk merancang media pembelajaran berupa mobile learning berbasis android. Media dibangun dengan pendekatan kontekstual yang dianggap lebih sesuai dengan peserta didik. Research and Development mengadaptasi model pengembangan 4-D (Define, Design, Development, & Dissiminate). Uji coba secara terbatas menggunakan subyek penelitian 20 peserta didik. Hasil uji coba yang diperoleh melalui perbandingan pre-test dan post-test yang dianalisis menggunakan gain score dan uji beda. Uji ini bertujuan untuk mengetahui efektivitas media pembelajaran yang dikembangkan. Hasil uji coba menunjukkan bahwa media pembelajaran mobile learning berbasis android dengan pendekatan kontekstual dapat meningkatkan pemahaman peserta didik. Media yang dikembangkan telah selesai dan siap diujicobakan pada subyek yang lebih luas untuk memperbaiki kelemahan atau menambah fitur yang dibutuhkan.
Co-Authors Adamy, Muhammad Ervin Ady Soejoto Ady Soejoto ADY SOEJOTO Afdhila, Qory Affan Rais Annauval Ahmad Wachidul Kohar Ahmad Yusronil Wafi Albrian Fiky Prakoso Amalina, Endah Nur Amirul Arif Andi A. Andini, Shinta Lisdya Anditya Handoko Angelia, Annisa Anggraeni, Anita Dwi Ardhita Eko Ginanjar Ardhita Eko Ginanjar Arina Salsabilla Haq Aryaputra, Danendra Asmaul Khusnah Astriani, Erni Bambang Purnomo Bambang Yulianto Bimantari, Ari Novi Binar Kurnia Prahani Carreca, Irhamna Nirbhaya Dhiah Fitrayati Dian Triyani Eka Hendi Andriansyah Eni Ismawati Ermita Yusida Faila, Rizka Nur Fibrianti, Triska Aulia Fina Kartika Sari Firmansyah, Rafly Firmanto, Bondhan Fitrania Maghfiroh Ginanjar, Ardhita Eko Habibah, Lia Zahrotul Hanandita Veda Saphira Harahap, Syaiful Bagus Rahmadi Harmanto Harmanto Harmanto Harmanto Harti Heni Purwa Pamungkas Heni Purwa Pamungkas Herlambang, Purnomo Heru Jaka Pratama Husni Mubarak Ika Melina Nur Fitriyah Ika Melina Nur Fitriyah Infantono, Ardian Jawanoko, Nashru Aji Jonathan P Jun Surjanti KARIMATIN NURISA Kiki Wijayanti Kiranda Yuni Setyoningtyas Lestari, Wahyu Putri Luqman Hakim Maf Ulatul Ainiyah Meylinda Lukito Sari Meylinda Lukito Sari Mila Candra Pristianti Mochammad Vecky Al Zuhry Mohaji Prianggita Muhamad Erik Setiadi Muhammad Akbar Fandy Maulana Mustar, Yetty Septiani Ni Luh Sakinah Nuraini Ni’matush Sholikhah Nugroho, Arif Djoko Nur Priyanto P Nurfadilla, Yunika NURISA, KARIMATIN Nurlaili, Eka Indah Nurul Hidayah Nuzuliya Rohma Qurrota Agyun Pandu Wahyu Gelang Pamungkas Prameswari, Efi Prastika, Titis Dwi Priyanto Poupon, Nur Purwadi Purwadi Purwantiningsih, Yustina Titin Puspita Sari Sukardani Putri Ulfa Kamalia Qoroni, Muizzah Al Radianto, Denny Oktavina Rafsanjani, Mohamad Arief RETNO MUSTIKA DEWI Reyhans Fernando, Daffa Rindu Alriavindra Funny RIZA YONISA KURNIAWAN Rizky Pradana Putra Safira Intan Maulina Sarirejo Sarirejo Siti Maizul Habibah Sovian A. Srisuk, Prattana Sudradjat, Dendi Rivaldi Sukardani, Puspita Sari Syaiful Bagus Rahmadi Harahap Taruna Prakarsa Tiya Ristin Rinanda Tsuroyya Tsuroyya Tyah, Devi Pangestu Tining Ulum, Ahmad Bahrul Utama Alan Deta Wahjoedi Wahjoedi Wahyudi, Nadhira Rizkiah Wardana, Dewita Windiartya Waspodo Tjipto Subroto Widjaya Tjipta Winarta Wuli Oktiningrum, Wuli Yogi Dwi Muriyanto Zain Fuadi Muhammad RoziqiFath Zayn, Afta Ramadhan