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Development of Android-Based Interactive Multimedia on Mushroom Material in High School Wulandari, Veni; Aunurrahman, Aunurrahman; Astuti, Indri; Salam, Urai; Suratman, Dede
Jurnal Penelitian Pendidikan IPA Vol 10 No 6 (2024): June
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i6.4758

Abstract

This research aims to produce Android-based interactive multimedia products that are feasible to use, easy for students to learn, and assist students in learning and improve student learning outcomes independently. This type of development research used the Dick, Carey & Carey developer design model. The test subjects consisted of a study teacher, six expert validators, and thirty-two students of X grade. Sampling used a purposive sampling technique, by using consideration of student scores, which were divided into three namely, high, low, and medium categories. The instruments used involved trial questionnaires, test questions, and student response questionnaires. Each of which had been validated and analyzed with the content validity of Aiken's V (Vcount ≥ Vtable). The research results show media expert validation with a score of 3.9 (valid and suitable for use), design expert validation with a score of 4.1 (very valid and highly suitable for use), and subject matter expert validation with a score of 4.1 (very valid and highly suitable for use). The results of individual test, small group test, and field test obtained an average result of 89.6% in the very positive category. Based on test performed by students, the results show that interactive multimedia development designs can be used to facilitate students to learn with an average percentage score of 85% (Very Positive Category). The feasibility of each of these processes shows that the Android-based interactive multimedia profile meets the requirements as a medium that can assist students in learning. The results of the effectiveness test also stated that interactive multimedia on Android-based had an effect and could improve students' cognitive learning outcomes with an N-Gain Score = 0.61 (Medium Category) and an Effect Size value = 2.322 (Category = Strong). The conclusion is based on the results of expert validation and product test, the Bio-Fungi learning application is feasible for use as a learning medium in the teaching and learning process and to improve students' cognitive learning outcomes.
PROFIL KUALITAS BERPIKIR INOVATIF GURU DI SEKOLAH MENENGAH ATAS Wulandari, Veni; Astuti, Indri; Afandi
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 10 No. 3 (2023)
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v10i3.947

Abstract

Pemikiran yang inovatif merupakan proses kognitif yang menjadi kompetensi penting dan merupakan kebutuhan yang harus dimiliki di abad ke 21 ini. Di bidang pendidikan berpikir inovatif dapat membantu guru dan siswa bisa dengan mudah beradaptasi pada kemajuan teknologi yang terus berkembang. Penelitian yang dilakukan ini memiliki tujuan untuk melihat kualitas berpikir inovatif guru di SMA Negeri 1 Kayan Hilir dengan menggunakan metode penelitian kuantitatif deskriptif. Instrumen yang dipergunakan yaitu soal angket sebanyak 19 soal yang terdiri dari 4 indikator yaitu guru mengamati, bertanya, mempunyai jaringan/ forum dalam hal mengembangkan diri dan guru melakukam eksperimen. Jumlah sampel dalam penelitian ini adalah 22 orang yang merupakan guru-guru di SMA Negeri 1 Kayan Hilir. Pengumpulan data melalui survey angket dianalisis menggunakan metode deskriptif kuantitatif dengan mengkonversikan data pada skala likert. Melalui penelitian yang dilakukan maka rata-rata kualitas berpikir inovatif yang diperoleh dari rata-rata seluruh indikator adalah 76,02. Kesimpulan yang diperoleh adalah kualitas berpikir inovatif guru di SMA Negeri 1 Kayan Hilir sudah baik (mean = 76,02).