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Jurnal EDUTECH Undiksha
ISSN : 26148609     EISSN : 26152908     DOI : -
Core Subject : Education,
Jurnal Edutech Undiksha adalah jurnal ilmiah yang diterbitkan oleh jurusan teknologi pendidikan Fakultas Ilmu Pendidikan Universitas Pendidikan Ganesha. Jurnal ini bertujuan untuk mewadahi artikel-artikel hasil penelitian dan hasil pengabdian masyarakat dibidang pendidikan dan pembelajaran teknologi. Pada akhirnya Jurnal ini dapat memberikan deskripsi tentang perkembangan ilmu pengetahuan dan teknologi di bidang pendidikan bagi masyarakat akademik.
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PENGEMBANGAN BLENDED LEARNING BERBASIS COGNITIVE LOAD THEORY DENGAN SETTING LESSON STUDY PADA MATA PELAJARAN GEOGRAFI DI MA SYAMSUL HUDA Hisyam, Mohamad; Tastra, I Dewa Kade; Mahadewi, Luh Putu Putrini
Jurnal Edutech Undiksha Vol 7, No 2 (2019)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v7i2.23160

Abstract

Permasalahan yang ditemukan di MA Syamsul Huda yaitu rendahnya hasil belajar Geografi kelas xi. Hal ini disebabkan karena penyampaian materi dilakukan secara konvensional, keterbatasan jam pelajaran dan siswa banyak di tuntut untuk menghafal sehingga terjadi kelebihan kognitif (overload theory). Penelitian ini memiliki tiga tujuan, Tujuan penelitian untuk: (1) mendeskripsikan rancang bangun pengemabangan blended Learning berbasis cognitive load theory dengan setting lesson study (2) mengetahui kualitas hasil pengembangan blended Learning berbasis cognitive load theory dengan setting lesson study menurut review para ahli dan uji coba produk, serta (3) mengetahui efektivitas blended Learning berbasis cognitive load theory dengan setting lesson study yang dikembangkan. Penelitian ini adalah penelitian pengembangan dengan Model pengembangan yang digunakan adalah model ADDIE. Metode pengumpulan data yang digunakan adalah metode pencatatan dokumen, kuesioner dan tes. Teknik analisis data yang digunakan yaitu teknik deskriptif kualitatif, analisis deskriptif kuantitatif, dan analisis statistik inferensial. Hasil penelitian yaitu: (1) Rancang bangun blended Learning berbasis cognitive load theory dengan setting lesson study dikembangkan dengan model ADDIE. (2) Blended learning yang dikembangkan memiliki kualitas dengan: (a) hasil review ahli isi berpredikat sangat baik (92,00%), (b) hasil review ahli desain pembelajaran menunjukkan blended learning berpredikat sangat baik (91,89%), (d) hasil uji coba perorangan, uji coba kelompok kecil dan uji coba lapangan menunjukkan blended learning berpredikat sangat baik (91,91%), (92,81%) dan (91,89%). (3) Efektivitas pengembangan menunjukkan bahwa blended learning yang dikembangkan efektif meningkatkan hasil belajar geografi (thitung= 8,39 > ttabel = 2,000 pada taraf signifikan 5%)Kata-kata kunci: Blended Learnin, Lesson Study, Pengembangan Problems found in MA Syamsul Huda is the low learning outcomes geography class xi. This is because the delivery of the material is done conventionally, limited hours and many students are required to memorize so that there is a cognitive overload (overload theory). This research aimed to: 1) Describing the design of blended learning based on cognitive load theory with setting lesson study 2) describe the quality of the results of the validation of the development of blended learning based on cognitive load theory with setting lesson study are developed according to the review experts and product trials in geography subjects and 3) Knowing the effectiveness of the development result. Development model used was ADDIE. The data collected in this research is quantitative and qualitative data. Data was collected using the method of recording documents, questionnaires and tests. The results of this research are as follows. (1) The design of blended learning based on cognitive load theory subjects with the ADDIE model includes five phases. (2) blended learning based on cognitive load theory biology subjects developed valid with: (a) the results of expert review the contents of the subjects showed predicated blended learning based on cognitive load theory is very good (92,00%), ((b) the results of expert review of instructional design blended learning predicated showed very good (91,89%), (d) the results of individualtrials, small group trial and field trials demonstrate blended learning based on cognitive load theory is predicated very good (91,91%), (92.81%) and (91,89%). (3) The effectiveness development shows that blended learning based on cognitive load theory developed can effectively improve the learning results of science (tcount = 8,39 > ttable = 2,000, significance level 5%).Keywords: Blended Learning, development, Lesson Study
PENGEMBANGAN BLENDED LEARNING BERBASIS DYNAMIC INTELLECTUAL LEARNING DALAM SETTING LESSON STUDY PADA MATA PELAJARAN BIOLOGI Syarifuddin, Amer; Agung, Anak Agung Gede; Mahadewi, Luh Putu Putrini
Jurnal Edutech Undiksha Vol 7, No 2 (2019)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v7i2.23161

Abstract

Penelitian Pengembangan ini dilatarbelakangi oleh rendahnya hasil belajar Biologi siswa. Penelitian ini bertujuan untuk (1) mendeskripsikan rancang bangun pengembangan blended learning, (2) mendeskripsikan validitas hasil pengembangan blended learning¸ dan (3) mengetahui efektifitas penggunaan blended learning berbasis dynamic intellectual learning dalam setting lesson study pada mata pelajaran Biologi kelas X MA Syamsul Huda. Jenis penelitian ini adalah penelitian pengembangan menggunakan model ADDIE. Data dalam penelitian dikumpulkan menggunakan metode pencatatan dokumen, kuesioner, dan tes. Instrumen yang digunakan dalam pengumpulan data adalah laporan pencatatan dokumen, lembar kuesioner, dan tes objektif pilihan ganda. Data yang terkumpul dianalisis dengan teknik analisis deskriptif kualitatif, teknik analisis deskriptif kuantitatif, dan teknik analisis statistik inferensial. Hasil penelitian menunjukkan bahwa (1) rancangan pengembangan blended learning melalui model ADDIE yang terdiri dari analisis, desain, pengembangan, implementasi, dan evaluasi, (2) hasil validasi produk dinyatakan valid dari review para ahli dan pengguna dengan (a) hasil review ahli isi mata pelajaran menunjukkan blended learning berpredikat sangat baik (90%), (b) hasil review ahli desain pembelajaran menunjukkan bahwa blended learning berpredikat sangat baik (90%), (c) hasil uji coba perorangan, uji coba kelompok kecil, dan uji coba lapangan menunjukkan bahwa blended learning berpredikat sangat baik (93,6%), baik (89,83%), dan sangat baik (93,41%). (3) pada uji efektivitas blended learning berbasis dynamic intellectual learning menunjukkan bahwa hasil t-hitung (10,39) > t-tabel (2,00). Ini berarti, terdapat perbedaan yang signifikan hasil belajar siswa antara sebelum dan sesudah menggunakan blended learning berbasis dynamic intellectual learning dalam setting lesson study. Dengan demikian blended learning yang dikembangkan efektif untuk meningkatkan hasil belajar Biologi.Kata kunci: blended learning, DIL, lesson study.  This research development is motivated by low learning outcomes Biology students. This study aims to (1) describe the design of blended learning development, (2) to describe the validity of the blended learning development result and (3) to know the effectiveness of the use of blended learning based on dynamic intellectual learning in lesson study setting on the subjects of Biology class X MA Syamsul Huda. The type of this research is development research using ADDIE model. Data in the study were collected using document recording method, questionnaire, and test. Instruments used in data collection are document recording reports, questionnaire sheets, and multiple-choice objectives. The collected data were analyzed by qualitative descriptive analysis technique, quantitative descriptive analysis technique, and inferential statistical analysis technique. The results of the research show that (1) the design of blended learning development through ADDIE model consisting of analysis, design, development, implementation, and evaluation, (2) validation product validated from expert and user review with (a) subjects showed excellent predicated blended learning (90%); (b) the results of the design review review indicated that blended learning was very good (90%); (c) individual trial results, small group trials, and field trials showed that blended learning predicate very good (93,6%), good (89,83%), and very good (93,41%). (3) on the efficacy test of blended learning based on dynamic intellectual learning shows that the result of t-count (10,39)> t-table (2,00). This means, there are significant differences in student learning outcomes between before and after using blended learning based on dynamic intellectual learning in setting lesson study. Thus blended learning is developed effectively to improve Biology learning outcomes.Keywords: blended learning, DIL, lesson study.
PENGEMBANGAN E-MODUL AGAMA HINDU UNTUK SISWA KELAS V SDN 5 KAMPUNG BARU putra, I Gede Widiartana; Agung, Anak Agung Gede; Suwatra, Ignatius I Wayan
Jurnal Edutech Undiksha Vol 7, No 2 (2019)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v7i2.21668

Abstract

Perkembangan teknologi telah memenuhi aspek pendidikan yang dimanfaatkan untuk membuat media pembelajaran. Namun kenyataannya, SDN 5 Kampung Baru masih minim media pembelajaran yang digunakan. Pengembangan media berupa E-Modul khususnya mata pelajaran Agama Hindu dilakukan. Penelitian ini bertujuan untuk (1) mendeskripsikan rancang bangun E-Modul, (2) mendeskripsikan kualitas hasil validitas pengembangan, dan (3) mengetahui efektivitas E-Modul. Ini adalah penelitian dan pengembangan model ADDIE. Teknik pengumpulan data yaitu dengan metode wawancara, pencatatan dokumen, kuesioner, dan tes objektif pilihan ganda. Analisis data menggunakan analisis deskriptif kualitatif, deskriptif kuantitatif, dan statistik inferensial (uji-t). Hasil penelitian yaitu (1) Rancang bangun E-Modul Agama Hindu dengan model ADDIE. (2) E-Modul Agama Hindu valid dengan: (a) hasil review ahli isi mata pelajaran menunjukkan E-Modul berpredikat sangat baik (91,66%), (b) hasil review ahli media pembelajaran menunjukkan E-Modul berpredikat baik (87,58%), (c) hasil review ahli desain pembelajaran menunjukkan E-Modul berpredikat baik (87,05%), (d) hasil uji perorangan, uji kelompok kecil, dan uji lapangan menunjukkan E-Modul berpredikat sangat baik (95,4%, 91,41%, 91,37%). (3) E-Modul Agama Hindu efektif meningkatkan hasil belajar siswa (thitung = 3,226 > ttabel = 2,042 pada taraf signifikansi 5%). Ini berarti bahwa E-Modul mata pelajaran Agama Hindu terbukti efektif secara signifikan meningkatkan hasil belajar mata pelajaran Agama Hindu siswa.Kata Kunci : ADDIE, E-modul, pengembangan The technology development has fulfilled educational aspects which used to create learning media. However, in fact, SDN 5 Kampung Baru still lacks of learning media used. Developing media of E-Module especially Agama Hindu subject was carried out. This study aimed at (1) describing the E-Module design, (2) describing the quality of the development validity results, and (3) determining the effectiveness of the E-Module. This was research and development of ADDIE model. The data collection techniques were interview, document recording, questionnaire, and multiple-choice test. Data analysis used were qualitative descriptive, quantitative descriptive, and inferential statistics analysis (t-test). The results of this study found (1) Agama Hindu E-Module design with ADDIE model. (2) Agama Hindu E-Module was valid with: (a) the results of expert review of subject content showed Agama Hindu E-Module were very good (91.66%), (b) the results of the E-Module instructional media expert showed a good product (87.58%), (c) the results of review of learning design experts showed E-Module was good (87.05%), (d) results of individual trials, small group trials, and field trials showed E-module were very good (95.4%, 91.41%, 91.37%). (3) Agama Hindu E-Module effectively improved students’ learning outcomes (tcount = 3.226> ttable = 2,042 at significance level of 5%). It means that Agama Hindu E-Module was proven to be effective in significantly improving students’ learning outcomes in Agama Hindu subject.keyword : ADDIE, E-module, development.
PENGEMBANGAN VIDEO PEMBELAJARAN DENGAN BAHASA ISYARAT BERBASIS PENDIDIKAN KARAKTER PADA SISWA KELAS V DI SDLB-B NEGERI I BULELENG TAHUN PELAJARAN 2017/2018 Putri, Ni Made Lastri Karsiani; Parmiti, Desak Putu; Sudarma, I Komang
Jurnal Edutech Undiksha Vol 7, No 2 (2019)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v7i2.23162

Abstract

Permasalahan yang ditemukan di SDLB-B Negeri I Buleleng, yaitu sulitnya menentukan media pembelajaran bagi anak berkebutuhan khusus (ABK) dengan tidak melupakan kekhususan yang dimiliki ABK dan juga terbatasnya media pembelajaran yang guru gunakan. Faktor lainnya adalah dalam berkomunikasi guru haruslah selalu menggunakan bahasa isyarat yang sesuai dengan sistem isyarat bahasa Indonesia (SIBI) dan kode benda. Penelitian bertujuan untuk (1) menggambarkan rancang bangun video pembelajaran, (2) mengetahui kelayakan video pembelajaran, dan (3) mengetahui keefektivitasan pengembangan video pembelajaran. Penelitian ini adalah penelitian pengembangan yang model pengembangannya menggunakan model ADDIE. Metode pengumpulan data yang digunakan, yaitu: (1) pencatatan dokumen, dan (2) metode kuesioner/angket. Analisis data menggunakan analisis deskriptif kualitatif, kuantitatif dan statistik inferensial/induktif uji-t. Hasil penelitian, yaitu: (1) proses pengembangan video pembelajaran dilakukan dengan mengikuti tahapan-tahapan ADDIE yang dimana terdapat lima tahapan, yaitu (1) tahap analisis, (2) tahap perancangan, (3) tahap pengembangan, (4) tahap penerapan, dan (5) tahap evaluasi. (2) kelayakan pengembangan video pembelajaran berdasarkan penilaian ahli isi mata pelajaran 94,00% mendapatkan predikat sangat baik, ahli desain pembelajaran 88,89% mendapatkan predikat baik, ahli media pembelajaran 95,56% mendapatkan predikat sangat baik, uji coba perorangan 92,64% mendapatkan predikat sangat baik, uji coba kelompok kecil 92,00% mendapatkan predikat sangat baik, uji coba lapangan 91,11% mendapatkan predikat sangat baik, (3) Efektivitas video pembelajaran yang dikembangkan memperoleh thitung =10,09, lebih besar dari ttabel yaitu=2,10. Dengan demikian, video pembelajaran dengan bahasa isyarat berbasis pendidikan karakter efektif untuk meningkatkan motivasi belajar siswa kelas V di SDLB-B Negeri I Buleleng tahun pelajaran 2017/2018.Kata Kunci: video pembelajaran, bahasa isyarat, berbasis pendidikan karakter, pengembangan, model ADDIE This research aimed at 1) describing the design of learning video, 2) finding out the eligibility of learning video developed, and 3) finding out the effectiveness of learning video developed. This research was R & D (research and development) which adapted from ADDIE model. The data were obtained by using, (1) documentation and (2) questionnaire. The data were analyzed by using descriptive qualitative analysis, quantitative and inferential statistic/inductive t-test. The results of this research were (1) learning video which developed based on ADDIE procedures. There are five steps of ADDIE model namely, (1) analysis stage, (2) designing stage, (3) developing stage, (4) applying stage and (5) evaluation stage. (2) The eligibility of learning video developed based on the evaluation result of content’s expert was 94, 00% which revealed to very appropriate, moreover, the result of learning design’s expert was 88, 89% which revealed to appropriate, the result of learning media’s expert was 95, 56% which revealed to very appropriate, meanwhile, individual tried-out found 92, 64% which reveals to very appropriate, small group tried-out found 92, 00% which revealed to very appropriate and field trial found 91, 11% which revealed to very appropriate. (3) The effectiveness of learning video developed found that tcount = 10, 09 higher than ttable = 2, 10. Thus, learning video with sign language and character education based was effective to increase learning motivation of fifth grade students at SDLB-B Negeri I Buleleng in academic year 2017/2018.Key Words: Learning video, sign language, character education based, development, ADDIE model.
Game Education Mata Pelajaran Matematika Untuk Siswa Kelas IV SD Negeri 1 Paket Agung GUNA, I MADE DWI; Agung, Anak Agung Gede; Pudjawan, Ketut
Jurnal Edutech Undiksha Vol 7, No 2 (2019)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v7i2.21669

Abstract

Penelitian ini dilatarbelakangi oleh permasalahan hasil belajar matematika yang rendah dengan rata-rata siswa mendapat nilai 5,8, sedangkan KKM mata pelajaran metamatika adalah 6,5. Tujuan penelitian pengembangan yaitu (1) untuk mendeskripsikan rancang bangun game education, (2) mengetahui validitas game education, (3) mengetahui efektiviitas game education dalam meningkatkan hasil belajar. Analisis data menggunakan analisis deskriptif kualitatif dan, deskriptif kuantitatif dan statistik infrensial (Uji-t). Penelitian ini merupakan penelitian pengembangan dengan model Hannafin and Peck. Hasil penelitian meliputi, (1) pengembangan game education dengan model Hannafin and Peck ini meliputi tiga tahap yaitu tahap analisis kebutuhan, desain, dan pengembangan implementasi, (2) validitas dari game education dari ahli isi diperoleh 95,50% (sangat baik), ahli desain pembelajaran 90,00% (sangat baik), ahli media pembelajaran diperoleh 93,00% (sangat baik). Persentase diperoleh dari hasil uji coba perorangan yaitu 93,33% (sangat baik). Hasil uji coba kelompok kecil 93,15% (sangat baik). Hasil uji coba lapangan 94,41% (sangat baik). (3) Efektivitas game education yang dikembangkan diperoleh t-hitung =10,296, lebih besar dari t-tabel yaitu 2,048. Hal ini menunjukan bahwa H0 ditolak dan H1 di terima. Dengan demikian game education terbukti efektif secara signifikan dapat meningkatkan hasil belajar metematika.Kata Kunci : matematika, game education, hannafin and peck This research was done based on the problem of student’s low mathematics learning outcomes with the average score was 5.8, while the minimum score of mathematic subject is 6.5. The purpose of this research were (1) to describe the educational game design, (2) find out the validity of the educational games, (3) and to know the effectiveness of educational games in improving learning outcomes. Method of data analysis used were descriptive qualitative, quantitative descriptive analysis, and statistical statistics (t-test). This research was a research and develop model with Hannafin and Peck model. The results of the study, such as; (1) the development of educational games which used Hannafin and Peck model involving three analytical stages, such as need analysis, design, and implementation development, (2) the validity of the educational game based on content experts obtained 95.50% with very good qualifications, learning design experts shows 90.00% (very good), instructional media experts get 93.00% (very good). The percentage obtained from the results of individual trials is 93.33% (very good). The results of small group trials were 93.15% (very good). Field trial results 94.41% (very good). (3) The effectiveness educational game development obtained t-count = 10.296, higher than t-table that is 2.048. This shows that H0 was rejected and H1 was accepted. Thus the educational game has been proven to be effective in increasing student’s mathematic learning outcomes.keyword : mathematics, educational games, hannfin and peck
PENGEMBANGAN MEDIA PUZZLE BERBASIS MAKE A MATCH PADA PEMBELAJARAN TEMATIK KELAS 2 DI MADRASAH IBTIDAIYAH Akhris Fuadatus, Sholihah; Agung, Anak Agung Gede; Sudarma, I Komang
Jurnal Edutech Undiksha Vol 7, No 2 (2019)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v7i2.21830

Abstract

Abstrak Permasalahan yang terjadi pada kelas II di Madrasah Ibtidaiyah adalah sumber belajar yang digunakan hanya menggunakan LKS dan buku paket. Selain itu, belum ada pengembangan media sederhana maupun media lainnya yang mendukung proses pembelajaran sehingga mengakibatkan rendahnya hasil belajar siswa pada mata pelajaran Matematika dan Bahasa Indonesia. Rata-rata hasil pretest hasil belajar siswa 58.2 dari nilai maksimal 60. Penelitian ini bertujuan untuk mengetahui efektivitas media puzzle berbasis make a match pada pembelajaran tematik. Penelitian ini merupakan penelitian pengembangan. Model pengembangan yang digunakan yaitu model ADDIE. Metode pengumpulan data yang digunakan, yaitu: metode observasi, wawancara, kuesioner, dan tes. Analisis data menggunakan analisis deskriptif kualitatif, kuantitatif, dan statistik inferensial (uji-t). subjek dalam penelitian ini adalah 25 orang siswa kelas II di Madrasah Ibtidaiyah. Dalam pengembangan media puzzle berbasis make a match ini validitas media berdasarkan penilaian ahli isi mata pelajaran 92%, ahli desain pembelajaran 81%, ahli media pembelajaran 92%, uji perorangan 91%, uji kelompok kecil 96%, dan uji coba lapangan 96%. Hasil uji efektivitas yang di analisis dengan teknik statistik inferensial (uji-t) mendapatkan hasil rata-rata pretest (58,2) < hasil rata-rata posttes (86). Setelah dilakukan perhitungan secara manual dengan menggunakan uji-t diperoleh thitung = 11,59 untuk db = 25 dan taraf signifikan 5% ttabel  = 2.011 sehingga H0 ditolak dan H1 diterima, karena nilai posttest lebih tinggi dibandingkan dengan nilai pretest. Dengan demikian dapat disimpulkan bahwa dengan menggunakan media puzzle berbasis make a match dapat meningkatkan hasil belajar matematika dan bahasa Indonesia kelas II di Madrasah Ibtidaiyah. Problems that occurred in grade II at Madrasah Ibtidaiyah were learning resources that  only using worksheets and textbooks. In addition, there had not been a development of simple media or others that supported the learning process, resulting student’s low learning outcomes in Mathematics and Bahasa Indonesia subject. The average pretest resulted student’s learning outcomes was 58.2 out of a maximum score that was 60. This study aimed to determine the effectiveness of puzzle which based on make a match media on thematic learning. This research was a research development. The development model used was the ADDIE model. The data collection methods used, were: the method of observations, interviews, questionnaires, and tests. Data analysis used descriptive qualitative, quantitative, and inferential statistics. The subjects in this study were 25 students of grade II at Madrasah Ibtidaiyah. In this development of make a match based puzzle media was the validity of the media which based on the judgment of assessment expert with 92%, 81% learning design expert, 92% learning media expert, 91% individual test, 96% small group test, and 96% field trial. The results of the effectiveness tests were analyzed by inferential statistical techniques (t-test) obtained an average pretest result (58.2) and < posttest average results (86). After doing the manual calculations using the t-test obtained tcount = 11.59 for db = 25 and a significance level of 5% ttable = 2.011 so that H0 was rejected and H1 was accepted. So puzzle media are effectively used on thematic learning at madrasah ibtidaiyah.
PENGEMBANGAN E-KOMIK DENGAN MODEL ADDIE UNTUK MENINGKATKAN MINAT BELAJAR TENTANG PERJUANGAN PERSIAPAN KEMERDEKAAN INDONESIA Wicaksana, I Putu Gde Caesar Renddy; Agung, Anak Agung Gede; Jampel, I Nyoman
Jurnal Edutech Undiksha Vol 7, No 2 (2019)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v7i2.23159

Abstract

Permasalahan yang terjadi di kelas V SD Negeri 5 Kampung baru adalah kurangnya minat belajar siswa pada materi Persiapan Kemerdekaan Indonesia dengan rata-rata hasil pretest minat belajar siswa 26,17 dari nilai maksimal yaitu 70. Penelitian ini bertujuan untuk (1) Untuk mendeskripsipkan rancang bangun pengembangan media e-komik, (2) Untuk mendeskripsikan hasil validasi pengembangan media e-komik, (3) Untuk mengetahui efektifitas media e-komik dengan model ADDIE untuk meningkatkan minat belajar siswa tentang perjuangan persiapan kemerdekaan indonesia di kelas V SD Negeri 5 Kampung Baru. Analisis data menggunakan analisis deskriptif kualitatif, kuantitatif dan statistik inferensial / induktif uji-t dan model pengembangan yang digunakan adalah model ADDIE. Validitas media telah diuji coba kepada ahli desain pembelajaran, media pembelajaran, uji coba perorangan, kelompok kecil dan uji coba lapangan Untuk hasil validitas pengembangan media e-komik untuk ahli desain pembelajaran, ahli media pembelajaran, uji coba perorangan, uji coba kelompok kecil dan uji coba lapangan secara berurutan yaitu 95,83%, 92,75%, 95%, 93,05%, dan 91,30%. Hasil uji efektivitas yang dianalisis dengan teknik statistik inferensial (uji-t) mendapatkan hasil rata-rata pretest (26,17) < hasil rata-rata posttest (63,96). Setelah dilakukan perhitungan secara manual dengan menggunakan uji-t didapatkan hasil yang menunjukkan thitung (51,49) > dari ttabel (2,45) sehingga H0 ditolak dan H1 diterima artinya Terdapat efektivitas dalam pemanfaatan E-komik Model ADDIE Tentang Persiapan Kemerdekaan Indonesia pada materi Persiapan Kemerdekaan Indonesia kelas V di SD Negeri 5 Kampung Baru tahun ajaran 2018/2019.Kata-kata kunci: pengembangan, e-komik, minat belajar  The aim of this result is about the problem in V class at SD Negeri 5 Kampung Baru is the lack of interest in learning of preparation for Indonesian independence with the result in pretest with average 26,17 from the maximal is 70. The aim of this result is (1) to describe the development of e-comic design, (2) to describe the validation result about the development of media e-comic design, (3) to know about the effectiveness of media e-comic with ADDIE model to increase the lack of learning about fighter of freedom in Indonesian in V class SD Negeri 5 Kampung baru. The analysis data using descriptive quantitative, qualitative and statistic inferensial/ inductive t-test and the development design using ADDIE design. The validation media already trying for the expert of the learning design, learning design, individual trials, small group and field trials for the validity result of the development of the e-comic design for the expert learning design, the expert learning design, individual trials, small group trial and field trials with the sequence is 95,83%, 92,75%, 95%, 93,05% and 91,30%. The result of the effectivity with the analysis in statistic technique inferential (ttest) is (26,17)< the average posttest result (63,96). After manual counting with t-test the result is (51,49)>from ttable (2,45) so that HO rejected and H1 accepted means there is activities in utilization E-comic models ADDIE about the preparation indonesian independent V class at SD Negeri 5 Kampung baru 2018/2019Keywords: development, e-comic, interest to learn
PENGEMBANGAN MODUL BERBASIS PENDEKATAN SAINTIFIK UNTUK SISWA KELAS IV SD NEGERI 2 LILIGUNDI RAHMAN, SAIFUL; Suwatra, Ignatius I Wayan; Sudatha, I Gde Wawan
Jurnal Edutech Undiksha Vol 7, No 2 (2019)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v7i2.21679

Abstract

Permasalahan yang terjadi dikelas IV SD Negeri 2 Liligundi adalah kurangnya sumber atau bahan ajar lain yang digunakan oleh guru untuk menunjang pembelajaran di kelas, sehingga hasil belajar siswa kurang maksimal. Tujuan penelitian ini adalah untuk (1) mendeskripsikan proses pengembangan modul berbasis pendekatan saintifik, (2) mendeskripsikan kualitas pengembangan modul IPA berbasis pendekatan saintifik, (3) mengetahui efektivitas modul IPA berbasis pendekatan saintifik. Penelitian ini merupakan penelitian pengembangan. Model pengembangan yang digunakan yaitu model Hannafin dan Peck. Metode pengumpulan data yang digunakan adalah metode observasi, wawancara, kuesioner, dan tes. Analisis data yang digunakan adalah teknik deskriptif kualitatif, deskriptif kuantitatif dan analisis statistik inferensial. Validitas media diuji coba kepada ahli isi mata pelajaran, ahli desain, ahli media, uji coba perorangan, kelompok kecil dan uji coba lapangan Untuk hasil secara berurutan yaitu 95,3 %, 85,2 %, 92%, 94,6%, 96,08%, dan 97,06%. Hasil uji efektifitas yang dianalisis dengan teknik statistik inferensial (uji-t) mendapatkan hasil rata-rata pretest (62,5) < hasil rata-rata posttest (88,3). Setelah dilakukan perhitungan secara manual dengan menggunakan uji-t didapatkan hasil yang menunjukkan thitung (9,521) > dari ttabel dengan db= n1+n2-2 = 10 pada taraf signifikan 5% yaitu 1,812. Jadi thitung > ttabel, maka berdasarkan ketentuan bila t hitung > t tabel maka H0 ditolak dan H1 diterima. Berarti terdapat perbedaan yang signifikan hasil belajar siswa sebelum menggunakan modul berbasis pendekatan Saintifik dan sesudah menggunakan modul berbasis pendekatan Saintifik.Kata Kunci : Model Hannafin dan Peck, modul, hasil belajar. The problem that occurred in grade IV of SD Negeri 2 Liligundi was the lack of resources or other teaching materials used by teacher to support the learning process in the classroom. So that, student’s learning outcomes were not really optimal. The purpose of this study was to (1) describe the process of developing modules using a scientific approach, (2) describe the quality of a science module development which used a scientific approach, (3) determine the effectiveness of a science module that used a scientific approach. This research was a research development. The development model used was Hannafin and Peck's model. Data collection methods used in this research were observations, interviews, questionnaires, and tests. Analysis of the data used was descriptive qualitative techniques, quantitative descriptive and inferential statistical analysis. The validity of the media was tested on subject matter experts, design experts, media experts, individual trials, small groups and field trials. The results were respectively 95.3%, 85.2%, 92%, 94.6%, 96, 08%, and 97.06%. The results of the effectiveness test were analyzed by inferential statistical techniques (t-test) to obtain an average pretest result (62.5) from the table with db = n1 + n2-2 = 10 at a significant level of 5%, 1,812. So t count> t table, then based on the provisions if t count> t table which could be concluded that H0 was rejected and H1 was accepted. Meaning that there were significant differences in student’s learning outcomes between before and after using modules with scientific approach.keyword : Hannafin and Peck model, module, learning outcome.

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