Indonesian Journal of Instructional Media and Model
Indonesian Journal of Instructional Media and Model is a scientific journal that contains and disseminate the results of research, in-depth study, and the ideas or innovative work in the field of science education. The innovative work of the teachers and lecturers of the development of the education sector which is able to make a positive contribution to the schools and educational institutions the focus of this journal. 1. Instructional Media 2. Instructional Models 3. Learning Aproach 4. Instructional Strategies 5. Intructional Methods 6. Teaching Techniques 7. Teaching Tactics
Articles
126 Documents
Teachers and Technology: Christian Education Teacher Strategies in Implementing Online-based Learning in Pandemic Times
Talizaro Tafonao;
Benteng Martua Mahuraja Purba
Indonesian Journal of Instructional Media and Model Vol 3, No 2 (2021)
Publisher : Universitas Veteran Bangun Nusantara
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DOI: 10.32585/ijimm.v3i2.996
The purpose of this research is to investigate the efficacy of teacher-led online teaching practices during pandemics. In this digital era, all teachers are required to adapt quickly to technological developments. But in reality, some Christian Education teachers are still not ready to transform in utilizing the application of technology as described in this article. Based on that question, the authors reviewed this topic to explain the essential steps teachers should take in implementing online-based learning strategies during pandemics. A descriptive qualitative research method was adopted in this work. The researchers gathered information through reading academic articles and books. The author analyses the data through analytical techniques by reducing, classifying, and verifying the study of this article. The results obtained in this study are very effective if Christian Education teachers apply online-based learning strategies in a way that teachers learn to provide features that are easily accessible to students. Teachers learn to design learning online, and teachers get used to providing stimulus to learners. Thus, online learning requires every teacher to adapt, innovate, and utilize digital media to facilitate the learning process during the pandemic.
Improving Teacher Performance in Developing Teaching Materials Through Academic Supervision as an Effort to Improve Academic Quality in Schools
Mahsun Alwa'id
Indonesian Journal of Instructional Media and Model Vol 3, No 2 (2021)
Publisher : Universitas Veteran Bangun Nusantara
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DOI: 10.32585/ijimm.v3i2.2126
An important problem that is often faced by teachers in learning activities is choosing or determining appropriate learning materials or teaching materials in order to help students achieve competence. This is due to the fact that in the curriculum or syllabus, teaching materials are only written in outline in the form of "subject material". It is the teacher's job to describe the subject matter so that it becomes a complete teaching material. In addition, how to use teaching materials is also a problem. The intended use is how to teach it from the teacher's point of view, and how to learn it from the student's point of view. The purpose of this school action research (PTS) is to find out the extent to which the coaching of the Madrasah Principal improves the performance of teachers in choosing teaching materials. In this school action research (PTS), it was carried out in 3 cycles, from the results of the actions taken it was proven to be able to improve teacher performance by achieving ideal standards. From 64.47% in the first cycle, it could increase to 74.59% in the second cycle, and the second cycle. to III 83.29%. The results of this action research indicate that coaching through the academic supervision of the Madrasah Head can improve teacher performance in choosing teaching materials at MAN 1 Semarang, Semarang Regency.
Development of Learning Cycle 5E Oriented Learning Tools to Critical Thinking Skills and Creative Thinking
Endra Priawasana;
Abdul Muis
Indonesian Journal of Instructional Media and Model Vol 3, No 2 (2021)
Publisher : Universitas Veteran Bangun Nusantara
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DOI: 10.32585/ijimm.v3i2.2058
Biology learning can do by exploring the nature and its contents, including living beings an inanimate beings everyday life. In past, students have not active roles process in the classroom. Students are only required to memorize the factual information obtained from the teacher. They should develop their potential broadest in order to understand the processes and concepts that exist. The development potential of students begins by assembling the experience and knowledge that has bebn previously owned. Biology learning is expected to be implemented by the Learning Cycle 5E, so that students are expected to improve the understanding of the experience and prior knowledge. By carring out an Learning Cycle 5E, students will find their own concepts of biology and can develop biology process skills, so as to equip students with skills such as scientists and make them able to solve his problems independently. Students will become more critical in thinking and looking for creative answers to the problems they face in everyday life. By nit dong rote, students are expected to be qualified individual.
The Effectiveness of The Use Game Based Learning on Student's Motivation and Learning Outcomes in Camera Movement Engineering Materials
Chellsy Marcella
Indonesian Journal of Instructional Media and Model Vol 4, No 1 (2022)
Publisher : Universitas Veteran Bangun Nusantara
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DOI: 10.32585/ijimm.v4i1.2053
The shift of conventional learning media to more modern learning media is a must for the world of education to be able to adapt to the development of science and technology. This study was conducted to analyse the effectiveness of the use of game-based learning on motivation and student learning outcomes on the subject of camera movement techniques. Data collection uses tests to measure learning outcomes and checks to measure learning motivation. The data analysis technique uses normalized gain (N-Gain). The application of the game-based learning model also improves learning outcomes. The average value of the pre-test was 76.41 and increased at the post test of 90.28. Based on the KKM score, 37 people or 94.9% have completed learning. This shows that there is an increase in learning outcomes seen from the average value. The average value of normalized gain (N-Gain) is 0.60, so the game-based learning quizzes method is quite effective in improving learning outcomes. Teachers should reduce the lecture method by increasing the active play method.
Child's Personality and Family Upbringing Methods
Mohammad Omar AL-Momani
Indonesian Journal of Instructional Media and Model Vol 4, No 1 (2022)
Publisher : Universitas Veteran Bangun Nusantara
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DOI: 10.32585/ijimm.v4i1.2022
Psychologists point out that there are critical and highly sensitive periods in the development of children during which learning of their behavior patterns becomes possible, that is, there are certain environmental interactions during this period in order to progress naturally, and at the beginning of his interaction he can issue a greater number of responses with his environment , but whatever What remains of it and proves is what keeps it consolidating, and what fades and is deleted from the responses, it is the one that does not support, and the child in the characteristics of his first life suffers from what befalls others and suffers from psychological disorders and emotional and behavioral deviations as adults suffer. The psychological, emotional and physical development of the child is a continuous and escalating process, which is In its growth and gradation, it is affected by the factors of the physical environment and the social family
Improving Learning Outcomes in Mathematics Using the Talking Stick Learning Model
Ilham Marnola;
Hilliyani Hilliyani;
Lindu Sartika;
Yulia Rahmi;
Siska Wahyuni
Indonesian Journal of Instructional Media and Model Vol 4, No 2 (2022)
Publisher : Universitas Veteran Bangun Nusantara
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DOI: 10.32585/ijimm.v4i2.2834
Measurement-related math subject is taught in Madrasah Ibtidaiyah, but many students still struggle to understand the concepts making the subject becomes boring and unappealing. Low learning outcomes in mathematics might be caused by boredom with the subject and problems in comprehending. The Talking Stick learning model is implemented to help students who are struggling with mathematics. This study sought to determine whether the Talking Stick learning model may improve learning outcomes in mathematics. This experimental study used quantitative methodology. The participants were third-graders at MIN 9 Aceh Tengah. A formative test with multiple choice questions was used as the data collection tool. The test was administered to both the experimental and control classes in two stages, namely the pretest (beginning test) and post-test (final test). The t-test was the analytical method utilized. The data demonstrated that the Talking Stick learning approach might be used to enhance learning outcomes in mathematics.
Development of E-Supplement Teaching Materials Physics Based On Flipbook in Balogo Traditional Games
Afifah Khansa Nadhiroh
Indonesian Journal of Instructional Media and Model Vol 4, No 1 (2022)
Publisher : Universitas Veteran Bangun Nusantara
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DOI: 10.32585/ijimm.v4i1.2597
Indonesia is a country rich in cultural diversity that is spread in every region, one of which is traditional games. The existence of traditional game from time to time began to eroded and forgotten among children. Along with the development of the times, educators must follow the development of existing technology and not forget the cultural values of the local area. The existence of traditional games can be maintained by introducing and integrating them into learning through teaching materials. Therefore, this research is focused on the development of e-suplement teaching materials physics based on flipbook in balogo traditional games. This research aim to determine the validity and feasibility of e-suplement teaching materials physics based on flipbook in balogo traditional games. This research uses the research and development method od 3D models (define, design and develop) modified Thiagarajan’s 4D models. The results of research indicates that e-suplement teaching materials physics based on flipbook in balogo traditional games is very good with validity 91,36%. The concluded is e-suplement teaching materials physics based on flipbook in balogo traditional games valid and very feasible for use in learning.
Improving Student Learning Outcomes with Problem-Based Learning on Islamic Civilization Material
Sri Istiqomah
Indonesian Journal of Instructional Media and Model Vol 4, No 2 (2022)
Publisher : Universitas Veteran Bangun Nusantara
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DOI: 10.32585/ijimm.v4i2.3285
Historical events in the past should be a mirror for the present generation in the life of the nation and state. This material is contained in the teaching of history in high school. The teaching of history which is expected to provide insight into the development and progress of Islam in the past seems to be of little interest to students, this can be seen from the low completion results of students and their lack of understanding of history. The problem-based Learning model is one of the simple methods that the author believes is appropriate to be able to increase the value of Islamic cultural history lessons. The purpose of this study is to increase student enthusiasm for learning so that it will improve student learning outcomes as well, especially to improve student learning outcomes through a problem-based learning model on the subject of the development of Islamic civilization in class XI SMAN 7 Semarang. Research methods using Classroom Action Research, with the subject and location of the research in Class XI. The results of the study in the pre-cycle there was a completion of learning of 29.41%, in the first cycle there was an increase to 79.41%, and in cycle II the average student completion was 91.18%. The conclusion of learning research on the development of Islamic civilization in the heyday of Islam with the problem-based learning model can improve the ability of students.
The Use of Youtube to Enhance Students’ Participation in Distance Learning Mode
Camelia Manalu
Indonesian Journal of Instructional Media and Model Vol 4, No 1 (2022)
Publisher : Universitas Veteran Bangun Nusantara
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DOI: 10.32585/ijimm.v4i1.2674
Increasing students’ participation is the central issue in distance learning mode during the pandemic. A teacher must be able to give maximum effort in teaching in the classroom, for example, by using ICT. This study aims to find out whether using YouTube can increase students’ participation in distance learning. The design of this research is classroom action research (CAR), with the subject of the research was 21 students of class XI IPS at SMAN 6 Tualang. This research was conducted in one cycle consisting of 5 online class meetings that used Youtube. The findings showed that by using Youtube, the participation and activeness of the students increased, which could be seen from actively asking questions, being enthusiastic in answering questions, and enjoying the learning process.
Using Gamification Applications to Increase The Student's Learning Activity in Digital Simulation Subjects
Wahid Nur Ahmmadi;
Madyo Ekosusilo;
Hamda Kharisma Putra
Indonesian Journal of Instructional Media and Model Vol 4, No 2 (2022)
Publisher : Universitas Veteran Bangun Nusantara
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DOI: 10.32585/ijimm.v4i2.2856
The pandemic covid-19 over the past two years made major changes in the education world especially students, at which time the practice of face-to-face learning trials took place especially in the army of veteran 1 sukoharjo. The problem with face-to-face learning is that students lack the focus of learning during the teaching process, and students are inactive or lack confidence in expressing. Suggested that the process of using elements that are implemented in each activity that has no game elements and therefore provides an unsaturated effect. The purpose of this study is to increase the activation of class x TBSM students in veteran 1 sukoharjo with application of gamonification. Research methods are class action studies, using the four stages of planning, action, observation, and reflection done with the 3 cycles of pre cycles, cycles I, and cycles ii. The subject of this study is an x TBSM student at veteran 1 sukoharjo high school. The media employed in research is kahoot! And quizziz. The instrument used is the student's activity observation sheet. The data analysis technique used is a quantitative description. The study then obtained an average value-an average of 63.24 % (active criteria) on the I cycle, then with the teacher making repairs can, increasing activation to the ii cycle 81.62%. Results from test t in pairs, score alpha 0.05 acquired.