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INDONESIA
Penggunaan Media Sains Flipbook dalam Pembelajaran IPA di Sekolah Dasar
Core Subject : Science, Education,
Focus and Scope Teknodika (p-issn:1693-9107 & e-issn: 2656-6621) merupakan jurnal penelitian teknologi pendidikan yang menerbitkan kajian, analisis, dan penelitian tentang perancangan, pengembangan, pengelolaan, pemanfaatan, evaluasi dalam bidang Teknologi Pendidikan yang berkaitan dengan peningkatan kinerja dan memfasilitasi belajar di lembaga pendidikan formal, non-formal dan informal serta lembaga-lembaga pelatihan. Adapun topik yang masuk kategori ini meliputi: Media Pembelajaran Model Pembelajaran Sumber Belajar Pendidikan Jarak Jauh E-Learning & Online learning Analisis Kurikulum dan topik lain yang relevan
Arjuna Subject : Umum - Umum
Articles 132 Documents
Pengaruh Kecerdasan Intrapersonal Siswa Pada Pembelajaran Matematika Berbasis Kurikulum 2013 Henry Suryo Bintoro
Teknodika Vol 14, No 1 (2016): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (206.618 KB) | DOI: 10.20961/teknodika.v14i1.34698

Abstract

The specific objective of this research is to know which are on mathematics learning achievement better, between students who have high intrapersonal intelligence, medium, and low. This study is a quasi-experimental research. The study population was fifth grade students of SD Negeri Kudus District. The sampling technique was conducted stratified cluster random sampling. The sample in this study were students of class V SD 1 Muhammadiyah Kudus and fifth grade students of SD 1 Gondangmanis Kudus. The instrument used to collect data is intrapersonal intelligence student questionnaires. Questionnaires tested before it is used for data retrieval. The validity of questionnaires carried out by the validator, the reliability of the test is tested with the formula KR-20 and reliability of the questionnaire was tested with Alpha formula. Test instruments carried at SD 2 Holy Honggosoco. Analysis of the data used is two-way analysis of variance. Factors used to test the significance of differences in students' intrapersonal intelligence level of learning achievement. Test prerequisite Lillifors Variance Analysis method to test for normality and homogeneity test methods to Barlett. With α = 0.05. Scheffe method 'used for further analysis of variance test if the hypothesis is rejected.
Pencapaian Hasil Belajar Biologi Dengan Problem Based Learning (PBL) dan Student TeamsAchievement Divisions (STAD) Ditinjau dari Minat Belajar Peserta Didik Sekolah Menengah Atas Negeri di Kabupaten Grobogan Sigit Wirawan; Samsi Haryanto; Suharno Suharno
Teknodika Vol 14, No 2 (2016): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (342.773 KB) | DOI: 10.20961/teknodika.v14i2.34732

Abstract

he objective of research was to find out: (1) how the application of ASSURE learning design model can improve mathematic learning motivation and achievement in the 4????ℎ grades of SD Negeri 01 Tlobo of Jatiyoso Sub District of Karanganyar Regency, (2) why the application of ASSURE learning design model can improve mathematic learning motivation and achievement in the 4????ℎ grades of SD Negeri 01 Tlobo of Jatiyoso Sub District of Karanganyar Regency, (3) how the effectiveness of ASSURE  learning design model can improve mathematic learning motivation and achievement in the 4????ℎ grades of SD Negeri 01 Tlobo of Jatiyoso Sub District of Karanganyar Regency. This study was a classroom action research conducted in 3 cycles. Each of cycle consisted 0f 4 stages: planning, acting, observing, and reflecting. The subject of research was the 4????ℎ grades of SD Negeri 01 Tlobo consisted of 23 students. Techniques of collecting data used were learning achievement test, motivation, observation, interview, and experiment. Technique of analizing data used was an interactive model of analysis encompassing: data reduction, data display, and conclusion drawing. The results of classroom action research were as follows: (1) the application of ASSURE learning design model formulated learning objective, explained the material and the way of working on the exercises not in a hurry, used discovery and expository method, used laptop, LCD and CD learning media, fold paper, and color marker, and the implementation of mathematic learning procedure appropriately in Elementary school could improve motivation by 91,30% and learning achievement by 95,65%, (2) the advantage of ASSURE learning design model application was that teh students were very interested in learning using laptop, LCD and CD learning media, fold paper, and color marker. The students were interested in and challenged in assigning task in tke learning procedure of undertanding concept. Its disadvantages were that the students demonstrated fold paper shyly in the fraction arithmatic operation, the students took more time to work on exercise, and the students had not been fluent in simplifying the fraction, (3) considering the result of calculation, it could be found: ???????????????? = 2,55, while ???????????????????????? = 2,020, so that ???????????????? > ????????????????????????; therefore: the aplication of ASSURE learning designed model was used effectively for improving the mathematic learning motivation and achievement in the 4????ℎ grades of SD Negeri 01 Tlobo of Jatiyoso Sub District of Karanganyar Regency
Meningkatkan Prestasi Belajar Pendidikan Agama Katolik di SMA Negeri Dengan Media Film V. Kriswdiatma Tjahja Hernawa; Mulyoto Mulyoto; Djono Djono
Teknodika Vol 16, No 1 (2018): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (248.998 KB) | DOI: 10.20961/teknodika.v16i1.34756

Abstract

This research is aimed to know: 1) increase learning Outcomes of Catholic religion education by using film media; 2) increase the learning process; 3) increase students’responses to use of film media in learning of Catholic religion education. This research is Classroom Action Research done in two cycles. The research is done at SMA Negeri Sukoharjo. The Object of the research is the improvement of learning outcomes, the quality of learning proses with film media and student responses using film media.  The technic of collecting data used observation, questionnaire, and objective test. Data obtained from the test method and quiestionnaire method were analyzed by quantitative descriptive technique and documentation and observation was analiyzed by qualitative descriptive. The result of research shows (1) An increase in the average score of the class score in test from 63 in cycle 1 to 83 in cycle 2. (2) film media Yohanes Paulus 2 can provide inspiration and cultivevate student activeness in the lerning process. (3) students responded verry positively tonthe use of film media. Based on the results of research, the researchers concluded that the use of film media in SMA Sukoharjo can improve learning outcomes and student’s activeness in the learning process.
Pengembangan ‘Cyeber’ Berbasis Website Pembelajaran Ilmu Pengetahuan Alam Sekolah Dasar Tangsi Sasmito
Teknodika Vol 15, No 1 (2017): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (824.322 KB) | DOI: 10.20961/teknodika.v15i1.34934

Abstract

The aims of this research are: (1) to develope instructional multimedia for Science instruction for the grade six students of elementary schools; (2) to investigate aspects the quality of the developed instructional basic website ‘cyeber’ for Science instruction.The respondents of the try-out in this research consisted of one media expert, one subject matter expert, three students for One-To-One try-out, 12 students for the Small-Group Try-Out, and 30 students for the Field Try-Out. The data collected in this research included the evaluation data from the subject matterexpert, the evaluation data from the media expert, and data from the students on the aspects of content, instruction, and media. The data were collected using an evaluation sheet, questionnaire, Pretest and Postest to reveal the effectiveness of the product implementation. The data were analyzed using the statistic descriptive technique. The findings suggest that: (1) the product of the development of the instructional basic website ‘Cyeber’ for Science instruction in the grade six of elementary schools is interactif; (2) the model was developed through steps consisting of analysis, design, production, and evaluation stages; (3) viewed fromthe content, instruction, and media aspects the quality of the developed instructional basic website ‘Cyeber’ was very good with average score of 4.40 for the content, 4.39 for the instruction aspect, and 4.48 for the media aspect. The effeciveness of the developed instruction multimedia was indicated by difference in the students’ average scores in the pretest (M=45.30) and the postest (M=73.19). The percentage of students who master the learning material after using the developed instructional multimedia was 85.11%
Mengembangkan Kecakapan Abad 21 Mahasiswa Melalui Model Pembelajaran Inkuiri Muhammad Qodrat Wisnu Aji
Teknodika Vol 17, No 2 (2019): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (736.803 KB) | DOI: 10.20961/teknodika.v17i2.35281

Abstract

According to the World Economic Forum report, the gap between the skills learned and the skills needed is widening. This has happened since the traditional learning styles have proven to fail to equip graduates with the skills they need to succeed in the world of work. Workers in the latest era need to have the skills to collaborate, communicate and solve problems (21st century skills). To meet the demands of 21st century skills there must be an important step of change, namely changing traditional teacher-centered learning patterns into student-centered learning patterns. One innovation learning model that is considered to be in line with the shift in learning paradigm is inquiry based  learning. Inquiry-based learning is the one involving students in finding important and meaningful solution through investigation and collaboration with others. Inquiry learning follows the following steps: (1)Planning, (2) retrieving, (3) processing, (4) creating, (5) sharing, and (6) evaluating. With these general principles, Inquiry-Based Learning guides the actions of 21st Century learners.Furthermore, through the inquiry process, students develop the Skill Set of 21st Century Learners skills, namely: 1) Learning and innovation consisting of critical thinking and problem solving, communication and collaboration of creativity and innovation; 2) Digital Literacy Skill consisting of information Literacy, Media Literacy and ICT Literacy; 3) Career and life skills consisting of flexibility and adaptability, self-initiative and direction, social and cross-cultural interaction, productivity and accountability, leadership and accountability
Pengembangan Media Pembelajaran Berbasis Role Playing Game Education Sebagai Bentuk Peningkatan Kualitas Pembelajaran Matematika Arizal Fadli; Suharno Suharno; Akhmad Arif Musadad
Teknodika Vol 16, No 1 (2018): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (441.05 KB) | DOI: 10.20961/teknodika.v16i1.34751

Abstract

The purpose of this research is to determine the effectiveness of the application of interactive learning media based on role playing educational game in Mathematics for Class VII student learning outcomes MTS Negeri Kawunganten compared with conventional learning applied at the school. The method used in this research is the method of Research and Development study with sample class VII C and class VII D in MTS Negeri Kawunganten. The research design used is ADDIE. Based on the results of t-test analysis of the differences in the two averages the study, showed that the obtained t-test = 3.775 while t -table = 2.033. Because t-test > t-table then H0 is rejected, which means that the average class experiment better than the control class that student learning outcomes are given learning by using interactive learning media better than the learning outcomes through conventional learning model, with the word else, it proves that the media based interactive learning role playing educational game effectively to improve student learning outcomes in mathematics class VII in MTS Negeri Kawunganten.
Peningkatan Motivasi dan Hasil Belajar Melalui Implementasi Model STAD Pada Mata Pelajaran PKn Kelas IV SD 5 Bae Kabupaten Kudus Tahun Ajaran 2014/2015 Chris Purwati; Muhammad Akhyar; Siti Sutarmi Fadhilah
Teknodika Vol 15, No 1 (2017): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (243.766 KB) | DOI: 10.20961/teknodika.v15i1.34924

Abstract

The objectives of this research are: (1) to improve of the learning motivation in civics education subject matter of the students in grade IV of primary school 5 of Bae, Kudus regency in academic year 2014/2015; and (2) to improve the learning achievement in civics education subject matter of the students in grade iv of primary school 5 of Bae, Kudus regency in academic year 2014/2015. This research used the classroom action research with two cycles. Each cycle consisted of four phases, namely: Planning, Implementation, Observation, and Reflection. The subjects of research were the students in grade IV of the school. The data of research were collected through observation, documentation, in-depth interview, and test of learning achievement. They were analyzed by using the descriptive model o analysis. The results of research are as follows: 1) The STAD learning model can improve the learning motivation in Civics Education subject matter of the students in Grade IV of Primary School 5 of Bae, Kudus Regency in Academic Year 2014/2015. It trains the students to deliver their opinions and to have cooperation or teamwork in their own team. Prior to the treatment (Pre-cycle), their learning motivation was 53.99%. After the treatment, it became 65.22% in cycle I and 82.61% in cycle II respectively. 2) The STAD learning model can also improve the learning achievement in Civics Education subject matter of the students in Grade IV of Primary School 5 of Bae, Kudus Regency in Academic Year 2014/2015. Prior to the treatment, the percentage of the students’ learning completeness was 26.09%. After the treatment, it became 56.52% in Cycle I and95.65% in Cycle II respectively.
Kualitas Sistem Pembelajaran Pengajar Tahsin dan Tahfizh di Organisasi Startup Pengajar Diponegoro Yogyakarta Sigit Yuli Pramono
Teknodika Vol 17, No 2 (2019): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (284.323 KB) | DOI: 10.20961/teknodika.v17i2.34954

Abstract

This type of research was field research, which used qualitative description in order to know the quality of the instructors of tahsin and tahfiz learning system in the Pengajar Diponegoro startup organization Yogyakarta. Method used is qualitative method with interview technique and documentation. interview data collection technique was obtained through data triangulation, namely: official responses, teacher and client about quality of the instructors learning system of tahsin and tahfiz in the Pengajar Diponegoro startup. The results showed that the Pengajar Diponegoro startup organization Yogyakarta has concern about quality of the instructor learning system of tahsin and tahfiz. This has proven some result including: (1) official has prepared e-learning website including learning implementation plan and learning resource, (2) implementation of quality of learning system had made better through the official development team learning, through the planning process, (3) evaluation of quality oflearning system must be done to improve the quality of the learning process adjusted to the objectives of planning and implementation, (4) the quality standard of learning system has already fulfilled the better result, (5) from the characteristic of view, the total quality management has already fulfilled the characteristics.
Pengaruh Problem Based Learning dan Group Investigation Terhadap Prestasi Belajar IPA Ditinjau dari Kecerdasan Interpersonal Siswa Kelas V SDN Sedabin Diponegoro Ferawati Ferawati; Budiyono Budiyono; Sri Yutmini
Teknodika Vol 14, No 2 (2016): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (262.307 KB) | DOI: 10.20961/teknodika.v14i2.34727

Abstract

Penelitian ini bertujuan untuk mengetahui: (1) perbedaan pengaruh pembelajaran Problem Based Learning dan Group Investigation terhadap prestasi belajar IPA, (2) perbedaan pengaruh yang signifikan antara siswa yang memiliki kecerdasan interpersonal tinggi dan rendah terhadap prestasi belajar IPA, (3) interaksi pengaruh antara model pembelajaran dan kecerdasan interpersonal siswa terhadap prestasi belajar IPA. Penelitian ini merupakan penelitian kuantitatif. Metode yang digunakan adalah eksperimen. Populasi dari penelitian ini adalah seluruh siswa kelas V di SDN dabin Diponegoro Ngringo Jaten Karanganyar tahun pelajaran 2013/ 2014. Pengambilan sampel dilakukan dengan cluster random sampling, sampel dalam penelitian ini adalah SDN 04 Ngringo sebagai kelompok eksperimen dan SDN 07 Ngringo sebagai kelompok kontrol. Teknik pengumpulan data adalah tes prestasi belajar IPA dan angket kecerdasan interpersonal. Ujicoba instrumen tes meliputi validitas isi, tingkat kesukaran, dan reliabilitas. Ujicoba intrumen angket meliputi validitas isi dan reliabilitas. Uji prasyarat meliputi uji normalitas, uji homogenitas, dan uji kesetaraan. Uji hipotesis dengan uji anava dua jalan dengan sel tak sama. Hasil penelitian menunjukkan: (1) terdapat perbedaan pengaruh antara pembelajaran Problem Based Learning dan Group Investigation dalam menghasilkan prestasi belajar IPA. Hasil penelitian menunjukkan Fa=15.68 dengan Ftabel=7.31, keputusan uji H0A ditolak. (2) tidak terdapat perbedaan pengaruh yang signifikan antara siswa yang memiliki kecerdasan interpersonal tinggi dan kecerdasan interpersonal rendah dalam menghasilkan prestasi belajar IPA. Hasil penelitian menunjukkan Fb=0.59 dengan Ftabel=7.31, keputusan uji H0B diterima. (3) tidak terdapat interaksi pengaruh antara model pem-belajaran dan kecerdasan interpersonal siswa terhadap prestasi belajar IPA. Hasil penelitian menunjukkan Fc=0.036 dengan Ftabel=7.31, keputusan uji H0AB diterima.
Penggunaan Media Game Digital pada Anak Usia Dini Layinatul Muarifah; Nunuk Suryani; Gunarhadi Gunarhadi
Teknodika Vol 15, No 2 (2017): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (224.324 KB) | DOI: 10.20961/teknodika.v15i2.34746

Abstract

The development of the globalization era is inseparable from technological developments. The use of gadgets has become a natural phenomenon that can be found at all levels of age, from an early age to old age. Gadgets are used with a variety of purposes, ranging from establishing social contact with others, as a learning medium, to using them as entertainment. The purpose of this study was to determine the nature of digital games and analyze their use in early childhood as a medium of learning. This research is qualitative research which uses a literature study as a method of collecting data and is then used as part of a study introduction to further develop research with the same title theme. The research subjects were children aged 4-5 years. The results showed that digital games are digital devices that allow users to have fun with rules that have been designed in such a way and can be used as learning media for educational functions. Early childhood has been able to use the game as a medium for playing. Even though they have been used to using games, but as a learning medium for educational functions, games are still somewhat unfamiliar to be used in kindergarten education. This is proven by the lack of research that mentions the use of media games at the level of kindergarten education. Seeing the many benefits of game media that can be obtained, the game as a learning media needs to be further developed into an effective learning media for early childhood and in accordance with the learning objectives

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