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Contact Name
Tika Aprilia
Contact Email
tika.aprilia@uny.ac.id
Phone
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Journal Mail Official
tp@fkip.uns.ac.id
Editorial Address
Journal Contact Mailing Address G Building Postgraduated Program of Education Teacher Training and Education Faculty, Universitas Sebelas Maret Ir. Sutami Street 36 A, Kentingan, Surakarta 57126 tp@fkip.uns.ac.id
Location
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Jawa tengah
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
Analisis Kualitas Terjemahan dari Bahasa Inggris ke dalam Bahasa Indonesia Titis Surgawi; Hermanu Joebagio; Djono Djono
Teknodika Vol 16, No 2 (2018): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (287.89 KB) | DOI: 10.20961/teknodika.v16i2.34777

Abstract

Language is an important way of communicating with the people. Sometimes, the people in another place may feel difficult to understand what the meaning when they are talking with others. The way to catch and understand meaning is by translating it. Translation is the process of moving meaning from one language into another language. This research aims to explain the quality of translation of Garuda Magazine from English into Indonesian. The analysis concern on accuracy, clarity/clearness and naturalness of translation of Garuda Magazine from English into Indonesian. The research method uses qualitative descriptive and the type of research is content analysis. This research takes the segment “Welcome on Board” page 12 on Garuda Magazine in term November 2008 as source of data. The result of the research shows that 3 data (15,79 %) are less accurate translation and 84, 21% or 16 sentences out of 19 sentences are accurate; 3 data (15,79 %) are less clear translation and 84, 21% or 16 sentences out of 19 sentences are clear; 5, 26 % or 1 sentence out of 19 sentences is unnatural, 36, 84 % or 7 sentences out of 19 sentences are less natural and 57, 90 % or 11 sentences out of 19 sentences are natural
Pengembangan CD Game Pembelajaran Kesehatan Reproduksi untuk Meningkatkan Kesadaran Gender Siswa Iman Ahmad Ihsanuddin
Teknodika Vol 17, No 1 (2019): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (370.919 KB) | DOI: 10.20961/teknodika.v17i1.35074

Abstract

Learning games is important to be used by teachers to make the learning process in the classroom more interesting. Teachers should be able to provide innovative, creative and interesting learning so that students can be motivated and impressed by the material presented. Reproductive health learning needs more intentions and effort to be successful. The use of appropriate learning media can positively help this problem. The purpose of this study is to develop reproductive health learning games to increase gender awareness of junior high school students. The development method used in this study is ADDIE. Analysis, Design, Development, Implementation, and Evaluation are used as stages in conducting research. Qualitative and quantitative descriptive methods are used as data analysis techniques. The results showed a significant improvement of students’ gender awareness from the pre-test with an average of 2.45 to 3.84 in the post-test. It can be interpreted that using learning games on reproductive health learning materials can increase gender awareness of junior high school students.
Implementasi Evaluasi Kurikulum Sekolah (Studi Kasus Sekolah Dasar di Kabupaten Kudus) Niam Wahzudik
Teknodika Vol 18, No 1 (2020): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (514.008 KB) | DOI: 10.20961/teknodika.v18i1.34951

Abstract

Curriculum evaluation activities as an important part of curriculum management must be carried out by each education unit. The school's knowledge and understanding of the concept and implementation of curriculum evaluation has an influence in efforts to ensure the success of curriculum evaluation. The purpose of this study is to describe the process of curriculum evaluation at the level of basic education in Kudus Regency in terms of aspects of school understanding of the concept and urgency of curriculum evaluation, evaluation model selection, curriculum evaluation dimensions, school needs that support curriculum evaluation activities. Research uses the case study research method that was conducted at SD Negeri 1 Wergu Kulon, Kudus Regency. Research informants consisted of school principals and teachers. Data collection by interview. Data analysis was performed descriptively qualitative. The results showed that in general schools understood the concept and urgency of curriculum evaluation in schools.
Kemampuan Berpikir Kreatif Matematis Melalui Problem Based Learning “What’s Another Way” dan Discovery Learning Jayanti Putri Purwaningrum
Teknodika Vol 14, No 1 (2016): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (250.486 KB) | DOI: 10.20961/teknodika.v14i1.34699

Abstract

The students’ mathematical creative thinking ability which were not optimal became the reason for conducting this study. It was a quasi-experimental research through problem-based learning “what’s another way” and discovery learning. In this case, the population of the study were all seven grade students in a junior high schools in Pekalongan regency with two classes as the sample. The data were gathered by employing three research instruments such as mathematics creative thinking ability test, teaching materials, and observation sheet. The results of the study indicated that there was no difference between the achievement and the enhancement of the students’ mathematical creative thinking ability in two experimental classes. Besides, the overall students’ activities in both the class employing problem-based learning “what’s another way” and the class employing discovery learning had been very good.
Pengembangan Multimedia Pembelajaran Interaktif pada Mata Pelajaran IPS di Sekolah Dasar (SD) Muhammadiyah Program Unggulan Colomadu Karanganyar Tri Astuti; Nunuk Suryani; Sunardi Sunardi
Teknodika Vol 14, No 2 (2016): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (569.663 KB) | DOI: 10.20961/teknodika.v14i2.34733

Abstract

This research aimed to find out:how the needs of learning media for social studies class V in SD Muhammadiyah ProgramUnggulan Colomadu Karanganyar, How is the development of multimedia interactive learning in social studies class V in SD Muhammadiyah ProgramUnggulanColomadu Karanganyar, Effective development of multimedia interactive teaching in subjects IPS class V in SD Muhammadiyah ProgramUnggulanColomadu Karanganyar. The method used method of Research and Development (research and development), but more focused on process development using ADDIE. Stages of development in this study begins with (1) analyzing the needs needed in developing the Product, (2) designing prototypical product, (3) developing the product, (4) implementing the product in the field, and (5) evaluating product’s weaknesses. In addition, this study used totally 56 samples. 28 samples in experimental group (five graders in A class) and 28 samples in control group (five graders in B class). Furthermore, in collecting the data, the researcher used questionnaire and achievement test as the instruments and it was analyzed using Descriptive statistic methods and t-test. The results showed that the media developed has met the worthy and qualified to be used as a learning media. It is seen from the results of expert validation of material with an average of 4.4 and has very good category. Validation of experts media with an average of 4.91 is very good category. According to the students, this multimedia is very good with an average of 4, 60. In the test the learning effectiveness, it is known to the average point obtained by the experimental class is 88.39.  The average point was higher than the control class 73.86.
Pengembangan Multimedia Pembelajaran Interaktif Pada Mata Pelajaran Pengolahan Citra Digital di Sekolah Menengah Kejuruan Negeri 8 Semarang Yuli Sintya Maharani; Nunuk Suryani; Deny Tri Ardianto
Teknodika Vol 16, No 1 (2018): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (490.128 KB) | DOI: 10.20961/teknodika.v16i1.34757

Abstract

This research aims to; (1) describe the needs of subjects Digital Image Processing class XI Multimedia at SMK N 8 Semarang, (2) development of Interactive Digital Image Processing class XI Multimedia at SMK N 8 Semarang, and (3) Measurement of multimedia effectiveness Product development on image processing subjects Digital class XI Multimedia at SMK N 8 Semarang. This research was research and development, which referred to the ADDIE model. The Learning interctive multimedia was developed through five stages, the developmental steps begun by analyzing the requirements, design, manufacturing, implementation,and evaluation. The process assesses the feasibility of learning media by providing questionnaires to media experts, material experts, and test respondents (students). Data questionnaire is then processed to determine the feasibility of media. The results of this study is interactive multimedia learning products with Adobe Flash application base. This can be seen from the validation of material experts with an average of 4.51 and has a very good category. Validation of media experts with an average of 4.59 is a very good category. According to the students, this multimedia is very good with an average of 4.61.  The result of this research showed that the developed media had been fulfilled the requisites and worthy of being a medium of learning. The result of t-test by using paired sample t-test obtained result that on α = 5 % with DK ={t|t ≤ −t0.025;33 = −2,03 or t ≥ t0.025;33 = 2,03} and tobs = -7,29, maka –tobs = −7.297 ≥ −ttable = −2.034. And was obtained value Sig. (2-tailed)= 0.000 <0.05, therefore, it can be concluded that both groups have unequal achievement. The experimental class has an average of 85.41 while the control class has an average of 71.29. So it can be concluded learning multimedia is effective to be used in the learning activity and can improve student achievement.
Penerapan Model Pembelajaran Latihan Penelitian untuk Meningkatkan Penguasaan Konsep IPA Di SD 1 Gondoharum Kudus Yuni Ratnasari
Teknodika Vol 15, No 1 (2017): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (264.4 KB) | DOI: 10.20961/teknodika.v15i1.34935

Abstract

This research aims to 1) determine the effects of the implementation of learning models of research exercises to increase mastery of Science concepts in Elementary School 1 Gondoharum Kudus. 2) knowing the effectiveness of research exercise models to enhance the mastery of Science concepts. The Research Exercise Model has five steps namely facing problems, finding and studying data, studying data and experimentation, formulating problems and stage analyzing. Mastery of Science concepts is the teacher's ability to overcome basic concepts of Science in the cognitive, affective and psychomotor areas. This study used a quasiexperiment one group pretest posttest research design completed with descriptive analysis. The subjects of this research are students of IVA and IVB SDN 1 Gondoharum Jekulo Kudus. Data collection techniques used test, observation, worksheet, and documentation data. Conceptmastery is obtained from pretest and posttest results. Pretest and posttest scores are analized with descriptive statistics including mean, median, standard of devisation, sknewness andpercentiles. Then, normality and homogeneity tests are performed as a requirement for the t-test using the paired sample t-test. The Success of this research is seen from the effect of application of Research Exercise Learning toward Mastery of Science Concept which is indicated by T-test results sig. (2-tailed) value of 0.35 <0.05. From the result, it can be concluded that there is a significant difference on post student test data between experiment and control classes. The difference showed that mastery of the concept of experimental class is better than the control class. The  effectiveness of implementing Research Exercises Learning to Improve the mastery of the Science concept increased by 13.7 average score of pre test to post test.
Permasalahan dan Peluang Pendidikan di SMK pada Era Teknologi Digital Maenuddin Bustanil Syah; Asrowi Asrowi; Deny Tri Ardianto
Teknodika Vol 17, No 2 (2019): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (265.713 KB) | DOI: 10.20961/teknodika.v17i2.34964

Abstract

The era of digital technology in education is developing rapidly in the use of innovative media in the learning process to produce competent and competitiveness graduates. This study aims to analyze the development of interactive multimedia as a need for the learning process of graphic design printing in the Digital Technology Era. This study uses descriptive qualitative method with the data collection techniques of observations, interviews, and documentation. This study was conducted at SMK Negeri 3 Parepare. The subjects of the study consisted of 61 students and a graphic design teacher. First, the results from the questionnaires show that the current learning process has not been able to motivate students, so it is expected the interactive multimedia can facilitate the students to understand and improve their multimedia competence. Second, based on the interview with the graphic design teacher, the teacher also expects the innovation of learning, specifically interactive multimedia, as a support for the learning process to improve the students’ multimedia competence. This study implies that the interactive multimedia needs to be developed as a support for the learning process to improve students’ multimedia competence
Pengembangan Game Based Learning Materi Grammar Bahasa Inggris Dalam Kurikulum 2013 Kelas X SMA Negeri 3 Sragen Setiawan, Budi; Suryani, Nunuk; Suharno, Suharno
Teknodika Vol 16, No 1 (2018): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (323.324 KB) | DOI: 10.20961/teknodika.v16i1.34752

Abstract

This Research is aimed to test the effectiveness of game-based learning multimedia in order to improve student learning outcomes on English subject with the tpic of grammar in the classroom. The research development of multimedia game-based learning using the procedure of Raiser and Demsey consisting of 8 stages namely:1) Analysis, 2) Design 3) Development. 4) Implement, 5) Evaluate. The trial of product development tested had passed several processes covering; the review from media’s expert which includes software changes and visual communication, the review from content’s expert covers material and instructional design, students’ responses towards products’ usage and attractiveness, small group and big group test trial. The results of the feasibility test of a team of experts covering media expert results obtained 4,7 categorized as very good and content experts 4,7 which is at a range of very good category. After the product is revised based on the experts’ input, it is tried and tested to the trial class students at a small group scope with the result of 4,6 for their responses to the product and improving score from the pretest which is 52,11 to be 67,55. Next, at the large scale trial at the experiment class to see the effectiveness of the game based learning multimedia shows that there is a difference on the student’s learning result.  On the pretest of control class, the score is 56.00 and the final score in the posttest of the same class is 64,43.if it is compared with the pretest score from the experiment class, the score is lower which is 55.90, but it improves rapidly on the posttest after being treated with multimedia game based learning and come to score 71.65 with the significant value 0.05. thus, it can be said that the result of the development of multimedia game-based learning is effective to improve students learning outcomes.
Pengaruh Penggunaan Media Berbasis Information Technology Pada Pembelajaran IPA Terhadap Prestasi Belajar Ditinjau Dari Kemandirian Belajar Lestari, Endang; Sunardi, Sunardi; Suryani, Nunuk
Teknodika Vol 15, No 1 (2017): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (262.926 KB) | DOI: 10.20961/teknodika.v15i1.34925

Abstract

The purpose to be achieved in this research is to know; 1) differences in the influence of the use of media ICT and conventional learning against learning achievement in grade V Diponegoro Cluster Elementary Schools, 2) the difference between the effect of learning independence in the high and low categories of the learning achievement of students in grade V Diponegoro Cluster Elementary Schools, 3) the interaction of the use of ICT media and learning independence on the learning achievement of the students of grade V Diponegoro Cluster Elementary School. This type of research uses the 2x2 Factorial Experimental Method. The research population was all elementary school students of grade V Diponegoro Cluster Elementary School, Bae sub-district, Kudus. The research is using Random Sampling Clusters, Selected SDN 2 Dersalam and SDN 1 Dersalam. Data collection techniques is using questionnaire and test. Hypothesis testing is using Two Path ANAVA Technique. The results of the study are: 1) there is significant differences in the influence of ICT learning media and conventional learning on science learning achievement (Fcount 4,808> Ftable 4,000), 2) there is significant differences in the effect of learning independence on science learning achievement (Fcount 4,770> Ftable 4,000), and 3 ) there is a significant influence of learning media interaction and learning independence on science learning achievement (Fcount 4.402> Ftable 4,000)

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