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Jurnal Inovasi Teknologi Pendidikan
ISSN : 24070963     EISSN : 24607177     DOI : -
Core Subject : Education,
Jurnal Inovasi Teknologi Pendidikan is a scientific journal which publishes and disseminates the results of researches, deep studies, innovative thinking or work in educational technology. The focus of the journal is innovative works on the development of educational multimedia and e-learning which are effective in giving positive contributions to schools and educational institutions.
Arjuna Subject : -
Articles 292 Documents
Pengembangang m-learning untuk mendukung kemandirian dan hasil belajar mata pelajaran Geografi Erni Mardliyani Rahmawati; Mukminan Mukminan
Jurnal Inovasi Teknologi Pendidikan Vol 4, No 2 (2017): October
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (188.477 KB) | DOI: 10.21831/jitp.v4i2.12726

Abstract

Penelitian ini bertujuan: (1) menghasilkan m-learning yang dapat digunakan pada pembelajaran mata pelajaran geografi bagi peserta didik kelas X SMA, (2) menghasilkan m-learning yang layak untuk mata pelajaran geografi, (3) mengetahui keefektifan m-learning untuk mata pelajaran geografi, dan (4) mengetahui pengaruh m-learning dalam mendukung kemandirian dan hasil belajar peserta didik. Jenis penelitian ini adalah penelitian dan pengembangan (RD). Hasil penelitian menunjukkan bahwa (1) m-learning dibuat dengan menggunakan adobe flash cs 5.5. m-learning dikembangkan untuk pokok bahasan Hidrosfer; (2) m-learning telah memenuhi kriteria dan dinyatakan layak sebagai media pembelajaran berdasarkan validasi dengan kategori “baik”; (3) keefektifan pembelajaran geografi lebih baik dengan menggunakan m-learning dibuktikan dengan adanya ketuntasan belajar pada kelas eksperimen; (4) m-learning signifikan mendukung kemandirian dan hasil belajar peserta didik.Kata kunci: m-learning, geografi, kemandirian DEVELOPING MOBILE LEARNING TO SUPPORT INDEPENDENCE AND LEARNING OUTCOMES IN HIGH SCHOOL GEOGRAPHY LESSONAbstractThe research is aimed at: (1) producing m-learning that can be used in teaching geography subjects for students of class X SMA, (2) producing proper m-learning for Geography lesson, (3) finding out the effectiveness of m-learning in Geography lesson, and (4) detecting the m-learning effect in Geography lesson to support independent and outcomes of learning for students. This is a Research and Development type of research. The results show that: (1) m-learning designed with adobe flash cs 5.5 application is suitable for Hidrosfer lesson topic; (2) m-learning for Geography lesson has met the criteria and considered to be a proper learning media due to the fact that the validation categorizes it as “good”; (3) geography better learning effectiveness by using m-learning is evidenced by student’s mastery learning in the experimental class, and (4) m-learning geography subjects support the independence and learning outcomes of students.Keywords: m-learning, geography, independent learning
Pengembangan game edukasi berbasis android tentang domain teknologi pendidikan Ujang Nendra Pratama; Haryanto Haryanto
Jurnal Inovasi Teknologi Pendidikan Vol 4, No 2 (2017): October
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (463.542 KB) | DOI: 10.21831/jitp.v4i2.12827

Abstract

Penelitian ini bertujuan untuk menghasilkan produk gameAndroid berisi materi Domain TP yang layak sebagai alternatif media belajar bagi mahasiswa prodi TP FIP UNY. Nilai kelayakan diketahui melalui penilaian ahli, calon pengguna, dan daya guna pembelajaran. Pengembangan produk dilaksanakan melalui lima tahap utama: studi pendahuluan, perencanaan, perancangan, pengembangan, dan evaluasi. Pengumpulan data dilakukan dengan wawancara studi pendahuluan, identifikasi gaya belajar, validasi ahli, validasi calon pengguna, serta pengujian eksperimen. Jumlah responden terdiri dari satu dosen pengampu, dua ahli media dan materi, serta 60 mahasiswa. Hasil penelitian menunjukkan bahwa produk yang dikembangkan telah memenuhi kriteria kelayakan dari validasi media, materi, calon pengguna, serta uji daya guna. Penilaian ahli materi masuk dalam kategori sangat layak, sedangkan ahli media dan calon pengguna masuk dalam kategori layak. Produk juga terbukti memiliki kelayakan daya guna berdasarkan perbedaan rerata nilai pretes dan postes kedua kelompok uji, sehingga perbandingan nilai gain menunjukkan perbedaan yang signifikan.Kata kunci: game edukasi, domain TP, Android THE DEVELOPING ANDROID-BASED EDUCATIONAL GAME ON EDUCATIONAL TECHNOLOGY DOMAINSAbstractThe study aims to produce an Android game on EduTech Domain materials which appropriate as an alternative learning media for students of Educational Technology in FIP UNY. Appropriateness was known through assessment of experts, future users, and learning usability. The product development procedure implemented through five main stages: preliminary study, planning, design, development, and evaluation. Data collection was done by preliminary study interview, learning style identification, expert validation, future users validation, and experimental testing. The participants consisted of a supporting lecturer, two experts of media and subject matter, seven students, and also 60 students. The result showed that the developed product has been able to reach appropriateness criterion from the validations of media, subject matter, future users, and usability testing. Subject matter experts assessment included in the very appropriate category, while media experts and future users included in the appropriate category. The product are also had usability appropriateness evidently based on differences between the mean values of pre-test and post-test of both test group, so that the comparison of gain value showed a significant differences.Keywords: educational game, EduTech domains, Android
Pelaksanaan pembelajaran Kurikulum 2013 di SD Negeri Serayu Yogyakarta Lalu Wirya Artapati; C. Asri Budiningsih
Jurnal Inovasi Teknologi Pendidikan Vol 4, No 2 (2017): October
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (222.627 KB) | DOI: 10.21831/jitp.v4i2.13016

Abstract

Penelitian ini bertujuan untuk mendeskripsikan: (a) perencanaan pembelajaran pada Kurikulum 2013, (b) pelaksanaan pembelajaran pada Kurikulum 2013, (c) penilaian hasil belajar Kurikulum 2013, dan (d) hambatan dalam pelaksanaan pembelajaran Kurikulum 2013 yang seluruhnya dilaksanakan di SD Negeri Serayu Yogyakarta. Subjek penelitian ini terdiri dari kepala sekolah, wakil kepala sekolah bidang kurikulum, guru, siswa, dan orang tua siswa. Pengumpulan data dilakukan melalui observasi partisipan, wawancara mendalam, dan dokumentasi. Keabsahan data dilakukan dengan cara ketekunan pengamatan dan triangulasi data. Data penelitian ini dianalisis secara terus-menerus sejak awal pengumpulan data. Pada prosesnya terdiri dari tiga tahapan yang saling terkait yaitu reduksi data, penyajian data, dan pengambilan kesimpulan. Hasil penelitian mengungkapkan empat temuan. Pertama, RPP yang dikembangkan oleh guru-guru di SD Negeri Serayu Yogyakarta telah disusun dengan detail berdasarkan tema dan subtema tertentu yang mengacu pada silabus Kurikulum 2013. Kedua, Pelaksanaan pembelajaran yang dilakukan guru-guru meliputi kegiatan pendahuluan, kegiatan inti, dan kegiatan penutup. Ketiga, penilaian hasil belajar yang dilakukan guru-guru di SD Negeri Serayu Yogyakarta antara lain menggunakan penilaian sikap, pengetahuan, dan keterampilan. Penilaian dilakukan dengan, antara lain: tes dan non tes dalam bentuk tertulis maupun lisan, pengamatan kinerja, pengamatan sikap, penilaian hasil karya berupa tugas, proyek, penggunaan portofolio, dan penilaian diri. Keempat, hambatan yang dihadapi dalam pelaksanaan Kurikulum 2013 antara lain: banyaknya materi namun alokasi waktunya sedikit, penilaian pembelajaran terlalu banyak yang mengakibatkan guru kerepotan.Kata kunci: Kurikulum 2013, pelaksanaan pembelajaran LEARNING IMPLEMENTATION OF 2013 CURRICULUM AT SERAYU ELEMENTARY SCHOOLAbstractThis study aimed to describe: (a) learning plan of 2013 curriculum, (b) learning implementation  of 2013 curriculum (c) final evaluation of 2013 curriculum's achievements, and (d) opposing and supporting factors in learning implementation of 2013 curriculum at Serayu elementary school. The involved participants were: principal, vice principal of curriculum,teachers, students, and student's parents. Data were collected through observation, in depth interview, and documentation. The validity of data was evaluated by persevering observation,data triangulation,and data checking. Data were evaluated continuously from the beginning. The procces of data collection consisted of three steps which were data reduction, data presentation,and drawing conclusion. This study reveals 4 things. First, lesson plans which are developed by teachers have been arranged in great detail according to certain themes and sub themes of 2013 curriculum's syllabus. Second, learning implementation  conducted by teachers were opening,main activity and closing. Third, teachers evaluate learning achievements using evalution of attitude, cognitive and motoric. The process of evaluation was tests and non test, written and oral examination, performance observation, attitude measurement, task evaluation, portofolio uses, and self evaluation. Fourth, the difficulty in conducting 2013 curriculum were: huge amount of matter not supported by time allocation, evaluation exhausted the teachers.Keywords: 2013 curriculum, learning implementation
Pengembangan e-learning adaptif pada mata pelajaran Pendidikan Agama Islam untuk kelas X SMA Ziaurrahman Ziaurrahman; Herman Dwi Surjono
Jurnal Inovasi Teknologi Pendidikan Vol 4, No 2 (2017): October
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (508.285 KB) | DOI: 10.21831/jitp.v4i2.10458

Abstract

Penelitian ini bertujuan untuk: (1) menghasilkan produk e-learning adaptif berbasis web untuk siswa kelas X SMA pada mata pelajaran Pendidikan Agama Islam, (2) mengetahui kelayakan produk e-learning adaptif, dan (3) mengetahui kebermanfaatan produk melalui peningkatan hasil belajar. Jenis penelitian ini merupakan penilitian dan pengembangan (RD) diadaptasi dari model Alessi dan Trollip. Prosedur pengembangan meliputi tahap perencanaan, desain, dan pengembangan. Pada uji alpha dilakukan penilaian oleh 2 ahli materi dan 2 ahli media untuk mengetahui kelayakan produk. Tahap berikutnya dilakukan uji beta 1 terhadap 5 siswa kelas X-I dan uji beta 2 sebanyak 25 siswa kelas X-G. Selanjutnya tes sumatif terhadap 25 siswa. Hasil penelitian menunjukkan bawah (1) Produk e-learning adaptif berbasis web dengan fasilitas meliputi: tes gaya belajar, paket bahan ajar (mode umum dan khusus visual auditori dan kinestetik), forum perkenalan, diskusi, dan chatting; (2) produk  telah layak digunakan berdasarkan validasi 2 ahli media; (3) terjadi peningkatan pencapaian hasil belajar kognitif siswa setelah menggunakan e-learning adaptif.Kata kunci: pengembangan, e-learning adaptif, mata pelajaran Pendidikan Agama Islam. DEVELOPING AN ADAPTIVE E-LEARNING MEDIA IN THE ISLAM EDUCATION SUBJECT MATTER OF GRADE X FOR SMAAbstractThis research study aims to: (1) Develop a web-based adaptive e-learning media for the Islam Education subject matter of grade X of SMA Negeri 11 Yogyakarta, (2) identify the appropriateness of the developed adaptive e-learning product, and (3) identify the usefulness of the developed media through the improvement of students’ learning outcome. This study was a research and development (RD) study adapting Alessi and Trollip’s model. The procedures of the study were planning, design, and development. In the alpha test, two materials experts and two media experts examined the product to determine its appropriateness. The next stage tested the beta 1 to 5 class X-I and beta 2 test as many as 25 students of class X - G . Further more summative test to 25 students. The results of the study are as follows: (1) the web-based adaptive e-learning media consisted of tes learning style, a package of learning material (the general and specific modes of visual, auditory, and kinaesthetic), an introduction forum, discussion, and chatting, (2) The developed media is appropriate to use based on the results of the validation by the media experts, (3) There is an improvement of the cognitive learning achievement of the students after the use of the adaptive e-learning media.Keywords: development, adaptive e-learning, islam education subject matter
Pengembangan multimedia pembelajaran interaktif IPA untuk meningkatkan pemahaman siswa pada materi Mikroorganisme SMP Hotimah Hotimah; Ali Muhtadi
Jurnal Inovasi Teknologi Pendidikan Vol 4, No 2 (2017): October
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (475.408 KB) | DOI: 10.21831/jitp.v4i2.15047

Abstract

Penelitian ini bertujuan: (1) untuk menghasilkan multimedia pembelajaran interaktif IPA pada materi mikroorganisme yang layak di SMP, dan (2) untuk mengetahui kelayakan multimedia pembelajaran interaktif IPA dalam peningkatan pemahaman siswa pada materi mikroorganisme. Penelitian pengembangan ini mengacu pada langkah yang dikembangkan oleh Alessi Trollip. Desain pengembangan dikelompokkan menjadi tiga tahapan prosedur pengembangan, yang meliputi: (a) perencanaan, (b) desain, dan (c) pengembangan. Hasil penelitian menunjukkan hasil sebagai berikut. (1) Ahli materi menilai aspek pembelajaran dan aspek materi dengan kategori baik (skala 4,15), ahli media menilai aspek media dengan kategori baik (skala 4,2), dan siswa (pengguna) menilai aspek pembelajaran, aspek materi, dan aspek media dengan kategori sangat baik (skala 4,5), sehingga dapat disimpulkan bahwa produk multimedia pembelajaran interaktif ini dinilai layak digunakan siswa SMP. (2) Hasil uji coba lapangan (hasil pretes dan postes) menunjukkan bahwa multimedia interaktif IPA ini dapat meningkatkan pemahaman siswa pada materi mikroorganisme.Kata kunci: multimedia pembelajaran interaktif, mikroorganisme DEVELOPING INTERACTIVE MULTIMEDIA TO IMPROVING LEARNERS' UNDERSTANDING ON THE MICROORGANISMS TOPIC IN JUNIOR HIGH SCHOOLAbstractThis research aims to: (1) to produce an appropriate interactive learning multimedia of science for teaching on the microorganisms topic, for Junior High School students, and (2) to reveal the appropriate of interactive learning multimedia of science designed for teaching, toward the students understanding on the microorganisms topic. This development research refers to the stages developed by Alessi Trollip. The development design used in this research is divided into 3 stages namely: (a) planning, (b) designing, and (c) developing. The results show the following results. (1) The material expert assessed the aspects of learning and material aspects with good category (scale 4.15), the media experts judged the aspects of the media in good category (scale 4.2), and students (user) assessed the aspects of learning, material, and media aspects with very good category (scale 4.5). Results suggest that interactive learning multimedia are considered good as a learning material for junior high school students. (2) The results of field trials (pretest and post test results) show that this medium is appropriate for improving learners' understanding on the microorganism topic.Keywords: interactive learning multimedia, microorganisms
Pengembangan multimedia pembelajaran untuk mengembangkan aspek kognitif anak Henny Riska Pratiwi; Christina Ismaniati
Jurnal Inovasi Teknologi Pendidikan Vol 4, No 2 (2017): October
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (248.833 KB) | DOI: 10.21831/jitp.v4i2.11735

Abstract

Penelitian ini bertujuan: (1) menghasilkan produk multimedia pembelajaran untuk mengembangkan aspek kognitif pada materi mengenal bilangan anak Palm Kids School Yogyakarta, dan (2) mengetahui tingkat kelayakan produk yang dikembangkan. Penelitian ini merupakan penelitian dan pengembangan yang mengacu pada langkah-langkah desain pengembangan Allesi Trollip, yang dikelompokkan atas tiga prosedur pengembangan, meliputi: (a) planning, (b) design, dan (c) development yang dilengkapi dengan komponen atribut mencakup standards, ongoing evaluation, dan project management. Penelitian ini menghasilkan produk multimedia pembelajaran yang memenuhi kriteria dan dinyatakan layak sebagai media pembelajaran. Skor penilaian kelayakan produk melalui uji alpha pada ahli materi adalah 3,4 (layak) dan pada ahli media adalah 3,36 (layak). Uji beta menunjukkan skor hasil penilaian guru kelas K1 sebesar 3,7 (sangat layak). Kelayakan produk multimedia pembelajaran pada peningkatan perkembangan kognitif didukung oleh peningkatan perolehan skor hasil belajar kognitif anak K1 yang diketahui dari hasil pretes dan postes anak adalah sebesar 8,7.Kata kunci:  multimedia pembelajaran, kognitif anak DEVELOPING TEACHING MULTIMEDIA TO IMPROVE THE COGNITIVE ASPECTS OF THE CHILDRENAbstractThis study aims to: (1) produce learning multimedia improve the cognitive aspects of the children of Palm Kids School Yogyakarta in understanding numbers, and (2) determine the feasibility level of the developed product. This research was research and development refering to the steps of developmental design proposed by Allesi and Trollip. The design was classified into three developmental procedures including: (a) planning, (b) design, and (c) development, completed with attributes of component including standards, ongoing evaluation, and project management. This study produced teaching multimedia which meet the criteria and the product is declared feasible as teaching media based on the score of product’s feasibility assessment through alpha test by material experts which is at 3.4 (feasible) and by media expert at 3.36 (feasible). Furthermore, the beta test conducted by teacher of K1 class showed the score of 3.7 (highly feasible). The product’s feasibility assessment of the teaching multimedia in improving the development of cognitive aspects was supported by the score of cognitive learning outcomes of the children in K1 class was observed by pre-test and post-test showing 8.7.Keywords: teaching multimedia, children’s cognitive
Bahan ajar interaktif untuk meningkatkan pemahaman konsep Matematika pada siswa SMA kelas X Nurhairunnisah Nurhairunnisah; Sujarwo Sujarwo
Jurnal Inovasi Teknologi Pendidikan Vol 5, No 2 (2018): October
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (262.264 KB) | DOI: 10.21831/jitp.v5i2.15320

Abstract

Penelitian pengembangan ini bertujuan: (1) menghasilkan bahan ajar interaktif untuk meningkatkan pemahaman konsep matematika pada siswa kelas X SMA PIRI 1 Yogyakarta, (2) menghasilkan bahan ajar interaktif yang layak untuk meningkatkan pemahaman konsep matematika siswa kelas X SMA PIRI 1 Yogyakarta, dan (3) menghasilkan bahan ajar interaktif yang efektif untuk meningkatkan pemahaman konsep matematika siswa kelas X SMA PIRI 1 Yogyakarta. Penelitian pengembangan ini mengacu pada langkah-langkah desain pengembangan yang dikembangkan oleh Alessi Trollip. Desain pengembangan tersebut dikelompokkan atas tiga prosedur pengembangan, yang meliputi: (a) tahap perencanaan (planning), (b) tahap desain (design), dan (c) tahap pengembangan (development). Penelitian ini (1) menghasilkan bahan ajar interaktif dalam bentuk digital yang dikemas menggunakan Compact Disk (CD) dan dilengkapi buku petunjuk yang dapat digunakan oleh siswa sebagai sumber belajar pendukung pembelajaran matematika, (2) produk yang dihasilkan dinilai sangat layak untuk meningkatkan pemahaman konsep matematika berdasarkan penilaian ahli materi, ahli media dan subyek uji coba, dan (3) produk yang dihasilkan efektif  meningkatkan pemahaman konsep matematika siswa kelas X SMA PIRI 1 Yogyakarta, terbukti dengan nilai rata-rata pretest sebesar 22,65 meningkat pada posttest sebesar 74,23 dengan nilai gain skor 0,71.Kata kunci: bahan ajar interaktif, pemahaman konsep, siswa SMA kelas X. INTERACTIVE LEARNING MATERIAL TO IMPROVE UNDERSTANDING OF MATHEMATICAL CONCEPTS IN HIGH SCHOOL STUDENTS OF CLASS XAbstractThis developmental research aims to: (1) produce an interactive learning material product for improving understanding of mathematical concepts of grade X students of SMA PIRI 1 Yogyakarta, (2) generate viable interactive learning materials for improving understanding of mathematical concepts of grade X students of SMA PIRI 1 Yogyakarta, and (3) generating interactive effective learning materials for improving understanding of mathematical concepts of grade X students of SMA PIRI 1 Yogyakarta. This research refers to the developmental phases developed by Alessi Trollip. The developmental design was grouped into three development procedures, consisting of: (a) planning, (b) design, and (c) development. The research (1) produces interactive learning materials in digital form which are packed in Compact Disk (CD) and comes with manuals that can be used by students as learning resources supporting mathematics learning, (2) the product is considered highly feasible to improve the understanding of mathematical concepts based on the assessment of material experts, media experts, and subject trials, and (3) the product effectively improves the understanding of mathematical concepts of grade X students of SMA PIRI 1 Yogyakarta, as evidenced by the pretest average value of 22.65 increases in posttest to 74.23 with gain score value of 0.71.Keywords: interactive learning materials, conceptual understanding, high school students of class X 
Pengembangan multimedia pembelajaran mata pelajaran teori musik kelas X SMK Negeri 2 Kasihan Bantul Erni Purwaning Hastuti; Sunaryo Soenarto
Jurnal Inovasi Teknologi Pendidikan Vol 5, No 2 (2018): October
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (777.412 KB) | DOI: 10.21831/jitp.v5i2.15292

Abstract

Penelitian ini bertujuan untuk: (1) menghasilkan produk multimedia pembelajaran teori musik untuk kelas X SMK Negeri 2 Kasihan Bantul yang berisikan tentang bentuk, nilai nada, dan sukat; (2) mengetahui kelayakan produk multimedia yang dihasilkan, (3) mengungkapkan keefektifan produk multimedia yang dihasilkan. Penelitian ini merupakan penelitian dan pengembangan yang diadaptasi dari model Alessi Trollip, yang mencakup tahapan kegiatan sebagai berikut: perencanaan, desain, dan pengembangan. Hasil  penelitian ini adalah sebagai berikut (1) produk yang dihasikan adalah multimedia interaktif yang terdiri dari kompetensi, materi, rangkuman, dan evaluasi. (2) Berdasar validasi ahli materi, ahli media dan uji beta, produk multimedia pembelajaran teori musik yang dikembangkan layak digunakan untuk pembelajaran. Kelayakan dapat diperoleh berdasarkan hasil penilaian ahli materi dengan nilai 4,03 (Baik), ahli media dengan nilai 4,32 (Sangat Baik) dan uji beta dengan nilai 4,25 (Sangat Baik). (3) Berdasarkan hasil analisis skor rata-rata n-gain  dari pretest dan posttest sebesar 0,68 dengan kriteria sedang, maka disimpulkan produk multimedia pembelajaran teori musik kelas X ini efektif untuk meningkatkan pemahaman siswa tentang materi bentuk, nilai nada, dan sukat.Kata kunci: multimedia pembelajaran teori musik DEVELOPING TEACHING MULTIMEDIA OF MUSIC THEORY SUBJECT FOR CLASS X OF SMK NEGERI 2 KASIHAN BANTUL.AbstractThis research aimed: (1)  to develop music theory teaching multimedia for class X of SMK Negeri 2 Kasihan Bantul, containing the form, value and time signature;  (2)  to reveal the feasibility of the developed teaching multimedia; (3) to reveal the  effectiveness of the developed teaching multimedia. This research was research and development  adapted from  Alessi Trollip  models that covered three-phase activities: planning, design, and  development. The result was as follows. (1) the product resulted was interactive multimedia that consist of competencies, materials, summary and evaluation. (2) The developed music theory teaching multimedia was advisable to use for teaching according to subject matter experts, media experts, and Beta test. The advisability could be obtained based on the subject matter experts’ appraisal score of  4.03 (good), media experts’ score of 4.32 (very good) and Beta test score of  4.25 (very good score). (3) Based on the analysis result of the  N-Gain mean score from the pretest and posttest 0,68 which fell,   in the average criteria, It was  concluded that the developed music theory  teaching multimedia off class X is  effective to elevate students’ comprehension on the  material of form note value, and time signature.Keywords: music theory teaching multimedia
Multimedia pembelajaran berbasis web pada mata pelajaran akuntansi SMA untuk peningkatan motivasi dan hasil belajar Chezaria Danaswari; Abdul Gafur
Jurnal Inovasi Teknologi Pendidikan Vol 5, No 2 (2018): October
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (510.338 KB) | DOI: 10.21831/jitp.v5i2.15543

Abstract

Penelitian ini bertujuan menghasilkan multimedia pembelajaran berbasis web untuk mata pelajaran  Akuntansi SMA, dan mengetahui hasil belajar dan motivasi belajar dengan menggunakan multimedia pembelajaran berbasis web yang dikembangkan. Model pengembangan multimedia web menggunakan Alessi and Trollip melalui tiga tahapan, yakni perencanaan, desain, dan pengembangan. Uji coba evaluasi produk terdiri atas: evaluasi formatif meliputi uji alpha, yakni validasi produk oleh dua ahli materi dan dua ahli media, dan uji beta kesan siswa. Serta evaluasi sumatif meliputi uji coba hasil belajar dan motivasi belajar. Hasil penelitian menunjukkan: (1) produk yang dihasilkan berupa website studioakuntansi.com layak digunakan dalam kegiatan pembelajaran berdasarkan hasil penilaian ahli materi, ahli media dan uji beta dengan skor 4,23 (kategori sangat baik); (2) peningkatan skor rata-rata pada pretest dan posttest hasil belajar seluruh siswa sebesar 0,43 (kategori sedang), peningkatan skor rata-rata pada pretest dan posttest motivasi belajar seluruh siswa sebesar 0,38 (kategori sedang). Terdapat peningkatan hasil belajar dan motivasi belajar siswa setelah menggunakan multimedia pembelajaran  Akuntansi berbasis web.Kata kunci: pengembangan multimedia, pembelajaran berbasis web, multimedia web, pembelajaran  Akuntansi WEB BASED TEACHING MULTIMEDIA IN ACCOUNTING SUBJECT OF SENIOR HIGH SCHOOL FOR INCREASING MOTIVATION AND LEARNING OUTCOMESAbstractThe aims of this research are: (1) to produce web based teaching multimedia for accounting subject of senior high school (2) to find out the learning outcome and motivation by using web based teaching multimedia. The development of web based multimedia used Alessi and Trollip model consisting of three main phases: planning, design, developing. The product testing was held on: formative evaluation consisted of alpha testing involving validation by two subject material experts and two media experts, and beta testing of learners’ reaction, and sumative evaluation consisted of students’ learning outcome and motivation testing. The results of the research showed that: (1) the developed product was studioakuntansi.com website consisting of web based teaching multimedia in the accounting subject feasible to be used in classroom teaching and learning processes, based on the assessment by the subject material experts, media experts and also from the beta testing with the score of 4.23 (very good category), (2) the average gain score on the pretest and posttest of all students’ outcome was 0.43 (middle category), and the average gain score on the pretest and posttest of all students’ motivation was 0.38 (middle category). There was an increase on the students’ learning outcome and motivation after the use of the developed multimedia for accounting subject of senior high school.Keywords: multimedia development, web based learning, multimedia web, accounting subject
Audiobook pembelajaran mata kuliah literatur berdasarkan perspektif behavioral untuk meningkatkan pemahaman bahasa Jerman Barbara Desriana; C. Asri Budiningsih
Jurnal Inovasi Teknologi Pendidikan Vol 5, No 2 (2018): October
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (513.799 KB) | DOI: 10.21831/jitp.v5i2.13377

Abstract

Tujuan penelitian ini adalah untuk: menghasilkan audiobook pada mata kuliah Literatur, mendapatkan kelayakan audiobook yang dihasilkan pada mata kuliah Literatur, dan mengetahui keefektifan media audiobook terhadap hasil belajar mahasiswa prodi pendidikan bahasa Jerman semester 5 di Universitas Negeri Yogyakarta. Metode penelitian yang dikembangkan pada produk ini adalah Penelitian dan Pengembangan (RD) dengan menggunakan pendekatan Borg and Gall yang meliputi penelitian dan pengumpulan data, perencanaan, pengembangan desain produk, uji coba lapangan awal, revisi produk, uji lapangan utama, revisi uji coba lapangan, uji lapangan, revisi akhir dan desiminasi dan implementasi. Hasil penelitian ini menunjukkan bahwa produk media audiobook pembelajaran Literatur yang dihasilkan adalah layak dan efektif digunakan sebagai media suplemen dalam kegiatan pembelajaran. Kelayakan produk ini didukung berdasarkan penilaian dari ahli materi dengan perolehan rata-rata sebesar 4,38 dan ahli media dengan rata-rata sebesar 3,8. Keefektifan penggunaan media suplemen audiobook dibuktikan dengan peningkatan hasil belajar mahasiswa dari rata-rata 52,87 menjadi 74,48. Kata kunci: Media Audiobook, behavioral, bahasa Jerman LITERATURE LEARNING AUDIOBOOK BASED ON BEHAVORIAL PERSPECTIVE TO ELEVATE GERMAN LANGUAGE UNDERSTANDINGAbstractThe objectives of this researh are to: create Literature Audiobook, get the appropriateness of Literature Audiobook, and  the effectiveness of Audiobook to the result of students of German Diploma Programme in State University of Yogyakarta. The Research method that was used in this product is Research and Development (RD) with Borg and Gall approach that consists of research information collecting, planning, developing preliminary form of product, preliminary field testing, main product revision, main field testing, operational product revision, operational field testing, final product revision, and dissemination and implementation. The results of the research showed that Audiobook Literature learning product is worthy and effective to be used as supplement of learning media. The worthiness of this product supported by assessment result is conducted by matter expert(s) indicate a score that is approximately 4.38 and media expert(s) to product quality with score indicate approximately 3.8. The effectiveness of audiobook media supplement is proven by the increase of student’s score from approximately 52.87 to become 74.48.Keywords: Audiobook media, behavioral, German

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