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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
Pengembangan multimedia pembelajaran berbasis role playing games (RPG) pada materi lingkaran untuk siswa SMP/MTs kelas VIII Hilyatush Shofa; Herman Dwi Surjono
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 (508.508 KB) | DOI: 10.21831/jitp.v5i2.15048

Abstract

Penelitian ini bertujuan: (1) menghasilkan produk multimedia pembelajaran berbasis RPG pada materi lingkaran untuk siswa SMP/MTs Kelas VIII yang layak digunakan dalam proses pembelajaran, (2) mengetahui efektivitas produk tersebut dalam meningkatkan pemahaman konsep, dan (3) mengetahui efektivitas produk tersebut dalam meningkatkan motivasi belajar. Penelitian pengembangan ini mengacu pada langkah-langkah yang dikembangkan oleh Alessi Trollip yang meliputi tiga tahap: perencanaan, perancangan, dan pengembangan. Pada keseluruhan tahap tersebut, evaluasi berkelanjutan dilaksanakan untuk memantau kualitas produk yang dikembangkan. Hasil penelitian menunjukkan bahwa: (1) produk multimedia pembelajaran berbasis RPG pada materi lingkaran untuk siswa SMP/MTs Kelas VIII dinyatakan layak digunakan dalam proses pembelajaran berdasarkan penilaian sangat baikyang diberikan oleh ahli materi dan ahli media, serta respon sangat positif yang diberikan oleh siswa; (2) produk tersebut efektif dalam meningkatkan pemahaman konsep, berdasarkan perolehan nilai gain sebesar 0,57; dan (3) produk tersebut efektif dalam meningkatkan motivasi belajar siswa, berdasarkan peningkatan rata-rata skor skala motivasi sebelum dan sesudah penggunaan produk sebesar 1,86%.Kata kunci: multimedia pembelajaran, game, RPG, lingkaran DEVELOPING A ROLE PLAYING GAME (RPG)-BASED INSTRUCTIONAL MULTIMEDIA ON THE SUBJECT OF CIRCLE FOR GRADE 8 STUDENTS OF JUNIOR HIGH SCHOOLAbstractThis research aimed to: (1) produce a RPG-based instructional multimedia on the subject of circle for grade 8students of junior high school feasible to use in learning processes, (2) identify the effectiveness of the developed product to promote conceptual understanding, and (3) identify the effectiveness of the developed product to promote learning motivation. This development study referred to the model suggested by Alessi Trollip. The developmental design was grouped into three steps, consisting of planning, design, and development. In all of the steps, on-going evaluation was done to monitor the quality of the developed product. The research findings revealed that: (1) the RPG-based instructional multimedia on the subject of circle for grade 8students of junior high school was feasible to use in learning processes based on the very good assessment given by subject matter experts and media experts, and very positive responses given by students; (2) the developed product was effective to promote conceptual understanding based on the gain score result of 0.57; and (3) the developed product was effective to promote learning motivation based on the increase of average score of motivation scale before and after the use of the product by 1.86%.Keywords: instructional multimedia, game, RPG, circle
Pengembangan virtual physics world sebagai media pembelajaran kesetimbangan benda tegar untuk meningkatkan keterampilan penerapan ilmu Fisika sehari-hari Megawati Kumalasari; Mochamad Bruri Triyono
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 (814.526 KB) | DOI: 10.21831/jitp.v5i2.15757

Abstract

Penelitian ini bertujuan untuk: (1) mengetahui kelayakan aplikasi Virtual PhysicsWorld sebagai media pembelajaran materi kesetimbangan benda tegar yang dihasilkan, (2) mengetahui kelayakan aplikasi Virtual PhysicsWorld yang dihasilkan untuk meningkatkan keterampilan penerapan fisika sehari-hari, (3) mengetahui peningkatan keterampilan penerapan ilmu fisika sehari-hari setelah menggunakan Virtual Physics World yang dihasilkan. Prosedur pengembangan menggunakan model pengembangan Allesi dan Trollip yang meliputi tahap perencanaan, desain, dan pengembangan. Ujicoba produk terdiri dari uji alfa dan uji beta. Uji alpha dilakukan oleh ahli media dan ahli materi yang masing-masing terdiri dari dua orang. Sedangkan uji beta dilakukan terhadap 27 siswa kelas XI SMA N 1 Yogyakarta. Penelitian ini menghasilkan Virtual Physics World yang memiliki (1) Kelayakan produk berdasarkan hasil validasi oleh ahli materi diperoleh skor rata-rata 3,47 (sangat layak) dan hasil validasi oleh ahli media diperoleh skor rata-rata 2,93 (layak). Sedangkan angket penilaian siswa terhadap produk mendapatkan skor rata-rata 3,82 (sangat layak), (2) Skor rata-rata keterampilan siswa mendapatkan nilai 82 untuk pre test dan 89 untuk post test. (3) terdapat peningkatan skor rata-rata post test terhadap pre test sebesar 7 poin. Sedangkan perhitungan N-Gain terhadap hasil tes siswa menunjukkan adanya peningkatan skor siswa dengan rincian 33% siswa pada kategori rendah, 60% siswa pada kategori sedang, dan 7% siswa pada kategori tinggi.Kata kunci: virtual physics world, pembelajaran fisika, keterampilan penerapan fisika DEVELOPING VIRTUAL PHYSICS WORLD AS INSTRUCTIONAL MEDIA OF STATIC MATERIAL TO IMPROVE DAILY PHYSICS APPLICATION PERFORMANCEAbstractThe research aims to: (1) reveal the feasibility of the Virtual Physics World as instructional media in statics material that is produced, (2) reveal the feasibility of the Virtual Physics World that is produced to improve daily physics application of students’ performance, and (3) reveal the improvement of daily physics application of students’ performance after Virtual Physics World  utilization. The developmental procedure is classified into planning, designing, and developing. Alfa test was done by media expert and content expert which each of it consists of two experts. Whereas beta test was done by 27 students grade XI SMA N 1 Yogyakarta. The research has produced Virtual Physics World which has (1) The result of feasibility assesment by content expert had score 3.47 (very feasible) and the result of feasibility assesment by media expert had score 2.93 (feasible). Whereas, the result of questionnaire by student had average score 3.82 (very feasible). (2)The average score of students performance on pretest is 82 and post-test is 89. (3)There is increase on post test score from pre-test score with the value 7. While N-Gain score of test data points out the increase of students’ score with details 33% students in low category, 60% students in average category, dan 7% students in high category.Keywords: Virtual Physics World, physics learning, physics application performance
Pengembangan lembar kerja peserta didik kimia berbasis inkuiri terbimbing untuk kelas Xi IPA SMA/MA Rina Rizalini; Herminarto Sofyan
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 (476.574 KB) | DOI: 10.21831/jitp.v5i2.14445

Abstract

Penelitian ini bertujuan untuk: (1) menghasilkan Lembar Kerja Peserta Didik (LKPD) kimia berbasis inkuiri terbimbing yang layak untuk peserta didik kelas XI IPA SMA, (2) mengetahui kepraktisan LKPD berbasis inkuiri terbimbing, dan (3) mengetahui keefektifan LKPD berbasis inkuiri terbimbing. Penelitian ini merupakan penelitian dan pengembangan yang menggunakan model Thiagarajan. Prosedur pengembangan meliputi tahap pendefinisian, perancangan, dan pengembangan. Tahap pendefinisian dilakukan survei untuk menganalisis permasalahan dan kebutuhan peserta didik. Tahap perancangan disesuaikan dengan kebutuhan dalam kegiatan pembelajaran. Tahap pengembangan dilakukan validasi ahli materi dan media kemudian diimplementasikan di kelas XI IPA SMAN 2 Wates pada 20 peserta didik. Hasil penelitian menunjukkan bahwa: (1) Hasil validasi LKPD kimia yang dikembangkan dikategorikan layak berdasarkan hasil validasi ahli materi dengan rerata skor 3,8 dan ahli media dengan rerata skor 4,0, (2) tingkat kepraktisan LKPD berada dalam kategori sangat baik, dan (3) keefektifan LKPD memperoleh sig 0,05 membuktikan ada perbedaan yang signifikan antara kelas eksperimen dan kontrol.Kata Kunci: lembar kerja peserta didik, kimia, inkuiri terbimbing DEVELOPING CHEMISTRY WORKSHEETS BASED ON GUIDED INQUIRY FOR THE SECOND GRADE STUDENTS OF SENIOR HIGH SCHOOLAbstractThis research study aims to: (1) produce valid chemistry worksheets based on guided inquiry for the second grade students of senior high school, (2) know the practically of worksheets based on guided inquiry, and (3) know the effectiveness of worksheets based on guided inquiry. This study was research and development using the Thiagarajan model. The procedure of the development included the steps of defining, designing, and developing. In the defining step, a survey to analyze the problems and student’s needs. The designing step, was conducted the needs of the learning activities. The development step a validation was done by materials and media experts then implementation in class XI science of SMAN 2 Wates to 20 students. The result of the study shows: (1) the chemistry worksheets produced fullfills the appropriateness criteria based on the result of materials experts with the mean score 3.8 and media experts is 4.0 which is in a good category, (2) the practically level is in the very good category, and (3) the effectiveness of worksheets obtaining sig 0.05 proves there is a significant difference between the experimental and control class.Keywords: worksheets, chemistry, guided inquiry 
Pengembangan modul elektronik (e-modul) interaktif pada mata pelajaran Kimia kelas XI SMA Nita Sunarya Herawati; Ali Muhtadi
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 (658.525 KB) | DOI: 10.21831/jitp.v5i2.15424

Abstract

Penelitian ini bertujuan untuk: (1) menghasilkan produk e-modul interaktif pada mata pelajaran Kimia kelas  XI IPA SMA, (2) mengetahui tingkat kelayakan produk e-modul interaktif pada mata pelajaran Kimia kelas XI IPA SMA,dan (3) mengetahui efektivitas penggunaan produk e-modul interaktif dalam meningkatkan capaian hasil belajar mata pelajaran Kimia kelas XI IPA SMA. Penelitian pengembangan ini mengacu pada langkah-langkah yang dikembangkan oleh Thiagarajan yaitu (4D). Prosedur pengembangan meliputi tahap pendefinisian (define), perancangan (design), dan pengembangan (development). Subjek uji coba kelompok kecil terdiri dari enam orang peserta didik kelas XI IPA SMA Islam Al Azhar Yogyakarta. Subjek uji coba lapangan sebanyak 29 orang siswa kelas XI IPA SMA Islam Al Azhar Yogyakarta. Pengumpulan data menggunakan lembar penilaian, angket respon, dan tes hasil belajar. Teknik analisis data menggunakan paired sample t-test dengan taraf signifikansi 0,05. Hasil penelitian menunjukkan bahwa modul elektronik (e-modul) interaktif untuk kelas XI IPA SMA menurut ahli materi, ahli media berada dalam kategori layak. Penerapan dan penggunaan e-modul secara umum dapat terlaksana dengan kategori layak dan mendapat respon positif dari peserta didik. Terdapat perbedaan hasil belajar antara hasil pre test sebelum penggunaan e-modul dan post test setelah menggunakan e-modul dengan sig 0,05.Kata kunci: modul eletronik, interaktif, kimia DEVELOPING INTERACTIVE CHEMISTRY E-MODUL FOR THE SECOND GRADE STUDENTS OF SENIOR HIGH SCHOOLAbstractThis research study aims to: (1) produce chemistry interactive e-modul for the second grade students of senior high school, (2) identify the feasibility analysis of interactive e-module products on chemistry object, and (3) identify the effectiveness of the interactive e-module product in improving the achievement of learning achievement. This research and development study refer to the stages developed by Thiagarajan (4D). The procedure of the development consists of define, design, and development. The subject small group trial consisted of six-second grade students of SMA Islam Al Azhar Yogyakarta. The subjects of field testing in the experiment class consisted of 29 students of XI IPA of SMA Islam Al Azhar Yogyakarta. The data were collected using an evaluation sheet, questionnaire of student’s responses, and achievement tes. The data were analyzed using paired sample t-test with a significance level of 0.05. The research finding reveals that the chemistry interactive e-modul for XI IPA of senior high school according to materials experts and media experts is in a good category. Generally, the application of interactive e-modul is categorized in the very good category and received a positive response from students. There is a difference in the learning achievement between the pre test and post test after using the chemistry interactive e-modul with sig 0.05.Keywords: e-modul,interactive, chemistry
Pengembangan multimedia permainan interaktif pembelajaran berhitung bagi anak diskalkulia usia prasekolah Nusuki Syariati Fathimah; Ishartiwi Ishartiwi
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 (639.917 KB) | DOI: 10.21831/jitp.v5i2.15541

Abstract

Penelitian ini bertujuan untuk menghasilkan multimedia permainan interaktif pembelajaran berhitung yang layak bagi anak diskalkulia usia prasekolah. Penelitian pengembangan ini mengacu pada langkah pengembangan multimedia Alessi Trollip mencakup tiga fase pengembangan yang meliputi perencanaan, perancangan, dan pengembangan. Subjek uji coba dalam penelitian ini yaitu dua orang ahli media, dua orang ahli matematika, dan sembilan anak diskalkulia usia prasekolah. Hasil penelitian berupa produk multimedia permainan interaktif pembelajaran berhitung bagi anak diskalkulia usia prasekolah berupa permainan puzzle dan logika yang dikemas dalam bentuk compact disc (CD) dengan menggunakan software Adobe Flash CS3. Multimedia permainan interaktif terdiri dari dua area permainan, yaitu area visual-spasial yang mencakup permainan geometri, klasifikasi, dan simbolisasi dan area sekuensial yang mencakup permainan prosedur, korespondensi, dan bilangan. Multimedia permainan interaktif dinilai  sangat layak berdasarkan hasil penilaian ahli media 88,33% dan ahli materi 91,6% serta berdasarkan hasil penilaian respon pengguna 85,18%.Kata kunci: multimedia permainan, berhitung, diskalkulia, prasekolah DEVELOPING INTERACTIVE MULTIMEDIA GAMES OF MATHEMATICS TEACHING TO PRESCHOOL DYSCALCULIC CHILDRENAbstractThis research aimed to develop interactive multimedia games of mathematics learning that was eligible for preschool dyscalculic children. This developmental study refered to the multimedia development phase suggested by Alessi Trollip consisting of: planning, design, and development. The testing subjects consisted of two media experts, two mathematics experts, and nine preschool dyscalculia children. The results of the study was interactive multimedia games of mathematics learning for preschool dyscalculic children in the form of puzzles and logic games packaged in a compact disc (CD) form using the Adobe Flash CS3 software. The interactive multimedia games had two game areas, consisting of visual-spatial area that consisted of geometry, classification, and symbolization games and sequential area that consisted of procedure, correspondence, and number games. The interactive multimedia games were considered very eligible based on the results from the media experts 88.33% and from the subject matter experts 91.6% and based on the results from user’s responses 85.18%.Keywords: multimedia games, mathematics, dyscalculia, preschool 
Pengembangan multimedia pembelajaran untuk meningkatkan keterampilan menyimak bahasa Jerman Fransiskus Dosi; C Asri Budiningsih
Jurnal Inovasi Teknologi Pendidikan Vol 6, No 1 (2019): April
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (438.604 KB) | DOI: 10.21831/jitp.v6i1.15068

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Penelitian ini bertujuan untuk: (1) menghasilkan multimedia pembelajaran keterampilan menyimak bahasa Jerman kelas X Materi Kennenlernen (Berkenalan), (2) mengetahui kebermanfaatan produk dalam meningkatkan keterampilan menyimak bahasa Jerman kelas X SMAN I Ngemplak. Penelitian pengembangan ini menggabungkan tiga model pengembangan yang diformulasikan oleh Borg Gall, Dick Carey, dan Allessi Trollip. Langkah-langkah pengembangan dibagi menjadi 4 fase, yaitu studi pendahuluan, pengembangan instruksional, pengembangan multimedia, dan evaluasi. Uji kelayakan melibatkan 2 ahli materi dan 2 ahli media pada uji alpha dan kemudian uji beta dilakukan oleh kelas X MIPA 2 yang berjumlah 28 peserta didik. Setelah uji beta dilanjutkan dengan tes sumatif yang melibatkan 32 peserta didik kelas X MIPA I SMAN I Ngemplak. Uji sumatif dilaksankan untuk mengetahui keefektifan produk dalam meningkatkan keterampilan menyimak bahasa Jerman. Hasil penelitian ini berupa produk multimedia pembelajaran yang dinilai sangat baik pada saat uji alpha dan uji beta sehingga layak untuk digunakan pada uji sumatif. Keefektifan produk dibuktikan melalui perolehan hasil belajar peserta didik sebelum dan sesudah menggunakan multimedia pembelajaran. Kata Kunci: Bahasa Jerman, keterampilan menyimak, multimedia pembelajaran Developing multimedia learning to improve German listening skillAbstractThis study aims to: (1) produce multimedia learning for German listening skill grade X on Kennenlernen materials, (2) determine the usefulness of the product in improving german listening skill of grade X student at Ngemplak Senior High School. This research and development study combined 3 models which are formulated by Borg Gall, Dick Carey, and Allessi Trollip. The development steps were divided in 4 phases, namely preliminary studies, instructional development, multimedia development, and evaluation. Feasibility test consisted of two subject matter experts and two media experts in beta test and then beta test was done by 28 students in X MIPA 2. After that, a summative test involved 32 students in X MIPA 1 Ngemplak Senior High School. This test aimed to determine the effectiveness  of this product in improving German listenng skill. The result of this research is in the form of multimedia leraning product which is considered excellent on alpha test and beta test so it is feasible to be used in summative test. The effectiveness of this product was proved by achievement test of the students, before and after using multimedia. Keywords: German, listening skill, multimedia learning
Evaluasi pelaksanaan co-teaching blended learning bahasa Inggris bidang kewarganegaraan Hery Yanto The; Siti Awaliyah
Jurnal Inovasi Teknologi Pendidikan Vol 6, No 1 (2019): April
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (255.94 KB) | DOI: 10.21831/jitp.v6i1.19701

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Penelitian ini bertujuan memaparkan perancangan, pelaksanaan, dan evaluasi perkuliahan Bahasa Inggris Kewarganegaraan di Universitas Malang. Selain itu, penelitian ini juga menyajikan contoh lingkungan pembelajaran blended learning dengan menggunakan multimedia yang efektif untuk meningkatkan motivasi belajar mahasiswa di bidang Bahasa Inggris Kewarganegaraan. Pendekatan mixed-method digunakan untuk mengumpulkan, menyajikan, dan menganalisis data. Portofolio kegiatan instruksional dan kuisioner adalah bentuk data yang digunakan. Data disajikan dan dianalisis menggunakan narasi deskriptif, studi kasus, analisis dokumen, dan analisis statistik deskriptif. Hasil penelitian menunjukkan kolaborasi dalam bentuk co-teaching blended learning dapat meningkatkan kualitas pembelajaran. Kedua instruktur yang terlibat dalam kolaborasi dapat saling mendukung untuk mencapai tujuan pembelajaran. Selain diperlukan keahlian di dalam mengajar, instruktur juga perlu menguasai cara perancangan instruksional. Mahasiswa secara aktif bekerja secara berpasangan, berdiskusi, dan berkelompok di dalam menyelesaikan tugas pembelajaran di dalam kelas dan di Edmodo. Interaksi mahasiswa dengan materi belajar dan instruktur juga dapat difasilitasi dengan manajemen sistem belajar dan teknologi pembelajaran daring seperti VoiceThread, Skype, VSee, dan posel.Kata kunci: blended learning, pembelajaran multimedia Evaluating the implementation of co-teaching blended learning the English for specific purposes in civic education programAbstractThis study reveals the design, implementation, and evaluation of the English for Specific Purposes Course in Civic Education Program at the State University of Malang. The course multimedia learning environment was designed based on the blended learning principals. This learning environment is effective to increase students’ motivation. The study applied mixed-method approaches to collect, present, and analyze data. The instructional portfolio and a questionnaire were used as data. The narrative descriptive, case study, document analysis, and descriptive statistics principals were applied to analyze and present data. The results showed that co-teaching in the form of blended learning can improve the quality of the course and students’ learning. Instructors can support one another collaboratively to achieve the learning objectives. Besides teaching skills, the instructors should acquire sufficient instructional design skills. Students were identified actively engaging in pair works, discussions, and groups’ works to complete their learning tasks in class and in Edmodo. Interactions are mediated sufficiently by the learning management system and learning technologies, such as VoiceThread, Skype, VSee, and email. Keywords: Blended learning, multimedia learning
Pengembangan model blended learning dengan pendekatan cooperative mata kuliah ilmu lingkungan Galuh Alif Fahmi Rizki; Abdul Gafur Daniamiseno
Jurnal Inovasi Teknologi Pendidikan Vol 6, No 1 (2019): April
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (383.968 KB) | DOI: 10.21831/jitp.v6i1.15560

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Penelitian ini bertujuan untuk: (1) membuat model blended learning dengan pendekatan cooperative (2) mengetahui kualitas model blended learning dengan pendekatan cooperative (3) mengetahui keefektifan model model blended learning dengan pendekatan cooperative pada mata kuliah Ilmu Lingkungan. Penelitian pengembangan ini mengadaptasi tahapan dan langkah pengembangan dari model Desain and Development Research (DDR). Tahap penelitian ini dilaksanakan melalui tahap identifikasi masalah, mendeskripsikan tujuan, desain dan pengembangan produk, tes dan evaluasi model, dan penyampaian hasil tes. Hasil penelitian menunjukkan bahwa (1) model pembelajaran dikembangkan berdasarkan komponen blended learning dan prinsip kooperatif menggunakan e-learning MOODLE. (2) Hasil penilaian ahli desain model pembelajaran, ahli materi pelajaran, dan tanggapan mahasiswa masuk dalam kategori kualitas sangat baik, dan ahli media e-learning masuk dalam kategori kualitas baik. (3) Model pembelajaran yang dikembangkan memiliki efektivitas pembelajaran berdasarkan perbedaan rerata nila pra tes dan pos tes dalam kelas uji coba dengan perbandingan nilai gain hasil belajar menunjukkan perbedaan yang signifikan.Kata kunci: Model pembelajaran, blended learning, kooperatif, ilmu lingkungan Developing blended learning model with cooperative approach on environmental scienceAbstractThis research study aims to produce: (1) producing blended learning model with cooperative approach, (2) know the quality of blended learning model with cooperative approach, (3) know the effectiveness of blended learning model with cooperative approach in Environmental Science course. This development research adapted the stages and developmental steps of the Design and Development Research (DDR) model. This research stage was carried out through the stage of problem identification, describing the purpose, design and product development, test and evaluation model, and the delivery of test results. The results showed that (1) learning model was developed based on blended learning component and cooperative principle using e-learning MOODLE. (2) The results of the expert design assessment of learning model, subject matter experts, and students response fell into the category of excellent quality, and e-learning media experts fell into the category of good quality. (3) The effective learning model developed in the learning based on the difference of mean of pre test and test post in the trial class with the comparison of gain value of learning result showed significant difference.Keywords: Learning model, blended learning, cooperative, environmental science
Efektivitas tryout Ujian Nasional berbasis Computer-Based Test untuk mendukung kesiapan dalam menghadapi UNBK Fakih Fauzan; Mukminan Mukminan
Jurnal Inovasi Teknologi Pendidikan Vol 6, No 1 (2019): April
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (269.511 KB) | DOI: 10.21831/jitp.v6i1.21966

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Penelitian ini bertujuan untuk mengetahui: (1) Perbedaan kesiapan siswa dalam menghadapi UNBK antara yang melaksanakan tryout CBT dan PBT, (2) Perbedaan keefektifan tryout ujian nasional berbasis CBT dan PBT untuk siswa kelas XII dalam menghadapi UNBK. Jenis Penelitian ini adalah penelitian eksperimen kuantitatif dengan metode Quasi Eksperimen dengan desain Nonequivalen Control Group Design. Teknik analisis data yang digunakan dalam penelitian ini adalah statistik diferensial. Hasil penelitian menunjukkan bahwa: (1) Dari hasil analisis diketahui nilai Sig=0,000 (Sig0,05). Jadi, H0 ditolak dan Ha diterima yang artinya ada perbedaan kesiapan siswa dalam menghadapi UNBK antara yang melaksanakan tryout CBT dan PBT. (2) Hasil pengukuran efektivitas diketahui Sig=0,000 (Sig0,05). Jadi, H0 ditolak dan Ha diterima, artinya terdapat perbedaan keefektivan tryout ujian nasional berbasis CBT dan PBT untuk siswa kelas XII dalam menghadapi UNBK.Kata Kunci: Computer-based test, Paper-based test, Tryout The effectiveness of the National Test tryout based on Computer-Based Test to support the readiness in facing UNBKAbstractThis research aims to find out: (1) The Differences in the readiness of students in facing UNBK between those who carry out CBT and PBT tryout, (2) The effectiveness differences of CBT and PBT-based national exam tryouts for class XII students in facing UNBK. This type of research is quantitative experimental research with the Quasi Experiment method with the design of Nonequivalent Control Group Design. The data analysis technique used in this study is iferential statistics. The results of the research show that: (1) From the results of the analysis it is known that the Sig = 0,000 (Sig 0.05). So, H0 is rejected and Ha is accepted, which means there is a difference in the readiness of students in facing UNBK between those who carry out CBT and PBT tryout. (2) The Effectiveness measurement results are known to Sig = 0,000 (Sig 0.05). So, H0 is rejected and Ha is accepted, meaning that there are differences in the effectiveness of the national exam based CBT and PBT tryout for class XII students in dealing with UNBK.Keywords: Computer-based test, Paper-based test, Tryout
Pengembangan multimedia pembelajaran angklung untuk siswa kelas V Sekolah Dasar Afrizal Yudha Setiawan; Susilo Pradoko
Jurnal Inovasi Teknologi Pendidikan Vol 6, No 1 (2019): April
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (391.978 KB) | DOI: 10.21831/jitp.v6i1.14082

Abstract

Penelitian dan pengembangan ini bertujuan untuk: (1) menghasilkan produk multimedia pembelajaran angklung; (2) menguji kelayakan produk; (3) mengetahui daya tarik produk; dan (4) mengetahui peningkatan hasil belajar siswa. Tahapan penelitian dan pengembangan ini meliputi analisis kebutuhan, perencanaan, perancangan, pengembangan, uji coba pemakaian, pementasan, dan produksi. Data dikumpulkan melalui angket, wawancara, observasi, dan tes. Data dianalisis dengan kualitatif deskriptif, kuantitatif deskriptif, dan uji beda. Hasil penelitian menunjukkan: (1) penilaian produk oleh ahli media mencapai skor 4,91; (2) penilaian produk oleh ahli materi mencapai skor 4,85; (3) penilaian produk oleh 2 guru mencapai rata-rata skor 4,73; (4) penilaian produk oleh 3 siswa mencapai rata-rata skor 4,24; (5) Penilaian produk pada uji beta mencapai rata-rata skor 4,56; (6) peningkatan hasil belajar aspek kognitif sebesar 30,00; dan (7) peningkatan hasil belajar aspek psikomotorik sebesar 12,96. Terdapat perbedaan signifikan antara nilai rata-rata pretest dan posttest. Penggunaan multimedia pembelajaran angklung dapat meningkatkan hasil belajar siswa.Kata kunci: Multimedia pembelajaran, angklung, sekolah dasar Developing angklung multimedia for grade V students of promary schoolAbstractThis research and development study was aimed at: (1) producing angklung learning multimedia; (2) examining the appropriateness of the product; (3) investigating the attractiveness of the product; and (4) measuring students’ improvement. The steps in this research and development study cover needs analysis, planning, designing, development, try out, performance, and production. The data were gathered by using questionnaire, interview, observation, and test. The data gathered was analyzed by using descriptive qualitative, descriptive quantitative, and T-test. The results of analysis showed that: (1) the score of the product by the media expert was 4,91; (2) the score of the product by the content expert was 4,85; (3) the average score of the product by 2 teacher was 4,73; (4) the average scores of the product by 3 students was 4,24; (5) the score of the product in beta test was 4,56; (6) students’ cognitive improvement was 30,00; and (7) students’ psychomotor improvement was 12,96. There was a significant difference between pretest and posttest scores. The use of angklung learning multimedia can improve students’ achievement.Keywords: Learning multimedia, angklung, primary school

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