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INDONESIA
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Articles 20 Documents
EVALUASI KOMPETENSI PEDAGOGIK GURU Erma Erma; Sumadi Sumadi; Sulton Djasmi
Indonesia Journal of Educational Technology Vol 1, No 2 (2013): Jurnal Teknologi Informasi Komunikasi Pendidikan
Publisher : Indonesia Journal of Educational Technology

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The purpose of this study are to describe: (1) Teachers' pedagogic competence in planning SDN 1 Langkapura learning (2) Teachers' pedagogic competence in the implementation of SDN 1 Langkapura learning (3) Teachers' pedagogic competence SDN 1 Langkapura in the evaluation of learning outcomes. The research approach used is an evaluative study. Data was collected through observation and documentation. The data were then analyzed by comparing the data with the categories of research findings that have been made, then do the analysis as a basis for making conclusions.The results on five teacher on SDN 1 Langkapura, that consist of Mardiana Hasra (Mathematic), Ubaidilla Fathurrozi M., S.Pd (Exact Science), Roliyati (Social Science), Erleni, S.Pd. (Indonesian) and Hj. Nurlela, S.Pd. (Citizenship Science), indicate that: (1) Planning of learning by teachers has been implemented in good category, including the clarity of the formulation of learning objectives, materials selection, organizing materials, selection of sources/media learning, scenario clarity, detail of the scenario, the suitability and completeness of the technique by learning an instrument learning. (2) The implementation of learning by teachers has been implemented in good category, which includes the use of method, media and means of learning. School teachers have done to start learning with the introduction, opening, and cover the core activities. (3) Evaluation of learning by teachers has been implemented in good category, which includes the program and implementation of remedial, carry out assessments and implement affective personality assessment of motoric skills.Keywords: evaluation, pedagogic competence
PERBEDAAN PENINGKATAN PRESTASI BELAJAR MATEMATIKA MENGGUNAKAN PEMBELAJARAN KOOPERATIF Aulia Gustina Citra; Herpratiwi Herpratiwi; Nurhanurawati Nurhanurawati
Indonesia Journal of Educational Technology Vol 1, No 2 (2013): Jurnal Teknologi Informasi Komunikasi Pendidikan
Publisher : Indonesia Journal of Educational Technology

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This research is subjected to analyze: 1) the interaction between the cooperative learning and level of learning motivation on the development of students achievement in learning mathematics; 2) the difference between the development of students achievement in learning mathematics through TPS cooperative learning and STAD cooperative learning. The method used in the research is experiment with a balanced design and use factorial planning 2X2. The study population was all of students in grade XI IPS, amounting to 4 classes.The result shows that: 1) there is an interaction between the cooperative learning and students learning motivation towards the development of students achievement; 2) the average of the development of the students achievement in learning mathematics through TPS cooperative learning is higher than that though STAD cooperative learning. Penelitian ini bertujuan untuk menganalisis: 1) ada tidaknya interaksi antara pem-belajaran dan tingkat motivasi belajar dalam peningkatan prestasi belajar matematika siswa; 2) perbedaan peningkatan prestasi belajar matematika siswa yang dibelajarkan menggunakan pembelajaran kooperatif tipe TPS dan STAD. Metode yang digunakan dalam penelitian ini adalah eksperimen dengan desain berimbang dan menggunakan rancangan faktorial 2x2. Populasi penelitian ini adalah seluruh siswa kelas XI IPS MA Maarif Katibung tahun 2011 yang berjumlah 4 kelas. Teknik analisis data menggunakan Analisis Varians dua jalur dan uji t.Hasil penelitian menunjukkan 1) terdapat interaksi penggunaan pembelajaran dan motivasi belajar terhadap prestasi belajar; 2) rerata peningkatan prestasi belajar yang menggunakan pembelajaran kooperatif tipe TPS lebih tinggi dari pebelajaran kooperatif tipe STADKata kunci: motivasi belajar, pembelajaran kooperatif dan peningkatan prestasi belajar
PENINGKATAN PRESTASI BELAJAR PADA MATA PELAJARAN IPS MELALUI MODEL PEMBELAJARAN KOOPERATIF JIGSAW Joko Susanto; Adelina Hasyim; Darsono Darsono
Indonesia Journal of Educational Technology Vol 4, No 2 (2016): Jurnal Teknologi Informasi Komunikasi Pendidikan
Publisher : Indonesia Journal of Educational Technology

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The purposes of this study were (1) to improve the learning process by using a jigsaw models, (2) describe the learning process, (3) Describe the learning achievement in social studies through the jigsaw model.The method used classroom action research. With research subjects fifth grade students of state Elementary School 3 Way Terusan SP 3, the sample in this study amounted to 40 students. Data collected by observation and analyzed descriptively. Results from this study were : (1) planning the action begins with the preparation of Learning Implementation Plan (RPP), which is based on measures of learning by using learning model jigsaw, (2) the learning process of IPS with jigsaw method, (3) an increase in student achievement at the first cycle was with an average of 63%, the second cycle increased by an average of 72% in the third cycle was 85%.Tujuan penelitian ini adalah (1) untuk memperbaiki proses pembelajaran dengan menggunakan model jigsaw, (2) mendeskripsikan proses pembelajaran, (3) Mendeskripsikan peningkatan prestasi belajar pada pelajaran IPS melalui model jigsaw.Metode penelitian yang digunakan adalah menggunakan metode penelitian tindakan kelas(classroom action research). Dengan subjek penelitian siswa kelas V SDN 3 Way Terusan SP 3, sampel dalam penelitian ini berjumlah 40 siswa. Data dikumpulkan dengan cara observasi dan dianalisis secara deskriptif.Hasil dari penelitian ini : (1) perencanaan tindakan diawali dengan penyusunan Rencana Pelaksanaan Pembelajaran (RPP), yang disusun berdasarkan langkah-langkah pembelajaran dengan menggunakan model pembelajaran jigsaw, (2) proses pembelajaran IPS dengan metode jigsaw, (3) peningkatan prestasi belajar siswa siklus I rata-rata sebesar 63%, siklus II mengalami peningkatan dengan rata-rata sebesar 72% pada siklus III sebesar 85%.Kata kunci: desain pembelajaran, prestasi, model pembelajaran jigsaw.
Pengembangan Modul Pembelajaran Biologi Berbasis Keterampilan Berpikir Kritis Siswa Kelas X Di SMA Deka Andriani; Dwi Yulianti; Tri Jalmo
Indonesia Journal of Educational Technology Vol 5, No 2 (2017): Jurnal Teknologi Informasi Komunikasi Pendidikan
Publisher : Indonesia Journal of Educational Technology

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This study aims to produce a module of biology learning based on critical thinking skills that are effective in improving learning outcomes for students in senior high school grade X.The Study using Borg and Gall development method and product effectiveness test is using U Mann-Whitney test based on N-Gain calculation obtained from pretest and posttest score of each experimental class and control class and product attractiveness is determined by indicator according to percentage range. Data collection, for the feasibility and attractiveness of the module using a questionnaire while the effectiveness of the module is using the instrument test. Product trials were conducted at SMAN 1 Seputih Mataram, SMAN 1 Seputih Agung and SMAN 1 Terusan Nunyai district of Central Lampung with Pretest Posttest Control Group Design. The sample of the research is 94 people for experiment class and 94 people for control class. The result of data analysis shows that there is a significant increase of student learning outcomes and the module is very interesting with the percentage of attractiveness of 93% and the ease with the percentage of 84.67%.Penelitian ini bertujuan untuk menghasilkan modul pembelajaran biologi berbasis keterampilan berpikir kritis yang efektif meningkatkan hasil belajar siswa kelas X SMA. Penelitian menggunakan metode pengembangan Borg and Gall, uji efektivitas produk menggunakan U Mann-Whitney test berdasarkan perhitungan N-Gain yang diperoleh dari skor pretes dan postes masing-masing kelas eksperimen dan kelas kontrol dan daya tarik produk ditetapkan dengan indikator sesuai rentang persentase. Pengumpulan data antara lain untuk kelayakan dan daya tarik modul menggunakan angket sementara efektivitas modul menggunakan instrument tes. Uji coba produk dilaksanakan di SMAN 1 Seputih Mataram, SMAN 1 Seputih Agung dan SMAN 1 Terusan Nunyai kabupaten Lampung Tengah dengan Pretest Posttest Control Group Design. Sampel penelitian adalah siswa kelas X SMA sebanyak 94 orang untuk kelas eksperimen dan 94 orang untuk kelas kontrol. Hasil analisis data menunjukkan terjadinya peningkatan hasil belajar yang signifikan pada siswa dan modul sangat menarik dengan persentase kemenarikan sebesar 93% dan kemudahan dengan persentase 84,67%.Kata Kunci : pengembangan bahan ajar, modul, keterampilan berpikir kritis
MODEL PEMBELAJARAN DISCOVERY LEARNING UNTUK PEMBELAJARAN IPS Hasma Handayani; Adelina Hasyim; Riswandi Riswandi
Indonesia Journal of Educational Technology Vol 5, No 1 (2017): Jurnal Teknologi Informasi Komunikasi Pendidikan
Publisher : Indonesia Journal of Educational Technology

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The aim of this study was to improve the quality of learning by analyzing and finding out accurately: (1) the design of the learning plan social studies material appearance of natural, social and cultural with the symptoms, learning model discovery, (2) the process of learning social studies using model discovery, (3) the process of evaluation of learning outcomes at the end of the learning activities.Results of the study are: (1) the manufacture of learning design begins with the needs of learners who do not understand the material prerequisites style appearance, social and cultural, continue preparing the purpose of learning is to identify natural features, social and cultural symptomatically and discovery strategy, (2) the learning process with learning model discovery increases the activity of learners in the learning, (3) evaluation of learning outcomes using a written test about the description of the validity of 0.88, 0.99 reliability, level of difficulty and the matter is being well received about the different power.Penelitian ini bertujuan untuk memperbaiki kualitas pembelajaran dengan menganalisis dan menemukan dengan tepat:(1) desain perencanaan pembelajaran IPS materi Kenampakan alam, sosial dan budaya dengan gejalanya, dengan model pembelajaran discovery,(2) proses pembelajaran IPS menggunakan model pembelajaran discovery,(3) proses evaluasi hasil belajar di akhir kegiatan pembelajaran. Hasil penelitian adalah: (1) pembuatan desain pembelajaran diawali dengan kebutuhan belajar peserta didik yang belum memahami materi prasyarat kenampakan ala, social dan budaya, dilanjutkan menyusun tujuan pembelajaran yaitu mengidentifikasi kenampakan alam, social dan budaya dengan gejalanya dan strategi discovery, (2) proses pembelajaran dengan model pembelajaran discovery meningkatkan aktivitas peserta didik dalam pembelajaran, (3) evaluasi hasil belajar menggunakan tes tertulis soal uraian dengan validitas 0,88, reliabilitas 0,99, tingkat kesukaran soal sedang dan daya beda soal diterima baik.Kata kunci: hasil belajar, IPS, model pembelajaran discovery.
PENINGKATAN MOTIVASI BELAJAR MELALUI LAYANAN BIMBINGAN KELOMPOK DENGAN PERMAINAN TEBAK KATA Emi Sulasmi; Adelina Hasyim; Syarifuddin Dahlan
Indonesia Journal of Educational Technology Vol 1, No 4 (2013): Jurnal Teknologi Informasi Komunikasi Pendidikan
Publisher : Indonesia Journal of Educational Technology

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The research aimed to analyze: (1) Increasing students motivation after being given word games crush in group guidance service (2) Increasing students learning motivation through group guidance service by using word games crush in students who have initial high learning motivation, medium, and low. Research method used was experimental method, that was Pre-experimental Design One-Group Pretest-Posttest Design. The research was conducted in SMP Negeri 5 Natar South Lampung academic year 2012/2013. The sampling technique used was purposive sampling. The analysis technique used descriptive quantitative and qualitative. Hypothesis testing used wilcoxon,t pair sampling, and Mann-Whitney testing.From the research it can be concluded (1) there is an increase in learning motivation through group guidance by using word games crush with increasing mean 37,8%, (2) there is student learning motivation through group guidance in students who have high, medium, and low initial motivation with increasing mean for each 19,98%, 33,66%, and 92,29%.Penelitian ini bertujuan untuk menganalisis: (1) Peningkatan motivasi belajar siswa setelah diberi permainan tebak kata dalam layanan bimbingan kelompok (2) Peningkatan motivasi belajar siswa melalui layanan bimbingan kelompok dengan permainan tebak kata pada siswa yang memiliki motivasi belajar awal tinggi, sedang, dan rendah. Metode peneltian yang digunakan adalah metode eksperimen yaitu Pre-eksperimental Design One-Group Pretest-Posttest Design. Penelitian dilaksanakan di SMP Negeri 5 Natar Lampung Selatan tahun pelajaran 2012/2013. Teknik pengambilan sampel menggunakan purposive sampling. Teknik analisis yang digunakan adalah deskriptif kuantiatif dan kualitatif. Pengujian hipotesis menggunakan uji wilcoxon, t sampel berpasangan, dan uji Mann-Whitney.Hasil penelitian disimpulkan (1) ada peningkatan motivasi belajar melalui bimbingan kelompok dengan permainan tebak kata dengan rata-rata peningkatan 37,8%, (2) ada peningkatan motivasi belajar siswa melalui layanan bimbingan kelompok pada siswa yang memiliki motivasi awal tinggi, sedang, dan rendah dengan rata-rata peningkatan masing-masing 19,98%, 33,66%, dan 92,29%.Kata kunci: bimbingan kelompok, permainan tebak kata, motivasi
PENERAPAN MODIFIKASI ALAT PEMBELAJARAN PENDIDIKAN JASMANI Angga Priakusuma; Adelina Hasyim; Sudirman Husin
Indonesia Journal of Educational Technology Vol 1, No 1 (2013): Jurnal Teknologi Informasi Komunikasi Pendidikan
Publisher : Indonesia Journal of Educational Technology

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The purpose of this study was to analyze and find out; (1) the appropriate lesson plan for physical education especially for discus throwing, (2) conduct the effective and efficiency of learning process especially in discus throwing. (3) the appropriate evaluation methods which is suitable with students characteristic, (4) implementation of discus throwing modification equipment for improving learning outcomes. This research is classroom action research which carried out in three cycles. This research was at SMP Muhammadiyah 1 Pringsewu. First cycles was used as the implementation of modification of discus throwing equipment using ring king which is called Gelang Raja. A second cycle was using plastic plate and the last cycles was using wood discus. The collected data were analyzed by descriptive and qualitative. The result of the research; (1) designing lesson plan by analyzing students characteristic and the material prepared by rhythmic game development dimension and method section. (2) learning process make students more interested with the learning material which is given by teacher and make the teacher easier to manage students to be more active during learning process. (3) evaluation of the implementation of modified discus throwing which has validity (0,66) and reliability (0,79). (4) modified equipment on discus throwing can increase students learning outcome as follows; VIII.1 reach 65,36 in first cycles, 69,28 in second cycles and reach 74,38 at the third cycles. For VIII.3 reaches 65,89 at the first cycles, 67,01 at second cycles and 73,26 at the third cycles.Tujuan penelitian ini adalah untuk menganalisis dan menemukan: (1) desain RPP (Rencana Pelaksanaan Pembelajaran) yang tepat dalam pembelajaran pendidikan jasmani untuk materi atletik nomor lempar cakram; (2) pelaksanaan kegiatan pembelajaran yang efektif dan efisien pada materi atletik nomor lempar cakram; (3) bentuk evaluasi pembelajaran lempar cakram yang tepat, sesuai dengan karakteristik siswa; (4) penerapan modifikasi alat lempar cakram untuk peningkatan hasil belajar. Jenis penelitian ini adalah Penelitian Tindakan Kelas yang dilaksanakan dalam 3 siklus. Tempat penelitian di SMP Muhammadiyah 1 Pringsewu. Siklus I dengan penerapan modifikasi alat lempar cakram berupa gelang raja, siklus II dengan piring plastik dan siklus III dengan cakram kayu. Pengumpulan data dilakukan melalui observasi dan tes. Data yang terkumpul dianalisis secara deskriptif dan kualitatif. Hasil penelitian adalah: (1) desain RPP lempar cakram dihasilkan dengan cara, guru melakukan analisis karakteristik peserta didik, materi disusun dengan cara pengembangan dimensi permainan ritmik dan dengan metode bagian; (2) proses pembelajaran membuat siswa lebih tertarik pada materi yang diberikan dan guru lebih mudah mengkondisikan siswa untuk lebih berpartisipasi aktif dalam proses pembelajaran; (3) bentuk evaluasi dengan penerapan modifikasi alat lempar cakram memiliki validitas (0,66) dan reliabilitas (0,79); (4) modifikasi alat pada materi lempar cakram, dapat meningkatkan hasil belajar siswa, yaitu untuk kelas VIII.1, diperoleh nilai rata-rata siklus I 65,36, siklus II 69,28 dan siklus III 74,38. Untuk kelas VIII.3 diperoleh nilai rata-rata siklus I 65,89, siklus II 67,01 dan siklus III 73,26.Kata kunci: hasil belajar, lempar cakram, modifikasi alat
Pengembangan Modul Sulam Usus Lampung Pada Diklat Kewirausahaan Bagi Warga Belajar Rida Aprilia; Herpratiwi Herpratiwi; Riswandi Riswandi
Indonesia Journal of Educational Technology Vol 5, No 2 (2017): Jurnal Teknologi Informasi Komunikasi Pendidikan
Publisher : Indonesia Journal of Educational Technology

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This research was conducted to analyzed (1)empirical data about potential of module development, (2)the module development process (3)the effectiveness of module (4)the efficiency of module and (5)the attractiveness of module. Research approach that is used in this research about research and development which is combined by using design model in ASSURE learning. Data collected by questionnaire and test instrument, then quantitative descriptive data analysis technique have used to analyze the data in this research. The results show that (1) the module has developed based on the existing potential and the product is used to improve the process and the results of the training; (2)the module are considered good quality at the experts review, design trials and field test; (3) The effectiveness of the module is quite effective which is score (.34 > .05); (4) While the efficiency measurement obtained 92.08% score (very efficient); (5) learning attractiveness measurement obtained 90.98% score (very interesting).Penelitian ini dilakukan untuk menganalisis (1) data empiris tentang potensi dikembangkannya modul (2) proses pengembangan modul (3) efektifitas modul (4) efisiensi modul serta (5) daya tarik modul. Pendekatan penelitian yang digunakan adalah penelitian dan pengembangan yang dikombinasikan dengan model desain pembelajaran ASSURE. Data dikumpulkan dengan angket dan instrumen tes selanjutnya analisis data menggunakan deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa (1) pengembangan modul dikembangkan berdasarkan potensi yang ada dan produknya digunakan untuk memperbaiki proses dan hasil diklat; (2)modul dinilai berkualitas baik pada tahap telaah pakar, uji coba desain dan uji lapangan; (3)tingkat efektifitas modul cukup efektif dengan hasil (.34 > .05); (4) Pengukuran efisiensi diperoleh skor 92,08% (sangat efisien); (5) daya tarik pembelajaran diperoleh skor 90,98% (sangat menarik).Kata kunci : pengembangan, modul, efektif, efisien, daya tarik
MODEL PEMBELAJARAN BERMAIN PERAN MATA PELAJARAN PPKn Agus Risnasari; Adelina Hasyim; Riswandi Riswandi
Indonesia Journal of Educational Technology Vol 5, No 1 (2017): Jurnal Teknologi Informasi Komunikasi Pendidikan
Publisher : Indonesia Journal of Educational Technology

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This study aimed to increase students output used role play model in Civics learning. This study was a classroom action research by using one class of VII grade students for the research subjects. Data were collected by questionnaires, observations and tests. This study was analyzed in quantitative descriptive. The results of this study is Civics learning design using role play model in videolearning. Students assessment was conducted well. In cycle 1, the average of studentss assessment wa 63.1, cycle 2 was 72.7, cycle 3 was 80.2, and 5) the learning outcomes in cycle 1 was 63.1, cycle 2 was 72.7, cycle 3 was 80.21.Penelitian ini bertujuan untuk meningkatkan hasil belajar siswa menggunakan model pembelajaran bermain peran pada mata pelajaran PKN. Penelitian ini merupakan penelitian tindakan kelas dengan siswa kelas VII sebagai subjeknya. Data dikumpulkan dengan angket, observasi dan tes, dan dianalisis secara deskriptif kuantitatif. Hasil penelitian ini berupa desain pembelajaran PPKn menggunakan model pembelajaran bermain peran dalam bentuk video pembelajaran. Asesment siswa dilakukan dengan sangat baik. Pada siklus 1 rata-rata penilaian siswa 63,1 , siklus 2 rata-rata sebesar 72,7 siklus 3 rata-rata sebesar 80,2, dan 5) hasil belajar siklus 1 63,1 , siklus 2 sebesar 72,7 siklus 3 sebesar 80,21.Kata kunci : hasil belajar, model bermain peran, PPKn
Pengembangan Modul Berbasis Pendekatan Kontekstual dalam Meningkatkan Pemahaman Konsep Matematis Pada SMP Kota Bandar Lampung Richa Putri Aprilia; Herpratiwi Herpratiwi; Budi Koestoro
Indonesia Journal of Educational Technology Vol 6, No 1 (2018): Jurnal Teknologi Informasi Komunikasi Pendidikan
Publisher : Indonesia Journal of Educational Technology

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This study aims to produce a product in the form of learning module based on contextual approach that can improve the understanding of mathematical concepts on the rectangular building material. This research was using research and development method. Data were analyzed descriptively and quantitatively This research was conducted in two schools namely SMPN 22 Bandar Lampung and SMPN 8 Bandar Lampung. Further analyzed using effectiveness test, efficiency, and attractiveness, and t-test. The results showed that the average N-Gain was 0.75 (effective), the average efficiency was 1.11> 1 (high), the attractiveness was 90.5% (very interesting) and based on t-test of normalized N-gain from both schools, the resulting sign (2 tailed) value is less than 0.05, then Ho is rejected means the development of learning module based on contextual approach is an effective product in the learning process so as to improve the understanding of mathematical concepts of learners.Penelitian ini bertujuan untuk menghasilkan produk berupa modul pembelajaran berbasis pendekatan kontekstual yang dapat meingkatkan pemahaman konsep matematis pada materi bangun datar segiempat. Penelitian ini merupakan penelitian pengembangan R&D dengan tujuh langkah Borg and Gall (1989). Penelitian dilaksanakan di dua sekolah yaitu SMPN 22 Bandar Lampung dan SMPN 8 Bandar Lampung. Teknik pengumpulan data berupa kuesioner (angket) dan tes. Selanjutnya dianalisis menggunakan uji efektifitas, efisiensi, dan kemenarikan serta uji t-tes. Hasil penelitian menunjukkan bahwa rata-rata N-Gain ternormalisasi 0,75 (efektif ), rata-rata efisiensi diperoleh nilai rasio 1,11>1 (tinggi), kemenarikan 90,5% (sangat menarik) dan berdasarkan uji- t N-gain dari kedua sekolah didapatkan nilai sign (2 tailed) kurang dari 0,05, maka Ho ditolak berarti pengembangan modul pembelajaran berbasis pendekatan kontekstual merupakan produk yang efektif dalam proses pembelajaran sehingga dapat meningkatkan pemahaman konsep matematis peserta didik .Kata kunci:  modul, pendekatan kontekstual, pemahaman konsep matematis.

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