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Innovative Journal of Curriculum and Educational Technology
ISSN : 22527125     EISSN : 25024558     DOI : -
Core Subject : Science, Education,
Innovative Journal of Curriculum and Educational Technology is a primary source for academics and professionals in the fields of digital educational and training technology throughout the world. This Journal is published by Postgraduate Program, Universitas Negeri Semarang. This Journal receives and publishes articles about theoretical perspectives, methodological developments and high quality empirical research that demonstrate whether and how applications of instructional/educational technology systems, networks, tools and resources lead to improvements in formal and non-formal education at all levels, from early years through to higher, technical and vocational education, professional development and corporate training.
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Articles 12 Documents
Search results for , issue "Vol 6 No 2 (2017): November 2017" : 12 Documents clear
Pengembangan Media Pembelajaran Berbasis Android dengan menggunakan Aplikasi Adobe Flash CS 6 pada Mata Pelajaran Biologi Muyaroah, Siti; Fajartia, Mega
Innovative Journal of Curriculum and Educational Technology Vol 6 No 2 (2017): November 2017
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijcet.v6i2.19336

Abstract

Kemajuan ilmu pengetahuan dan teknologi diharapkan dapat memudahkan guru membuat media pembelajaran untuk mata pelajaran yang membutuhkan biaya tinggi. Salah satu salah satu mata pelajaran yang bisa memanfaatkan perkembangan teknologi adalah mata pelajaran biologi. Penelitian ini bertujuan untuk mengetahui efektifitas media pembelajaran berbasis android. Penelitian ini merupakan penelitian pengembangan (R&D). Dimana penelitian ini dimulai dari (1) pengumpulan data dan informasi; (2) perencanaan; (3) pengembangan bentuk produk pendahuluan; (4) uji coba pendahuluan; (5) revisi terhadap produk utama; (6) uji coba utama yang didasarkan pada hasil uji coba pendahuluan; (7) revisi produk operasional; (8) uji coba operasional; (9) revisi produk akhir; dan (10) diseminasi dan implementasi. Penelitian ini menghasilkan efektivitas media pembelajaran berbasis Android terhadap hasil belajar mata pelajaran biologi. Keefektifan yang dimaksud dalam penelitian ini adalah keberhasilan tentang suatu usaha dari sistem yang dirancang untuk melibatkan siswa secara aktif dan mandiri dalam pembelajaran. Hasil uji-t menyatakan bahwa terdapat keefektifan penggunaan media pembelajaran berbasis Android dengan hasil belajar yang di dapat siswa.Advances in science and technology are expected to facilitate teachers to make learning media for subjects that require high costs. One of the subjects that can take advantage of technological developments is the subject of biology. This study aims to determine the effectiveness of android-based learning media. This research is a research and development (R & D) research. Where this research starts from (1) data and information gathering; (2) planning; (3) development of preliminary product form; (4) preliminary trial; (5) revisions to the main product, (6) main tests based on preliminary trial results; (7) revision of operational product, (8) operational test; (9) revision of the final product; and (10) dissemination and implementation. This study resulted in the effectiveness of Android-based learning media on biology subject learning. The effectiveness referred to in this research is the success of an attempt of a system designed to engage students actively and independently in learning. The t-test results stated that there is effectiveness of using the Android-based learning media with the learning outcomes in the students.
Pengembangan Media Edukatif Berbasis Augmented Reality untuk Desain Interior dan Eksterior Wiji Wahyudi, Urip Muhayat; Wibawanto, Hari; Hardyanto, Wahyu
Innovative Journal of Curriculum and Educational Technology Vol 6 No 2 (2017): November 2017
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijcet.v6i2.19337

Abstract

Pembelajaran desain interior dan eksterior di Sekolah Menengah Kejuruan 2 Kendal menggunakan media edukatif berbasis augmented reality (AR) dilatar belakangi oleh kemampuan abstraksi siswa yang masih rendah. Penelitian ini bertujuan untuk: (1) menghasilkan produk media edukatif berbasis augmented reality untuk pembelajaran desain interior&eksterior siswa SMK, (2) mendeskripsikan karakteristik media AR yang mampu meningkatkan kemampuan abstraksi siswa dan (3) mengevaluasi kelayakan (valid & praktis) kemudian menguji keefektifan media AR. Metode penelitian yang digunakan adalah penelitian dan pengembangan model Borg & Gall. Hasil penelitian menunjukan bahwa media berbasis AR mampu meningkatkan daya abstraksi siswa dalam memahami pembelajaran desain interior dan eksterior. Media berbasis AR juga layak digunakan dalam pembelajaran. Berdasarkan beberapa tahapan uji coba, media berbasis dikategorikan valid, praktis, dan efektif digunakan dalam pembelajaran. Perolehan rata-rata hasil validasi pada aspek isi dan tampilan media skor rata-rata 4,2 dan 4,3 dalam kategori sangat baik dan baik, Hasil uji ketuntasan belajar menunjukkan hasil belajar kelas eksperimen (nilai gain = 0,51 > kelas kontrol = 0,39), dengan nilai ini artinya siswa dengan media edukatif AR lebih baik dari kelas kontrol yang menggunanakan media lama. Jadi, media edukatif ini efektif untuk pembelajaran. Manfaat penelitian ini adalah dapat menambah pengetahuan dalam pemanfaatan teknologi informasi dan komunikasi khususnya dengan media augmented reality untuk pembelajaran desain interior dan eksterior dalam upaya meningkatkan daya abstraksi siswa SMK.The learning of interior & exterior design at vocational High School 2 Kendal uses augmented reality-based educational media (AR) caused by low student abstraction ability. This study aims to: (1) produce augmented reality-based educational products for interior & exterior design students learning SMK, (2) to describe the characteristics of AR media that can improve students abstraction ability and (3) evaluate feasibility (valid & practical) and then test the effectiveness of AR media. The research method used is research and development of Borg & Gall model. The results showed that AR-based media able to increase the abstraction of students in understanding the learning of interior and exterior design. AR-based media is also worthy of use in learning. Based on several stages of testing, media-based categorized as valid, practical, and effective use in learning. The average result of the validation results on the content and media display aspect of the average score of 4.2 and 4.3 in the category is very good and good, The result of learning completeness test shows the learning result of the experimental class (value of gain = 0,51 > the control class = 0.39), with this value means that students with AR educational media are better than control classes that use old media. So, this educative media is effective for learning. The benefits of this research is to increase knowledge in the utilization of information and communication technology especially with augmented reality media for interior and exterior design learning in an effort to increase abstraction power of vocational students.

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