Cultivation of Character Education Through Learning to Listen to Speech Based on Flash Media in the Digital Age | Author : Riswanda Himawan, Ariesty Fujiastuti, Iis Suwartini | Abstract | Full Text | Abstract :Positive benefits that can be obtained from technological advancements are providing facilities in the field of Education. One way that can be done is to use Flash as a learning media to listen to speeches for students which of course there are character values that can be developed in the media. The character developed in this media is the character of independence because students are highly required to work independently in the learning process. In addition, the characters developed in this media are the characters who love the environment, it can be seen from the contents of the speech that invites the listener to love the environment together. The purpose of this paper, which is to find out how to inculcate character education through learning to listen to flashbased speeches in the digital age. This type of research is Reasrch and Develompent (R&D). Development is carried out by developing learning media listening to speeches using the Flash application. Data collection method using a questionnaire. The feasibility instrument is reviewed from the learning media. The data analysis technique used is descriptive analysis technique. The final stage of this development is the feasibility and effectiveness test. Based on the results of the study it can be seen that instilling character education can be done through listening to speeches using flash-based media. This learning media is designed to deal with the era of digitalization, in addition to this, there are also character values that can be developed, including the character of independence and also the character for love for nature. |
| Evaluasi Media Pembelajaran Interaktif Pengenalan Tata Surya dengan Teknologi Augmented Reality dan Virtual Reality | Author : Fendi Aji Purnomo, Sastri Jendra Ayuningrat, Yoana Lukitasari, Arrofvianti Nurwhinda Kusuma | Abstract | Full Text | Abstract :The solar system is something that is learned but cannot be seen directly by students. Planet props available in laboratory are also very limited and presented in conventional models so that students are less interested in learning further with the existing planetary models. This study aims to evaluate the results of making astronomy learning media applications with Augmented Reality and Virtual Reality technology. This application is designed and developed using the MDLC method, namely concept, design, material collecting, assembly, testing and distribution stages. This interactive media is packaged using Augmented Reality and Virtual Reality technology which are presented in interactive catalog. This study have created the Android-based learning media of the Milky Way Galaxy Planet System. The material is presented in form of discussion about the Solar System that is taught in Middle School. This application can be run optimally with Quadcore 1.5 Ghz device specifications which has 3 GB RAM and gyro sensor. The assessment results from junior high school students on Design and Information Aspects get a Very Good and Very Good grades of 100%, then Navigation Aspects scores of 99.9%. |
| The Use of Social Media as Learning Resources to Support the New Normal | Author : Zahid Zufar At Thaariq | Abstract | Full Text | Abstract :This article aims to study the use of social media as a learning resource. Basically, social media tends to be freely used by various circles, both in terms of cost and time spent. In addition, looking at the economic conditions during the declining COVID-19 pandemic, making social media can be used as an alternative step to learning resources compared to other learning application platforms that tend to be paid. Based on these facts, the authors are interested in studying social media’s use as an alternative learning resource in favor of the New Normal policy that the government has now applied. One of New Normal policies decided by the government is to optimize the process of blended learning or full online in the implementation of education at every level. Thus, social media can be used to learn because of the simple process that makes it easier to learn in its use. There have been many studies that reveal the success of social media use, especially Youtube, Instagram, and WhatsApp, as learning resources before the pandemic so that social media can be used as a learning resource during New Normal life. Hopefully, through social media, this can be one of the alternative troubleshooting learning problems in the New Normal period. |
| The Measurement of Usability Using USE Questionnaire on the Google Classroom Application as E-learning Media (A Case study: SMK Negeri 1 Bandung) | Author : Saniatu Nisail Jannah, Ade Sobandi, Suwatno Suwatno | Abstract | Full Text | Abstract :The Pandemic Covid-19 has changed various aspects of human life currently, especially in education. In this Covid-19 pandemic, E-learning users have been increased. Work from home policy from government generates the whole process of learning activities in SMK Negeri 1 Bandung been substituted by an online learning model. E-Learning platform that is widely used is Google Classroom. As a widely used platform, it is necessary to measure the usability of this application. Usability can be measured from the results of the percentage of eligibility obtained based on a questionnaire distributed to users, the questionnaire applied the USE questionnaire method, which contained a series of statements that have been grouped into several aspects of use, i.e., ease of use, ease of learning, satisfaction, and usefulness. The results obtained for each aspect of usability were the ease of use aspect with 80% of eligibility, the ease of learning aspect with 83% of eligibility, satisfaction with 81% of eligibility, and ease of use with 81% of eligibility. Overall the results of usability testing obtained 81% of eligibility. It means that Google Classroom application is very feasible to be used by teachers since this application is easy to use, easy to learn, useful as e - learning media. |
| Website-Based Contextual Learning Design of Han Script | Author : Mulawarni Mulawarni, Emzir Emzir, Ratna Dewani | Abstract | Full Text | Abstract :This study aims to produce a website-based contextual learning prototype design of han script used for training of Han script learning by using a contextual approach. Prototype Research on Contextual Learning Design of Han Script Based on Website is the answer to the problems faced by Mandarin Language teachers in SMA/SMK/MA in learning Han script. By using the ADDIE model focused on the Design step based on document analysis and literature review, the 30 Han characters chosen for daily use based on the formation of the word ???? "zào zì fangfa. Seven stages in contextual learning implied in the website prototype named hanyupedia.id. The material is designed based on the data obtained from the needs analysis results consisting of material à Hànzì qiyuán ,?? à hànzì jiégò,????? hànzì zào zì fa and ???? à hànzì shufa guizé, which are available in the form of text, images, and videos for activity and training. |
| Flipped Classroom Learning Design Using the ASSURE Model | Author : Wiku Aji Sugiri, Sigit Priatmoko, Basori Basori | Abstract | Full Text | Abstract :Limited learning time in class is one of the factors inhibiting instructional objectives. In connection with this problem, the flipped classroom is considered one form of the right strategy to achieve learning objectives. This research describes the development of a learning system based on the flipped classroom. The study was conducted at SMAN 10 Malang. The research subjects were 30 students in grade X. This development’s final product is the syntax of flipped classroom learning in PJOK subjects integrated with the ASSURE model. The development of this learning design has collaborated with the Unit Kegiatan Belajar Mandiri (UKBM)/ an independent learning design unit based on a learning management system (LMS). The validation results’ percentage of the learning design obtained a score of 93.33; the media validation results were 94.28; and, the content validation results were 92.00. The field trials’ results on the products also revealed satisfactory results with a percentage score of 80.61. Furthermore, the research subjects’ learning evaluation results interpreted that all students (100%) could achieve the KKM (Kriteria Ketuntasan Minimum) / minimum completeness criteria value. Thus, it can be concluded that the development of flipped classroom-based learning design is very effective or feasible to be implemented in PJOK. |
| Online Career Job Dictionary as Media Improving Career Exploration of Junior High School Students | Author : Mint Husen Raya Aditama | Abstract | Full Text | Abstract :Significantly the development of career exploration occurred at the age of adolescence (15-24 years). Career exploration aims to instill a positive attitude towards the workforce to students, the formation of early job choices, to improve knowledge about the external and the environment and the workforce, as well as how they can be congruent. This research considers students career exploration needs as a basis for determining the direction of student career choices in the future. The level of understanding of student career is based on deepening of the material ofathe dictionary of online career (kjko) measured using the instrument ces (career exploration survey). |
| Blended Learning Implementation and Impact in Vocational Schools | Author : Tri Handayani, Ernita Maulida, Lipur Sugiyanta | Abstract | Full Text | Abstract :The purpose of this study is to systematically review empirical evidence about how necessary blended learning for vocational education. It analyzed 32 studies concerning blended learning implementation and impact in vocational schools, published in the last five years. Employing the meta-analysis review method, the data were extracted and analyzed by descriptive analysis and concluded in the form of a percentage. This study results stated that blended learning could be used as a vocational education system solution by adjusting technological advances. The highest implementation was in the design and management dimensions of blended learning at 39%; It was considered the most important in adopting blended learning in vocational schools. Besides, the study of the highest impact was the increase in students abilities and knowledge in the form of test scores, which was 42% higher than behavior and motivation’s impact. Therefore, it is necessary for future research to develop blended learning in vocational schools by paying attention to the students behavior and motivation impact.. |
| The SAVI Learning Model Application Assisted by E-Learning-Based Accounting Puzzle Media to Improve Vocational School Students Collaboration Skills | Author : Vinky Febriyani Cahya Putri, Sri Sumaryati, Jaryanto Jaryanto | Abstract | Full Text | Abstract :21st Century learning requires a variety of skills that must be mastered by students, one of which is collaboration skills. But the reality shows that the collaboration skills of AKL Class X students in Wikarya Karanganyar Vocational School are only 43,52%, which means that the category is not good. The purpose of this study is to show empirical that the to increase the collaboration skills of students of class X AKL in Wikarya Vocational High School Karanganyar by applying the SAVI (Somatic, Auditory, Visual and Intellectual) learning model are assisted by accounting puzzle based on e-learning. This research is a Classroom Action Research (CAR) carried out in two cycles, with research procedures for each cycle consisting of four stages, namely: (1) planning action, (2) implementation action, (3) observation and interpretation, (4) analysis and reflection. This research subject was the students of class X AKL 1 SMK Wikarya Karanganyar, amounting to 20 students. Data sources come from teachers and students, who use data collection techniques with observation, interviews, and documentation. The data analysis using critical analysis techniques for qualitative data and comparative descriptive statistical techniques for quantitative data. The results showed with the application of SAVI learning models assisted by Accounting Puzzle-based e-learning there was an increase in students collaboration skills of pre-action, the first cycle, and the second cycle with the. This study sets an indicator of the achievement of collaboration skills of 62,5% or included in good categories. In the pre-research obtained an average percentage of indicators of collaboration skills by 43,52%, included in the bad category. In the first cycle has increased, the average percentage of collaboration skills amounted to 57,72%, included in the category enough. In the second cycle also increased, the average percentage of collaboration skills indicators was 72,85%, included in good categories. Based on this research, the SAVI learning model are assisted by an accounting puzzle based on e-learning can n increase students collaboration skills. |
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