The students learning outcome in electrical circuits topic are not satisfied. Then, researchers developed an interesting ebook using Flipbuilder that integrated with PhET Simulation software, called electric circuit flipbook. The objectives of this study are: (1) Describing the validity of flipbook based on three lecturers and three teachers; (2) Describing the practicality of flipbook from students respons questionnaire; and (3) Describing the effectiveness of the Electric Circuit Flipbook based on the improvement of student learning outcomes. The development of Electric Circuit Flipbook used ADDIE model. The instruments used are: material, media, and language validation sheet; questionnaire of student responses; and learning outcomes test. The results showed that: (1) The validity of the Electric Circuit Flipbook is very feasible; (2) The practicality of the flipbook is in very practical category; and (3) Flipbook effectiveness is in very effective category. Flipbook electrical circuits developed is eligible to use as a learning medium
Based on previous research, the student had many misconceptions occurred in dynamic electrical material so the researcher developed interactive ebook of dynamic electrical material which was integrated with PhET simulation software to reduce misconception on that material. The purposes of this study are: (1) Describe the validity of an interactive ebook based on expert assessment in terms of material, media, and language and three physics teachers; (2) Describe the effectiveness of interactive ebook based on the decrease of student misconception after learning with developed ebook; and (3) Describe the practicality of the ebook based on the student response questionnaire. The method used in ebook development refers to the Instructional Design Strategy developed by Moore & Kearsley with the sequence: Analysis, Design, Development, Implementation, and Evaluations. The results of this study are: (1) Development of an interactive ebook is in a very decent category in terms of validity from expert assessment on material, media, and language ebook and three physics teachers; (2) The effectiveness of interactive ebook is in the effective category, it could reduce student misconceptions on dynamic electrical materials effectively; and (3) The developed ebook are very practical to use, responses of students were positively
Konstruk Technology Acceptance Model yang sering dikenal dengan TAM merupakan konsep yang dipakai untuk mengukur kehandalan sebuah aplikasi teknologi. Kebanyakan untuk mengetahui seberapa handal sebuah teknologi yang diluncurkan dengan persepsi yang dibuat oleh masyarakat. Pada penelitian ini yang hendak diukur dalam TAM adalah layanan Perusahaan Daerah Air Minum (PDAM) Surya Sembada Kota Surabaya yang telah meluncurkan Mobile Application. Metode penelitian dengan Jenis penelitian ini menggunakan pendekatan penelitian eksplanatori (explanatory research). Sampel yang dipilih adalah 76 orang pelanggan PDAM Surya Sembada Kota Surabaya di Wilayah Kelurahan Dukuh Menanggal Kecamatan Gayungan Kota Surabaya. Analisa data menggunakan Partial Least Square (PLS). Kesimpulannya adalah Ada Pengaruh persepsi kemudahan (perceived ease of use) terhadap transaksi sesungguhnya (actual usage) pengguna mobile application PDAM Surya Sembada Kota Surabaya karena nilai thitung = 7,033 ( > 1,96) artinya pengguna aplikasi ini lebih memilih konstruk kemudahan sebagai alasan untuk melakukan transaksi informasi tagihan rekening dibandingkan dengan konstruk yang lain yaitu persepsi kegunaan dan persepsi sikap konsumen.
Penelitian ini bertujuan untuk melihat perbedaan hasil belajar prakarya kewirausahaan kelompok pembelajaran berbasis E-Learning dan langsung, melihat perbedaan hasil belajar antara gaya kognitif Field Dependent dan Field Independent, dan melihat interaksi pembelajaran berbasis E-Learning, langsung, dan gaya kognitif terhadap hasil belajar. Penelitian ini menggunakan metode eksperimen semu faktorial 2x2. Kelompok kontrol menggunakan pembelajaran langsung, sedangkan kelompok eksperimen menggunakan E-Learning. Analisis menggunakan Anova dua arah akan membandingkan pengaruh pembelajaran berbasis E-Learning dan langsung serta gaya kognitif terhadap hasil belajar. Hasil penelitian: Ha.1 nilai probabilitas (p) = 0,013 < 0,05 artinya terdapat perbedaan hasil belajar pembelajaran berbasis E-Learning dan langsung, Ha.2 nilai probabilitas (p) = 0,004 < 0,05 artinya terdapat perbedaan hasil belajar antara gaya kognitif Field Dependent dan Field Independent, Ha.3 nilai probabilitas (p) = 0,07 > 0,05 artinya tidak terdapat pengaruh antara pembelajaran berbasis E-Learning, langsung, dan gaya kognitif terhadap hasil belajar.
This study aims to discover: (1) the difference of the learning outcomes of plane (geometry) material between the use of Probing Prompting Learning (PPL) model and Inside Outside Circle (IOC) model; (2) the difference of the learning outcomes of plane figure material between students with high prior knowledge and students with low prior knowledge; (3) the influence of the interaction between the models and students' prior knowledge towards the learning outcomes of plane figure material. This study uses true experimental design as the research design. The population of the study consists of students from two elementary school in Surabaya in total of 134 students. The instruments used in this study are the prior knowledge test and the learning result test. The data analysis method used to test and to verify the hypotheses was two-way ANOVA test. The result of the study indicates that: (1) there is a difference in the learning outcomes of plane figure material between the PPL model and the IOC model; (2) there is a difference in the learning outcomes of plane figure material for students with high prior knowledge and low prior knowledge; (3) there is a correlation between the model and prior knowledge towards the learning outcomes of plane figure material.
Tujuan penelitian ini untuk mengetahui pengaruh pembelajaran PBL dan CTL terhadap kemampuan belajar IPA, mengetahui pengaruh gaya belajar terhadap kemampuan belajar IPA, dan mengetahui interaksi antara penerapan pembelajaran PBL dan CTL serta gaya belajar terhadap kemampuan belajar IPA. Metode penelitian ini menggunakan eksperimen desain penelitian treatment by level design. Populasi dalam penelitian sebanyak 6 kelas. Teknik pengambilan sampel dilakukan secara acak sederhana melalui nomor undian. Teknik analisis data menggunakan Anova dua jalur dengan nilai signifikansi sebesar α = 0,05. Hasil penelitian menunjukkan terdapat pengaruh pembelajaran PBL dan CTL terhadap kemampuan belajar IPA, tidak adanya pengaruh gaya belajar terhadap kemampuan belajar IPA, dan adanya interaksi antara pembelajaran PBL dan CTL serta gaya belajar terhadap kemampuan belajar IPA.
ABSTRAKPada penelitan pengembangan ini mempunyai tujuan untuk mengetahui hasil belajar siswa SD Negeri Ketegan 1 Taman Sidoarjo. Adapun tahapan pengujian validasi produk telah dilakukan oleh ahli media, ahli isi, serta uji coba perorangan, uji coba kelompok kecil dan kelompok besar. Jenis penelitian ini menggunakan Lee dan Owens. Sasaran penelitian merupakan siswa kelas IV di SDN Ketegan 1 Taman Sidoarjo. Hasil validasi dari ahli media bahan ajar matematika menggunakan model kooperatif rata-rata 90%, hasil validasi ahli materi diperoleh rata-rata 90,3%. Sedangkan uji satu-satu (perorangan) didapatkan hasil rata-rata 86%, pengujian kelompok kecil memperoleh rata-rata 91%, dan pada pengujian kelompok besar memperoleh 93%. Dari hasil validasi dan uji coba yang telah dilakukan maka bahan ajar matematika menggunakan model kooperatif ini dapat digunakan oleh siswa dalam proses pembelajaran, Selanjutnya hasil belajar siswa meningkat dengan adanya penggunaan bahan ajar matematika menggunakan model kooperatif dibuktikan dengan 80% siswa nilainya diatas kreteria ketuntasan minimum.
The many types of production of goods in a company spearhead the progress of this company in industrial competition in Indonesia, the variety of types of products and large production capacity makes this company need a large number of employees to balance the variety and production capacity. This large number of employees creates its own problems, one of the problems is employee performance appraisal, employee performance appraisal in this company is only centered on the highest supervisor's consideration in one section. From that problem, the researcher wants to solve the problem using the Balanced Score Card (BSC) method by using the determination and weighting of Key Performance Indicators (KPI). The final result of the research conducted at PT Alam Jaya Primanusa in May 2018 the results of the following employee achievement grades and categories: Average material value: 76.65 Fair category, Operator's average value: 85.51 Good category, Average value - Selector section average: 89.79 Good category, Packer section average value: 94.98 Good category, Values in each of these sections become the basis for calculations for all injection division production, so conclusions are drawn for the final value and achievement category of all injection division production the value of 83.37 in the Fair category.
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