The purpose of research to determine and describe whether the concept of flash card utilization is able to increase students activity students in learning in Geography subject. Though geography is a very important subject, particularly in determining the ample number of fauna found in Indonesia, which is even categorized as an endemic fauna. In addition, the manner in delivering subtopic which is considered monotonous by relying solely on reading books and summarizing what they have read are two things that are not surprising. Hence, those two facts encourage students not perform geography lessons enthusiastically. Considering the problems that occur, therefore I am interested in engaging the learning media "Flash Card" in delivering Subtopic of fauna distributions, especially in Indonesia. In each of these Flash Cards there is information regarding the fauna, starts from the picture, name, location of the distribution area, and animal characteristics. After performing the learning process engaging Flash Cards, students were divided into several groups and present Indonesia map along with regions name in front of the class. Then, the teacher would provide some questions related to the fauna characteristics and the groups were asked to answer questions by mentioning names and showing the origin of the fauna asked in the map. During this learning, students will likely compete againts other groups, but happened to be a pleasant circumstance without pressure. And at the end of the chapter, students will take a written test related to fauna distribution subtopic. The final result after applying the media "Flash Cards" turned out to be succeesful in improving student learning outcomes, especially upon fauna distribution subtopic in Indonesia at class XI IPS 1 SMA XinZhong Surabaya. As many as 28 students out of 36 students who did not accomplishminimum standard of 75 points, after engaging the media "Flash Card" they decreased up to only 3 students who did not meet the minimum criteria. Thereby, this result indicates that "Flash Card" mediautilization helps students to understand properly, embrace the subtopic adequately, and assist students to obtain better grades. Keywords: Geography Subject, Flash Card, pretest, posttest References Agung, A.A.Gede. (1998). Pengantar Evaluasi Pendidikan. Singaraja: STKIP Singaraja. Anggarwati, A. (2014). Pengaruh Make A Match Berbantuan Media Kartu Gambar Terhadap Hasil Belajar IPS SD.Jurnal (diterbitkan).Universitas Pendidikan Ganesha Astuti,W.(2013). Pengaruh Media Kartu Bergambar Terhadap Hasil Belajar Siswa Pada Materi Jamur di SMA.Jurnal (diterbitkan). Untan. Dimyati & Mudjiono. (2006). Hakikat Belajar dan Pembelajaran..Jakarta: Rineka Cipta Depdikbud.(1995). Metodik Khusus Pengajaran IPS di SekolahDasar. Jakarta: Depdikbud Handayani, F.(2009). Cooperative Learning Type Team Game Tournament (TGT) to increase the Learning Outcome of the Student of Class VII at SMP Negeri 1 PurwodadiPasuruan to Consept Kinds of Form the Earth Surface. Thesis, Geography Education Departement. Post Graduate Program, State University of Malang Hidayat, M, et al. (2008). Development of Geography Education in Elementary Schools. Jakarta: Ministry of National Education. Joni. (1984). Teaching and Learning Strategies. Jakarta: Ministry of Education and Culture Maghfiroh, (2013).Penggunaan Media Flashcard untukmeningkatkanhasilbelajar IPS padaPembelajarantematik di SekolahDasar.Surabaya : PGSD Unesa Ministry of Education and Culture.(1995). Special Methodology for Geography Teaching in Elementary Schools. Jakarta: Ministry of Education and Culture Mugiyanto.(2007). Penggunaan Kartu Konsep untuk Meningkatkan Hasil Pembelajaran Sejarah.Onlineat.http://jurnaljpi.wordpress.com/2007/ 11/14/mugiyanto.(2 Januari 2009). Noor, J. (2010). Metodelogi Penelitian. Jakarta: KencanaPrenada Media Group. Permana.(2015). Penerapan pembelajaran IPS dengan media ular tangga untuk meningkatkan minat belajar siswa. Kediri: Universitas Nusantara PGRI Kediri. Rohani, A. (1997). Media Instruksional Edukatif. Jakarta: Rineka Cipta. Copyright (c) 2019 Geosfera Indonesia Journal and Department of Geography Education, University of Jember This work is licensed under a Creative Commons Attribution-Share A like 4.0 International License
Early Childhood Education has an important role in the development of a child. When talking about Early Childhood Education quality is the most critical, especially during the Covid-19 Pandemic as it is today and coincides with the era of the industrial revolution 4.0 where the education system underwent drastic changes. This study aims to (1) produce an Early Childhood Education application based on android; (2) test the effectiveness of the Early Childhood Education application. The development of the Android-based PAUDPEDIA application will be carried out using the 4D Model Research and Development method proposed by Thiagarajan and Semmel. This research and development are divided into four stages, namely define, design, develop, and disseminate. The results of this study indicate that researchers can achieve the expected output targets, namely (1) the results of the expert trial of the Android-based PAUDPEDIA Application showed a percentage of 86.7%. This means that the Android-based PAUDPEDIA Application is very feasible to be distributed to users and ready to use; while the results of user trials on the Android-based PAUDPEDIA application showed a percentage of 86.2%. This means that the Android-based PAUDPEDIA Application is effective for use by users; and (2) the Android-based PAUDPEDIA application is effective to be used to facilitate distance education activities in Early Childhood Education. It can be concluded that the Android-based PAUDPEDIA application is very suitable for use by users and is effectively used for distance education activities in PAUD, especially during the current COVID-19 pandemic.
E-learning is a kind of learning by utilizing information and communication technology. The success of using e-learning influenced by various factors. Technology Acceptance Model (TAM) is a model developed by Davis (1989) that is used to find out the acceptance and use of technology. The purpose of TAM is to explain the determinants of computer acceptance in general, which can explain user behavior in various computing technologies of end-users and user populations, saving time and theoretically justified. This model aims to predict and explain the factors that need to be corrected. This study focused on six variables, namely the perception of use, the perception of ease, attitude, and behavior. The analysis technique used to analyze data was SEM (Structural Equation Model) analysis. The research subjects were 262 students. The results of this study were (1) perception of use had a strong effect on the attitude of the use of e-learning, (2) perception of ease had a strong effect on the attitude of the use of e-learning, (3) perception of use had a moderate effect on the behavior of the use of e-learning, (4) perception of ease had a moderate effect on e-learning usage behavior, and (5) strong e-learning attitude toward e-learning behavior. The use of e-learning must pay attention to the user's attitude towards the technology used and the user's perception of the ease of use. AbstrakE-learning merupakan pembelajaran dengan memanfaatkan teknologi onformasi dan komunikasi. Keberhasilan dalam penggunaan e-learnig dipengaruhi berbagai faktor. Teknologi Acceptance Model (TAM) merupakan model yang dikembangkan oleh Davis (1989) yang digunakan untuk mengetahui mengetahui penerimaan dan penggunaan pemenfaatan teknologi. Tujuan dari TAM adalah untuk memberikan penjelasan tentang faktor-faktor penentu penerimaan komputer secara umum, mampu menjelaskan perilaku pengguna di berbagai teknologi komputasi pengguna akhir dan populasi pengguna, hemat waktu dan secara teoritis dibenarkan. Model ini bertujuan untuk memprediksi dan menjelaskan faktor-faktor yang perlu diperbaiki. Pada penelitian ini memfokuskan pada enam variabel, yaitu persepsi penggunaan, persepsi kemudahan, sikap, dan perilaku. Teknik analisa yang dipergunakan untuk menganalisis data adalah analisis SEM (Structural Equation Model). Subjek penelitain berjumlah 262 mahasiswa. Hasil dari penelitian ini adalah (1) persepsi penggunaan berpengaruh yang kuat terhadap sikap penggunaan e-learning, (2) persepsi Kemudahan berpengaruh yang kuat terhadap sikap penggunaan e-learning, (3) persepsi Penggunaan berpengaruh yang sedang terhadap perilaku penggunaan e-learning, (4) persepsi Kemudahan berpengaruh yang sedang terhadap perilaku penggunaan e-learning, dan (5) sikap penggunaan e-learning yang kuat terhadap perilaku penggunaan e-learning. Penggunaan e-learning harus memperhatikan sikap pengguna terhadap teknologi yang digunakan dan persepsi pengguna terhadap kemudahan penggunaan.
The aim of the research to generate learning media, thus the media development will assist students to understand the content during the learning process. Besides establishing a product, the manual guide was also arranged. The method used was Research and Development (R & D) model, the validation result of content expert I and II obtain a very good category and media experts I and II also obtain a very good category. The result of individual test is categorized very well with percentage of 91.01%, the result of small group test is categorized very well with percentage of 91.43 %, the result of the large group test is categorized very well with percentage of 89.60%. Hence, based on the result of Android-based CAI media development of Geography in solar system and universe topic of tenth-grade in Al-Iftitahiyah High School needs to be developed and utilized as a learning media that could support the teaching and learning process. Keywords: Development, CAI Based on Android, Geography References Arikunto, Suharsimi. (2006). Research From the whole result h Procedure A Practice Approach. Jakarta: PT. RienekaCipta. Dwinata, R. A. Rusdi, E. Sal, P. Y. (2016). Rancang Abngun Aplikasi Tabel Periodik Unsur Dana Perumusan Senyawa Kimia Dari Unsur Kimia Dasar Berbasis Android. Jurnal Rekursif, 4(2). Retrieved fromhttps://ejournal.unib.ac.id/index.php/rekursif/article/view/888/1207 Januszewski, A. & Molenda, M. (2008). Educational Technology. New York: Lawrence Erlbaum Associates. Kurniawan, Dian. (2015).Android-based Computer Assisted Instruction (Cai) Media Development About Immune Systems in Xi Class Biology in Public High School 1 TarikSidoarjo: http://jurnalmahasiswa.unesa.ac.id/index.php/jmtp/article/view/13450. Market share held by mobile operating systems in Indonesia from January 2012 to July 2017. (2017).https://www.statista.com/statistics/262205/market-share-held-bymobile-operating-systems-in-indonesia/. Rusijono & Mustaji. (2008). Learning Technology Research. Surabaya: Unesa University Press. Sadiman et al, (2007). Media Pendidikan. Jakarta: Raja GrafindoPersada. Setiyadi, Didik. (2016). Media Pembelajaran Untuk Anak Sekolah Dasar Tentang Pengenalan Tata Surya Menggunakan Metode Computer Assisted Intruction (CIA). Information Management For Educators And Professionals, 1(1). Retrieved fromhttp://www.ejournal-binainsani.ac.id/index.php/IMBI/article/view/155/274 Subagyo, Edwardo. (2015). Pengembangan Media CAI Berbasis Android Pada Mata Pembelajaran Bahasa Daerah Materi Aksara Jawa Untuk SiswaKelas X Di SMKN 2 Buduran. Jurnal Mahasiswa Teknologi Pendidikan, 6(3). Retrieved from https://jurnalmahasiswa.unesa.ac.id/index.php/jmtp/article/view/13723/12578 Sudjana,Nana&Rivai, Drs.Ahmad. (2010). Teaching Technology. Bandung: Sinar Baru Algensindo. Sudjana. (2001). Participatory Learning Methods & Techniques. Bandung:Falah Production. Sugiyono. (2009). Educational Research Methods. Bandung: Alfabeta. Sugiyono. (2010). Qualitative Quantitative Research Methods and R & D. Bandung: CV Alfabeta. Sugiyono. (2015). Qualitative Quantitative Research Methodsand R&D. Bandung: Alfabeta. Susilana, Rudi &Riyana, Cepi. (2007). Instructional Media. Bandung: CV. Wacana Prima. Suwignyo, Jati. (2016). Penerapan Model Pembelajaran Computer Assisted Intruction Untuk Meningkatkan Kompetensi Teknik Membuat Aplikasi Laba Rugi SMK Kristen Salatiga. Skripsi. Retrieved fromhttps://lib.unnes.ac.id/23357/1/5302411089.pdf Tinambunan, Arnita. Guidio, L. Melda, P. (2018). Perancangan Aplikasi Rambu-rambu Lalu Lintas Untuk Anak Usia Dini Bebasis Android Menggunakan CAI (Computer Assisted Intruction). Jurnal Riset, 5(3). Retrieved from https://ejurnal.stmik-budidarma.ac.id/index.php/jurikom/article/view/843/728 Tresnanto, Edo. (2017). Pengembangan Media Cai Super-t Bebasis Aplikasi Android Materi Satuan Ukur Mata Pelajaran Matematika Kelas IV SD. Jurnal Penelitoan Pendidikan Guru Sekolah Dasar (JPGSD).Retrieved from https://www.neliti.com/id/publications/254389/pengembangan-media-cai-super-t-berbasis-aplikasi-android-materi-satuan-ukur-mata Copyright (c) 2019 Geosfera Indonesia Journal and Department of Geography Education, University of Jember This work is licensed under a Creative Commons Attribution-Share A like 4.0 International License
This research aimed to describe the influence of project-based learning (PjBL) on the cognitive abilities of students. The research method used an experimental design. The samples were classified into two studies and collected in a non-randomized manner. The subjects were the students of the first semester in FKIP Universitas Muhammadiyah Surabaya who was programming Indonesian course. The research data was collected by using tests to test cognitive abilities or learning outcomes. The data was then analyzed descriptively, especially against the mean and its standard deviation. Before the statistical test, a check was carried out on the normality and uniformity of the data. The next step is the analysis of MANOVA. Based on the results of the discussion, it can be concluded that the value of F calculating cognitive ability was 21,836 with a significance level of 0.000. There was a significant influence of the project-based learning model on cognitive abilities between the experimental group and the control group. Therefore, Ho was rejected because there was an influence on students’ cognitive abilities or learning outcomes. Thus, the hypothesis of this research was proven. The results showed that there was an influence of project-based learning models on cognitive abilities, in this case student learning outcomes
Learning English as a foreign language within a primary school in Indonesia tends to be teacher-centered and focuses on the single correct answer. The demands of tests and covering textbook materials for tests prevent students from becoming active thinkers. Specific strategies have been proposed to promote critical thinking skills. Previous studies focused on applying thinking routines either in early childhood or higher education. This study examines the effect of thinking routines on sixth-grade elementary school students' critical thinking ability within an English lesson. The quasi-experimental research was conducted with 64 students divided into a control group (N=32) and an experimental group (N=32) at two different schools. This research was conducted online due to the COVID-19 pandemic. The data is analyzed statistically using the Mann-Whitney U Test. Critical thinking ability tests and observation sheets were used as data collection tools. The results reveal that thinking routines significantly improved sixth-grade students' critical thinking skills. The result suggests using thinking routines in teaching and learning to support students thinking from different points of view.
Blended learning is one of the many learning models that can be applied to learning activities at this time. The study was conducted to determine the effect of blended learning on the ability to solve problems in the subject history of Islamic culture. The study used a quasi-experimental quantitative approach (nonequivalent control group design). The data collection technique used a test (essay) given at the pre-test and post-test; the data analysis used a prerequisite test, namely, the normality test and homogeneity test, followed by an independent sample t-test. The research location was at MTsN 1 Jombang, involving 120 students, 60 students as the experimental group applying blended learning and 60 students as the control group applying conventional learning. The study's results based on the independent sample t-test showed that the pre-test scores of the two groups had no significant difference, namely tcount< ttable (0.393 < 2.001) with sig. (2–tailed) 0.695 > 0.05, it can be ascertained that there is no difference between the pre-test data of the experimental and control groups. And the results of the independent sample t-test showed that the post-test scores of the two groups had significant differences, namely the results tcount> ttable (12.370 > 2.001) with sig. (2-tailed) 0.000 < 0.05. So it can be ascertained that there is a difference between the post-test of the experimental and control groups. The conclusion is that blended learning significantly affects problem-solving ability in the subjects History of Islamic Cultural at MTsN 1 Jombang in the experimental group compared to conventional learning in the experimental group by reviewing the post-test results of the two groups. The pre-test of the two groups was conducted to determine students' initial ability before being given treatment.
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