The impact of the Covid-19 pandemic has brought changes to the learning process, from face-to-face at school to online distance learning called e-learning. The research objective is to describe the implementation of e-learning-based ICT learning using the Google Classroom application during the Covid-19 pandemic in public high schools. The research used a qualitative approach and was conducted on class X MIA students. 1. Data collection was carried out by observation, interviews, and documentation study. Data analysis was carried out, namely data reduction, data presentation, and concluding. The results showed that the use of the google classroom application made the ICT learning process easier during the covid-19 period. The advantages of the google classroom application as a learning medium are: (1) it has flexibility in terms of time and place; (2) the application is easy to understand and operate; (3) The use of applications is effective and efficient; (4) the learning evaluation process is more accurate. This research concludes that the google classroom application facilitates the ICT learning process during the covid-19 period.
Learning media is an important learning component. Therefore, teachers must able to develop instructional media that can improve student abilities. One of the learning media that supports these goals was interactive multimedia. This study aimed to develop valid, practical, and effective interactive multimedia learning on Information and Communication Technology subjects. This research was research and development. The development model used was a 4-D model, which consists of defining, designing, developing, and disseminating stages. The defined stage was carried out with curriculum analysis, material analysis, and student analysis. The design stage was carried out by designing the learning media. At the development stage, validity tests were carried out through validation sheets of learning media, practicality tests through media application observation sheets, teacher and student response questionnaires, effectiveness tests obtained from the knowledge competency assessment. The disseminated stage was carried out by spreading the device. The analysis results showed that the Interactive learning media in Information and Communication Technology subjects have been tested and got a valid score (89.25%), according to the teacher's response (90.23%) in very practical category, students’ response (90.09%). The response was in the very practical category. With this score, interactive multimedia is categorized as practical and effective learning media.
Rendahnya aktivitas belajar siswa membuat guru sering menemukan siswa kebingungan, siswa tidak mengerjakan tugas sesuai langkah kerja sistematis sehingga terburu-buru dalam melakukan praktikum agar tidak terlambat untuk pembelajaran selanjutnya. keadaan ini didukung dengan banyaknya siswa yang mendapat nilai di bawah KKM yaitu sebanyak 20, 53% dan jumlah siswa yang mendapat nilai di atas KKM sebanyak 79.45%. Keterbatasan ruang dan alat menyebabkan siswa harus belajar praktikum secara berkelompok, guru mengajar dengan metode ceramah sehingga peneliti berencana untuk merubah metode pengajaran dengan menerapkan model pembelajaran tipe jigsaw. Penelitian ini bertujuan untuk menganalisis efektifitas model kooperatif tipe jigsaw terhadap peningkatan keaktifan siswa dan hasil belajar siswa. Jenis penelitian ini adalah penelitian tindakan kelas dengan model Kemmis dan Mc Taggart. Subjek penelitian ini adalah siswa kelas XI sebanyak 33 siswa. Teknik pengumpulan data melalui lembar observasi, lembar penilaian kinerja, tes essay, dan dokumentasi. Data dianalisis secara deskriptif. Hasil penelitian menunjukkan: Penerapan model jigsaw dapat meningkatkan aktivitas belajar yang dibuktikan dengan rata-rata aktivitas belajar siswa pada siklus I mencapai persentase 57,6% pada siklus II meningkat menjadi 90,9%; dan hasil belajar siswa meningkat mencapai Kriteria Ketuntasan Minimal (KKM) pada pra siklus sebesar 67%, meningkat 18% menjadi 85% pada siklus I dan meningkat 15% menjadi 100% pada siklus II. Jadi, model Jigsaw dapat meningkatkan aktivitas dan hasil belajar siswa kelas XI.
Penggunaan perangkat teknologi dalam pembelajaran bukan menjadi suatu kemewahan melainkan sudah menjadi kebutuhan utama dalam pembelajaran. Dalam mengajarkan mata pelajaran bimbingan TIK, maka seorang guru dituntut harus mampu mempresentasikan isi materi pembelajaran kedalam suatu media pembelajaran interaktif yang inovatif. Penelitian pengembangan ini bertujuan untuk mengembangkan sebuah media pembelajaran interaktif dengan menggunakan aplikasi powntoon yang dapat digunakan guru dalam mempresentasikan materi ajar dalam proses pembelajaran secara tatap muka maupun daring (online). Jenis penelitian ini adalah penelitian pengembangan dengan model pengembangan yang digunakan adalah 4-D. Model 4-D ini memiliki 4 tahap utama yaitu, define, design, develop, dan disseminate. Subjek penelitian ini adalah 30 siswa sebagai subjek uji coba, 2 oarah ahli media dan 2 orang ahli materi. Instrumen penelitian yang digunakan berupa tes dan angket. Sedangkan teknik analisis data yang digunakan adalah teknik analisis data deskriptif yaitu dengan mendeskripsikan kevalidan, kepraktisan, dan keefektifan penggunaan media dalam pembelajaran. Hasil pengembangan media ini sebagai berikut; (1) Validitas media dinyatakan sangat valid pada syarat didaktik, konstruk dan teknis dengan rata-rata nilai dikategorikan sangat valid (2) Praktikalitas media berdasarkan respon dosen setelah melalui uji coba dinyatakan sangat praktis, sedangkan pada praktikalitas berdasarkan respon mahasiswa setelah melalui uji coba dinyatakan sangat praktis (3) Efektivitas media efektif dalam meningkatkan aktivitas belajar siswa dengan kategori sangat baik dari hasil belajar sebelum dengan setelah menggunakan media ini. Simpulan dari penelitian ini adalah media pembelajaran interaktif ini valid, praktis, dan efektif untuk dimanfaatkan sebagai media pembelajaran pada mata pelajaran Bimbingan TIK.
The purpose of this research is to produce media as a web-based learning aid that is valid, practical, and effective in basic computer and network subjects. This web-based learning media was created as an effort to improve student understanding and learning outcomes. The method used is Research and Development (R and D) with 4-D development procedures (Define, Design, Develop, Disseminate). The technique used is descriptive analysis technique to describe the validity, practicality, and owning the media. The results obtained from this study: First, the validity of the media and material aspects is valid. Second, the practicality of teacher and student responses is stated to be very practical. Third, the effectiveness in improving learning outcomes is declared effective. Based on the data obtained, the web-based learning media is declared valid, practical, and effectively used as a tool in learning.
This study aims to measure and analyze the contribution of creativity and independence to student learning outcomes in the tenth-grade digital communication simulation subject in the Department of Tourism. This type of research is quantitative with a correlational approach. The population of this research is 287 people. Sampling in this study was carried out using a proportional random sampling technique. Samples were taken randomly, as much as 20% of the total population. So that 57 respondents were obtained as a sample. The data collection instrument used a questionnaire using a Likert scale. The data analysis technique in this study used simple regression analysis and multiple regression. The results showed the regression equation, Y = 20,211+0,274X1+0,292X2. The data analysis result also showed that learning creativity contributed to learning outcomes by 32.4%. Learning independence contributed to learning outcomes by 42.7%, and learning creativity and learning independence contributed to learning outcomes by 49.5%. Based on these results, learning creativity and learning independence contribute to student learning outcomes in the tenth-grade digital communication simulation subject of the Tourism Department.
The motorcycle is a two-wheeled vehicle driven by a motor fuel. The motor fuel is a machine converting the thermal energy into the mechanical energy. The power and torque are one of the parameters that maintained in improving the motorcycle performances. One of the appropriate ways that can be generated use of enhancing the power and torque is to upgrade the combustion process by pairing the turbulators in the intake manifold. The pairing aims at producing the air vortex into the combustion chamber. The research finding of power and torque using the dynotest indicated that the turbulator used in the intake manifold at a 25 degree blade-angle decreased the power by 22% and torque by 9%. The use of turbulator in the intake manifold at a 40 degree blade-angle increased the power by 12% and torque by 3%. The use of turbulator in the intake manifold at the 55 degree blade-angle, on the other hand, decreased the power by 9% and the torque by 7%.
Many problems occur when online learning is carried out, this problem is for most students prefer face-to-face learning. Online learning is not fun because the methods used in learning are monotonous and online learning causes students to experience stress. This study aims to reveal the contribution of learning styles, creativity, and exploratory interest to the learning outcomes of simulation and digital communication during the COVID-19 pandemic. This type of research is quantitative with correlational research methods. The population of this study was students of class X. The sampling technique was proportional random sampling, with a total sample of 80 students. The data analysis technique used is quantitative data analysis techniques. Based on the research results, it was found that the data were normal, linear, and did not occur multicollinearity. The test results at a significance level of α 0.05 (95% confidence level) obtained a rx1y value of 0.380 with an r table of 0.220 because rcount> rtable, the first hypothesis was accepted. Then the rx2y value is 0.695 with rtable 0.220, because rcount> rtable, the second hypothesis is accepted. Then the rx3y value is 0.770 with r table 0.220, because rcount> rtable, the third hypothesis is accepted. Furthermore, the value of rx1x2x3y is 0.772 with rtable 0.220, because rcount> rtable, the fourth hypothesis is accepted. And supported by the value of Fcount = 37.262 and Ftable = 2.723 to obtain Fcount> Ftable. (37,262> 2,723). So, it can be concluded that there is a contribution of learning style, creativity, and exploratory interest to the learning outcomes of simulation and digital communication during the 19 covid pandemics
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