Penggunaan smartphone di kalangan pelajar sebagian besar digunakan untuk mengakses jejaring sosial dan belum menggunakan smartphone dalam poroses pembelajaran. Tujuan Penelitian ini untuk merancang media pembelajaran mobile learning pada mata pelajaran simulasi digital berbasis android. Model yang digunakan adalah Instructional Development Institute (IDI) dalam metode pengembangan Research and Development (R&D). Hasil penelitian ini menunjukkan bahwa mobile learning berbasis android untuk mata pelajaran simulasi digital ini layak untuk dimanfaatkan sebagai media pendukung pembelajaran mandiri, sesuai dengan pengujian yang dilakukan terhadap aspek materi dan desain yang diujikan ke siswa didapatkan hasil untuk kelas kontrol sebesar 74,125% dan eksperimen sebesar 83,25%. Sehingga dapat diambil kesimpulan penggunaan media mobile learning berbasis android ini valid, praktis dan efektif digunakan pada mata pelajaran simulasi digital. Mobile learning simulasi digital ini dapat meningkatkan minat belajar siswa dan juga meningkatkan hasil belajar siswa. Diharapkan untuk guru dan kepala sekolah SMKN 2 Padang agar dapat mempergunakan mobile learning dalam pembelajaran.Kata kunci: mobile learning, research and development, simulasi digital Development of learning media based on mobile learning in digital simulation subjectsAbstractThe use of smartphones among students is mostly used to access social networks and have not used smartphones in learning processes. The purpose of this study is to support mobile learning media on android-based digital learning. The model used is the Instructional Development Institute (IDI) in the Research and Development (R&D) development method. The results of this study indicate that android-based mobile learning for digital simulation subjects is feasible to be used as a supporting medium for independent learning, in accordance with tests conducted on material and design aspects that are tested for students who obtain results for the control class by 74.125% and trials for 83, 25%. It can be concluded that the use of mobile learning media based on Android is valid, practical and effective in digital simulation lessons. This digital simulation of mobile learning can increase student learning interest and also improve student learning outcomes. It is expected that teachers and principals of SMKN 2 Padang can use mobile learning in learning.Keywords: mobile learning, research and development, digital simulation
The purpose of this article is to find out the perceptions of primary school teachers on the use of Swishmax applications for the development of instructional media. Teachers' perceptions of the use of Swishmax applications for the development of instructional media are closely related to student learning achievement. Learning media generated with Swishmax applications that match the students' wishes will keep them motivated in learning. This article analyzes the data done descriptively. The data obtained in this article comes from questionnaire data and unstructured interview data. The result of this article is the perception of Swishmax's use for the development of instructional media by elementary school teachers in positive category.
This research aims to design and develop a learning product named the "E-LabSheet Project." E-LabSheet is a supplement to the computer network practicum. This module contains the 4C's of 21st-century skills to practice critical thinking, problem-solving, creativity, communication, and collaboration, organized in materials, exercises, and assignments and integrated with the video tutorials. Furthermore, this E-LabSheet is very simple to use because it can be read with a mobile device, which has become the daily life of 21st-century students known as Gen Z. In this study, the validity, practicality, and effectiveness of the product were tested. The development model used is 4D. For the validity test, the validation sheet consists of media aspects and material aspects by experts. To find out the practicality, we used a questionnaire with a g-form which students then filled out as users. Trials were conducted on two classes to determine the effectiveness of the media. The first class (class A) was treated without E-LabSheet media, and the second class (class B) was treated by giving a supplement in the form of E-LabSheet. The results of this study stated that the developed e-LabSheet media was successfully categorized as valid, practical, and effective. This module is a complementary media for flexible learning that can improve student learning outcomes for the better, especially in 4C skills. The comparison of the learning outcomes of the two classes showed that class B, which was given supplementary media, obtained better learning outcomes than class A.
Projections of modern technology as one of the implementations of the industrial revolution 4.0. in the world of education, it can be used as a supporter of the concept of learning, thinking, and developing creative and innovative innovations from students, to make the Pencerah become the Golden Indonesia Generation 2045 who is superior and able to compete at the global level. The current situation in the midst of the Covid-19 outbreak, Industrial Revolution Education 4.0 adapts the new curriculum. The curriculum must be able to open a window to the world through digital information, for example: utilizing a smartphone / android in the midst of the Covid-19 outbreak. Educators with a lot of exploring learning techniques and lots of references will be able to implement learning activities effectively even though they are currently in the midst of Covid-19, but all of this is not free from challenges in its implementation, especially educators. Making mobile learning media applications aims to produce learning media that makes it easier for students to learn multimedia and internet courses wherever they are. The development of this application uses the Prototyping development method with Android-based Java programming with Android Studio application software (version 3.3) with Gradle 4.4. This research produces an Android-based mobile learning media application, the features in this interactive module application are RPS, learning materials, videos, and exercises that are in accordance with the Electronic Engineering curriculum learning material, Faculty of Engineering, UNP.
Pendidikan tinggi di Indonesia perlu melakukan penyesuaian dengan perkembangan yang terjadi agar mampu membekali siswa dengan kompetensi yang dibutuhkan untuk sukses di Era 4.0. Sekolah Dasar sebagai penyelenggara pendidikan yang memiliki misi menjadi sekoha dasar untuk menyesuaikan pola pelaksanaan pembelajaran yang mendukung tumbuhnya kompetensi diri siswa yang linier dengan era 4.0. Salah satu upaya yang dilakukan adalah dengan menyediakan fasilitas penunjang pembelajaran berupa fisik maupun nonfisik. Penyediaan fasilitas wifi dan membangun media pembelajaran yang bisa diakses oleh guru dan siswa. Melalui fasilitas ini pembelajaran tidak hanya bisa dilaksanakan di kelas nyata namun juga virtual. Sekolah Dasar 01 dan 11 Kecamatan Lubuk Alung berada di pinggiran Kota Padang dan Pariaman. Sekolah telah menyediakan fasilitas wifi bagi guru, namun belum optimal penggunaannya dalam menunjang pembelajaran khususnya media pembelajaran. Kegiatan pelatihan dan bimbingan pembuatan media pembelajaran ini dapat memberikan manfaat untuk guru-guru yaitu: 1) Mengoptimalkan fungsi fasilitas internet sekolah dalam peningkatan mutu pembelajaran; 2) Terlaksananya pembelajaran yang aktif, kreatif, inovatif, dan maupun internasional khususnya dalam bidang pendidikan dan pengajaran. 4) Guru-guru kreatif dalam membuat media pembelajaran khususnya dengan software Camtasia dan Screen O Matic.
Belum optimalnya penyerapan lulusan SMK ke dunia kerja dan industri menjadi fokus utama penelitian ini, salah satu faktor penyebab ketidak optimalan penyerapan lulusan SMK tersebut adalah belum terintegrasinya sistem informasi karir yang ada dengan kebutuhan dunia kerja, sehingga data dan informasi yang diperoleh menjadi tidak valid, praktis dan efektif. Penelitian ini bertujuan untuk menjelaskan proses perancangan sistem pakar karir terintegrasi yang mampu merekomendasikan karir dan pekerjaan berdasarkan kepribadian. Metode yang digunakan dalam penelitian ini adalah metode 4D yaitu Define, Design, Development dan Disseminate. Hasil penelitian ini adalah aplikasi sistem pakar yang mampu memberikan rekomendasi pekerjaan berdasarkan enam tipe kepribadian yang difokuskan pada vokasi. Hasil uji validasi constructs diperoleh model yang fit dimana, nilai p = 0.26972 dan RMSEA = 0.029, uji validitas pakar terhadap aspek Desain 0,88 (Valid), Pengoperasian 0,88 (Valid), dan Manfaat 0,90 (Sangat Valid), hasil uji praktikalitas 0.83 (Praktis).
Abstrak: Artikel ini membahas tentang permasalahan yang terjadi dalam pembelajaran tahfidz di TAUD Al-Fatihah dimana metode tabarak yang sebelumnya di gunakan dalam pembelajaran tahfidz bagai anak usia dini di TAUD Al- Fatihah belum mampu untuk menyelesaikan permasalahan pembelajaran dimasa pandemi COVID-19. Sulitnya proses belajar selama pandemi COVID-19 ini membuat TAUD AL-Fatihah perlu mencari metode dan media belajar yang baru. Oleh sesbab itu untuk mempermudah pembelajaran tahfidz di masa pandemi ini diperlukan metode pembelajaran berbasis smart learning. Tujuan dari kegiatan pengabdian ini adalah untuk membantu TAUD Al-Fatihah dalam menyediakan media pembelajaran yang dinamis dan mempermudah para peserta didik dalam menghafal Al-Qur’an tanpa terganggu oleh kondisi pandemi COVID-19, disamping itu kegiatan ini juga membatu para guru dalam meningkatkan kompetensi IT yang dapat mendukung kegiatan pembelajaran daring selama pandemi COVID-19. Metode yang digunakan dalam kegiatan ini adalah metode pelatihan dan pendampingan dalam pembuatan media pembelajaran tahsin dan tahfidz bagi para peserta didik selama kegiatan off-class. Media pembelajran yang dirancang ini dibuat dalam bentuk modul pintar berbasis multimedia serta video pembelajaran dan evaluasi yang dapat di akses secara offline sehingga tidak membebankan orang tua murid dalam kegiatan pembelajaran anak. Hasil akhir dari kegiatan pengabdian ini adalah sebuah media pembelajaran berbentuk modul elektronik serta terdapat peningkatan hasil pelatihan sebesar 21 % nilai rata-rata pre test 57,78 dan Post test 88,52.Abstract: This article discusses the problems that occur in learning tahfidz at TAUD Al-Fatihah where the tabarak method previously used in learning tahfidz like early childhood at TAUD Al-Fatihah has not been able to solve learning problems during the COVID-19 pandemic. The difficulty of the learning process during the COVID-19 pandemic has made TAUD AL-Fatihah need to find new learning methods and media. Therefore, to facilitate the learning of tahfidz in this pandemic, a smart learning-based learning method is needed. The purpose of this service activity is to help TAUD Al-Fatihah in providing dynamic learning media and making it easier for students to memorize the Al-Qur'an without being disturbed by the conditions of the COVID-19 pandemic, besides that this activity also helps teachers improve competence IT that can support online learning activities during the COVID-19 pandemic. The method used in this activity is the method of training and mentoring in making tahsin and tahfidz learning media for students during off-class activities. This learning media designed is made in the form of multimedia-based smart modules as well as learning and evaluation videos that can be accessed off line so that it does not burden the parents of students in children's learning activities. The final result of this service activity is a learning media in the form of an electronic module and there is an increase in training results by 21%, the average value of pre-test is 57.78 and Post-test is 88.52.
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