This research aims to develop a web-based module as a learning material and to facilitate students in practicing online tasks using personal computers in preparation for facing the Computer-Based National Examination for Junior High School level. The development procedure was adapted from the ADDIE development model by Reiser and Mollenda which consists of several steps. They are Analysis-Design-Development-Implementation-Evaluation. This development resulted a product in the form of an e-module for Junior High School and a website as an online task facility. The developed product has been validated by experts and it is considered suitable for learning. Abstrak: Tujuan penelitian ini adalah mengembangkan modul berbasis web sebagai bahan belajar dan memfasilitasi siswa dalam berlatih mengerjakan soal secara online menggunakan personal computer guna persiapan mengahadapi Ujian Nasional Berbasis Komputer (UNBK) tingkat Sekolah Menengah Pertama (SMP). Prosedur pengembangan diadaptasi dari model pengembangan ADDIE oleh Reiser dan Mollenda yang terdiri dari beberapa langkah yaitu, Analysis-Design-Develepoment-Implementation-Evaluation. Hasil pengambangan ini adalah sebuah produk berupa modul elektronik UN SMP dan web sebagai fasilitas latihan soal online. Produk yang dikembangkan sudah melalui tahap validasi oleh para ahli dan dinyatakan layak untuk digunakan dalam pembelajaran.
The purpose of this research is to analyze the changes in learning between learning before using the STEAM method and learning after using the STEAM method. Where the researchers analyzed the process of student activities in learning, namely in the course of making learning media to determine the ability of students to think creatively in developing the students' knowledge. In obtaining research data, researchers used an assessment score reference instrument, where the final product assessment was assessed by subject lecturers, learning media expert lecturers, and linguistics (language) lecturers. To find out whether there is a change in the ability to think creatively in each learning process before and after learning, the researcher uses a hypothesis test using the t-test. To find out whether there is a change in ability positively, namely the ability to think creatively in each learning process before and after learning, the researcher uses a hypothesis test using the t-test to find out this. It can be seen from the increase in the average learning outcomes before and after with an increase in the difference of 2.26 from the average before using the STEAM method in learning, which is 78.26. The results of the analysis test explain that the learning method using STEAM in learning has a positive impact on learning where students experience a significant average increase before and after being given learning using the STEAM method by providing hands-on experience through the project work process.
Penggunaan media pembelajaran berbasis teknologi pada proses belajar mengajar dapat memfasilitasi guru dalam menjelaskan materi pelajaran dan meningkatkan antusiasme siswa untuk dapat mengikuti pembelajaran. Namun, yang terjadi saat pembelajaran guru menggunakan video pembelajaran yang sudah tersedia di Youtube tetapi materinya belum sesuai dengan yang sedang dipelajari, sehingga menyebabkan siswa kesulitan memahami materi pelajaran. Selain itu, guru belum memiliki kompetensi dalam mengembangkan media pembelajaran interaktif berbasis teknologi. Kegiatan pengabdian kepada masyarakat ini dilaksanakan dalam bentuk pelatihan mengembangkan media pembelajaran menggunakan VideoScribe, agar guru dapat mengembangkan sendiri, media sesuai materi pelajaran yang akan disampaikan. Kegiatan ini dapat terlaksana pada Sabtu, 27 Oktober 2018 di SDIT Al-Khairaat Jakarta Timur, dengan menggunakan metode ceramah, demonstrasi dan pendampingan peserta. Dari 25 orang guru yang telah mengikuti pelatihan, terdapat 100% guru yang menyatakan bahwa pelatihan ini sangat bermanfaat, akan menerapkan media hasil pelatihan dalam pembelajaran di kelasnya dan membutuhkan pendampingan berkelanjutan dalam mengembangkan media pembelajaran dengan VideoScribe.
Islamic values have been recognized as the positive values need to be integrated in enhancing learning competencies including problem-solving skills. This study aimed to determine the influence of learning inquiry model based on Islamic values toward problem-solving skills of tenth-grade students in Bandar Lampung. This quasi-experimental research used posttest only control group design. The treatment for the experimental group used guided inquiry learning model based on Islamic values, whereas the direct instruction learning model was applied in control group. The students’ problem-solving skills data were collected using a test. The data was analyzed using independent samples t-test. The results showed that there was a significant influence of guided inquiry learning model based on Islamic values toward students’ problem-solving skills, t(58) = 2.807, p < .05. The integration of Islamic values in the biology learning process can promote students’ problem-solving skills. Therefore guided inquiry learning model based on Islamic values can be an alternative model in empowering students’ problem-solving skills.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.