: The purpose of this study was to develop blended learning-based learning on multimedia etymology subjects. This research develops face-to-face learningcombined with online / offline learning and arranged using Edmodo platform. The method used is research and development, with a system approach referring to the Dick Carey and Carey model. The stage of product trials begins with material experts, media experts and learning design experts. Then the product was tested for XMM class students, namely one to one trials, small groups and large groups. The average score of the expert media was 3.52 or good, 4.00 material or very good and 3.73 learning design expert was good. In the testing phase for students the average score for one to one is 3.09, in the small group is 3.01 and in the large group is 3.40. The conclusion of the study is that blended learning-based learning in subjects of multimedia etymology is good and worthy of use.
<p>This research leads to the object of learning in network-based learning programs application of the use of VR in online learning for students in Higher EducationThis research is located in the Education Technology study program, Universitas Negeri Jakarta, Indonesia. This study focuses on learning theories, learning methods and learning models used in technology to improve learning outcomes in class. This method used explanatory sequential mixed methods research. Field trials were conducted for students, with a total of 12 students and field trials would be conducted for students with a total of 30 people in 2018. Data collection through interviews of 15 students and 3 lecturers for 40 minutes. The results showed that using VR can foster motivation to learn to develop student skills in simulating learning models and learning can be efficient and effective. VR can also enhance students for teaching practices and train students to innovate learning models used in technology.</p>
This study aims to obtain data empirically about the implementation of the School Literacy Movement (SLM) program in elementary schools in Tangerang City and Regency, Banten Indonesia. It discusses how far the SLM program has been implemented and what obstacles have been experienced in implementing it in the level of elementary schools. This type of research is a qualitative descriptive research located at SDN Jurumudi 2, SDN Gempol Sari, SDN Sudimara Timur 5, SDN Ciakar, dan SDS Mutiara Hati Tangerang. Subjects were principals, teachers and students. The research instruments used are interview, observation and documentation. The results of the study indicate that the implementation of the SLM program in elementary schools in Kota and Kabupaten Tangerang is merely at the habituation stage. Therefore, the implementation of the SLM program in primary schools needs to be improved through comprehensive and sustainable socialization and assistance in order to achieve the objectives of the SLM program.
Education is a place to introduce culture and micro, small and medium enterprises in areas far from the capital. In Technology Education Study Program, Universitas Negeri Jakarta has the vision to produce educators and education personnel in the field of learning to engineer based on academic principles and ethics. Engineering new media learning through augmented reality becomes a tool for lectures introducing SMEs. For this reason, researchers collaborated with material expert lecturers, design experts, media experts, and 30 students in developing augmented reality as a new learning application. The results of the review obtained from the instructional design experts were 3.20, material expert 3,30, and media experts 3.14. Based on the test results obtained from students in the one-to-one stage of 3.55; and at the small group stage of 3.23. Based on the results of the evaluation, it can be concluded that Augmented Reality can be implemented and used to introduce SMEs to college students. Students can use this product as material strengthening in engineering learning using new media applications
Minimnya media instruksional sebagai salah satu sumber belajar materi kepramukaan di sekolah, menjadi latar belakang dilakukannya penelitian ini. Penelitian pengembangan ini bertujuan untuk mengembangkan media pembelajaran video animasi tutorial ujian Tanda Kecakapan Khusus (TKK) wajib pramuka tingkat penggalang, sebagai salah satu sumber belajar dalam ujian TKK wajib dalam kegiatan kepramukaan. Model metode pengembangan yang digunakan adalah model pengembangan ADDIE. Penelitian pengembangan ini menghasilkan sebuah media pembelajaran Video Animasi Tutorial Ujian TKK Wajib Pramuka dalam bentuk video animasi .mp4 yang dapat dioperasikan pada perangkat keras yang memiliki fitur pemutar media digital, seperti; smartphone dan notebook. Video animasi tutorial ini juga disertai buku pedoman penyelenggaran dan Lembar Kerja Siswa (LKS) sebagai pelengkap produk media instruksional. Pada tahap pengembangan, video animasi tutorial ini telah diuji oleh ahli materi yang memiliki kualifikasi di bidang kepramukaan dan ahli media, dengan hasil “baik”. Adapun dalam tahap implementasi dan evaluasi, video animasi tutorial ini telah diuji oleh praktisi pembelajaran dan pengguna, hasilnya adalah video animasi tutorial dapat menjadi acuan dalam kegiatan kepramukaan untuk penyelenggaraan ujian TKK wajib tingkat penggalang yang dibuktikan dengan adanya peningkatan nilai pada saat tes awal dibandingkan dengan nilai pada saat tes akhir dalam asesmen kegiatan kepramukaan.The lack of instructional media as scouting material learning resources in schools become the reason in conducting this research. This study aims to develop an animated video tutorial of advancement badges test for boyscout, as one of learning resources for scouting. The development model method used was ADDIE. This research produced an animated video tutorial of advancement badges test for boyscout in .mp4 video format which can be operated on hardware that has a player feature, such as; smartphone and notebook. This animated video tutorial is accompanied by a manual book and student worksheet as a complementary to instructional media products. At step of development, This animated video tutorial has been tested by qualified material and media experts of scouting, which results “good”. As for the implementation and evaluation stages, this video has been tested by learning practition and users. The result from this stage recommends that the animated video tutorial can be used as a reference for advancement badges test for boyscout. It was proven by an increasing score at the time of the pretest compared to the score at the end of posttest assessment of scouting activities.
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