[Bahasa]: Program PKM ini bertujuan untuk meningkatkan: (1) keterampilan guru merancang dan mengembangkan media pembelajaran berbasis multimedia interaktif; (2) keterampilan guru dalam pelaksanaan pelatihan dan respon guru SMP N 8 Sungai Kakap Kabupaten Kubu Raya melalui kegiatan ini yang meliputi penggunaan media pembelajaran berbasis multimedia interaktif. Metode yang digunakan adalah adalah metode deskrptif. Langkah-langkah yang digunakan yaitu sosialisasi, ceramah, latihan dan pendampingan, evaluasi. Pelaksanaan dilakukan sebanyak 5 kali pertemuan, dimana pertemuan pertama berupa penyajian materi, dan dilanjutkan dengan pendampingan pembuatan media hingga selesai, dan terakhir dilakukan evaluasi berupa peserta mempresentasikan media yang telah dibuat dan respon peserta terhadap pelatihan melalui pengisian angket. Hasil yang diperoleh peserta dapat membuat media pembelajaran berbasis multimedia interaktif menggunakan software sothink swf easy. Hasil respon peserta melalui wawancara diperoleh hasil 100% peserta memberikan respon positif terhadap pernyataan positif yang dimintai tanggapan. Selain itu, 75% peserta memberikan saran untuk terus melaksanakan kegiatan pelatihan ini secara berkala. Kata Kunci: media, multimedia, interaktif [English]: The purposes of this community service program are to improve: (1) teacher skills in designing and developing interactive multimedia-based learning media; (2) the skills of teachers in the implementation of training and response of teachers in Sungai Nap Middle School 8 N Kubu Raya District through this activity which includes the use of interactive multimedia-based learning media. The method used is descriptive method. The steps used are socialization, lecture, training and mentoring, evaluation. The implementation was carried out in the five meetings. The first meeting was in the form of material presentation, and continued with assistance in making the media to completion, and finally an evaluation in the form of participants presenting the media that had been made and participants' responses to the training through filling out questionnaires. The results obtained by participants can make interactive multimedia-based learning media using Sothink Swf easy software. The results of the participants' responses through interviews showed that 100% of participants responded positively to the positive statements asked for responses. In addition, 75% of participants gave suggestions to continue to carry out these training activities regularly. Keywords: media, multimedia, interactive
PendahuluanPeningkatan mutu pendidikan merupakan salah satu unsur konkrit yang sangat penting dalam upaya peningkatan kualitas sumber daya manusia. Penerapan suatu media pembelajaran menjadi suatu hal yang penting dalam proses belajar mengajar yang dilaksanakan oleh guru. Guru dituntut untuk dapat menggunakan media pembelajaran secara efektif agar informasi yang disampaikan dapat diterima dengan baik oleh siswa dan peningkatan sumber daya manusia dapat terwujud.Media pembelajaran secara umum adalah alat bantu proses belajar mengajar. Segala sesuatu yang dapat dipergunakan untuk merangsang pikiran, perasaan, perhatian dan kemampuan atau keterampilan belajar sehingga dapat mendorong terjadinya proses belajar. Batasan ini cukup luas dan mendalam mencakup pengertian sumber, lingkungan, manusia dan metode yang dimanfaatkan untuk tujuan pembelajaran / pelatihan. Dalam proses aktif, media pembelajaran berperan sebagai salah satu sumber belajar bagi siswa. Artinya melalui media peserta didik memperoleh pesan dan informasi sehingga membentuk pengetahuan baru pada siswa. Dalam batas tertentu, media dapat menggantikan fungsi guru sebagai sumber informasi/pengetahuan bagi peserta didik. Media pembelajaran sebagai sumber belajar merupakan suatu komponen sistem pembelajaran yang meliputi pesan, orang, bahan, alat, teknik, dan lingkungan, yang dapat mempengaruhi hasil belajar siswa sehingga proses pembelajaran menjadi efektif. Prodi Pend. Teknologi Informasi dan Komputer, Fakultas Pend. MIPA dan Teknologi, IKIP PGRI Pontianak, Indonesia Prodi Pend. Matematika, Fakultas Pend. MIPA dan Teknologi, IKIP PGRI Pontianak, Indonesia Prodi Pend. Fisika, Fakultas Pend. MIPA dan Teknologi, IKIP PGRI Pontianak, Indonesia a b
Abstract. This research aims to determine: (1) Information about the information of self-efficacy, prior knowledge, and skills of students in the subject of Advanced Computer Network course in Information and computer technology education IKIP PGRI Pontianak, (2) The effect of self efficacy on the skills of students in the subject of Advanced Computer Network course in Information and computer technology education IKIP PGRI Pontianak, (3) Effect prior knowledge of the skills of students in the subject of Advanced Computer Network course in Information and computer technology education IKIP PGRI Pontianak, and (4) The effect of self-efficacy and prior knowledge of the skills of students in the subject of Advanced Computer Network course in Information and computer technology education IKIP PGRI Pontianak. This research is an ex-post facto research with correlation design. The independent variable in this research were self efficacy (X 1 ) and prior knowledge (X 2 ) . While the dependent variable in this research is the students' skills (Y). The sample in this research were 108 students of Information and computer technology education IKIP PGRI Pontianak. The analysis technique used is simple regression analysis, and multiple regression analysis. Results of the research: (1) The level of prior knowledge of students of 79 146 at intervals of 50.70 -99.99, the level of self-efficacy of students at 56.45 with intervals of 48-65, and the skill level of students at 72.38 with intervals of 51.50 -81.50. (2) there are significant positive and significant correlation between self efficacy against students' skills by 9.2%. (3) there is a positive and significant influence between the prior knowledge the students' skills of 10.7%. (4) there are significant positive and significant correlation between selfefficacy and prior knowledge the students' skills of 17.4%.
Using paper-based portfolios (PBP) that have been implemented in the Graphic-Design course, it was known that students' activeness and creativity were low yet. It can be seen from the results of the design or student worked were still very simple. The purpose of this study is to determine the effectiveness of E-portfolios assisted by Edmodo on student activities and creativity. The method used in this research is an experiment, and the form of research is a quasi-experiment (quasi-experimental). The population in this study was four classes. The sample in this study consisted of two classes, namely class A (control class) with a total of 28 students and class D (experimental class) with a total of 26 students for the 2019/2020 school year. The sampling technique used is Purposive Sampling. The experimental design used was Post-test Only Control Group Design. The data analysis technique used is the independent sample t-test. Our findings show that the experimental class has better activeness and creativity with Edmodo then the control class with paper-based portfolios. There are differences in learning activeness and creativity of students who utilize e-portfolios thought Edmodo and active learning of students who use PBP in Graphic-Design courses.
Penelitian ini bertujuan untuk: (1)menganalisis kebutuhan guru dijenjang SDN di Kecamatan Sungai Kakap Kabupaten Kubu Raya; dan (2)merancang pemetaan kebutuhan guru di Kecamatan Sungai Kakap Kabupaten Kubu Raya menggunakan Sistem Informasi Geografis (SIG). Metode dalam penelitian ini menggunakan analisis deskriptif. Analisis deskriptif dilakukan dengan cara mengumpulkan dan menyusun data yang diperoleh melalui observasi dan wawancara. Pengumpulan dan penyusunan data melalui observasi dan wawancara ini dilakukan dengan menggunakan teknik triangulasi. Dalam penelitian ini, triangulasi digunakan untuk mendapatkan keakuratan data menggunakan berbagai cara, prosedur, dan metode agar data yang diperoleh dapat dipercaya kebenarannya. Beberapa macam triangulasi yang digunakan dalam penelitian ini adalah: data triangulation dan situational triangulation. Hasil penelitian ini: (1)menunjukkan bahwa terdapat 1 sekolah yang membutuhkan 28 tenaga guru, diantaranya 1 kepala sekolah, 19 guru kelas, 3 guru penjaskes, 3 guru agama islam, 1 guru agama khatolik, dan 1 penjaga sekolah; dan (2)informasi pemetaan kebutuhan guru menggunakan aplikasi Arc View. Dalam aplikasi tersebut terdapat beberapa koordinat SDN yang memiliki informasi kebutuhuan, kekurangan, serta kelebihan guru dari seluruh SDN di Sungai Kakap Kabupaten Kubu Raya.
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