Penelitiant ini bertujuan merancang media belajar dalam bentuk game. penelitian ini menggunakan metode penelitian dan pengembangan ( Research and Dvelopment ). Dalam tahapan proses penelitian ini ada tahap analisis, desain, pengembangan, implementasi dan pengujian. Pengujian yang dilakukan berupa validasi yang dilakukan oleh ahli media dan ahli materi. Kemudian media diuji coba oleh siswa, setelah dilakukan validasi dan media memenuhi kriteria interaktif yang layak, barulah kemudian dilakukan pengujian atau penelitian untuk mengetahui kelayakan dilapangan. Penelitian ini dilakukan di SMK Negeri 1 Al-Mubarkeya Aceh Besar dengan melibatkan 30 siswa. Teknik pengumpulan data dalam penelitian ini menggunakan kuesioner, kemudian data yang diproleh dianalisis dengan teknik analisis deskriptif. Pada penelitian ini didapatkan hasil kelayakan ahli materi dengan nilai nilai rata-rata 4,65 (sangat layak), ahli media dengan nilai rata-rata 4,35 (sangat layak) dan hasil uji coba oleh mahasiswi dengan nilai rata-rata 4,44 ( sangat baik). Dengan demikian dapat disimpulkan bahwa game edukasi “Student Adventure” layak digunakan sebagai media pembelajaran di SMK Negeri 1 Al-Mubarkeya Aceh Besar.
Pada mata pelajaran Animasi 2D di kelas XI Multimedia SMKN 1 Mesjid Raya masih menggunakan aplikasi Macromedia Flash 8 . Padahal masih banyak aplikasi lainnya. Pada penelitian ini, penulis memperkenalkan aplikasi Scratch pada siswa-siswi dengan tujuan agar peneliti dapat membandingkan minat belajar siswa pada mata pelajaran Animasi 2D menggunakan aplikasi Scratch dan Macromedia Flash 8. Penelitian ini menggunakan pendekatan deskriptif kuantitatif, yaitu menggambarkan dan menginterpretasikan sesuai data yang diperoleh. Sedangkan untuk pengumpulan datanya dengan menyebarkan angket/kuisioner kepada responden. Kemudian dari hasil angket dilakukan pengolah data dengan menggunakanediting, scoring, dan tabulating. Berdasarkan hasil penelitian, minat belajar siswa menggunakan aplikasi Scratch lebih meningkat dibandingkan dengan menggunakan aplikasi Macromedia Flash 8. Rata-rata presentase respon siswa terhadap minat belajar pada mata pelajaran Animasi 2D adalah termasuk kriteria sangat tertarik, dengan perolehan rata-rata skor 97,48 dan persentase 81,2%. Sedangkan hasil frekuensi nilai rata-rata minat belajar Animasi 2D adalah siswa mencapai kriteria minat belajar yang tinggi terhadap mata pelajaran Animasi 2D, dengan perolehan skor 81,2.
The growth of Information Technology (IT) has changed the order of conventional learning process toward the learning model without geographical boundaries, which is known as E-learning. This study aims to explore the readiness of Dayah Jeumala Amal Lueng Putu to implement the E-learning method by using ELR Aydin & Tasci data analysis model. The results of this study has shown that Dayah Jeumala Amal is ready to implement learning system based on E-learning except on Human Resources factor (2.99) and Innovation factor (3.11). The highest score is on Technology factor (4.02), followed by self-development factor (3.57). This study contributes to educational institutions to improve the quality of human resources and innovation in the implementation of learning methods based on E-learning.
This study aimed to design interactive learning media of Programming Logic using Adobe Flash CS6 applications, and determined the effect of student interest in those media. This research was conducted at SMK Negeri 1 Mesjid Raya which students of multimedia class X as the sample. The method of this study was the research and development area. There were several stages carried out for the research process, which started from the concept, design, material collection, process, testing and distribution. The technique of data collection used a questionnaire. This media application has been tested and validated by the experts of multimedia. The results of this study was the coefficients test obtained 2 variables that affect interest, namely the media and material. The effect of attracting students' learning interest using this media gets 52.7% results. Threfore, it can be concluded that interactive media programming logic can influence to attract students' learning interest.
The purpose of this study was to determine the effect of technopreneurship courses on the entrepreneurial interest of Information Technology Education students. This research was conducted at UIN Ar-Raniry, Faculty of Tarbiyah and Teacher Training. The techniques of data collection used a questionnaire and the data analysis using multiple linear regression. The results showed that there is a positive influence on the variables of learning theory and field practice on the variable of interest in entrepreneurship. The regression coefficient for the learning theory variable or X1 is 0.428, while the regression coefficient for the field practice variable or X2 is 0.331. Therefore the regression equation can be written as follows Y = 12.223 + 0.428 X1 + 0.331 X2. It can be concluded from this research that the implementation of technopreneurship courses explained through the variables of learning theory (X1) and field practice (X2) proved to have a significant effect on the variable of student interest in entrepreneurship (Y). This is because learning theory in technopreneurship courses triggers students to apply it so that it can foster interest in entrepreneurship among information technology education students.
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