This study aims to determine the effectiveness of the application of Interactive electronic modules on learning outcomes in educational innovation courses. This type of research is quantitative research with experimental methods and pre-experimental design, with the form of one-group treatment, pre-test-post-test. When experimenting, before entering the learning material, the questions were given (Pre-test), and After the material, activities were given more questions (Posttest). The population in this study were 42 6th-semester students of the Baturaja University Education Technology Study Program 2018/2019 academic year. While the sample used is class 6.1 as many as 20 students as the experimental class with a purposive sampling technique. Test results before the application of Interactive electronic modules, the average value is 60.5. While the test result data afterward is 81.5. This proves that there is an increase in student learning outcomes after the application of the Interactive electronic module. After testing the hypothesis, the value t0 is 17.576. Based on table "t" with df 19, the price "t" is obtained at the level of 5% = 2.02 thus17.576 > 2.09. From the calculation results, it is proven that t0 is greater than t-table. So that the working hypothesis (Ha) is accepted and the null hypothesis (H0) is rejected. So it can be concluded that the application of Interactive electronic modules on educational innovation courses is effective to use.
Tujuan dari penelitian ini adalah mengembangkan bahan ajar modul elektronik interaktif pada mata kuliah inovasi pendidikan. Model pengembangan yang digunakan dalam penelitian ini yaitu model penelitian dan pengembangan (Research & Development). Pendekatan yang dilakukan adalah mix methods research yaitu menggabungkan metode kualitatif dan kuantitatif. Model pengembangan yang diterapkan adalah yang dikemukakan oleh Rowntree yang terdiri dari tiga tahapan yaitu 1) Perencanaan 2) Persiapan penulisan 3). Penulisan dan penyuntingan yang dalam hal ini merupakan tahan pengembangan produk dengan menggunakan software Flip PDF Profesional dan menghasilkan modul elektronik interaktif. Namun, model Rowntree ini tidak utuh pada bagian evaluasi produknya oleh karena itu model ini akan peneliti kolaborasikan dengan model evaluasi Tessmer sehingga ketidak utuhan model Rowntree akan tertutupi oleh kelebihan model evaluasi formatif Tessmer. Berdasarkan hasil penelitian yang dilakukan disimpulkan bahwa bahan ajar modul elektronik interaktif memiliki tingkat kelayakan yang baik sekali dan efektif.
AbstrakPenelitian ini bertujuan untuk mengetahui Keterampilan Siswa Memanfaatkan Perpustakaan Sebagai Sumber Belajar di SMK Negeri 3 OKU Selatan. Jenis penelitian ini adalah kuantitatif. Metode yang digunakan adalah metode deskriptif. Penelitian ini dilaksanakan pada siswa SMK Negeri 3 OKU Selatan yang berjumlah 235 orang. Alat pengumpulan data dalam penelitian ini menggunakan angket. Teknik analisa data menggunakan analisa statistik dengan rumus persentase. Hasil penelitian kepada siswa menunjukkan bahwa keterampilan siswa memanfaatkan perpustakaan sebagai sumber belajar di SMK Negeri 3 OKU Selatan berada pada kategori cukup dengan 69,1%. Rincian keterampilan siswa mengumpulkan informasi di SMK Negeri 3 OKU Selatan dicapai berdasarkan penjumlahan rata-rata pilihan selalu dan sering 62,98% dengan kriteria “cukup”. Keterampilan siswa mengambil intisari dan pengorganisasian informasi di SMK Negeri 3 OKU Selatan yang menjawab selalu dan sering 67,66% dengan kriteria “cukup”. Keterampilan siswa menganalisis, menginterpretasikan dan mengevaluasi informasi di SMK Negeri 3 OKU Selatan yang menjawab selalu dan sering 70,73% dengan kriteria “cukup”. Dan keterampilan siswa menggunakan informasi di SMK Negeri 3 OKU Selatan yang menjawab selalu dan sering 75% dengan kriteria “cukup”. Sehingga dapat disimpulkan bahwa siswa di SMK Negeri 3 OKU Selatan dalam keterampilan mengumpulkan informasi, mengambil intisari dan pengorganisasian informasi, keterampilan menganalisis, menginterpretasikan dan mengevaluasi informasi, serta keterampilan menggunakan informasi sudah dilakukan dengan “cukup baik”.AbstractThe objective of this research is to know the students' creativity in using Library as learning source at SMK Negeri 3 OKU Selatan. This Research is quantitative research. The methodology of this research is descriptive method. This research is done by the students at SMK Negeri 3 OKU Selatan that the total number are 235 students. Then, the questionnaire is used to collect data of this reaserch. The result of this research shows to the students that the students' creativity in using the library as learning source at SMK Negeri 3 OKU Selatan is enough category with 69,1 %. Students' creativity in collecting the information at SMK Negeri 3 OKU Selatan is rearched based on the total average of always category and seldom category is 62,98% with enough category. Then, students' creativity in creating the summary and information organizaation at SMK Negeri 3 OKU Selatan who answering always and seldom is 67,66% with enough category. Students' creativity in analyzing, interpreting and evaluating the information at SMK Negeri 3 OKU Selatan who answer always and seldom is 70,73% with enough category. And the students' creativity in using information at SMK Negeri 3 OKU Selatan that answer always and seldom is 75% with enough category. So, it can be concluded that the students at SMK Negeri 3 OKU Selatan that has creativity in collecting information, creating the summary and information organization, creativity in analyzing, interpreting and information evaluation, so it means that the students' creativity in using information have been done in good enough category.
Technology has an important role in improving the quality of education. Learning that is supported by technological devices today seems obligatory to be used in line with the times. Even more varied learning that leads to independent learning for students. Independent learning for students requires teaching materials that can facilitate students in learning, one of which is web-based teaching materials. Web-based learning has been widely implementing in education. The purpose of this study is to determine the factors that influence student interest in web-based learning in higher education using case studies. So that the data and information obtained can later be used as a foundation in the application of web-based learning that is more interesting and better than. This research is descriptive qualitative research with a case study. Factors that influence students' asking for web-based learning are: Web-based teaching materials are more comfortable to learn without having to print. The use of technology enables students to access knowledge anytime and anywhere. Interactions that occur in Web-based learning are more attractive, which allows students to be able to consult with lecturers at any time. The interface of web-based learning is exciting and not dull. Other factors can be sourced from the teaching style of lecturers, and so on. From several factors that influence student interest, it is also found that web-based learning can change the character of student learning more independently and more timely in the following knowledge and doing assignments given by lecturers.
Penelitian ini bertujuan untuk mengembangkan Media Pembelajaran Berbasis Android pada mata kuliah Peripheral and Troebleshoot. Jenis penelitian yang digunakan adalah penelitian Research and Development (R&D). Metode yang digunakan adalah metode prosedural dengan teknik pengumpulan data berupa angket. Dari hasil expert review, ahli media memberikan nilai 87% dengan kategori “Baik Sekali”. Ahli desain memberikan nilai 78% dengan kategori “Baik”. Dan ahli materi memberikan nilai 76% dengan kategori “Baik”. Pada uji coba produk skala perorangan dengan objek penelitian 3 orang responden yaitu mahasiswa semester II kelas A.2.1 pada mata kuliah Peripheral and Troubleshoot diperoleh nilai 89,75% dengan kategori “Baik Sekali”. Uji coba kelompok kecil dengan objek penelitian 6 orang responden yaitu mahasiswa semester II kelas A.2.1 pada mata kuliah Peripheral and Troubleshoot memperoleh nilai 86,40% dengan kategori “Sangat Baik”. Kemudian dilakukan uji coba skala besar dengan objek penelitian 23 orang sebagai responden yaitu mahasiswa semester II kelas A.2.2 pada mata kuliah Peripheral and Troubleshoot memperoleh nilai 80,16% dengan kategori “Baik”. Data hasil penelitian dianalisis dengan menggunakan rumus persentase. Hasil perolehan data uji coba produk menunjukkan tingkat kelayakan produk dalam kriteria “Baik”.
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