<span>The condition of all countries in the world is devastated by the presence of a corona virus epidemic known as Corona Virus Diseases-19 (COVID-19). The efforts of the Indonesian government to break the chain of distribution of COVID-19 in the midst of society is to impose a policy of keeping distance, avoiding publicity, frequent hand washing and wearing masks. This also has an impact on the field of education where learning from home is also known as work from home (WFH). Learning is done with an online learning system that at least applies distance, physical social protection. Blended learning is one that is done using the Edmodo application, which can be done online at home. The purpose of this study is to find out how effective the use of the blended-learning learning model with Edmodo applications is to students of Informatics Engineering Education during the COVID-19 pandemic. This research is a quasi-experimental design with a pre-test and post-test control group. The results of this study indicate that the use of Edmodo's blended-learning learning model in Information Technology Education students during the COVID-19 pandemic period is effective and can be used as a virtual learning solution.</span>
Abstrak Penelitian ini dilakukan berdasarkan permasalahan yaitu belum maksimalnya pemanfaatan fasilitas hotspot untuk kebutuhan pembelajaran oleh mahasiswa di Kampus, serta masih rendahnya kemampuan literasi digital mahasiswa. Penelitian bertujuan untuk mengtahui tingkat validitas, praktikalitas dan efektifitas media e-learning berbasis schoology pada pembelajaran Kurikulum Pendidikan Teknologi dan Kejuruan. Jenis penelitian ini adalah Research and Development (R&D) dengan menggunakan model pengembangan ADDIE. Instrument dalam penelitian ini adalah angket dan soal tes. Sampel dalam penelitian ini sebanyak 30 orang mahasiswa jurusan Pendidikan Teknik Informatika Fakultas Keguruan dan Ilmu Pendidikan Universitas Putra Indonesia Yptk Padang. Hasil penelitian menunjukkan bahwa ingkat validitas media e-learning berbasis schoology diperoleh sebesar 84,25 % dengan interpretasi valid digunakan, untuk tingkat tingkat praktikalitas diperoleh sebesar 85,64 % yang berarti sangat praktis digunakan oleh pendidik dan mahasiswa dan untuk tingkat uji efektifitas dengan menggunakan uji N-gain diperoleh nilai skor N-gain sebesar 0,667 yang berarti efektif menggunakan media E-Learning Berbasis Schoology pada Pembelajaran Kurikulum Pendidikan Teknologi dan Kejuruan. Dapat disimpulkan bahwa penggunaan schoology dalam pembelajaran e-learning dapat mengoptimalkan kemampuan literasi digital mahasiswa.
Pemberlakuan pembelajaran online oleh pemerintah Indonesia melalui kebijakan Kementrian pendidikan dan kebudayaan riset dan teknologi terhadap semua instansi pendidikan baik formal maupun nonformal, telah membuka celah baru dalam pelaksanaan system pembelajaran. Penelitian ini bertujuann untuk mengetahui efektivitas pembelajaran online di tingkat perguruan tinggi mahasiswa Jurusan Pendidikan Teknik Informatika Universitas Putra Indonesia Yptk Padang. Jenis penelitian ini adalah Kuantitatif dengan pendekatan eksperimen semu dengan melihat perbandingan nilai hasil pembelajaran online. Sampel dalam penelitian ini berjumlah tiga puluh tiga orang mahasiswa yang terdaftar dalam perkuliahann fisika terapan.Teknik pengambilan sampel yaitu purposive sampling dan instrument yang digunakan berupa soal ujian. Hasil penelitian menunjukkan bahwa pembelajaran online dengan menggunakan learning managements system (LMS) Edmodo memberikan dampak yang lebih baik terhadap nilai pembelajaran fisika terapan mahasiswa, yang dibuktikan dengan nilai N-gain yang diperoleh yaitu skor N-gain sebesar 0,25 yang bermakna efektif pembelajaran online dilakukan dengan memanfaatkan Learning Managements System Edmodo pada perkuliahann secara online mata kuliah fisika terapan. Maka dapat disimpulkan bahwa LMS sangat mendukung pembelajaran online di tingkat perguruan tinggi yang dapat mengoptimalkan pembelajaran online di masa pandemic covid 19.
This study aims to determine the level of product validity testing in the form of Interactive Multimedia Learning Media Based on Macromedia Director MX for Class X in SMK-SMAK Padang. This research uses research and development research and development (R&D) methods. Validation is carried out by validators, media experts, material experts and multimedia experts. Evaluation from validator for Learning Media Interactive Multimedia Module Based on Macromedia Director MX in terms of aspects (1) Content worthiness is obtained by an average of 90.4%; (2) the linguistic component is obtained an average of 91.00%; (3) Presentation Components obtained an average of 89.5%; (4) The components of the graphics are 90.3% on average. . Overall validator test assessment of Interactive Multimedia Module Learning Media Based on Macromedia Director MX obtained an overall average of 90.35%, so that the level of validity can be interpreted very validly used so that Learning Media Interactive Multimedia Module Based on Macromedia Director MX for Class X in Padang Vocational High School is interpreted to be very valid in use. Based on the assessment along with expert input and the results of the field testing of learning media Interactive Multimedia Module Based on Macromedia Director MX, it can be concluded that the feasibility has been tested.
Advances in science and technology that move so fast provide very significant changes to human life, especially in the field of education and learning. This study aims to design and develop a combination of Android-based learning media that can be used on communication devices such as smartphones in the hope of increasing students' understanding of computer maintenance. The type of research used is research and development (R&D) using a 4D model, namely define, design, development and dissemination which produces android-based learning media products. The instrument used in this study was in the form of a questionnaire distributed to lecturers and students as well as experts to test the feasibility. based on the analysis, it was found that the feasibility test for this android-based learning media was 82.83%, with a valid interpretation of the level of validity of the use. The results of the overall practicality assessment from the practicality test were obtained at 86.34%, so that the practicality level could be interpreted as very practical to use. The results of the overall assessment of the effectiveness test for the effectiveness assessment are 100% so that it can be interpreted as being very effectively used. Thus, this learning media is valid to use, very practical to use and very effectively used in computer maintenance lectures.
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.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.