The effectiveness of Undiksha e-learning as one of the official learning media for the Undiksha Physical and Health Study Program has not been measured scientifically. This study aims to describe the effectiveness of online learning using Undiksha E-Learning in the Physical Education and Health Study program during the COVID-19 pandemic. This research is descriptive quantitative research with a survey design. The sample of this study was all students of the Physical Education Study Program, amounting to 120 people. The data collection instrument uses a questionnaire packaged into google forms. Data analysis used descriptive statistics. The results showed that online learning using Undiksha's E-Learning during the covid-19 pandemic in the Physical Education and Health Study program was quite effective. This is revealed from online learning using Undiksha E-Learning, the concentration of students in paying attention to the explanations of the lecturers is 96%, the level of student understanding of learning materials is 88%, student motivation in participating in online learning using Undiksha E-Learning is 77%, and on student learning outcomes classified as 88%. The results of the study show that online learning using Undiksha's E-Learning during the covid-19 pandemic in the Physical Education and Health Study program is quite effective. The results of this study have implications for the sustainability of the use of Undiksha e-learning as a learning platform used by Undiksha lecturers and students.
Teachers need to organize learning that is contextual, innovative, and interesting so that students are more motivated to learn and they get better learning outcomes. The research was aimed to examine the effectiveness of role-playing model to improve the twelfth-grade social students’ learning motivation and their learning achievements on accounting subject with basic competence of practicing accounting cycles of service companies. The research was conducted with a quasi experiment for 3 public high schools in Sleman Regency. There were 206 total respondents for this research. Research data was gathered by using two methods: tests and questionnaires. Independent sample t-test was used for data analysis techniques. The result of this research showed that t-test for equality of mean of learning motivation was significant (sig. = .000 < α = .05) and learning achievement was also significant (sig. = .000 < α = .05). At the treatment class, students’ learning motivation was very high and their learning achievement was high. Thus, it was concluded that the role playing model was effective to improve the twelfth-grade social students’ learning motivation and their learning achievements on accounting subject with basic competence of practicing accounting cycles of service companies.
<p><strong>Abstract:</strong> Learning to read in Indonesian language material in grade IV SDN 1 Sumberagung is still dominated by the teacher as the delivery material using the lecture method (teacher centered) so that students are not optimal in the learning process because students are less interested in learning and result in many student learning outcomes under the KKM. This study aims to determine the effect on the SQ3R learning method on class IV Indonesian language learning outcomes at SDN 1 Sumberagung. This study uses a research method that is quantitative with the type of research that is quasi experimental design with the research design is a non equivalent control group design. The subjects of this study consisted of 50 students. The results of the implementation of the sq3r learning method show an increase in learning outcomes which can be seen from the results of the t test based on the hypotheses performed showing the results of t count 6.866> t table 2.011 and the significance value of 0.000 <alpha 0.050. The conclusion of the data is that there is a difference between the experimental class and the control class.</p><strong>Abstrak: </strong><strong> </strong>Pembelajaran membaca pada materi bahasa Indonesia di kelas IV SDN 1 Sumberagung masih didominasi guru sebagai penyampai materi dengan menggunakan metode ceramah (<em>teacher centered</em>) sehingga siswa belum optimal dalam proses pembelajaran dikarenakan siswa kurang tertarik dengan pembelajaran dan berakibat pada hasil belajar siswa banyak yang masih dibawah KKM. Penelitian ini memiliki tujuan untuk mengetahui pengaruh pada metode pembelajaran SQ3R terhadap hasil belajar bahasa indonesia kelas IV di SDN 1 Sumberagung. Penelitian ini menggunakan metode penelitian yakni kuantitatif dengan jenis penelitiannya yaitu <em>quasi experimental design</em> dengan design penelitiannya adalah <em>non-equivalent control group design</em><em>.</em> Subjek penelitian ini terdiri dari 50 siswa. Hasil pelaksanaan metode pembelajaran SQ3R menunjukkan peningkatan pada hasil belajar yang terlihat dari hasil uji t berdasarkan hipotesis yang dilakukan menunjukkan hasil nilai t hitung 6,866 > t tabel 2,011 dan nilai signifikasnsi 0,000 <alpha 0,050. Kesimpulan dari data adalah ada perbedaan antara kelas eksperimen dan kelas kontrol.
Tujuan dari penelitian ini ialah untuk mengembangkan multimedia berbasis video tutorial teknik dasar passing sepakbola dengan model ADDIE. Jenis penelitian ini adalah penelitian pengembangan. Prosedur pengembangan model ADDIE, yaitu: analysis, design, development, implementation dan evaluation. Teknik analisis deskriptif kualitatif dan analisis deskriptif kuantitatif adalah teknik analisis data yang digunkan. Multimedia interkatif berbasis video tutorial teknik dasar passing sepakbola kaki bagian dalam yang dikembangkan yaitu dalam bentuk video tutorial yang berisikan materi tentang pengertian teknik dasar passing sepakbola dan cara melakukan teknik dasar passing sepakbola dengan kaki bagian dalam. Berdasarkan tanggapan ahli isi mata pelajaran menunjukkan bahwa multimedia berbasis video tutorial teknik dasar passing sepakbola kaki bagian dalam adalah sangat baik dengan persentase 92%. Tanggapan ahli media pembelajaran memperoleh persentase 95% berada pada kualifikasi sangat baik. Tanggapan ahli desain pembelajaran memperoleh presentase 93% berada pada kualifikasi sangat baik. Dapat disimpulkan bahwa multimedia interaktif berbasis video tutorial teknik dasar passing sepakbola kaki bagian dalam layak digunakan dalam mata pelajaran pendidikan jasmani olahraga dan kesehatan. Peneliti berharap agar penelitian ini dieksperimenkan sehingga keefektifan dapat diketahui melalui tiga uji yang dilakukan.
This study aims to determine the factors influencing the community behavior in improving competitive rural tourism as well as understanding the role of economic literacy in mediating socio-economic indicators and rural competitive advantage. This research followed an explanatory research to examine the relationship between variables including socio-economic variables and rural tourism competitive advantage. The data was gathered by conducting observations and interviews with tourism businesses, stakeholders, and the local village government, and related agencies as respondents. Furthermore, the data were analyzed following inductive and descriptive statistics. The findings indicated that, from all variables used, solely the environmental impact variable did not affect economic literacy and the competitive advantage of rural tourism. The moderating variables showed that the economic literacy mediates the economic impact on rural tourism competitive advantage. In addition, socio-cultural impacts on rural competitive advantage tourism, and the stakeholder involvement affects rural competitive advantage tourism. However, economic literacy failed in mediating between environmental impacts on rural competitive advantage tourism. This is due to the increasing understanding of the economy of the community around the tourist attractions it will increase the business around the tourist attractions that have an impact on environmental damage around the tourist attractions.
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