scholarly journals Development of Moodle-based Learning Media using Blended Learning Methods in Graphic Design Subject

Author(s):  
Arif Setiawan ◽  
Dimas Radika Putra ◽  
Sujalwo Sujalwo ◽  
Aditya Nur Cahyo

This research aims to develop learning media using Moodle and apply blended learning methods to help improve the learning effectiveness of students at SMK Muhammadiyah 1 Klaten. The research method used in this research is Research and Development. The results showed the average value of media experts was 79.55% categorized as feasible category, while the material experts were 75% categorized as feasible category. Whereas the System Usability Scale (SUS) questionnaire, which could measure usability, from 32 students of SMK Muhammadiyah 1 Klaten consist of 29 Male and 3 Female Students obtained 71.25% which were categorized as acceptable category. The average test results of the students' pre-test scores were 58.75%, the post-test scores were 81.87%, an increase of 23.12%. The conclusion in this study is that learning media using Moodle-based blended learning methods are appropriate for use in basic graphic design subjects, and are effectively used to improve student understanding and learning outcomes.

2019 ◽  
Vol 1 (2) ◽  
pp. 107
Author(s):  
Frindly Makarawung ◽  
I Dewe Ketut Anom ◽  
John Lombok

This research aims to determine the effect of mind mapping learning methods on the basic laws of chemistry toward learning outcomes of students of class X MIPA in SMA Negeri 2 Langowan. The sample used in this study were all students of class X MIPA of SMA Negeri 2 Langowan. This research uses an experimental method, with the research method used is Quasi Experiment  with Nonequivalent Control Group Design design. The research data were obtained from post-test results. Obtained the average value of student learning outcomes Experiment class is 85. The results showed the value of tcount = 15.7> ttable = 2.21, so H0 was rejected and H1 was accepted. Based on the results of the research it can be concluded that there is an influence on student learning outcomes on the basic laws of chemistry using mind mapping learning methods.


2020 ◽  
Vol 4 (4) ◽  
pp. 605-610
Author(s):  
Azizah Musliha Fitri ◽  
Fajaria Nurcandra ◽  
Terry Yuliana Rahadian Pristya

An initial survey that had been done  found that the location of the settlement where residents of cipayung lived was very close to the location of the Cipayung Landfill. The unhealthy environment tended to cause disease and any other health problems, so that efforts needed to be made to overcome this, one effort that could be done is training on health . This counseling activity was attended by 21 residents living in the village of West Bulak which is the closest residential location to the Cipayung landfill site. Wilcoxon test results on the pre-test and post-test scores of participants showed a P- value of 0.001 which means that there were differences in the level of knowledge of the participants after attending counseling. The average value of pre-test and post-test had a difference of 34.5 shows that counseling that has been carried out is able to increase knowledge.


2018 ◽  
Vol 4 (1) ◽  
pp. 41
Author(s):  
Budi Herdiana ◽  
Muhammad Aria ◽  
Tri Rahajoeningroem ◽  
Bobi Kurniawan ◽  
Jana Utama ◽  
...  

Success of workshop activities in community programs can be seen from the results of these activities which are able to improve students' skills to implement their knowledge that had been obtained previously. This program was done at SMKN 9 aimed at providing innovation and enhancing the creativity of teachers' skills in the field of microcontroller systems. Therefore the ability to understand microcontroller system requires supporting facilities such as hardware and software devices than also require a comprehensive and systematic of learning process. The alternative solution to problem is done by collaborating teileren method and project method simultaneously where learning subject is focused on the workshop material step by step before applying it. The expectation from this program is that teachers can get used to and have the ability to design microcontroller systems that can be applied as teaching materials and curriculum development. The accomplishment of this workshop can be measured by pre-test evaluation which shows value >65% and post-test results which shows an average value of  >70% with an average index of teacher capacity improvement based on final evaluation >60% compared to the previous test scores. 


Author(s):  
Vera Septi Andrini

This study aims to determine the effectiveness of the Team Quiz learning model on student learning outcomes. In this study, the research design used a quantitative approach. The population of this study was all eighth grade students of SMP Negeri 3 Nganjuk in the 2019/2020 academic year. The subjects used were mathematics with the Pythagorean Theorem material for class VIII students at SMPN 3 Nganjuk in the 2019/2020 academic year. While the samples used were students in class VIII-E and VIII-H. Data collection techniques using tests, observations, and documentation. The results showed that the experimental class using the Team Quiz model obtained better results than the control class using the conventional method. From the data analysis of the post-test results of the experimental class, the average value = 76.23 of 35 students. While the data of the post-test results for the control class obtained an average value of 58.97 from 35 students. The achievement of student learning outcomes using conventional learning methods is Good Enough. Team Quiz is a learning model that emphasizes teamwork in groups. So that it can make students more motivated and active in learning.


2020 ◽  
Vol 3 (3) ◽  
pp. 253-262
Author(s):  
Afdal ◽  
Hani Subakti ◽  
Febriyanti Sigalingging

This study aims to look at the effect of an active learning strategy type giving questions and getting answers to Indonesian primary school students' learning outcomes. This study uses an experimental research method in which there are treatments for the control class and the experimental class. The final results of the study showed the results of the analysis of the influence of active learning strategies type giving a question and getting an answer to the results of Indonesian language learning of third-grade students at SDN 002 Sungai Pinang, Samarinda City in the affective domain had an average affective assessment in the good predicate. This can be seen from the results of the hypothesis test thitung is 1.208 with ttable is 2.006 so that it can be written tcount <ttable (1.208 <2.006), which can be interpreted as Ha is rejected and H0 is accepted. Based on research results in the cognitive realm have the final test results (post-test), the experimental class obtained an average value of 77.69, the highest value of 100 and the lowest value of 60. The final test results (post-test), the control class obtained an average value of 49.64, the highest value is 80, and the lowest value is 20. This can also be seen through the hypothesis test results using the t test (independent sample t test), the tcount = 10.175 and ttable = 1.67. Hypothesis test tcount> ttable (10,175> 1,67). Based on the description, it can be concluded that there is an influence of active learning strategy type giving a question and getting an answer to Indonesian students' learning outcomes in the cognitive realm of class III in SDN 002 Sungai Pinang Samarinda City in 2019/2020. Hence, it shows that the hypothesis is accepted.


2020 ◽  
Vol 7 (2) ◽  
pp. 140-149
Author(s):  
Amirudin Amirudin ◽  
Acep Nurlaeli ◽  
Iqbal Amar Muzaki

Abstract. One method considered to be able to improve student learning outcomes is to use the method of reward and punishment. This study aims to show the reality of the use of Reward and Punishment Methods at SDIT Tahfizh Qur'an Al-Jabar, to show the reality of student learning outcomes at SDIT Tahfizh Qur'an Al-Jabar, and to show the effect of the Reward and Punishment method at SDIT Tahfizh Qur ' an al-Jabar. The research method is quantitative with statistical analysis using t-test analysis. The results obtained by the use of the Reward and Punishment method at SDIT Tahfizh Al-Jabar obtained 3.84 results (94%). The reality of student learning outcomes at SDIT Tahfizh Qur'an Al-Jabar by combining the average pre-test and post-test scores obtained an average value of 76.75 (76.75%). There is an effect of the Reward and Punishment method on student learning outcomes at SDIT Tahfizh Qur'an Al-Jabar with the acquisition of tcount of 29.82 and ttable of 2.045.Abstrak. Salah satu metode yang dianggap dapat meningkatkan hasil belajar siswa yaitu dengan menggunakan metode reward and punishment. Penelitian ini bertujuan untuk  mengetahui realitas penggunaan Metode Reward And Punishment di SDIT Tahfizh Qur’an Al-Jabar, untuk mengetahui realitas hasil belajar siswa di SDIT Tahfizh Qur’an Al-Jabar, dan untuk mengetahui pengaruh metode Reward And Punishment di SDIT Tahfizh Qur’an Al-Jabar. Metode penelitian adalah kuantitatif dengan analisis statistik menggunakan analisis uji-t. Hasil penelitian yang diperoleh penggunaan metode Reward And Punishment di SDIT Tahfizh Qur’an Al-Jabar diperoleh hasil 3,84 (94%). Realitas hasil belajar siswa di SDIT Tahfizh Qur’an Al-Jabar dengan menggabungkan rata-rata nilai pre test dan post test diperoleh nilai rata-rata sebesar 76,75 (76,75%). Terdapat pengaruh metode Reward And Punishment terhadap hasil belajar siswa di SDIT Tahfizh Qur’an Al-Jabar dengan perolehan nilai  thitung sebesar  29,82 dan ttabel sebesar 2,045. 


2017 ◽  
Vol 10 (3) ◽  
pp. 73-86
Author(s):  
Delsina Faiza ◽  
Thamrin Thamrin ◽  
Ahmaddul Hadi

This study aims to determine the effect of the use of Electronic Component Tester as  instructional media to the students' learning outcomes in Audio Video Techniques Program SMK N 1 Sumbar on basic competence classify passive and active components in electrical and electronic circuit. The research method used in this research, especially in the design of Electronic Component Tester is Research and Development (R & D) research, which consists of media design, validation, revision, product manufacture, and testing. After the learning media is validated, experimental research will be conducted where the Electronic Component Tester will be used as a learning medium for the students of Audio Video Technique SMKN 1 Sumbar in basic competence to classify passive and active components in electrical and electronic circuits. Prior to treatment, students were given a pre-test to determine initial ability. After being given the use of Electronic Component Tester as a learning medium, a post-test was done to determine the group's ability improvement. Pre-test results obtained an average value of 50.60, while the post-test results obtained an average value of 61.90. Learning outcomes after applied Electronic Component Tester learning media was Increased by 11.31 point. Result of calculation at significant level α = 0,05 got tcount > ttable that is 2,905> 2,056. It can be concluded there is improvement of student learning outcome after using instructional media Electronic Component Tester in basic competence classify passive and active component in circuit electrical and electronics students Audio Video Technique Program in SMK N 1 Sumbar. Keywords: Electronic Component Tester, Learning Media, Learning Outcomes.


Author(s):  
Oky Kurniawan

<p><em>The learning outcomes of fiction story material for 4th graders of Mandala 02 State Elementary School</em><em> (SDN) Cimanggu District, Cilacap Regency were still low. The researcher applied the numbered heads together (NHT) learning model with audio as a media. This study used a Classroom Action Research (CAR) that designed in two cycles. The results showed that their average value of the class during the pre-test was 52.65, increased in the post-test results to 79.28 with an increase in classical learning completeness from 21.88% to 88.57%. Student learning activities in the first cycle of 73.91% increased in the second cycle to 77.76%. The teacher's performance score had reached the indicator of success with the final score in the first cycle of 82.5 increasing in the second cycle to 84.25. The application of the NHT learning model with audio media could improve Indonesian learning of fiction story material.</em></p>


IBTIDA' ◽  
2020 ◽  
Vol 1 (2) ◽  
pp. 171-180
Author(s):  
Eli Mufidah ◽  
Alimatus Sa’diyah

The problem in this study is how to develop learning media for the box media, the material for the content of IPA, namely the material for grouping living and inanimate objects in order to improve the learning outcomes of class 1 students in MI MANSYAUL HUDA in each domain. The purpose of this study was to develop a valid, effective and practical learning media for the box media of living and inanimate objects. This research is R&D according to Borg and Gall. Data sources were obtained from 2 individual students, 6 small group students and 12 large group students. Validation of development research involves learning validators, mat erial validators, design validators, language validators and learning practitioners. The results of the research on the development of Si Bolang box media met the attractive criteria with the results of the material expert's test reaching an eligibility level of 84.6%, learning experts reaching 82.5%, design experts reaching 75%, linguists reaching 85%, learning practitioners experts, and the results Student learning in each domain has increased as seen from the average value of the Pre-test  and  Post-test  scores,  namely  the  cognitive  learning  outcomes  of  73.75  to  83  The average number of learning outcomes in the affective domain is 71.25 to 84.9. The average number of learning outcomes in the psychomotor domain was 70.8 to 82.1. This shows that the product developed has an attractive eligibility level because the concepts are in accordance with the characteristics of children, so this media is suitable for use in learning.


2019 ◽  
Vol 2 (2) ◽  
pp. 158-174
Author(s):  
Wirda Linda

This study aims to determine the effect of using collaborative learning methods on narrative essay writing skills. This type of research is quantitative using the experimental method. In this study two classes were used, namely the experimental class and the control class, the experimental class was the deliberate class given a set of treatments by applying collaborative learning methods while the control class as the comparison class applied the conventional method. The results of the study, collaborative learning methods influence the writing skills of narrative essays in the experimental class, this is evidenced by the change in the value of students, which at the time of pre-test the average/mean is 74.8. After applying collaborative learning methods in the learning process in the experimental class, changes in student learning outcomes were obtained at post-test with an average value of 82.4. In conclusion, there is a significant difference between the results of narrative essay writing skills between collaborative learning methods and conventional methods. Keywords: Collaborative Learning, Narrative Writing Skills


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