Moving from chance and ``chemistry'' to skills: Improving online student learning outcomes in small group collaboration

2016 ◽  
Vol 32 (1) ◽  
pp. 55-69 ◽  
Author(s):  
Anthony Bernier ◽  
Cheryl Stenstrom
Author(s):  
Try Ade Jumita Wulandari ◽  
Abdul Muin Sibuea ◽  
Sahat Siagian

Abstrak: Penelitian ini bertujuan untuk :”menghasilkan produk media pembelajaran berbasis multimedia interaktif yang layak digunakan, mudah dipelajari pebelajar dan dapat dipakai untuk pembelajaran individual”. Jenis penelitian pengembangan menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model desain pembelajaran Dick dan Carey. Subjek uji coba terdiri dari dua ahli materi pelajaran Biologi, dua ahli desain pembelajaran, dua ahli media pembelajaran, tiga orang siswa untuk uji coba perorangan, Sembilan siswa untuk uji coba kelompok kecil dan 69 orang siswa untuk uji lapangan terbatas. Hasil penelitian produk akhir menunjukkan: (1) uji ahli materi berada pada kualifikasi sangat baik (83,08%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (84,12%), (3) uji ahli media pembelajaran berada pada kualifikasi sangat baik (83,51%), (4) uji coba perorangan berada pada kualifikasi sangat baik (91,67%), (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (93,00%), dan (6) uji coba lapangan terbatas berada pada kualifikasi sangat baik (94,24%), dan layak untuk digunakan dalam proses pembelajaran Biologi. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran berbasis multimedia interaktif dengan hasil belajar siswa yang dibelajarkan dengan menggunakan konvensional. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh thitung = 25,08 > ttabel= 2,0105, dengan dk = (n1+n2-2) pada taraf signifikansi α =0,05. Disimpulkan efektivitas penggunaan media interaktif sebesar 78,32% sedangkan media konvensional 67,00%. Kata Kunci: Media Pembelajaran Interaktif, hasil belajar biologi Abstract: This study aims to: "produce interactive multimedia-based learning media products that are feasible to use, easily learned by students and can be used for individual learning". This type of development research uses the Borg and Gall product development model combined with Dick and Carey's learning design models. The trial subjects consisted of two experts on Biology subject matter, two learning design experts, two instructional media experts, three students for individual trials, nine students for small group trials and 69 students for limited field testing. The final product research results show: (1) the material expert test is in very good qualification (83.08%), (2) the learning design expert test is in very good qualification (84.12%), (3) learning media expert test are in very good qualifications (83.51%), (4) individual trials are in very good qualifications (91.67%), (5) small group trials are in very good qualifications (93.00%), and (6) limited field trials are in very good qualifications (94.24%), and are suitable for use in the Biology learning process. The results of hypothesis testing prove that there are significant differences between student learning outcomes learned by using interactive multimedia-based learning media with student learning outcomes that are taught using conventional learning. This is indicated by the results of data processing obtained by t = 25.08> t table = 2.0105, with dk = (n1 + n2-2) at the significance level α = 0.05. It was concluded that the effectiveness of interactive media use was 78.32% while conventional media was 67.00%. Keywords: Interactive Learning Media, biology learning outcomes


BIODIK ◽  
2020 ◽  
Vol 7 (2) ◽  
pp. 45-54
Author(s):  
Wendra Priatama ◽  
Afreni Hamidah ◽  
Evita Anggereini

The use of Biology learning media that students can use to study fish morphological characters is still small. This is due to the limited available learning media. One way to overcome this problem is to use learning resources in the form of an Android-based fish encyclopedia. The purpose of this study was to generate, determine the feasibility, and effectiveness of the use of the Android-based Encyclopedia of Fish Diversity in Lake Kerinci on student learning outcomes and conservation attitudes. The research method used is development with the ADDIE model (Analysis, Disgn, Development, Implementation, Evaluation). Encyclopedia of Fish Diversity in Lake Kerinci based on Android was validated by media experts with the final percentage acquisition of 96.2% for very good categories and material experts with a final percentage of 85.2% for very good categories. Thus the encyclopedia product is said to be feasible. This product was then tried out at SMAN 6 Kerinci, the trial was carried out on 2 biology subject teachers, a small group consisting of 9 students, in a large group consisting of 30 students. The test results on teachers get a percentage of 84.37%. The results of the trial in the small group get a percentage of 89.02% which is included in the very good category. In the large group trial, the percentage of 87.96% was included in the very good category. The use of an Android-based encyclopedia of fish diversity in Lake Kerinci effectively improves student learning outcomes. Abstrak. Penggunaan media pembelajaran Biologi yang dapat digunakan siswa untuk mempelajari karakter morfologi ikan masih sedikit. Hal ini dikarenakan terbatasnya media pembelajaran yang tersedia. Salah satu cara mengatasi permasalahan tersebut adalah dengan penggunaan sumber belajar berupa ensiklopedia ikan berbasis Android. Tujuan penelitian ini adalah untuk menghasilkan, mengetahui kelayakan, dan efektifitas penggunaan Ensiklopedia Keanekaragaman Ikan di Danau Kerinci berbasis Android terhadap hasil belajar dan sikap konservasi siswa. Metode penelitian yang digunakan adalah Pengembangan dengan model ADDIE (Analys, Disgn, Development, Implementation, Evaluation). Ensiklopedia Keanekaragaman Ikan di Danau Kerinci Berbasis Android divalidasi oleh ahli media dengan perolehan persentase akhir 96,2% kategori sangat baik dan ahli materi dengan persentase akhir 85,2% kategori sangat baik. Dengan demikian produk ensiklopedia dikatakan layak. Produk ini kemudian di ujicobakan di SMAN 6 Kerinci, ujicoba dilakukan pada 2 orang guru mata pelajaran biologi, kelompok kecil, terdiri dari 9 orang siswa, pada kelompok besar terdiri dari 30 orang siswa. Hasil ujicoba pada guru mendapatkan persentase 84,37%. Hasil ujicoba pada kelompok kecil mendapatkan persentase 89,02% yang termasuk kategori sangat baik. Pada ujicoba kelompok besar mendapatkan persentase 87,96% termasuk kategori sangat baik. Penggunaan ensiklopedia keanekaragaman ikan di danau Kerinci berbasis Android efektif meningkatkan hasil belajar siswa.


2020 ◽  
Author(s):  
Petronella James-Okeke ◽  
Craig Scott ◽  
Yacob Astatke ◽  
Jumoke Ladeji-Osias ◽  
LaDawn Partlow ◽  
...  

2021 ◽  
Vol 2 (1) ◽  
pp. 171-177
Author(s):  
Winda Lestari

Abstract: This study aims to produce an andragogy-based English module that is valid, practical and has a potential effect on student learning outcomes in semester 2 of Muhammadiyah University of Palembang. The research procedure used the Rowntree model, namely: planning, development, and evaluation. In the evaluation stage, Tessmer's formative evaluation model is used which consists of 5 stages, namely: self evaluation, expert review, one-to-one evaluation, small group evaluation, and field test. The result of this research is an andragogy-based English module. Modules are declared valid after being validated by material, language, and module design experts. The results of the one-to-one evaluation of 3 students stated that the students who were the research subjects gave very good responses to the andragogy-based module. The module is declared practical based on the results of one-to-one evaluations and small group evaluations. The results of the small group evaluation of 8 students obtained an average value of student responses to all aspects assessed at 82.47 in the practical category. The module is stated to have a potential effect on student learning outcomes because at the field test stage for 31 students, an N-gain of 0.58 was obtained, including the moderate category. Suggestions for lecturers, students and universities that this andragogy-based module can be used in learning English as well as for other researchers this andragogy-based module can be used as a reference in developing similar research. Abstrak: Penelitian ini bertujuan untuk menghasilkan modul bahasa Inggris berbasis andragogi yang valid, praktis dan memiliki efek potensial terhadap hasil belajar mahasiswa di semester 2 Universitas Muhammadiyah Palembang. Prosedur penelitian menggunakan model Rowntree, yaitu: perencanaan, pengembangan, dan evaluasi. Pada tahap evaluasi digunakan model evaluasi formatif Tessmer yang terdiri dari 5 tahap, yaitu: self evaluation, expert review, one-to-one evaluation, small group evaluation, dan field test. Hasil penelitian ini adalah modul bahasa Inggris berbasis andragogi. Modul dinyatakan valid setelah divaliadasi oleh ahli materi, bahasa, dan desain modul. Hasil one-to-one evaluation terhadap 3 orang mahasiswa, menyatakan mahasiswa yang dijadikan subjek penelitian memberi respon sangat baik terhadap modul berbasis andragogi. Modul dinyatakan praktis berdasarkan hasil one-to-one evaluation dan small group evaluation. Hasil small group evaluation terhadap 8 orang mahasiswa memperoleh nilai rata-rata tanggapan mahasiswa terhadap semua aspek yang dinilai sebesar 82,47 dengan kategori praktis. Modul dinyatakan memiliki efek potensial terhadap hasil belajar mahasiswa karena pada tahap field test terhadap 31 orang mahasiswa diperoleh N-gain 0,58 termasuk kategori sedang. Saran bagi dosen, siswa dan Universitas agar modul berbasis andragogi ini dapat dimanfaatkan dalam pembelajaran bahasa Inggris dengan sebaiknya serta bagi peneliti lain modul berbasis andragogi ini dapat dijadikan acuan dalam mengembangkan penelitian yang serupa. 


2021 ◽  
Vol 6 (2) ◽  
pp. 120-134
Author(s):  
Winda Nur Febrianti Winda ◽  
Aninditya Sri Nugraheni Aninditya

ABSTRAK Penelitian ini bertujuan untuk mengetahui efektivitas perkembangan hasil belajar peserta didik kelas 6  melalui media google classroom di SD N Jarakan pada masa pandemi covid-19. Selain itu, penelitian ini juga bertujuan untuk mengetahui bagaimana perkembangan hasil belajar peserta didik melalui pembelajaran jarak jauh dengan google classroom serta mengetahui kendala apa saja yang ditemui dalam pembelajaran menggunakan media google classroom tersebut. Penelitian ini menggunakan metode kualitatif dengan jenis penelitian deskriptif kualitatif dan studi pustaka. Subjek dalam penelitian ini yaitu siswa kelas 6 SD N Jarakan. Objek dalam penelitian ini ialah efektivitas perkembangan hasil belajar peserta didik pada siswa kelas 6 di masa pandemi covid-19 dengan media Google Classroom. Teknik pengumpulan data melalui observasi, wawancara, dan hasil catatan lapangan. Hasil penelitian ini menunjukkan bahwa adanya peningkatan dalam pembelajaran peserta didik secara daring dengan Google Classroom. Walaupun terdapat kendala dalam penggunaannya, tetapi dengan media ini dirasa cukup untuk menyampaikan permbelajaran. Hal ini karena Google Classroom dianggap sebagai platform terbaik dimasa sekarang dalam pembelajaran secara daring. Kata kunci : Peserta didik, Pembelajaran Jarak Jauh, dan Google Classroom.      ABSTRACT This study aims to determine the effectiveness of the development of learning outcomes of grade 6 students through the google classroom media at SD N Jarakan during the Covid-19 pandemic. In addition, this research also aims to find out how the development of student learning outcomes through distance learning with google classroom and to find out what obstacles are encountered in learning using the google classroom media. This research uses qualitative methods with qualitative descriptive research and literature study. The subjects in this study were 6th grade students of SD N Jarakan. The object in this study is the effectiveness of the development of student learning outcomes in grade 6 students during the Covid-19 pandemic using Google Classroom media. Data collection techniques through observation, interviews, and field notes results. The results of this study indicate that there is an increase in online student learning with Google Classroom. Although there are obstacles in its use, this media is sufficient to convey learning. This is because Google Classroom is considered to be the best platform of the day for online learning. Keyword : Learners, Distance Learning, and Google Classroom.


Author(s):  
Ardina Ardina ◽  
Abdurahman Adisaputera ◽  
Sumarsih Sumarsih

This study aims to determine: (1) Describe the audio visual learning media based on genius learning which is effective for class X students of SMK Tritech Informatika Medan, (2) Describe the results of the development carried out on genius learning-based audio visual media for class X SMK Tritech Informatika students. Medan, (3) Describe the reasons for using audio-visual learning media based on genius learning in developing exposition text learning media. This research is a development research using the Borg & Gall model which aims to develop an audio-visual learning media based on genius learning that will be used as an exposition text learning medium. This learning media will be tested from material experts, design experts, media experts, Indonesian language teachers, and students of SMK Tritech Informatika Medan, consisting of 3 students in individual trials, 9 students in small group trials, and 25 students in field trials. The instrument used in this study was a questionnaire. (1) The results of validation by material experts with an average of 79% with good criteria, (2) validation results by media experts with an average of 80% with good criteria, (3) validation by instructional media design experts with an average of 82 % with very good criteria, (4) the response of Indonesian language teachers with an average of 86% with very good criteria, (5) the acquisition of individual trial results with an average of 78.5% with good criteria, (6) The acquisition of trial results small group with an average of 79% with good criteria, (7) Acquisition of field trial results with an average of 83.54% with very good criteria, (8) Student learning outcomes before using audio-visual learning media based on genius learning were 66.2 and after using audio-visual learning media based on genius learning with an average score of 78 in the good category. The difference obtained is 11.8. This proves that the genius learning-based audio-visual learning media developed can improve student learning outcomes, thus, this genius-based audio-visual learning media is effectively used in learning exposition text.


2021 ◽  
Vol 5 (3) ◽  
pp. 285-293
Author(s):  
Handrini Ardiyanti ◽  
Cecep Kustandi ◽  
Ani Cahyadi ◽  
Elihami Elihami ◽  
Petrus Jacob Pattiasina

In an effort to prevent the Covid-19 pandemic, schools are implementing online student learning methods. This government policy is in order to break the chain of spreading Covid-19. However, in practice, there are still many teachers in schools who are still confused about implementing the online learning system because the teachers are not good at technology, so the teacher only sends assignments without explaining the material. As a result, online learning becomes ineffective which has an impact on student learning outcomes. This study aims to determine the effectiveness of the tiktok-based online learning model. The method used in this research is phenomenology. The informants in this study were the parents of students who live in East Java. The conclusion of this study is that the Tik Tok application used as a learning medium has not been fully effective. Parents consider that the Tik Tok application used in their children's learning is mostly used for playing while learning hours are still in progress. Keywords: model; learning; online; tik tok.   Dalam upaya mencegah pandemi Covid-19, sekolah menerapkan metode pembelajaran siswa secara online. Kebijakan pemerintah ini dalam rangka memutus mata rantai penyebaran Covid-19. Namun dalam prakteknya masih banyak guru di sekolah yang masih bingung menerapkan sistem pembelajaran online karena gurunya kurang jago teknologi, sehingga guru hanya mengirimkan tugas tanpa menjelaskan materi. Akibatnya pembelajaran online menjadi tidak efektif yang berdampak pada hasil belajar siswa. Penelitian ini bertujuan untuk mengetahui efektivitas model pembelajaran daring berbasis Tik Tok. Metode yang digunakan di dalam penelitian ini adalah fenomenologi. Informan dalam penelitian ini adalah orang tua siswa yang tinggal di Jawa Timur. Kesimpulan penelitian ini adalah bahwa aplikasi Tik Tok yang digunakan sebagai media pembelajaran belum sepenuhnya berjalan dengan efektif. Para orang tua menilai bahwa aplikasi Tik Tok yang digunakan dalam pembelajaran anak-anak mereka lebih banyak digunakan untuk bermain ketika jam pembelajaran masih berlangsung. Kata kunci: model; pembelajaran; daring; tik tok.


2016 ◽  
Vol 5 (2) ◽  
pp. 106
Author(s):  
Pretti T. M. Ambarita ◽  
Sahyar . ◽  
Ridwan A.Sani

The objective of this research were to produce a lesson plans and worksheets learning instrument design that corresponded to problem based learning models and analyze whether it was can improve student learning outcomes. This research development was done in classroom by using development research methods of Analysis Design Development Implementation and Evaluation (ADDIE). ADDIE method was used as a method for designing a lesson plans and worksheets that corresponded to it. Three stages of development of lesson plans and worksheets such as an assessment by a team of experts, small group, and a field test. Assessment by a team of experts based on theree aspects such as format, content, and language. In small group and field test based on a response of students sheet. The student response sheet contains of teacher's ability to teach. Worksheet assessment based on aspects of the format, content, and language. Assessment of student learning outcomes based on pretest and posttest were analyzed by ngain. The results of development of lesson plans and worksheets were validated by a team of experts on aspects of format, content, and language. The result both of development of lesson plans and worksheets in small group and field test produced good categories. There was an increased student learning outcomes of  first to third meeting with categories of low to moderate.


Author(s):  
Mohammad Archi Maulyda ◽  
Umar Umar ◽  
Vivi Rachmatul Hidayati

The success of the teacher in creating an interesting learning atmosphere and can foster a positive attitude of students in participating in this learning is strongly influenced by several factors, one of which is the use of interesting learning media. The purpose of this research is to produce Snakes and Ladders Game Learning Media on the Circle material for grade VI students of SDN 26 Ampenan which is suitable for use based on the assessment of Material Experts, Media Experts, and Students, as well as improving student learning outcomes. Snakes and Ladders Game Learning Media was developed using research and development or Research and Development (R&D) with the ADDIE development model. At the Development stage, the media developed was assessed for feasibility by 2 Material Experts (lecturers and teachers), 1 Media Expert, 5 Small Group Trial Students, and 25 Large Group Trial Students. Data collection techniques in this development research are through questionnaires and tests. The data obtained from the questionnaire were analyzed descriptively qualitatively and quantitatively. The results of the media assessment based on the Material Experts obtained an average score of 3.6 included in the "Very Eligible" criteria, the Media Experts obtained an average score of 3.1 included in the "Eligible" criteria, and Small Group Trial Students obtained an average score 3.5 is included in the "Very Eligible" criteria, and the Large Group Trial of Students obtained an average score of 3.4 is included in the "Eligible" criteria. Student learning outcomes after using the Snakes and Ladders Game Learning Media that has been developed have increased by 56%. It is concluded that the Snakes and Ladders Game Learning Media is acceptable, feasible and effective to be used as a learning medium.


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