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STRATEGI KOMUNIKASI PARIWISATA PANTAI TONGACI DI SUNGAILIAT BANGKA BELITUNG 东加西海岸旅游传播战略在SUNGAILIAT邦里翁
Pub Date : 2023-01-19 DOI: 10.33557/ji.v15i1.2192
Adinda Fatimah, Isnawijayani Isnawijayani
The purpose of this research is to see the Communication Strategy of the Tongaci Beach Tourism in Sungailiat Bangka Belitung. This research method is qualitative with the approach of observation, interviews, literature study and documentation. The research subjects consisted of tourist attraction using the theory of Integrated Marketing Communication (IMC) in the field of tourism marketing communication by Bungin (2015) as the theoretical basis of the research entitled Tongaci Beach Communication Strategy in Sungailiat Bangka Belitung. This research is a research on the analysis of communication strategies in tourism objects. aims to see how the Tongaci Beach tourism marketing communication strategy. This beach is the most popular beach for tourists. Efforts to develop Tongaci Beach support active support and cooperation between owners, managers and the community to optimize the use of promotional media. Bungin suggested tourism marketing communication with several concepts. Researchers chose the concept of Integrated Marketing Communication (IMC). IMC theory examines the whole in the context of marketing communications. This field of study describes the Communication Mix, Marketing Mix, and matters concerning IMC. This field is a field that thoroughly discusses IMC in a complete theoretical and practical context.
本研究的目的是为了了解松加利邦加勿里洞汤加奇海滩旅游的传播策略。本研究采用定性研究方法,采用观察法、访谈法、文献研究法和文献法。本研究以旅游景区为研究对象,运用Bungin(2015)在旅游营销传播领域的整合营销传播理论(Integrated Marketing Communication, IMC)作为“sungailat Bangka Belitung Tongaci Beach传播策略”研究的理论基础。本研究是对旅游对象传播策略分析的研究。旨在了解汤加奇海滩旅游营销传播策略。这个海滩是最受游客欢迎的海滩。努力支持汤加奇海滩的发展,积极支持业主、管理者和社区之间的合作,优化利用宣传媒体。Bungin用几个概念提出了旅游营销传播。研究者选择了整合营销传播(IMC)的概念。整合营销传播理论在营销传播的背景下考察整体。这个领域的研究描述了传播组合、营销组合和与整合营销相关的问题。这个领域是一个在完整的理论和实践背景下彻底讨论整合营销控制的领域。
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引用次数: 0
Kahoot! Sebagai Inovasi Evaluasi Hasil Belajar Siswa Yang Efektif Dan Menyenangkan Kahoot!作为对学生成绩的创新评价
Pub Date : 2022-11-30 DOI: 10.22219/jinop.v8i2.21384
J. Santoso, A. Widiyanti
Student learning outcomes became an important part of decisions making about planning and implementing future learning. In general, the evaluation tools put the students under stress and lead to failure to achieve minimum graduation competencies. Kahoot! is one of the applications that can be used as an innovation in evaluation of student learning outcomes. The purpose of this study is to analyze the effectiveness and level of student acceptance of Kahoot! as a platform for evaluating Economics subject learning outcomes at SMA Negeri 1 Gemuh class X IPS. Respondents involved in the study were students of class X IPS 1 as the experimental class and class X IPS 2 as the control class, each class totaling of 30 students, at SMA N 1 Gemuh, Kendal Regency, Central Java. Data were taken through tests and in-depth interviews. The test result data were analyzed descriptively quantitatively. Analysis of interview data using an interactive model, namely data reduction, data display, and drawing conclusions. The results showed that the Kahoot! effective as a platform for evaluating economic learning outcomes. Kahoot app! is an innovation in evaluating learning outcomes that are more enjoyable.
学生的学习成果成为规划和实施未来学习决策的重要组成部分。总的来说,评估工具给学生带来了压力,导致他们无法达到最低的毕业能力。Kahoot !是一种创新的应用,可以用来评价学生的学习成果。本研究的目的是分析学生对Kahoot!作为评估SMA Negeri 1 Gemuh X班经济学学科学习成果的平台。研究对象为中爪哇省肯德尔县SMA N 1 Gemuh的X IPS 1班和X IPS 2班的学生,每班共30名学生。数据是通过测试和深度访谈获得的。对试验结果数据进行描述性定量分析。对访谈数据进行分析,采用交互模式,即数据还原、数据展示、得出结论。结果表明,Kahoot!作为评估经济学习成果的有效平台。Kahoot应用!是一种评估学习成果的创新,更令人愉快。
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引用次数: 0
Designing a 3D Model of Batu Night Spectacular as an Asset, Animation Video, Learning Media, and Tourism Promotion 八都夜景3D模型资产设计、动画影像、学习媒体及旅游推广
Pub Date : 2022-11-29 DOI: 10.17977/um031v9i32022p270
Nuha Fikriza Rosyadi, M. Wardhana, Arif Sutrisno, A. Pramono
Abstrak: Persaingan bisnis sektor pariwisata sangat bergantung pada kapasita promosi kepada para calon wisatawan baik local maupun mancanegara. Penelitian ini bertujuan untuk mengembangkan rancangan 3D objek wisata Batu Night Spectacular (BNS) sebagai media promosi sekaligus media belajar. Penelitian ini menggunakan metode pengembangan dari Borg and Gall dengan modifikasi menjadi tiga tahap utama yakni pra-produksi, produksi dan pasca produksi. Beberapa proses pengem-bangannya dimulai dengan observasi dan pengumpulan data, membuat sketsa unit dan pemodelan sketsa 3D, setting topologi 3D, material dan texturing, detailing, polishing, item merger, lighting, composition, rendering dan uji coba produk dalam bentuk survei pengguna. Hasil penelitian ini berupa beberapa asset 3D yang telah dinilai layak standar mutu dan hasil survei pengguna yang menunjukan kepuasan atau kelayakan yang tinggi. Dapat disimpulkan bahwa objek 3D BNS dapat digunakan sebagai media promosi objek wisata sekaligus media belajar bagi para siswa.Abstract: Business competition in the tourism sector depends on the capacity of promotion to potential local and foreign tourists. This study aims to develop a 3D design of the Batu Night Spectacular (BNS) tourist attraction as a promotional media and a learning medium. This research uses the development method from Borg and Gall with modifications into three main stages: pre-production, production, and post-production. Some development processes started with observation and data collection, unit sketching and 3D sketch modeling, 3D topology settings, materials and texturing, detailing, polishing, item mergers, lighting, composition, rendering, and product testing in the form of user surveys. The results of this study are in the form of several 3D assets that assess as worthy of quality standards and the consequences of user surveys that show high satisfaction or feasibility. It can conclude that the BNS 3D object can be used as promotional media for tourism objects and learning media for students.
抽象地:旅游业的商业竞争在很大程度上依赖于当地和外国游客的晋升机会。本研究旨在发展3D夜景旅游景点作为促进媒体和学习媒体的设计。这项研究采用了博格和加尔的发展方法,将其修改为生产前、生产后和生产后的三个主要阶段。他的一些开发过程从数据观察和收集开始,创建一个单元和3D建模,三维构造,构造,材料和文本,详细,抛光,合并项目,照明,合成,演示产品在用户调查的形式。这项研究的结果是一些被认为具有质量标准的3D资产,以及显示高满意度或价值的用户调查结果。可以得出结论,3D BNS对象可以用来为学生提供旅游宣传和学习媒体。限制:旅游区的商业竞赛在当地和外国旅游人士的晋升阶段进行。这项研究揭示了一种3D夜观设计,将游客的吸引力作为促进媒体和学习的媒介。这项研究从博格和加尔发展到三个主要阶段:前期生产、生产和生产后生产。一些发展过程始于观察和收集数据、草图和3D绘图单元、3D地形设置、详细、打磨、mergers项目、照明、协调、渲染,并在用户监控形式上进行测试。这些研究的结果是不同程度的三维资产,这些资产是高质量标准和用户监控的结果这可以得出结论,BNS 3D对象可以用作促进旅游和学习媒体的工具。
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引用次数: 0
Communicative Language Teaching (CLT) Approach in Kampung Inggris Pare in The New Normal Period 新常态下甘邦英格丽小学的交际教学法
Pub Date : 2022-11-29 DOI: 10.17977/um031v9i92022p250
Rafiud Ilmudinulloh, A. Bustomi, W. Pratiwi, M. Ilyas
Abstrak: Tujuan dari penelitian ini adalah mendeskripsikan implementasi pendekatan CLT di Kampung Inggris Pare pada masa new normal. Penelitian ini menggunakan pendekatan kualitatif deskriptif dengan jenis penelitian studi kasus. Hasil penelitian menunjukkan implementasi pendekatan CLT pada masa new normal dengan memperhatikan Surat Keputusan Bersama tentang Pedoman Pelaksanaan Pembelajaran selama pandemiCOVID-19. Desain pembelajaran tetap bertumpu pada proses untuk meningkatkan kemampuan berbicara siswa melalui Discovery Learning seperti praktek berbicara, presentasi, dan diskusi, serta kebijakan institusional seperti English Area dan pemberlakuan protokol kesehatan. Disimpulkan bahwa implementasi pendekatan CLT dapat menyesuaikan dengan kebiasaan baru di masa pendemi tanpa harus menghilangkan makna dan subtansi pendekatan yang menjadi ciri khas dari Kampung Inggris Pare.Abstract: This study aims to describe the implementation of the Communicative Language Teaching (CLT) approach in Kampung Inggris Pare during the new normal period. The research method used is a descriptive qualitative, case study. The study results indicate the implementation of the CLT approach during the new normal period takes into account the Joint Decree on Guidelines for the Implementation of Learning during the COVID -19 Pandemic. Instructional design still relies on processes to improve students' speaking skills through Discovery Learning strategies such as speaking practice, presentation, and discussion, as well as institutional policies such as the English Area and the health protocol. It can be concluded that the implementation of the CLT approach can adapt to new habits during the pandemic without having to lose the meaning and substance of the approach which is characteristic of Kampung Inggris Pare.
摘要:本研究的目的是描述新常态英国帕尔村CLT方法的实施。本研究采用描述性质的方法与案例研究类型。研究结果表明,CLT方法在新常态下的实施,并将在pandemiCOVID-19期间的联合教学指导方针列为指导方针。学习设计依靠探索学习的过程来提高学生的口语能力,如演讲练习、演讲和讨论,以及英语地区等体制政策和卫生协议。得出结论,CLT方法的实施可以与公认的新做法相适应,而不必消除作为爸妈家乡特色的方法的意义和分量。摘要:在新学期期间,对沟通语言教学(CLT)的一项研究说明了该研究的实施。研究方法是descrive qualive,案例研究。在新的正常情况下,研究结果无法实现CLT。工具设计仍然是培养学生的方法,通过探索学习策略、介绍和讨论,就像机构政策一样,就像英国和健康协议一样。可以确定的是,在大饥荒期间,CLT的实施可能会失去失去这种目的的手段。
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引用次数: 0
Developing M-Learning Applications to Support Digital Literacy of Vocational High School Students 开发移动学习应用程序以支持职业高中学生的数字素养
Pub Date : 2022-11-29 DOI: 10.17977/um031v9i32022p291
Ary Purmadi, M. Muzakkir, Endah Resnandari Puji Astuti
Abstrak: Literasi digital sangat penting untuk diterapkan saat ini karena pembelajaran telah mengarah pada pembelajaran yang mendukung teknologi. Literasi digital di Indonesia masih tergolong sangat rendah sehingga perlu upaya dalam meningkatkannya. Penelitian ini bertujuan untuk mengembangkan aplikasi m-learning berbasis Android yang tepat untuk mendukung literasi digital siswa SMK. Jenis metode yang digunakan yakni penelitian dan pengembangan (R&D) dengan model ADDIE. Hasil penelitian ini menunjukkan bahwa pengembangan media sudah sesuai dengan kriteria baik materi maupun media yang menunjukkan hasil 3,67 yang kategori “baik”, sementara hasil pada uji media sebesar 4,05 yang kategori “sangat baik” dan pada uji coba kelas 3,92 yang kategorinya “baik”. Aplikasi ini juga, terbukti efektif untuk digunakan dalam mendukung literasi digital siswa yang ditandai dengan meningkatnya hasil belajar siswa dari rata-rata pretest 66 menjadi 78 pada postestnya. Sehingga dapat disimpulkan dari hasil penelitian ini memberikan kontribusi dalam mendukung literasi digital peserta didik vokasi. Abstract: Digital literacy is very important to apply at this time because learning has led to learning that supports technology. Digital literacy in Indonesia is still very low, so efforts are needed to increase it. This study aims to develop appropriate Android-based m-learning applications to support digital literacy in vocational high school students. The type of method used is research and development (R&D) with the ADDIE model. The results of this study indicate that media development is in accordance with the criteria for both material and media which shows a result of 3.67 which is in the "good" category, while the results in the media test are 4.05 which is in the "very good" category and in class trials 3.92 in the "good" category. This application has also proven to be effective for use in supporting students' digital literacy which is marked by increased student learning outcomes from an average pretest of 66 to 78 in the posttest. So it can be concluded from the results of this study that it contributes to supporting the digital literacy of vocational students. 
摘要:数字盲对今天的应用至关重要,因为学习导致了支持技术的学习。印尼的数字识字率仍然非常低,需要努力提高。本研究旨在开发一种基于Android的m-learning应用程序,以支持学生SMK的数字读写能力。与ADDIE型(R&D)研究和发展的方法。这项研究结果表明,媒体已经符合条件的发展无论是物质还是显示结果(7.75的媒体类别a€œ梅花€,试验最终结果4.05大小媒体则类别a€œ€非常梅花和类别的3,92班试验a€œ梅花€。该应用也被证明是有效的,用于支持数字识字学生,其特点是学生的学习成绩从平均预习66到78。由此推断,这项研究有助于支持投票的学习者的数字识字。借鉴:这一次,数字文学是非常重要的,因为学习有助于学习支持技术。印尼的数字文学仍然很低,所以努力增加它。这项研究是根据《vocastate high students》支持数字文学的基础知识进行的。使用的方法是研究与发展与广告模式。这study indicate that当前媒体发展之results in accordance with The criteria for a两者材料和哪种媒体节目的论点3 . 67,这是在做“好”类别,而媒体境results测试是4。5,这是在《课试验类别“很好”和“祝”类别中的3 . 92。这个应用程序还证明可以有效地使用支持学生的数字文学,这是学生们在毕业后从66到78的平均学习中获得的。因此,它可以从这些研究的结果中得出结论,这些研究承诺支持声音学生的数字文学
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引用次数: 0
Student Team Achievement Division (STAD) Cooperative Type Model Supported by Quizizz on Learning Outcomes 学生团队成就划分(STAD)合作型模型,支持Quizizz对学习成果的研究
Pub Date : 2022-11-29 DOI: 10.17977/um031v9i32022p262
Muhammad Reza Fikri Al Firdaus, Sukidin Sukidin, Wiwin Hartanto
Abstrak: Penerapan metode diskusi kelompok pada pembelajaran ekonomi peminatan kelas X IPS masih kurang maksimal dalam memengaruhi peningkatan hasil belajar siswa secara merata. Penelitian ini bertujuan untuk mengetahui pengaruh implementasi model pembelajaran kooperatif Student Team Achievement Division (STAD) berbantuan Quizizz terhadap hasil belajar kognitif dan psikomotorik. Quasi Experimental Design dengan desain Nonequivalent Control Group digunakan sebagai metode penelitian ini. Sampel yang dipakai yakni siswa kelas X IPS 2 dan X IPS 3 sebanyak 68 siswa. Hasil penelitian membuktikan bahwa perolehan rata-rata hasil belajar  kelas X IPS 3 sebesar 79,14. Hasil ini lebih tinggi dari hasil kelas X IPS 2, yang menjadi kelas kontrol rata-ratanya, yaitu 74,52. Hasil pengujian N-gain dari rerata hasil belajar kelas kontrol tergolong kriteria rendah, sedangkan nilai hasil belajar kelas eksperimen termasuk dalam kriteria sedang. Hal ini membuktikan bahwa implementasi pembelajaran model kooperatif tipe STAD dikolaborasikan dengan media Quizizz berpengaruh dalam meningkatkan hasil belajar siswa.Abstract: The application of the group discussion method in economics learning with specialization in class X IPS was still not optimal to influence the increase of student learning outcomes evenly. This study aims to determine the effect of the cooperative learning model on the Student Team Achievement Division (STAD) collaboration by Quizizz in the cognitive and psychomotor learning outcomes. A Quasi-Experimental Design with a Nonequivalent Control Group design was used as the research method. The total samples were 68 students from classes X IPS 2 and X IPS 3. The result shows that the average acquisition of class X IPS 3 learning outcome is 79.14. This result is higher than that of class X IPS 2 as the control class, which has 74.52. In the N-gain, the average value of the control class learning outcomes is classified as the low criterion, while the experimental class learning outcomes belong to the medium criterion. This indicates that the implementation of the STAD-type cooperative learning model assisted by Quizizz media has proven to be influential in improving student learning outcomes. 
摘要:在X类IPS学习经济学上的小组讨论方法的应用,在影响学生整体学习成绩的同时,还不是最成功的。本研究旨在确定合作学生学习成绩成绩(STAD)对认知和运动运动学习结果的影响。实验设计与非equivalent控制组的设计作为研究方法。68名学生使用的样本为X IPS 2班和X IPS 3班。研究发现,X级IPS 3的平均成绩为79.14分。这比X级IPS 2要高,这是平均控制类,74.52。控制类学习成绩的n增益测试结果为低标准,而实验类学习成绩属于中等标准。这证明,与Quizizz媒体合作的STAD学习模式的合作实施对提高学生的学习成绩有影响。抽象:在经济学专业学习X IPS的方法中,小组讨论的方法仍然不是最理想的,可以影响学生学习的增长,甚至是最终的。这项研究旨在确定在认知和精神学习中获得合作学习模式的效果。一种由非紧急控制小组设计的新型设计被用于研究方法。从等级X IPS 2和X IPS 3中获得68个样本。结果显示,X级IPS 3学习结果是79.14。这个建议比控制级xlps 2还要高,它有74.52个。在n增益中,控制类学习的平均成绩以低criticon为机密,而实验类学习则以小批判性的媒介为例。由Quizizz media提供建议的stad类型学习模型的实施的性质已经证明,影响学生学习的结果是
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引用次数: 0
An Exploration of Student Satisfaction with Online Learning: A Systematic Review 学生在线学习满意度的探索:一项系统回顾
Pub Date : 2022-11-29 DOI: 10.17977/um031v9i32022p280
Maulana Arif Muhibbin, P. Wulandari, Fitri Andriani, Afa Fauzul Adzim
Abstrak: Kepuasan belajar online merupakan konstruk yang dapat digunakan untuk mengevaluasi keefektifan layanan pembelajaran online. Tujuan penelitian ini untuk mengeksplorasi faktor-faktor kepuasan belajar online siswa. Sistematika literature review ini menganalisis 34 jurnal yang dikumpulkan dari dua situs, yaitu Google Scholar dan Semantic Scholar. Pada bagian pertama studi ini didiskusikan isu akademik pembelajaran online, kemudian model kepuasan belajar online yang digunakan para peneliti, dan terakhir menjelaskan prediktor yang dapat mempengaruhi kepuasan belajar online siswa. Hasil analisis menunjukkan bahwa faktor eksternal yang paling signifikan adalah learner content dan interaksi guru dengan siswa. Oleh karena itu, untuk meningkatkan kepuasan belajar siswa, guru diharapkan dapat menyajikan materi digital yang menarik serta meningkatkan kualitas komunikasi yang positif dikelas virtual. Abstract: Online learning satisfaction can be used to assess how well online learning programs work. This research can help education professionals in their efforts to develop adaptive online learning in dealing with future educational disruptions and challenges through the analysis of various literatures. This systematic literature review explored 34 journals from two sites: Google Scholar and Semantic Scholar. The first part of this study discusses the academic issue of online learning, the second section describes the online learning satisfaction model used by the researchers, and the last part describes the predictors that can affect students' online learning satisfaction. Learner content interaction and teacher-student interactions are the most primary external determinants on online learning satisfaction, according to the analysis' findings. Therefore, teachers are expected to be able to deliver engaging digital contents and enhance positive communication in online setting to increase students’ learning satisfaction.
摘要:在线学习满足感是一种固定形式,可以用来评估在线学习服务的有效性。本研究的目的是探索学生在线学习满意度因素。系统性文学评论分析了从谷歌学者和语义学者这两个地点收集的34份期刊。本研究的第一部分讨论了在线学习的学术问题,然后是研究人员使用的在线学习满意度模型,最后解释了影响学生在线学习满意度的预测因素。分析结果表明,最重要的外部因素是学习者的包容和教师与学生的互动。因此,为了提高学生的学习满足感,老师们希望提供有趣的数字材料,并提高虚拟课堂上积极交流的质量。一个例子:一个在线学习满足可以用来评估在线学习计划工作有多好。这项研究可以帮助教授在其努力中培养出专业知识,这是对未来教育障碍和挑战的在线学习,通过对不同识字法的分析。这篇sys主题文学评论探索2 sites 34记者:谷歌奖学金和语义奖学金。这项研究的第一部分是在线学习的学术问题,第二部分描述了在线学习满足的模式学生互动和教学是在线学习满足的最主要的外部决定,包括分析的最终结果。这就是一点,教师是to be able to前数字engaging地点与增强积极communication》在线设置到增加studentsa€™学习satisfaction。
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引用次数: 0
The Role of Teachers in the Development of ICT-Based Learning Innovations 教师在基于ict的学习创新发展中的作用
Pub Date : 2022-11-29 DOI: 10.17977/um031v9i32022p302
Muhamad Habibullah
Abstrak: Di era industri 4.0, para pendidik dituntut untuk bisa mengembangkan inovasi pembelajaran pada setiap pertemuan tatap muka. Hal inilah yang mendorong banyak guru sekolah dasar untuk dapat menerapkan media pembelajaran berbasis teknologi dan informasi. Tujuan penelitian ini adalah mengetahui sejauh mana para pendidik mengembangkan inovasi pembelajaran yaitu melalui adanya teknologi informasi dan komunikasi (TIK). Penelitian ini merujuk pada metode fenomenologi terhadap peristiwa yang terjadi dan merujuk juga terhadap refrensi buku sebagai penguat. Penelitian ini menggunakan analisis metode kualitatif deskriptif dengan memaparkan data-data melalui wawancara, observasi, dokumentasi, serta berdasarkan referensi dari buku dan jurnal. Hasil penelitian yang dicapai adalah sebanyak 30 pengajar mampu mengembangkan inovasi pembelajaran menggunakan teknologi komunikasi dan informasi berupa zoom, google meet, terms, Edmodo, dan youtube. Penelitian ini berkontribusi bagi para pendidik dalam pengguaan aplikasi media dalam teknologi komunikasi dan informasi di era industri 4.0.Abstract: In the era of industry 4.0, educators are required to be able to develop learning innovations in every face-to-face meeting, this is what encourages many elementary school teachers to be able to apply technology and information-based learning media. The purpose of this study is to find out the extent to which educators develop learning innovations through information and communication technology (ICT). This research refers to the phenomenological method of events that occur and to book references as reinforcement. This research uses descriptive qualitative method analysis by presenting data through interviews, observations, documentation, and based on references from books and journals. The results of the research were that as many as 30 teachers were able to develop learning innovations from communication and information technology in the form of zoom, google meet, terms, Edmodo, and YouTube. This research contributes to educators in using media applications in communication and information technology in the industrial era 4.0.
摘要:在4.0的行业时代,教育工作者被要求在每次面对面的会议上促进学习创新。这就是为什么许多小学教师能够应用以技术为基础的学习媒体和信息。这项研究的目的是了解教育工作者通过信息和通信技术在多大程度上促进了学习创新。本研究涉及对事件的表现学方法,并将书本参考作为助推器。本研究采用描述性定性方法分析方法,通过采访、观察、文档以及书籍和期刊参考资料来解述数据。研究发现,多达30名教师能够利用zoom、谷歌meet、terms、Edmodo和youtube等通信技术发展学习创新。这项研究为教育工作者在工业时代4.0年代对媒体通信技术和信息应用的解读做出了贡献。不引人注意:在工业4.0的时代,教育工作者要求在每一次面对面的会议上都致力于学习创新,这是一群小学教师能够完善技术和基于学习媒体的信息的根本原因。这项研究的目的是通过信息和通信技术了解真相。这项研究提到了事件发生的物化方法,并引用了美国归还的参考文献。本研究通过通过采访、观察、文档和参考书籍和研究,给出了本研究的目的分析方法分析。研究的结果显示,有30多名教师可以在zoom、谷歌相遇、terms、Edmodo和YouTube上学习交流和信息技术。这是在4.0年代利用媒体应用信息技术进行的教育研究报告。
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引用次数: 0
Project-Based Learning Model to Improve Student's Hands and Feet Motor Skills in Rhythmic Gymnastics 提高艺术体操学生手脚动作技能的项目式学习模式
Pub Date : 2022-11-29 DOI: 10.17977/um031v9i32022p240
I. Indrayogi, Maya Nurhayati, Riza Sukma Fauzi
Abstrak: Kurangnya pengetahuan dan kemampuan siswa dalam gerakan tangan dan kaki dasar senam ritmik adalah kekuatan pendorong di balik penelitian ini. Tujuan dari penelitian ini adalah untuk menguji bagaimana pendekatan pembelajaran berbasis proyek mempengaruhi keterampilan motorik siswa untuk gerak kaki dan gerak tangan senam ritmik. Penelitian ini menggunakan prosedur kuasi-eksperimental. Alat yang digunakan adalah tes senam ritmik yang mengevaluasi gerakan tangan dan kaki. Populasi penelitian adalah siswa kelas XI SMA PGRI 1 Majalengka berjumlah 50 siswa. Purposive sampling digunakan untuk mendapatkan 25 sampel. Berdasarkan pengolahan dan analisis data, rata-rata hasil tes awal adalah 15,93, dan rata-rata hasil tes akhir adalah 18,86. Hal ini diperkuat dengan hasil analisis data yang menunjukkan bahwa thitung 7,89 lebih tinggi dari ttabel 2,14. Kontribusi penelitian ini menyimpulkan bahwa pendekatan pembelajaran berbasis proyek dapat membantu keterampilan motorik siswa. Abstract: Lack of knowledge and proficiency among students in rhythmic gymnastics' fundamental hand and foot movements is the driving force behind this study. The goal of this study is to examine how a project-based learning approach affects students' motor skills for rhythmic gymnastic footwork and hand movements. This study employed a quasi-experimental procedure. The tool utilized is a rhythmic gymnastics test that evaluates hand and foot motions. There are 50 students in class XI at SMA PGRI 1 Majalengka as population. Purposive sampling was used to get 25 samples. According to data processing and analysis, the average initial test result was 15.93, and the average final test result was 18.86. This is collaborated by the data analysis results, which showed that tcount 7.89 is higher than ttable 2.14. The contribution of this research concludes that a project-based learning approach can help students' motor skills. 
抽象:学生对手部和脚部动作的缺乏知识和能力是这项研究背后的动力。本研究的目的是测试基于项目的学习方法如何影响学生的步态和节奏体操运动的运动技能。该研究采用准实验程序。使用的工具是一种节奏体操测试,它可以评估手和脚的动作。研究人口是一名PGRI高中PGRI班的学生,共有50名学生。采样目的是为了得到25个样本。根据数据的处理和分析,初步测试的平均结果是1593,最终测试的平均结果是18.86。这一点得到了证实,数据分析显示,thitungA 7.89比ttabelA 2.14高。这项研究的贡献得出结论,基于项目的学习方法可以帮助学生的运动技能。经典的动作的基本动力是这项研究背后的驾驶力。这项研究的目标是研究项目如何发展、影响学生如何获得节奏运动的运动技能。这个研究涉及一个准实验过程。工具的功用是一个节奏的体操测试,评估手和脚的动作。在PGRI高中有50名学生,其中一名是《人口》杂志。采样采样的目的是得到25个样本。数据处理和分析,最初的平均结果测试是15。93,最后的平均评分是18。86。这是由再生分析数据组成的合作,它显示计数7.89比ttable 2.14高。这项研究的投入,一个基于学习的项目,可以帮助学生的运动技能
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引用次数: 0
Development of Interactive Learning Media Kersosmi Bunisa Social Science Class IV Elementary School 互动学习媒体的发展:小学社会科学四班
Pub Date : 2022-11-29 DOI: 10.17977/um031v9i32022p227
Itvianoke Jihan Nandawika, Tri Murti, S. Mas’ula
Abstrak: Tujuan penelitian dan pengembangan ini yaitu menghasilkan media pembelajaran interaktif Kersosmi Bunisa (Keragaman Sosial, Ekonomi, Budaya, Etnis, dan Agama) aplikasi android yang valid menurut ahli materi, ahli media, dan guru, serta praktis menurut peserta didik. Model penelitian dan pengembangannya menggunakan R&D oleh Borg dan Gall dengan tahapan potensi dan masalah, pengumpulan data, desain produk, validasi produk, revisi produk, uji coba produk, revisi produk, uji coba pemakaian, revisi produk, dan  produksi massal. Hasil dari ahli materi sebesar 91,7 persen, ahli media sebesar 87,5 persen, dan guru sebesar 92,8 persen. Semuanya dengan kriteria sangat valid dan dapat digunakan tanpa revisi. Hasil angket respons peserta didik tentang kepraktisan pada uji coba produk skala kecil sebesar 100 persen dan uji coba pemakaian skala besar sebesar 94,2 persen dengan kriteria sangat praktis dan dapat digunakan tanpa revisi.Media pembelajaran interaktif Kersosmi Bunisa direkomendasikan untuk meningkatkan minat belajar siswa, menunjang efektivitas, efisiensi, dan peningkatan mutu pembelajaran IPS kelas IV.Abstract: The goal of this research and development was to create Android applications for Kersosmi Bunisa (Social, Economic, Cultural, Ethnic, and Religious Diversity) that are valid in the eyes of material experts, media experts, and teachers, as well as practical in the eyes of students. Potential and difficulties, data collecting, product design, product validation, product revision, product testing, product revision, user trial, product revision, and mass manufacturing are all steps in the Borg and Gall research and development paradigm. Material specialists scored 91.7 percent, media experts scored 87.5 percent, and educators scored 92.8 percent. These belong to very valid criterion and can be employed without revision. The findings of the student response questionnaire on practicality in small-scale product testing were 100 percent, and large-scale usage trials were 94.2 percent, which means very practical and may be used without revision. Kersosmi Bunisa interactive learning media is recommended for class IV social studies learning to boost student interest in learning, support effectiveness, efficiency, and improve quality.
摘要:本研究与发展的目的之一是创建互动学习媒介Bunisa(社会、经济、文化、民族和宗教的多样性)以材料专家、媒体专家和教师为基础的android应用,以及参与者的实际应用。其研究和开发模型使用的是博格和加尔的R&D,具有潜在和问题的阶段、数据收集、产品设计、产品验证、产品修订、产品试验、产品重试、产品再试、产品再开发、产品再开发、产品再开发、产品再开发、产品再开发、产品再开发、产品再开发。物质专家的成绩为91.7%,媒体专家为87.5%,教师为92.8%。所有的标准都是有效的,可以在没有修改的情况下使用。学习者对小型产品试运行的实用性反应的预期结果是百分之百的,大规模使用的标准是94.2%,而且没有修改也可以使用。媒体互动学习Kersosmi Bunisa推荐提高学生的学习兴趣,维持学习的有效性、效率和改进IPS进球》IV .抽象:甲班这research and development)是为了创建Android applications for Kersosmi Bunisa(社会、经济、文化上的Ethnic和宗教多样性,)是有效的养育养育之眼材料专家、媒体专家,与师范,as well as practical》学生之眼。潜在的和困难,数据收集,产品设计,生产验证,生产验证,生产revision,生产revision, product retry, product retry, product revision, produce revision, produce revision, produce revision, commass manufacturing专家成绩91.7分,媒体平均成绩87.5分,接受教育程度为98.8分。这需要非常有效的批判,可以不用修改就归档。对学生进行的最后的测试是100个百分点,而主要的规模测试是94.2个百分点,这意味着非常实际和可能被不用检查就可以使用。Kersosmi Bunisa相互作用学习媒介被要求鼓励四年级社会学生学习,鼓励学生学习、支持效果、效率和即兴发挥。
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引用次数: 0
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JINOP Jurnal Inovasi Pembelajaran
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