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Pengembangan mobile learning berbasis android untuk meningkatkan hasil belajar kognitif siswa pada pembelajaran IPS 基于Android的移动学习开发,以改善IPS学习中的学生认知学习结果
Pub Date : 2021-04-30 DOI: 10.17977/um022v6i12021p45
Eko Prasetyo Utomo
This study aimed to develop android-based mobile learning and to find out its effectiveness in improving student cognitive learning outcomes in social studies learning. The development process refers to the model of Dick et al. The results of the development are in the form of android-based mobile learning with the main components, namely: 1) introduction to subjects; 2) subject competence; 3) material; and 4) practice questions in the form of quizzes. The feasibility level of the social studies material test is 89.91% very feasible category and learning media test is 89.42% very feasible category. Sequentially the feasibility level for individual trials was 77.78% in the feasible category, the small group trial was 77.92% in the feasible category, and the field trial was 83.43% for the very feasible category. The product effectiveness test using the t-test showed mobile use. Android-based learning can improve student cognitive learning outcomes in social studies subjects. The media developed has been tested and can be tested on a wider range of subjects for product perfection. DOI: http://dx.doi.org/10.17977/um022v6i12021p45
本研究旨在开发基于android的移动学习,并了解其在社会研究学习中改善学生认知学习结果的有效性。开发过程参考了Dick等人的模型。开发结果以基于android的移动学习的形式出现,主要组成部分为:1)学科介绍;2) 主体能力;3) 材料;以及4)以小测验的形式练习问题。社会研究材料测试的可行性水平为89.91%的非常可行类别,学习媒体测试为89.42%的非常可行类型。依次,个体试验在可行类别中的可行性水平为77.78%,小组试验在可行范畴中为77.92%,现场试验在非常可行类别中为83.43%。使用t检验的产品有效性测试显示移动使用。基于Android的学习可以改善学生在社会研究科目中的认知学习结果。开发的媒体已经过测试,可以在更广泛的主题上测试产品的完美性。DOI:http://dx.doi.org/10.17977/um022v6i12021p45
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引用次数: 1
Peran lingkungan keluarga dalam mengembangkan wirausaha muda 家庭环境在培养年轻英雄中的作用
Pub Date : 2021-04-30 DOI: 10.17977/um022v6i12021p1
Khofifatu Rohmah Adi, Idris Idris
The development and maturity of a person's business is influenced by many factors. Many factors also influence the development of pilot businesses that are started and carried out by students. One of the factors that play an essential role in influencing young entrepreneurs can come from their parents or family environment. This article aims to identify and how the family's role in motivating and developing young entrepreneurs' potential. This research is a qualitative descriptive study. In-depth interviews carried out data collection. The data obtained were then analyzed using interactive analysis techniques, which consisted of 4 stages: data collection, data reduction, data presentation, and concluding. The results showed that entrepreneurial students who had sufficiently developed businesses received much support from their families. Parents' role as a form of support for their children in entrepreneurship is social, instrumental, emotional, and other support. The concrete form of this support is supported in providing facilities for business development, accompanying and assisting the business carried out by their children, giving permission and trust in children. These results can be used as knowledge and input to parents about how they should support children in entrepreneurship.
一个人业务的发展和成熟受到许多因素的影响。许多因素也影响学生创办和开展的试点企业的发展。在影响年轻企业家方面发挥重要作用的因素之一可能来自他们的父母或家庭环境。本文旨在确定家庭在激励和开发年轻企业家潜力方面的作用以及如何发挥作用。本研究为定性描述性研究。深入访谈进行了数据收集。然后使用交互式分析技术对获得的数据进行分析,该技术包括4个阶段:数据收集、数据简化、数据呈现和结论。研究结果表明,那些拥有足够发展的企业的创业学生得到了家人的大力支持。父母作为子女创业支持的一种形式,其作用是社会、工具、情感和其他方面的支持。这种支持的具体形式是为企业发展提供便利,陪伴和协助子女开展业务,给予子女许可和信任。这些结果可以作为父母应该如何支持孩子创业的知识和投入。
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引用次数: 1
Pengembangan augmented reality book berbasis situs peninggalan kebudayaan sebagai sumber belajar sejarah 基于文化遗产网站的增强现实书籍作为历史学习资源
Pub Date : 2021-01-01 DOI: 10.17977/um022v6i12021p19
Ferdinan Bashofi
Augmented Reality Book is the development of a book inspired by the development of Augmented Reality technology. A book that is developed combining books in the form of literacy works with the findings of archaeological relics created in 3D images to be displayed in books with the help of an android application. This research adheres to the development theory made by Plomp which consists of 1) Initial Phase, 2) Design Phase, 3) Product realization or manufacture stage, 4) Testing, assessment, and improvement phase, 5) Product testing phase. From the data on the results of filling in the research instrument in the form of a questionnaire, it was obtained that 80% of the student's response value or the percentage showed a positive value, as the assessment indicators were in good criteria, so a conclusion could be drawn that students were motivated by the use of learning resources Augmented Reality Book.
增强现实书是受增强现实技术发展的启发而开发的一本书。将文学作品形式的书籍与以3D图像制作的考古遗迹结合在一起,通过android应用程序在书籍中展示的一本书。本研究遵循普洛姆普的开发理论,包括1)初始阶段,2)设计阶段,3)产品实现或制造阶段,4)测试、评估和改进阶段,5)产品测试阶段。从以问卷形式填写研究工具的结果数据中可以看出,80%的学生的回答值或百分比为正值,因为评估指标处于良好的标准中,因此可以得出结论,学生受到学习资源增强现实书的使用的激励。
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引用次数: 0
Pengembangan media Janus (Jelajah Nusantara) pada mata pelajaran IPS 关于社会研究领域的媒体发展
Pub Date : 2020-04-30 DOI: 10.17977/um022v5i12020p028
Eko Prasetyo Utomo
This study aims to determine the process and results of the development of the Nusantara Exploration learning media on social studies subjects and to know the effectiveness of the Nusantara Exploration learning media on social studies subjects. This development research uses the development model of Dick, Carey, and Carey. Product development is tested through formative evaluation, which includes several stages: expert review of social study materials, design expert review and learning media, individual trials, small group trials, and field trials. Due diligence by the expert team obtained 97.17% results from media experts and 94.83% from material experts. After being revised based on responses from the expert team, individual trials were carried out at 85.05%, small group trials at 90.17%, and field trials at 90.47. T-test results show that in field trials, it is proven that this product is effective in improving student learning outcomes. Overall evaluation results, placing this development product in the category, is very feasible. DOI: 10.17977/um022v5i12020p028
本研究旨在确定努沙塔拉探索学习媒体在社会研究科目上的发展过程与结果,并了解努沙塔拉探索学习媒体在社会研究科目上的有效性。本开发研究采用Dick, Carey, and Carey的开发模型。产品开发通过形成性评价进行测试,形成性评价包括社会研究材料专家评审、设计专家评审和学习媒体、个体试验、小团体试验和现场试验等几个阶段。专家团队的尽职调查结果,媒体专家占97.17%,材料专家占94.83%。根据专家小组的反馈进行修改后,个体试验为85.05%,小组试验为90.17%,现场试验为90.47%。t检验结果表明,在实地试验中,证明了该产品对提高学生学习成果是有效的。综合评价结果,将本开发产品归入该类,是非常可行的。DOI: 10.17977 / um022v5i12020p028
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引用次数: 0
Pembelajaran Sejarah di SMK era revolusi industri 4.0: tantangan dan peluang
Pub Date : 2019-10-22 DOI: 10.17977/um022v4i22019p059
Nur Fajar Absor
Vocational High Schools (VHS) are currently facing challenges in the era of Industrial Revolution 4.0, this is responded by the government by issuing one of the regulations, namely Peraturan Dirjen Dikdasmen No. 07/D.D5/KK/2018 which changes the curriculum structure in VHS. One of the subjects affected is Sejarah Indonesia which currently only gets 3 hours in class X. Though history is important to learn for show its identity as a nation. The purpose of this study is to examine the challenges and opportunities that faced on history learning in VHS at the era of Industrial Revolution 4.0, so that the application of history learning becomes effective and efficient. This study uses qualitative method by conducting interviews with four teachers and documents study about regulations of curriculum and reviewing other studies. The results found that teachers can use technology in learning, such as Whatsapp, Instagram, Edmodo, Prezi, documentary films, and visit local cultural heritage sites and museums as a media and source of history learning, so that can also be delivered effectively and efficiently. Finally, the goal of history learning to show its identity as a nation and also the integration of Indonesian nation can remain in the midst at the era of Industrial Revolution 4.0. DOI:  10.17977/um022v4i22019p059
职业高中(VHS)目前在工业革命4.0时代面临挑战,政府对此做出了回应,发布了Peraturan Dirjen Dikdasmen第07/D.D.D5/KK/2018号法规,该法规改变了职业高中的课程结构。受影响的科目之一是印度尼西亚Sejarah,目前在X班只有3个小时的时间。尽管学习历史对于展示其国家身份很重要。本研究的目的是考察工业革命4.0时代VHS历史学习面临的挑战和机遇,使历史学习的应用变得有效和高效。本研究采用质的方法,对四位教师进行访谈,并对课程规定进行文献研究和其他研究进行回顾。结果发现,教师可以在学习中使用技术,如Whatsapp、Instagram、Edmodo、Prezi、纪录片,并将参观当地文化遗产地和博物馆作为历史学习的媒介和来源,因此也可以有效、高效地进行学习。最后,在工业革命4.0时代,历史学习的目标是展示其民族身份,以及印尼民族的融合。DOI:10.17977/um022v4i2019p059
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引用次数: 4
Pengaruh kecerdasan adversitas dan kecerdasan emosional melalui model inkuiri sosial terhadap keterampilan sosial siswa 智力广告和情感智慧的影响,通过社会潜伏期模式对学生社交技能的影响
Pub Date : 2019-10-22 DOI: 10.17977/um022v4i22019p066
Wardani Wardani
The research purpose is to know the effect of adversity intelligence and emotional intelligence through social inquiry models against social skills. The research method used ex post facto — the collection data technique using questionnaires. The taking sample technique is approached by simple random sampling.  The amount of sample is 104 students on SMP N 10 Bandar Lampung. The data analysis using Structural Equation Modeling (SEM). The research result shows that there are a definite relation linkages between endogenous variable, exogenous variable, and intervening variable. Through the social inquiry model, intelligence and emotional intelligence adversity will play a role effective in improved the skills of social. It would be useful for a student to are learning success in classes and the future. It is expected that schools can optimize emotional adversity intelligence and intelligence to enhance their social skills and skills students academics. It can be concluded that if adversity intelligence and emotional intelligence through social inquiry model against social skill. DOI:  10.17977/um022v4i22019p066
研究目的是通过社会探究模型了解逆境智力和情绪智力对社会技能的影响。该研究方法采用了事后调查法,即使用问卷收集数据的技术。抽样技术是通过简单的随机抽样来实现的。样本量为104名学生参加SMP N 10班达尔楠榜。使用结构方程建模(SEM)的数据分析。研究结果表明,内生变量、外生变量和干预变量之间存在一定的联系。通过社会探究模型,智力和情商在逆境中会起到有效提高社交技能的作用。对于一个学生来说,在课堂上学习成功和未来都是有用的。期望学校能够优化情绪逆境智力和智力,以提高他们的社交技能和学生的学术技能。可以得出结论,如果逆境智力和情绪智力通过社会探究模型对抗社会技能。DOI:10.17977/um022v4i2019p066
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引用次数: 12
Implementasi model pembelajaran berbasis proyek (project based learning) untuk meningkatkan aktivitas dan hasil belajar siswa 以项目为基础的学习模式的实施,以提高学生的活动和学习成果
Pub Date : 2019-10-22 DOI: 10.17977/um022v4i22019p090
Martina Lona Jusita
Project-based Learning models provide opportunities for the teacher to manage learning improving project work. Students required to solve problems by applying the skills of researching, analysing, making, and presenting learning products based on real experience. The implementation of a project-based learning model has successfully increased learning activities and outcomes. Evidently from each cycle showed a significant increase. In the first cycle high learning activities were only 12 students (37.50%) with a success rate of 58 in sufficient categories and a mean of 65 learning outcomes. The second cycle of learning activities increased to 22 students (68.75%) with 71 succes rate in good categories and the average learning outcomes are 76. In the third cycle high learning activities reached 26 students (81.25%) with an 80 level of success in the good category and the average learning outcomes 81. The results of this action research reinforce the theoretical and empirical study of the effectiveness of PBL to improve activities and learning outcomes on material with characteristics at the analyzing level. DOI:  10.17977/um022v4i22019p090
基于项目的学习模式为教师提供了管理学习的机会,从而改善了项目工作。学生需要运用基于实际经验的研究、分析、制作和展示学习产品的技能来解决问题。基于项目的学习模型的实施成功地增加了学习活动和结果。显然,每个周期都呈现出明显的增加。在第一个周期中,高学习活动只有12名学生(37.50%),在足够的类别中成功率为58,平均学习成果为65。第二周期学习活动增加到22人(68.75%),优良率71人,平均学习成果76人。在第三个周期,有26名学生(81.25%)参加了高水平的学习活动,在良好类别中取得了80分的成功,平均学习成果为81分。本行动研究的结果在分析层面上加强了PBL对具有特征材料的活动和学习结果改善有效性的理论和实证研究。DOI: 10.17977 / um022v4i22019p090
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引用次数: 6
Meningkatkan aktifitas dan hasil belajar peserta didik melalui model pembelajaran Teams Games Tournament (TGT) menggunakan media “ATM BCA” 通过使用“ATM BCA”媒体的团队游戏锦标赛(TGT)学习模式,提高受过教育的参与者的活动和学习成果
Pub Date : 2019-10-22 DOI: 10.17977/um022v4i22019p074
S. Sutrisno
Learning models or media that are appropriate to the characteristics of the material, and students can increase the effectiveness of learning. Models that can involve students can improve understanding of the material and the same conditions also apply to media that are by the characteristics of the material. Teams Games Tournament (TGT) learning model using the media "ATM BCA" through the steps: (1) Information, (2) Grouping, (3) Planning, (4) Acting, (5) Organizing, (6) Presenting and Reward, (7) Evaluating is an effort to achieve that goal. This research is action research carried out in two cycles, each cycle consisting of two meetings. The results of this study indicate that the activities and learning outcomes of students have increased significantly. DOI:  10.17977/um022v4i22019p074
学习模式或媒体适合材料的特点,可以提高学生的学习效果。可以让学生参与的模型可以提高对材料的理解,同样的条件也适用于具有材料特征的媒体。团队游戏锦标赛(TGT)学习模式使用媒体“ATM BCA”,通过以下步骤:(1)信息,(2)分组,(3)规划,(4)表演,(5)组织,(6)展示和奖励,(7)评估是实现该目标的努力。这项研究是分两个周期进行的行动研究,每个周期由两次会议组成。这项研究的结果表明,学生的活动和学习成果显著增加。DOI:10.17977/um022v4i2019p074
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引用次数: 0
Studi kapasitas masyarakat sebagai mekanisme bertahan menghadapi bencana banjir di Desa Sitiarjo, Kecamatan Sumbermanjing Wetan, Kabupaten Malang 研究当地能力作为应对水灾的机制,该地区位于马朗省manjing Wetan地区
Pub Date : 2019-10-22 DOI: 10.17977/um022v4i22019p082
M. Su'ud, Mashur Hasan Bisri
The aim of this study was to determine the capacity of communities as a mechanism to withstand floods Sitiarjo Village, District Sumbermanjing Wetan. This research is descriptive qualitative. The research phase was divided into three, i.e: (1) pre-field observation; (2) field observation; (3) data processing. The method used in data collection is FGD (Focused Group Disscusion) and in-depth interviews. The results of the study indicate that the community has a strong capacity in social, cultural, economic and government aspects in dealing with floods. In the socio-cultural aspect, the community develops a local early warning system through "titir" and a communication chain involving the community along the Panguluran watershed armed with traditional technology, as well as the mutual development of a public evacuation site in the form of multi-storey buildings, in addition to every family capable of building terraced houses . In addition, the community has the capacity to survive in saving economic assets by creating "plenggrongan" and planting calendar systems for crisis management. Diversification of plants such as planting bananas and sengon for daily use and annual savings when agricultural land was destroyed by flood. DOI:  10.17977/um022v4i22019p082
本研究的目的是确定社区作为一种抵御洪水的机制的能力,苏伯曼京渭潭区Sitiarjo村。本研究是描述性质的。研究阶段分为三个阶段,即:(1)野外预观测;(2)野外观测;(3)数据处理。在数据收集中使用的方法是FGD(焦点小组讨论)和深度访谈。研究结果表明,该社区在社会、文化、经济和政府方面具有较强的应对洪水的能力。在社会文化方面,该社区通过“titir”建立了当地预警系统,并利用传统技术建立了一条涉及Panguluran流域社区的沟通链,以及共同开发多层建筑形式的公共疏散场所,此外每个家庭都有能力建造排屋。此外,通过创建“plenggrongan”和种植危机管理日历系统,社区有能力在节约经济资产中生存下来。植物的多样化,如种植香蕉和桑根以供日常使用,并在农业土地被洪水破坏时每年节省资金。DOI: 10.17977 / um022v4i22019p082
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引用次数: 2
Meningkatan keaktifan dan hasil belajar ips melalui model jigsaw pada materi atmosfer dan hidorsfer 通过大气和生物圈的拼图模型提高活动和研究ip的结果
Pub Date : 2019-10-22 DOI: 10.17977/um022v4i22019p096
Agus Suprasetyo
Seventy-five percent of Social Studies learning outcomes in atmospheric material and hydrosphere students at Pesanggrahan 2 Batu One Roof Junior High School, scored below the average KKM. That encourages teachers to implement improvements in social studies learning in the classroom. Improved learning designed into classroom action research activities. The learning method used in learning classroom action is a type of jigsaw cooperative learning. Data collection uses observation techniques using a collection of observation sheets. How in the first cycle, through a type of jigsaw cooperative learning model, student learning outcomes in solving social studies questions for junior high school class VII can improved. Students who completed the study in the first cycle of classroom action research, 30%, with an average value of 48, while in the first cycle, 78% of students completed the study with an average value of 71. In cycle II, students were active in studying social studies material on atmospheric material, and the VII grade junior high school hydrosphere was successful. Cycle I classroom action research-active students only 46%. While after completing the second cycle of action the percentage of activity reached 82%. The results of this study prove the role of giving more to students in learning considering the improvement in learning outcomes. DOI:  10.17977/um022v4i22019p096
Pesanggrahan第二Batu One Roof初中大气物质和水圈学生的社会研究成果中,75%的得分低于KKM平均水平。这鼓励教师在课堂上实施社会研究学习的改进。将改进学习设计成课堂行动研究活动。学习课堂行动所采用的学习方法是一种拼图合作学习。数据收集采用观察技术,使用一组观察单。如何在第一个循环中,通过一种类型的拼图合作学习模式,提高学生在初中七班社会研究问题解决中的学习效果。在课堂行动研究的第一个周期完成学习的学生占30%,平均值为48,而在第一个周期,78%的学生完成了学习,平均值为71。在第二周期,学生们积极学习大气材料的社会研究材料,初中七年级水圈取得了成功。第一阶段课堂行动研究活跃度仅为46%。而在完成第二个行动周期后,活动的百分比达到82%。本研究的结果证明,考虑到学习成果的提高,给予学生更多的学习机会。DOI: 10.17977 / um022v4i22019p096
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引用次数: 0
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Jurnal Teori dan Praksis Pembelajaran IPS
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