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Improving integrated thematic learning outcomes using the numbered head together (NHT) cooperative mode 利用数字头一起(NHT)合作模式改善综合专题学习成果
Pub Date : 2023-09-30 DOI: 10.21831/jitp.v10i3.60057
Fadhila Aulia, Mai Sri Lena
This study used a classroom action research method by applying qualitative and quantitative approaches carried out in 2 cycles through the stages of planning, implementation, observation, and reflection. This study aimed to observe the improvement of student learning outcomes in class VB SDN 13 Kuranji by applying the Numbered Head Together (NHT) Model. The research data obtained were analyzed using qualitative and quantitative techniques with the instruments of the Teaching Implementation Plan (RPP) assessment sheet, teacher and learner activity observation sheets, evaluation question sheets, attitude journals, and skill rubrics. Teachers and students became the subjects of this study. According to the results of the study, there was an increase in each cycle. In the lesson plan assessment in Cycle I, the score was 85%, and 95% in Cycle II. Regarding teacher activity, the value reached 84.3% in Cycle I and 93.7% in Cycle II, while the learner aspect in Cycle I was 82.8% to 93.7% in Cycle II. In addition, students' learning outcomes increased from 78.4 in Cycle I to 87 in Cycle II. The results showed improved student learning outcomes after applying the Numbered Head Together model. The improvement is also seen in the lesson plan and the implementation of learning regarding teachers and students.
本研究采用课堂行动研究方法,采用定性与定量相结合的方法,分计划、实施、观察、反思两个周期进行。本研究旨在运用NHT模型观察VB SDN 13 Kuranji班学生学习成果的改善情况。研究数据采用定性和定量分析方法,采用教学实施计划(RPP)评估表、教师和学习者活动观察表、评估问题表、态度日志和技能量表等工具。教师和学生成为本研究的对象。根据研究结果,每个周期都有增加。在第一周期的教案评估中,得分为85%,第二周期为95%。在教师活动方面,第一周期为84.3%,第二周期为93.7%,第二周期为82.8%,学习者方面为93.7%。此外,学生的学习成绩也从第一阶段的78.4分上升到第二阶段的87分。结果表明,采用数字头像模型后,学生的学习效果有所改善。教师和学生在课程计划和学习实施方面也有所改善。
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引用次数: 0
Exploring Genius Hour: A literature study on concepts, benefits, and their application at every level of education in various countries 探索天才时间:一项关于概念、效益及其在各国各级教育中的应用的文献研究
Pub Date : 2023-09-30 DOI: 10.21831/jitp.v10i3.61479
Dhifa Putra Ramadhan, Dedi Kuswandi, Yerry Soepriyanto
Genius Hour in this article will be studied in the literature, focusing on the concept and benefits of Genius Hour in the context of Education, as well as how Genius Hour is implemented in various countries at different levels of Education. It is hoped that the results of this study can provide further knowledge about Genius Hour and an overview for students who wish to apply to Genius Hour. Genius Hour is an approach to learning by setting aside time in class so students can learn about topics that match their interests or passions, developing essential questions, researching their topics, and creating a final project to be shared at the end of learning. The literature review in this study uses prism flow diagrams to assist in the process of determining the literature to be studied.
本文将在文献中对Genius Hour进行研究,重点关注Genius Hour在教育背景下的概念和好处,以及Genius Hour在不同教育水平的各国是如何实施的。希望本研究的结果可以为希望申请Genius Hour的学生提供进一步的了解和概述。“天才时间”是一种通过在课堂上留出时间来学习的方法,这样学生就可以学习符合他们兴趣或激情的主题,提出基本问题,研究他们的主题,并在学习结束时创建一个最终项目来分享。本研究的文献回顾使用棱镜流图来协助确定要研究的文献。
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引用次数: 0
Virtual reality video project design to improve vocational teachers' skills in implementing Kurikulum Merdeka 虚拟现实视频项目设计,提高高职教师实施《古兰经》的技能
Pub Date : 2023-09-30 DOI: 10.21831/jitp.v10i3.62009
Yana Endrayanto, Yudi Sukmayadi, Juju Masunah
This project aims to improve the skills of vocational teachers in implementing the Merdeka Curriculum, with the design of the Merdeka Curriculum virtual reality video project to encourage the use of a learner-centered approach and prioritize skills-based learning relevant to the world of work. VR video content is designed to improve vocational teachers' understanding and skills in implementing the Merdeka Kurikulum. The purpose of this research is to facilitate teachers to have pedagogical skills in preparing teaching materials to evaluate learning. The method in this research is Action research with the VR video content development process involving determining clear learning objectives, designing a VR curriculum, preparing VR materials and content, and making VR videos using relevant technology and software. Furthermore, VR video content is implemented in vocational teacher learning by providing access to VR devices and clear usage guidelines. Evaluation is conducted to measure the effectiveness of VR videos in achieving learning objectives and obtain feedback from vocational teachers. The results of this project show that using VR videos in vocational teachers' learning can improve their engagement, understanding, and skills in the context of the Merdeka Curriculum. Vocational teachers experience a more interactive and immersive learning experience through a realistic virtual environment. Students also benefit from using VR videos, with an increased understanding of vocational concepts and their readiness for the world of work. The project also faced some challenges, such as the accessibility of VR devices and technical constraints. In discussing the project results, it is recommended to collaborate with related parties and share experiences with the education community so that the use of VR videos in vocational learning can expand and continue to grow.
该项目旨在提高职业教师实施默迪卡课程的技能,通过设计默迪卡课程虚拟现实视频项目,鼓励使用以学习者为中心的方法,并优先考虑与工作世界相关的技能学习。VR视频内容旨在提高职业教师在实施独立教育大纲方面的理解和技能。本研究的目的是为了促进教师在准备教材以评估学习时具备教学技巧。本研究的方法是行动研究,VR视频内容开发过程包括确定明确的学习目标,设计VR课程,准备VR材料和内容,使用相关技术和软件制作VR视频。此外,通过提供VR设备的访问和明确的使用指南,将VR视频内容实施到职业教师学习中。通过评估来衡量VR视频在实现学习目标方面的有效性,并获得职业教师的反馈。该项目的结果表明,在默迪卡课程背景下,在职业教师的学习中使用VR视频可以提高他们的参与度、理解能力和技能。通过逼真的虚拟环境,职业教师体验到更具互动性和沉浸式的学习体验。学生们也从使用VR视频中受益,加深了对职业概念的理解,并为工作世界做好了准备。该项目也面临着一些挑战,例如VR设备的可访问性和技术限制。在讨论项目成果时,建议与相关方合作,并与教育界分享经验,使VR视频在职业学习中的应用得以扩大和持续增长。
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引用次数: 0
The effect of group investigation model assisted by interactive media Lectora Inspire on high school students critical thinking skills 互动媒体Lectora Inspire辅助下的小组调查模式对高中生批判性思维能力的影响
Pub Date : 2023-09-30 DOI: 10.21831/jitp.v10i3.59490
Aulia Nindy Fadila Gastama, Fatiya Rosyida, Budi Handoyo, Djoko Soelistijo
Geography learning teaches students to be able to think critically. Critical thinking is one of the thinking skills that students must have in 21st-century learning. However, the critical thinking skills of high school students in Indonesia are proven to be lacking. The study aimed to determine the effect of the Group Investigation (GI) model assisted by interactive media Lectora Inspire on high school students' geography critical thinking skills. The research design used a quasi-experimental design with a posttest-only control group design. The location of the research was carried out at the Laboratory Senior High School Universitas Negeri Malang. The research subjects were XI IPS 3 students as the experimental group and XI IPS 1 as the control group. Data on students' critical thinking skills were obtained from six essay test questions arranged according to indicators of critical thinking skills. Data analysis techniques for critical thinking skills using the Mann-Whitney test show that the GI model assisted by interactive media Lector Inspire affects high school students' critical thinking skills. Comparison of the post-test scores of the experimental group is much better than the control group. The steps of the GI model and interactive media Lectora Inspire during learning to make students productive in critical thinking.
地理学习教会学生批判性思考的能力。批判性思维是学生在21世纪学习中必须具备的思维技能之一。然而,印尼高中生的批判性思维能力被证明是缺乏的。本研究旨在探讨互动媒体Lectora Inspire辅助下的小组调查(GI)模式对高中生地理批判性思维能力的影响。研究设计采用准实验设计和后测对照组设计。研究地点是在Negeri Malang大学高级中学实验室进行的。学生批判性思维能力的数据是根据批判性思维能力指标安排的六道作文试题。基于Mann-Whitney检验的批判性思维技能数据分析技术表明,在互动媒体Lector Inspire的辅助下,GI模型对高中生的批判性思维技能有影响。实验组的后测成绩比较明显好于对照组。GI模式的步骤和互动媒体Lectora在学习过程中激发学生的批判性思维。
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引用次数: 0
Development of virtual reality on material: Archimedes’ Law (VIRMA) to improve student learning outcomes 虚拟现实在材料上的发展:阿基米德定律(VIRMA)以提高学生的学习成果
Pub Date : 2023-09-30 DOI: 10.21831/jitp.v10i3.64523
Dhanty Novya Bunga Prillyanti, Mita Anggaryani
The development of this Virtual Reality (VR) with an artificial environment consisting of scenes and 3D objects is expected to be a problem solution from a low conceptual understanding of Archimedes' Law material. This study aims to make physics learning media with Virtual Reality on Archimedes' Law (VIRMA) material. The purpose of his research is to describe the validity of making Virtual Reality learning media on material: Archimedes' Law (VIRMA), to tell the effectiveness of making Virtual Reality learning media on material: Archimedes' Law (VIRMA) based on learning outcomes and student response questionnaires. The type of research used in this research is development research according to the ADDIE model with one group pre-test post-test research design. The result showed that the development of Virtual Reality media in Archimedes' Law (VIRMA) material is very valid, with a percentage value of 85.9%. Using Virtual Reality media on material: Archimedes' Law can provide hands-on learning experiences, facilitate a deeper understanding of abstract concepts, and improve student learning outcomes with n-gain in the medium category 0,67. In addition, the response questionnaire showed that 93.7% of students agreed that Virtual Reality media was enjoyable and effective in helping to understand Archimedes' Law. Using the Virtual Reality media on the material is recommended: Archimedes' Law, which can increase student involvement, stimulate student interest in learning physics, and improve student learning outcomes.
这种由场景和3D物体组成的人工环境的虚拟现实(VR)的发展有望从对阿基米德定律材料的低概念理解中解决问题。本研究旨在制作基于阿基米德定律(VIRMA)材料的虚拟现实物理学习媒体。他的研究目的是描述基于材料:阿基米德定律(VIRMA)制作虚拟现实学习媒体的有效性,并根据学习成果和学生回答问卷来说明基于材料:阿基米德定律(VIRMA)制作虚拟现实学习媒体的有效性。本研究采用的研究类型是根据ADDIE模型进行开发研究,采用一组前测后测研究设计。结果表明,在阿基米德定律(VIRMA)材料中开发虚拟现实媒体是非常有效的,百分比值为85.9%。在材料上使用虚拟现实媒体:阿基米德定律可以提供实践学习经验,促进对抽象概念的更深入理解,并以中等类别0,67的n增益提高学生的学习成果。此外,问卷调查显示,93.7%的学生认为虚拟现实媒体在帮助理解阿基米德定律方面是愉快和有效的。使用虚拟现实媒体上的材料推荐:阿基米德定律,它可以增加学生的参与,激发学生学习物理的兴趣,提高学生的学习成果。
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引用次数: 0
Sundanese ethnoastronomy-based astronomy bulletin as an alternative to astronomy learning: A feasibility test 以巽他民族天文学为基础的天文学公报作为天文学学习的替代方案:可行性测试
Pub Date : 2023-09-30 DOI: 10.21831/jitp.v10i3.57059
Salsabila Husna, Tsania Nur Diyana
This study aims to determine the feasibility of independently developing a Sundanese ethnoastronomy-based astronomy bulletin as an alternative astronomical learning media. This research uses the ADDIE method, which consists of five stages, namely (1) Analysis, (2) Design, (3) Development, (4) Implementation (5) Evaluation. However, this research only reached the determination of the feasibility of the bulletin, so the implementation and evaluation stages still needed to be carried out. The subjects of this study were one physics education lecturer and one physics teacher. The results of the feasibility test on the three indicators include (1) content validation tests obtained an average value of 81.25%, (2) language validation tests obtained an average value of 81.25%, and (3) presentation validation tests obtained a value of 80%, and the overall indicators showed reliable results. Therefore, the bulletin learning media developed is feasible and can be used as an alternative learning media for Sundanese ethnoastronomy-based astronomy.
本研究旨在确定独立开发以巽他民族天文学为基础的天文学公报作为另一种天文学学习媒体的可行性。本研究采用ADDIE方法,分为五个阶段,即(1)分析,(2)设计,(3)开发,(4)实施,(5)评估。但是,本研究仅达到公告可行性的确定,还需要进行实施和评估阶段。本研究的研究对象为一名物理教育讲师和一名物理教师。三个指标的可行性测试结果包括(1)内容验证测试的平均值为81.25%,(2)语言验证测试的平均值为81.25%,(3)表示验证测试的平均值为80%,总体指标结果可靠。因此,开发的公告学习媒体是可行的,可以作为巽他民族天文学的替代学习媒体。
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引用次数: 0
Analysis of the needs of teachers of SMAN 3 Sidoardjo in the creation and use of learning media 中学英语专业教师在学习媒体创作与使用方面的需求分析
Pub Date : 2023-09-30 DOI: 10.21831/jitp.v10i3.54691
Jacky Anggara Nenohai, Deni Ainur Rokhim, Zelen Surya Minata, Nur Indah Agustina, Kafita Krisnatul Islamiyah, Burhanuddin Ronggopuro, Habiddin Habiddin, Ristiwi Peni, Bambang Wahyudi, Asnan Wahyudi
This study aims to analyze the needs of teachers of SMAN 3 Sidoardjo in the creation and use of learning media in the teaching and learning process. The research method used is descriptive qualitative by taking data through a Google form-based questionnaire filled out online. The subjects of the study were 51 teachers of SMAN 3 Sidoardjo. The results of the survey based on questionnaire data obtained showed that the learning media used by the teachers of SMAN 3 Sidoardjo in the teaching process was made by as much as 72.5% and 27.5% were not made by themselves, so the media was obtained from Youtube, Google, and colleagues. The media created by several teachers has obstacles, namely mastery of IT (editing and programming languages), a long time in the development process, and its use has not adjusted to the characteristics of students and unites several media and materials in one platform such as Learning Management System. Therefore, teachers need training and direct assistance in making intensive and simple learning media without using programming languages, flexible time, and accessible anywhere and anytime. Website-based media to accommodate all the material and learning resources taught so that students can easily use the press and improve their understanding of the material and the quality of learning So that teachers and students can adjust the scope and face problems in the learning process by the demands of the times.
本研究旨在分析sman3 Sidoardjo教师在教学和学习过程中对学习媒体的创造和使用的需求。使用的研究方法是描述性定性的,通过在线填写的基于谷歌表格的问卷来获取数据。研究对象为sman3 Sidoardjo的51名教师。根据所获得的问卷数据进行的调查结果显示,《SMAN 3 Sidoardjo》的教师在教学过程中使用的学习媒体中,有高达72.5%的学习媒体不是自己制作的,27.5%的学习媒体不是自己制作的,所以媒体是从Youtube、Google和同事那里获得的。由几位教师创建的媒体存在障碍,即掌握IT(编辑和编程语言),开发时间长,使用没有适应学生的特点,将多种媒体和材料统一在一个平台上,如学习管理系统。因此,教师需要培训和直接帮助,制作不使用编程语言、时间灵活、随时随地可访问的密集、简单的学习媒体。基于网站的媒体能够容纳所有的教材和学习资源,使学生能够方便地使用报刊,提高对教材的理解和学习质量,使教师和学生在学习过程中能够根据时代的要求调整范围和面对问题。
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引用次数: 0
Instrument development to measure the use of hologram-based learning media 测量全息学习媒体使用的仪器开发
Pub Date : 2023-09-30 DOI: 10.21831/jitp.v10i3.56360
Rian Vebrianto, M Yusriadi, Adisti Yuliastrin
Hologram-based learning media is one of the alternative learning media that can be used as educational media, increasing student motivation and interest in learning and optimizing the division of work in groups. This media was developed to avoid abstract thinking, a negative impression that has been allowed to occur since they were young, which, in the end, until adulthood, the negative image is dull and makes students uninterested in things. This research was included as developmental research or RnD. Studies related to developing instruments to measure the use of hologram-based learning media as educational media in elementary schools still need to be completed. The research model used in this study was 4D. The data was collected with an offline questionnaire, and then it was analyzed using quantitative data analysis using the SPSS version 23 for Windows program. The results of this study have proven that: (1) The evaluation instruments construction and development for the use of hologram-based learning media for students in this study were carried out using a theoretical development model to test seven research constructs, namely (a) didactic components, (b) construction of hologram-based learning media, (c) technical hologram-based learning media, (d) ease of use, (e) efficiency of hologram-based learning media, (f) benefits, and (g) interest; (2) The results of construct validity and reliability testing show that the validity of the evaluation instrument has met the valid criteria because the value of r-count r-table (r-count 0.254); and (3) The reliability of the evaluation instrument which has been compiled and developed in this study has also met the high category as indicated by the magnitude of the Cronbach alpha reliability coefficient of 0.980. This indicates that the instrument developed meets the requirements for measuring the use of hologram-based learning media for students.
基于全息影像的学习媒体是一种可替代的学习媒体,可以作为教育媒体,提高学生的学习动机和兴趣,优化小组分工。这种媒体的发展是为了避免抽象思维,这是一种负面的印象,因为他们从小就被允许出现,最终,直到成年,负面的形象是沉闷的,使学生对事物不感兴趣。这项研究被列入发展性研究或RnD。有关开发工具以衡量在小学使用全息学习媒体作为教育媒体的研究仍需完成。本研究采用的研究模型为4D。采用离线问卷的方式收集数据,然后使用SPSS version 23 for Windows程序进行定量数据分析。本研究结果证明:(1)本研究针对学生使用全息学习媒体的评估工具建构与开发,采用理论发展模型来测试七个研究建构,即(a)教学成分、(b)全息学习媒体建构、(c)技术全息学习媒体、(d)易用性、(e)全息学习媒体效率、(f)效益、(g)兴趣;(2)结构效度和信度检验结果表明,评价工具的r-count r-table值(r-count 0.254)达到了效度标准;(3)本研究编制和开发的评价工具的信度也达到了高水平,Cronbach α信度系数为0.980。这表明所开发的仪器符合测量学生全息学习媒体使用情况的要求。
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引用次数: 0
The perceptions of high school teachers and students towards digital interest and literacy 高中教师和学生对数字兴趣和素养的看法
Pub Date : 2023-09-30 DOI: 10.21831/jitp.v10i3.58804
Reza Khaidar Achmad, Yeti Mulyati
The increased application of information and communication technology (ICT) in society promotes its use in education to align instructional content with students’ interests and future working lives. To achieve this, the human resources within education institutions must possess the ability to utilize technology and understand the students’ capabilities. This descriptive study was conducted to establish the profile of students’ and teachers’ interests and perceived digital literacy abilities in high schools and their equivalents. An online questionnaire was used to collect data from West Java, West Kalimantan, and Jakarta high schools. The gathered data were processed with a simple quantitative technique. The data analysis collected by the questionnaire indicates that the respondents have a relatively high perception of digital literacy levels (encompassing operational, information, communication, strategic, and creative abilities), with some relatively low aspects, such as expressing opinions and creating things with ICT. Furthermore, it was also found that respondents exhibit a strong interest in using digital devices for learning, with video games, video processing programs, and graphic design software occupying the three least used digital media in schools but most desired by the respondents for integration.
资讯及通讯科技(ICT)在社会上的应用日益增加,促进了其在教育中的应用,使教学内容与学生的兴趣和未来的工作生活保持一致。为了实现这一目标,教育机构内的人力资源必须具备利用技术的能力,并了解学生的能力。本描述性研究旨在建立高中及同等学校学生和教师的兴趣和感知数字素养能力的概况。使用在线问卷收集来自西爪哇、西加里曼丹和雅加达高中的数据。收集到的数据用简单的定量技术进行了处理。问卷收集的数据分析表明,受访者对数字素养水平(包括操作能力、信息能力、沟通能力、战略能力和创造能力)的感知程度较高,但在表达意见和利用ICT创造事物等方面相对较低。此外,调查还发现受访者对使用数字设备进行学习表现出强烈的兴趣,视频游戏、视频处理程序和平面设计软件占据了学校中使用最少的三种数字媒体,但受访者最希望将其整合。
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引用次数: 0
Media development board game to increase student motivation in studying regional culture 媒体开发桌游,提高学生学习地域文化的动机
Pub Date : 2023-09-30 DOI: 10.21831/jitp.v10i3.60477
Khusnul Khotimah, Neni Wahyuningtyas
Media development as an effort to introduce regional culture is considered essential to do. Technological developments make students' motivation to study culture begin to fade and shift with the emergence of Western civilization. This is motivated by the need for more interesting local culture introduction media for students and regional, cultural, and educational content in online or offline media. Therefore, learning media is needed to introduce regional culture. The objectives of this development research are: (1) Producing culture game education media board game products; (2) Testing and knowing the feasibility of culture game education media board game products; and (3) Knowing the effectiveness of culture game education board game media products in increasing learning motivation on material Sub Theme 2: "The Beauty of My Country's Cultural Diversity" for grade IV Elementary School. The development model used is ADDIE. The results of this development research are: (1) Learning media products, board game culture, and game education; and (2) Based on the validation that has been carried out on material experts and learning media experts, it is stated that the culture game education board game is suitable for use in the learning process and can be implemented for students with a percentage of the validity test of material experts, namely 89% and a percentage of the validity test of learning media experts, namely 98%. The results of the practicality test using the culture game education board game by the teacher obtained a score of 91%, while the trial results related to the percentage of students' motivation to learn culture through this media was 86%. The conclusion is based on the development done; the culture game education board game is declared appropriate when used as a medium to introduce regional culture.
媒体发展作为一种引进地域文化的努力被认为是必不可少的。随着西方文明的出现,科技的发展使得学生学习文化的动机开始消退和转变。这是因为需要为学生提供更有趣的地方文化介绍媒体,以及在线或离线媒体上的地区、文化和教育内容。因此,需要学习型媒体来介绍地域文化。本开发研究的目标是:(1)制作文化游戏教育媒体桌游产品;(2)测试并了解文化游戏教育媒体桌游产品的可行性;(3)了解文化游戏教育桌游媒体产品对提高小学四年级教材子主题二“我国文化多样性之美”学习动机的有效性。使用的开发模型是ADDIE。本文的发展研究结果如下:(1)学习媒介产品、桌游文化与游戏教育;(2)通过对材料专家和学习媒体专家的验证,得出文化游戏教育棋盘游戏适合在学习过程中使用,可以在材料专家的效度测试中达到89%的百分比,在学习媒体专家的效度测试中达到98%的百分比。教师使用文化游戏教育棋盘游戏进行实用性测试的结果获得了91%的分数,而与学生通过该媒介学习文化的动机百分比相关的试验结果为86%。结论是基于所做的开发;文化游戏教育桌游作为地域文化介绍的媒介是恰当的。
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引用次数: 0
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