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Penerapan Problem Based Learning Berbantuan Media Puzzle untuk Mewujudkan Karakter Profil Pelajar Pancasila pada Siswa Kelas X-4 SMAN Pakusari 在 Pakusari 高级中学 X-4 班学生中实施基于问题的学习,并利用益智媒体辅助实现 Pancasila 学生形象特征
Pub Date : 2024-01-23 DOI: 10.47134/jtp.v1i4.92
Dewi Hariyanti, Agus Prasetyo Utomo, Widia Fitriasih
The current education system is moving towards a student-centered learning process. The Merdeka Curriculum is created as a more flexible curriculum framework that focuses on essential content and the development of students' talents and character. In class X-4, students show less enthusiasm and interest in the learning process, and their understanding of biology is lacking. Therefore, the development of the Pancasila Student Profile aims to assist students in achieving a level of understanding, behavior, and character based on Pancasila values. One way to integrate the Pancasila Student Profile into formal education activities is by using the Problem-Based Learning (PBL) model, assisted by puzzle media to engage students in the learning process. This research aims to analyze the implementation of problem-based learning with the assistance of puzzle media to realize the Pancasila character profile. This study is a qualitative descriptive type, with the research subjects being X-4 students at SMAN Pakusari. The sampling technique used is non-probability sampling. Data analysis in this research involves narrative analysis, using observation sheets as instruments. The results indicate that the application of problem-based learning with puzzle media to realize the Pancasila character profile in class X-4 at SMAN Pakusari can be implemented effectively. In terms of the overall aspects of the Pancasila Student Profile, there is a connection with the syntax of the PBL learning model, from giving apperception, discussing, presenting, to evaluation. The Problem-Based Learning model can actualize the six aspects or dimensions of the Pancasila Student Profile for X-4 students at SMAN Pakusari.
当前的教育体系正朝着以学生为中心的学习过程迈进。默迪卡课程 "是作为一个更加灵活的课程框架而设立的,其重点是基本内容以及学生才能和品格的培养。十至四年级的学生在学习过程中表现出的热情和兴趣较低,对生物知识的理解也有所欠缺。因此,潘查希拉学生档案的编制旨在帮助学生达到以潘查希拉价值观为基础的理解、行为和品格水平。将 "潘查希拉学生档案 "融入正规教育活动的方法之一是采用基于问题的学习(PBL)模式,并借助益智媒体让学生参与学习过程。本研究旨在分析在益智媒体辅助下实施问题式学习的情况,以实现 "潘查希拉 "学生性格特征。本研究属于定性描述类型,研究对象为SMAN Pakusari的X-4级学生。采用的抽样技术为非概率抽样。本研究的数据分析涉及叙事分析,使用观察表作为工具。研究结果表明,在SMAN Pakusari的X-4班中应用基于问题的拼图媒体学习来实现潘查希拉(Pancasila)的人物形象,能够有效地实施。从 "潘查希拉学生概况 "的整体方面来看,它与 PBL 学习模式的语法有关联,从感知、讨论、展示到评价。基于问题的学习模式可以为SMAN Pakusari的X-4年级学生实现 "潘查希拉学生概况 "的六个方面或维度。
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引用次数: 0
Implementasi Metode Role Playing untuk Mewujudkan Merdeka Belajar 实施角色扮演法,实现自由学习
Pub Date : 2024-01-23 DOI: 10.47134/jtp.v1i4.94
Nahdliatul Latifah, Ika Priantari
The Merdeka Curriculum provides a broad opportunity for students to learn in a relaxed, pressure-free, and enjoyable manner, fostering the development of their potential. Independent learning encourages students to grow according to their abilities, aligning with the thoughts of Ki Hajar Dewantara on the "system among," where education is not oppressive and should be enjoyable, following the natural and temporal order. One applicable learning model to achieve independent learning is the role-playing method. The aim of this research is to examine the application of the role-playing method in realizing independent learning through a literature review. The criteria used include articles relevant to the research objectives published within the last 5 years, accessible through Google Scholar. The research results indicate that the role-playing method provides students with the freedom to explore themselves through the roles they undertake. Enjoyable learning experiences make students more active, confident, skilled in communication, creative, and critical thinkers. Challenges for teachers in implementing the role-playing method include the considerable time and preparation required, as well as the need for innovation in developing diverse learning experiences, necessitating support from the school.
默迪卡课程为学生提供了广泛的机会,让他们在轻松、无压力、愉快的氛围中学习,促进他们潜能的发展。自主学习鼓励学生根据自己的能力成长,这与 Ki Hajar Dewantara 关于 "系统之间 "的思想不谋而合。角色扮演法是实现自主学习的一种适用学习模式。本研究旨在通过文献综述,考察角色扮演法在实现自主学习方面的应用。采用的标准包括过去 5 年内发表的与研究目标相关的文章,这些文章可通过谷歌学术搜索到。研究结果表明,角色扮演法为学生提供了通过所扮演的角色进行自我探索的自由。愉快的学习体验使学生更加积极主动、自信、善于沟通、富有创造力和批判性思维。教师在实施角色扮演法时面临的挑战包括:需要大量的时间和准备工作,以及在开发多样化学习体验时需要创新,这就需要学校的支持。
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引用次数: 0
Pembelajaran Teaching at the Right Level sebagai Implementasi Kurikulum Merdeka 实施默迪卡课程的正确教学水平
Pub Date : 2024-01-23 DOI: 10.47134/jtp.v1i4.95
Nurhalima Meirina Hadiawati, A. Prafitasari, Ika Priantari
Teaching at the Right Level (TaRL) is a learning approach based on the abilities of students. This article aims to review the Teaching at the Right Level learning approach in the efforts to implement the student-centered Merdeka Curriculum. Data collection for this research involves a literature review of articles and books. The conceptual research results reveal that students' ability levels are the primary reference in designing the learning process. Students with similar ability levels are grouped in a learning process without considering their grade level and age. Additionally, this approach can enhance the motivation and basic literacy skills of students. In conclusion, Teaching at the Right Level provides students with the opportunity to develop their abilities efficiently and naturally, with the teacher serving as a mediator to create an approach tailored to the needs of the students. The implementation of Teaching at the Right Level can create student-centered learning that is more effective, leading to increased student motivation.
因材施教(TaRL)是一种基于学生能力的学习方法。本文旨在回顾 "正确水平教学 "的学习方法,以努力实施以学生为中心的默迪卡课程。本研究的数据收集包括对文章和书籍的文献综述。概念研究结果显示,学生的能力水平是设计学习过程的主要参考。在学习过程中,将能力水平相近的学生分组,而不考虑他们的年级和年龄。此外,这种方法还能提高学生的学习积极性和基本读写能力。总之,"分层教学 "让学生有机会高效、自然地发展自己的能力,而教师则充当调解人的角色,为学生量身定制教学方法。实施 "分层教学 "可以提高以学生为中心的学习效率,从而提高学生的学习积极性。
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引用次数: 0
Penerapan Model Problem Based Learning Berbantuan Mind Mapping untuk Meningkatkan Kemampuan Berpikir Kritis Siswa Kelas X2 SMAN 1 Kencong 应用思维导图辅助的问题式学习模式提高SMAN 1 Kencong X2班学生的批判性思维能力
Pub Date : 2024-01-23 DOI: 10.47134/jtp.v1i4.93
Yusnia Faradilla, Indah Rakhmawati Afrida, Gunawan Wahyu Pramono
This research is motivated by issues indicating that the critical thinking abilities of students in class X2 at SMAN 1 Kencong are still relatively low. The objective of this research is to enhance the critical thinking abilities of students in class X2 at SMAN 1 Kencong using the Problem-Based Learning (PBL) model assisted by mind mapping. The utilization of the Problem-Based Learning model with mind mapping aims to enable students to develop analytical, investigative, and problem-solving skills. This study adopts a classroom action research approach involving 36 students. Data on critical thinking are collected using observation sheets, and the results are analyzed from the learning outcome test. The research findings indicate that the Problem-Based Learning model assisted by mind mapping can enhance the critical thinking abilities of students. Based on observation results, critical thinking abilities show improvement in each cycle, with the first cycle demonstrating a critical thinking ability of 62.14%, which increases to 82.12% in the second cycle. Therefore, it can be concluded that the Problem-Based Learning model with mind mapping assistance effectively improves critical thinking abilities in students of class X2 at SMAN 1 Kencong.
有问题表明,SMAN 1 Kencong 的 X2 班学生的批判性思维能力仍然相对较低,这是本研究的动机。本研究的目的是利用基于问题的学习(PBL)模式,并在思维导图的辅助下,提高 SMAN 1 Kencong X2 班学生的批判性思维能力。利用基于问题的学习模式和思维导图,旨在培养学生的分析、调查和解决问题的能力。本研究采用课堂行动研究方法,涉及 36 名学生。通过观察表收集有关批判性思维的数据,并对学习成果测试的结果进行分析。研究结果表明,思维导图辅助下的基于问题的学习模式可以提高学生的批判性思维能力。根据观察结果,批判性思维能力在每个周期都有提高,第一个周期的批判性思维能力为 62.14%,第二个周期提高到 82.12%。因此,可以得出结论:在思维导图辅助下的基于问题的学习模式有效地提高了SMAN 1 Kencong X2班学生的批判性思维能力。
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引用次数: 0
PENGEMBANGAN KOMIK DIGITAL SEBAGAI MEDIA PEMBELAJARAN SISTEM REPRODUKSI MANUSIA KELAS IX SMP NEGERI 13 MAKASSAR 开发数字漫画作为人类生殖系统第 IX 课的学习媒体,SMP NEGERI 13 MAKASSAR
Pub Date : 2024-01-20 DOI: 10.37304/jtekpend.v4i1.10970
Nurhalisa Syamsul, Farida Febriati, Citra Rosalyn Anwar
                                                                                                                     ABSTRAK Penelitian ini bertujuan untuk: (1) mengidentifikasi tingkat kebutuhan siswa terhadap komik digital sebagai media pembelajaran sistem reproduksi manusia kelas IX SMP Negeri 13 Makassar yang dikembangkan, (2) mendesain komik digital sebagai media pembelajaran sistem reproduksi manusia kelas IX SMP Negeri 13 Makassar, dan (3) mengukur tingkat validitas dan kepraktisan komik digital sebagai media pembelajaran sistem reproduksi manusia kelas IX SMP Negeri 13 Makassar. Jenis penelitian ini adalah penelitian dan pengembangan atau research and development (R&D) dengan menggunakan model 4D yang di modifikasi menjadi 3D (define, design, development). Subjek dari penelitian ini adalah validator yang terdiri dari ahli media dan ahli materi/isi, siswa kelas IX yang mempelajari Sistem Reproduksi Manusia dan guru mata pelajaran IPA. Hasil dari penelitian ini adalah identifikasi tingkat kebutuhan siswa berada pada kualifikasi sangat dibutuhkan, hasil validasi ahli media berada pada kualifikasi sangat baik, hasil validasi ahli materi/isi berada pada kualifikasi sangat baik. Pada tahap uji coba kelompok kecil dan uji kelompok besar mendapatkan masing-masing hasil kualifikasi baik dan sangat baik dan hasil tanggapan guru mata pelajaran IPA berada pada kualifikasi sangat baik. Kesimpulan dari hasil penelitian ini tingkat analisis kebutuhan produk Komik Digital berada pada kualifikasi dibutuhkan serta produk Komik digital ini sudah valid dan praktis.                                                                                                             ABSTRACT This study aims to: (1) identify the level of students' need for digital comics as a learning medium for the human reproductive system for class IX at SMP Negeri 13 Makassar which was developed, (2) to design digital comics as a learning medium for the human reproductive system for class IX at SMP Negeri 13 Makassar, and (3) measuring the level of validity and practicality of digital comics as a medium for learning the human reproductive system for class IX at SMP Negeri 13 Makassar. This type of research is research and development (R&D) using a 4D model modified to 3D (define, design, development). The subjects of this study were validators consisting of media experts and material/content experts, class IX students studying the Human Reproductive System and science subject teachers. The results of this study are the identification of the level of student needs in the qualifications much needed, the results of the validation by media experts are in very good qualifications, the results of validation by material/content experts are in very good qualifications. In the small group trial and large group trials, the respective results obtained good and very good qualifications and the results of the responses of the science subject teachers were in very good qualifications. The concl
ABSTRACT 本研究旨在(1)确定学生对数字漫画作为人类生殖系统 IX SMP Negeri 13 Makassar 班学习媒介的需求水平,(2)设计数字漫画作为人类生殖系统 IX SMP Negeri 13 Makassar 班的学习媒介,(3)测量数字漫画作为人类生殖系统 IX SMP Negeri 13 Makassar 班学习媒介的有效性和实用性水平。这类研究是利用 4D 模型修改为 3D 模型(定义、设计、开发)进行的研究与开发(R&D)。研究对象是由媒体专家和材料/内容专家组成的验证者、学习人类生殖系统的九年级学生和科学教师。研究结果表明,学生需求水平的鉴定是非常必要的,媒体专家的鉴定结果是非常好的,材料/内容专家的鉴定结果是非常好的。在小组试用阶段和大组测试中,各项资质的结果均为良好和非常好,科学教师的回答结果也非常好。本研究结果的结论是,数字漫画产品的需求分析水平符合要求,该数字漫画产品是有效和实用的。 ABSTRACT This study aims to: (1) identify the level of students' need for digital comics as a learning medium for the human reproductive system for class IX at SMP Negeri 13 Makassar which was developed, (2) to design digital comics as a learning medium for the human reproductive system for class IX at SMP Negeri 13 Makassar, and (3) measuring the level of validity and practicality of digital comics as a medium for learning the human reproductive system for class IX at SMP Negeri 13 Makassar. This type of research is research and development.这种类型的研究是研发(R&D),采用 4D 模型修改为 3D 模型(定义、设计、开发)。本研究的对象是由媒体专家和材料/内容专家组成的验证者、学习人类生殖系统的九年级学生和科学学科教师。研究结果表明,学生的需求水平是急需的,媒体专家的验证结果是非常好的,材料/内容专家的验证结果是非常好的。在小组试验和大组试验中,各自的结果均为良好和非常好,科学学科教师的答复结果为非常好。从研究结果中得出的结论是,数字漫画产品的需求分析水平达到了要求,该数字漫 画产品是有效和实用的。
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引用次数: 0
IMPLEMENTASI KURIKULUM MBKM (MERDEKA BELAJAR KAMPUS MERDEKA) DI PROGRAM STUDI TEKNOLOGI PENDIDIKAN UPR DALAM PERSPEKTIF TEORI BELAJAR 从学习理论的视角,在乌普萨拉大学教育技术研究课程中实施 MBKM(独立学习、独立校园)课程
Pub Date : 2024-01-20 DOI: 10.37304/jtekpend.v4i1.12084
Winda Lestiani, Bachtiarsbach, L. Susarno
Teori belajar yang bisa digunakan dalam pendidikan yaitu teori behavirostik, kognitif, dankonstruktivis.Kurikulum MBKM memberikan warna baru dalam dunia pendidikan. Implementasikurikulum didasari atasteori belajar. Artikel ini bertujuan menjelaskan implementasi kurikulum MBKM (Merdeka Belajar KampusMerdeka) dalam perspektif tori belajar. Metode yang digunakan adalah studi literatur yaitu mengumpulkanreferensi tentang tentang teori belajar, kurikulum MBKM Prodi Teknologi Pendidikan UPR untuk ditarikbenang merah agar mendapatkan intisari. Pengumpulan data dilakukan dengan mencari sumber fisik yaituberupa buku, pedoman, artikel jurnal cetak maupun sumber online. Data yang dikumpulkan berupakualitatif. Implementasi kurikulum merdeka di Program Studi Teknologi Pendidikan menunjukkanbahwa dari8 program MBKM, ada 3 Program MBKM yang diikuti oleh mahasiswa. Salah satu model pembelajaranyang digunakan dalam kurikulum MBKM Program Studi Teknologi Pendidika yaitu Pembelajaran BerbasisProyek (PjBL) yang melibatkan mahasiswa untuk berperanaktif dan membangun dan mengkonstruksikanpengetahuannya. Kurikulum MBKM didasari olehteori konstruktivistik yang mendominasi, tetapi tetap adaunsur behavioristik dan kognitif. Implementasi Kurikulum MBKM yang berlandaskan teori belajarkonstruktivisme ini menekankan aspek kemerdekaan atau kebebasan pada mahasiswa maupun dosenuntuk mengembangkan proses pembelajaran berdasarkan pengalaman nyata yang selanjutnyadihubungkan pada teori atau konsep.
可用于教育的学习理论有行为主义理论、认知理论和建构主义理论。 MBKM 课程为教育界增添了新的色彩。该课程的实施以学习理论为基础。本文旨在从学习理论的角度解释 MBKM(Merdeka Belajar Kampus Merdeka)课程的实施。本文采用的方法是文献研究法,即收集有关学习理论的参考文献,并对孟加拉大学教育技术研究项目的MBKM课程进行梳理,以汲取精华。数据收集的方法是寻找实物资料,如书籍、指南、印刷期刊文章和网络资料。所收集的数据为定性数据。教育技术学研究计划独立课程的实施情况表明,在 8 个 MBKM 课程中,有 3 个 MBKM 课程是学生所遵循的。教育技术学研究课程的 MBKM 课程采用的学习模式之一是基于项目的学习(PjBL),让学生发挥积极作用,构建和建构自己的知识。MBKM 课程以建构主义理论为主导,但仍有行为主义和认知主义元素。以建构主义学习理论为基础的 MBKM 课程的实施强调学生和讲师的独立性或自由度,以实际经验为基础开发学习过程,然后将其与理论或概念联系起来。
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引用次数: 0
PENGEMBANGAN KUIS INTERAKTIF BERBASIS GAME EDUKATIF PADA MATA PELAJARAN BAHASA INGGRIS KELAS VII DI DDI ALLIRITENGAE MAROS 基于教育游戏的互动式测验在 DDI ALLIRITENGAE MAROS 第 VII 英语课上的开发
Pub Date : 2024-01-20 DOI: 10.37304/jtekpend.v4i1.12253
Melita Sumomba, A. Hakim, Farida Febriati
ABSTRAKPentingnya mengembangkan media pembelajaran merupakan salah satu faktorpenentu dalam keberhasilan pembelajaran. Penelitian ini bertujuan untuk : (1)Mengidentifikasi kebutuhan pengembangan kuis interaktif pada mata pelajaranbahasa Inggris terhadap game Edukatif sebagai media evaluasi kelas VII di DDIAlliritengae Maros, (2) Mendesain kuis interaktif mata pelajaran bahasa Inggrisberbasis game edukatif sebagai media evaluasi kelas VII di DDI Alliritengae Maros,(3) Menghitung validitas dan kepraktisan kuis interaktif berbasis game edukatifsebagai media evaluasi pada mata pelajaran bahasa Inggris kelas VII di DDIAlliritengae Maros. Dalam penelitian ini metode yang digunakan adalah MultimediaDevelopment Life Cycle, dimana metode ini memiliki 6 tahapan yakni konsep(concept), desain (design), pengumpulan materi (material collecting), pembuatan(assembly), pengujian (testing), distribusi (distibution). Dari hasil uji coba diperolehhasil 92,61% dimana pada tabel konversi tingkat kepraktisan berada pada kategorisangat praktis dengan keterangan tidak perlu direvisi. Berdasarkan hasil uji coba kuisinteraktif berbasis game edukatif dikatakan sangat praktis dengan aspek yang dinilaiyaitu kejelasan materi, tampilan dan desain kuis interaktif berbasis game edukatifyang menarik sehingga dapat menumbuhkan semangat dan juga motivasi siswauntuk mengikuti evaluasi pembelajaran, selain itu produk game edukatif ini mudahdioperasikan dan dilakukan kapanpun dan dimanapun. Hasil analisis kebutuhan yangdiperoleh melalui angket atau kuesioner yang diisi oleh siswa kelas VII yang sedangmengikuti pelajaran Bahasa Inggris didapatkan hasil bahwa dalam proses evaluasimata pelajaran dibutuhkan media evaluasi berbasis game edukatif yang lebih praktisdan efisien. game edukatif yang dikembangkan dengan acuan RPP kemudianmenentukan teks soal berdsarkan indikator capaian tiap materi lalu dirancang dalambentuk soal evaluasi berupa soal pilihan ganda, essai, benar atau salah dan juga kuisdengan audio. Kuis interaktif berbasis game edukatif yang dikembangkanmenggunakan aplikasi Kahoot. Pada tahap validasi game edukatif, dilakukan validasioleh dua orang validator yang ahli dibidangnya dengan memperoleh skor yangberada pada kualifikasi baik sehingga game edukatif yang dikembangkan dapatdikatakan valid untuk digunakan dalam proses evaluasi pada mata pelajaran BahasaInggris. ABSTRACTThe importance of developing learning media is one of the determining factors inlearning success. This research aims to: (1) Identify the need for developinginteractive quizzes in English subjects with educational games as an evaluationmedium for class VII at DDI Alliritengae Maros, (2) Design interactive quizzes forEnglish subjects based on educational games as evaluation media for class VII inDDI Alliritengae Maros, (3) Calculating the validity and practicality of educationalgame-based interactive quizzes as an evaluation medium in class VII Englishsubjects at DDI Alliritengae Maros. In this research, the
开发学习媒体的重要性是学习成功与否的决定因素之一。本研究旨在(1)确定将教育游戏作为 DDIA Alliritengae Maros 七年级评价媒体的英语学科互动测验开发的必要性,(2)将教育游戏作为 DDIA Alliritengae Maros 七年级评价媒体的英语学科互动测验的设计,(3)计算将教育游戏作为 DDIA Alliritengae Maros 七年级英语学科评价媒体的互动测验的有效性和实用性。在这项研究中,使用的方法是多媒体开发生命周期,该方法有 6 个阶段,即概念、设计、材料收集、组装、测试、分发。从试验结果来看,试验结果为 92.61%,在实用性水平转换表中属于非常实用类,并表示不需要修改。根据基于教育游戏的互动式测验的试用结果,可以说它的实用性很强,评价的方面包括:教材清晰、基于有趣的教育游戏的互动式测验的外观和设计,这样可以培养学生参与学习评价的热情和动力,此外,这种教育游戏产品操作简单,可以随时随地进行。通过对七年级英语课学生填写的问卷或调查表进行需求分析,得出的结果是,在对学科进行评价的过程中,需要基于教育游戏的评价媒体更实用、更高效。参照教案开发的教育游戏,再根据各教材的成绩指标确定问题文本,然后设计成选择题、作文题、真假题等形式的评价问题,还可以设计成带音频的问答题。基于使用 Kahoot 应用程序开发的教育游戏的互动测验。在教育游戏验证阶段,由两名验证员进行验证,他们都是各自领域的专家,获得的分数都很合格,因此可以说开发的教育游戏在英语科目的评价过程中是有效的。ABSTRACTThe importance of development learning media is one of the determining factors in learning success.本研究旨在:(1) 确定开发以教育游戏为评价媒介的英语学科互动测验的必要性,(2) 设计以教育游戏为评价媒介的英语学科互动测验,(3) 计算以教育游戏为评价媒介的英语学科互动测验的有效性和实用性。在这项研究中,使用的方法是多媒体开发生命周期,该方法有 6 个阶段,即概念、设 计、材料收集、组装、测试、分发。.测试结果显示,实用率为 92.61%,在转换表中,实用程度属于非常实用类,信息无需修改。根据基于教育游戏的互动式测验的试用结果,可以说它的实用性很高,评估的方面包括:材料的清晰度、外观和基于教育游戏的互动式测验的设计,这些方面都很有吸引力,因此可以培养学生的热情,还可以激励学生参与学习评价,除此之外,这种教育游戏产品操作简单,可以随时随地进行。通过对正在上英语课的七年级学生进行问卷调查,需求分析结果表明,在学科评价过程中,需要一种更实用、更高效的基于教育游戏的评价媒体。以教案为参考开发的教育游戏,然后根据每种材料的成绩指标确定问题文本,然后以选择题、作文、真假题和有声问答等形式设计评价问题。基于使用 Kahoot 应用程序开发的教育游戏的互动式测验。在教育游戏验证阶段,由两名验证员进行验证,他们都是各自领域的专家,通过获得合格的分数,可以说开发的教育游戏在英语科目的评价过程中是有效的。
{"title":"PENGEMBANGAN KUIS INTERAKTIF BERBASIS GAME EDUKATIF PADA MATA PELAJARAN BAHASA INGGRIS KELAS VII DI DDI ALLIRITENGAE MAROS","authors":"Melita Sumomba, A. Hakim, Farida Febriati","doi":"10.37304/jtekpend.v4i1.12253","DOIUrl":"https://doi.org/10.37304/jtekpend.v4i1.12253","url":null,"abstract":"ABSTRAKPentingnya mengembangkan media pembelajaran merupakan salah satu faktorpenentu dalam keberhasilan pembelajaran. Penelitian ini bertujuan untuk : (1)Mengidentifikasi kebutuhan pengembangan kuis interaktif pada mata pelajaranbahasa Inggris terhadap game Edukatif sebagai media evaluasi kelas VII di DDIAlliritengae Maros, (2) Mendesain kuis interaktif mata pelajaran bahasa Inggrisberbasis game edukatif sebagai media evaluasi kelas VII di DDI Alliritengae Maros,(3) Menghitung validitas dan kepraktisan kuis interaktif berbasis game edukatifsebagai media evaluasi pada mata pelajaran bahasa Inggris kelas VII di DDIAlliritengae Maros. Dalam penelitian ini metode yang digunakan adalah MultimediaDevelopment Life Cycle, dimana metode ini memiliki 6 tahapan yakni konsep(concept), desain (design), pengumpulan materi (material collecting), pembuatan(assembly), pengujian (testing), distribusi (distibution). Dari hasil uji coba diperolehhasil 92,61% dimana pada tabel konversi tingkat kepraktisan berada pada kategorisangat praktis dengan keterangan tidak perlu direvisi. Berdasarkan hasil uji coba kuisinteraktif berbasis game edukatif dikatakan sangat praktis dengan aspek yang dinilaiyaitu kejelasan materi, tampilan dan desain kuis interaktif berbasis game edukatifyang menarik sehingga dapat menumbuhkan semangat dan juga motivasi siswauntuk mengikuti evaluasi pembelajaran, selain itu produk game edukatif ini mudahdioperasikan dan dilakukan kapanpun dan dimanapun. Hasil analisis kebutuhan yangdiperoleh melalui angket atau kuesioner yang diisi oleh siswa kelas VII yang sedangmengikuti pelajaran Bahasa Inggris didapatkan hasil bahwa dalam proses evaluasimata pelajaran dibutuhkan media evaluasi berbasis game edukatif yang lebih praktisdan efisien. game edukatif yang dikembangkan dengan acuan RPP kemudianmenentukan teks soal berdsarkan indikator capaian tiap materi lalu dirancang dalambentuk soal evaluasi berupa soal pilihan ganda, essai, benar atau salah dan juga kuisdengan audio. Kuis interaktif berbasis game edukatif yang dikembangkanmenggunakan aplikasi Kahoot. Pada tahap validasi game edukatif, dilakukan validasioleh dua orang validator yang ahli dibidangnya dengan memperoleh skor yangberada pada kualifikasi baik sehingga game edukatif yang dikembangkan dapatdikatakan valid untuk digunakan dalam proses evaluasi pada mata pelajaran BahasaInggris. \u0000ABSTRACTThe importance of developing learning media is one of the determining factors inlearning success. This research aims to: (1) Identify the need for developinginteractive quizzes in English subjects with educational games as an evaluationmedium for class VII at DDI Alliritengae Maros, (2) Design interactive quizzes forEnglish subjects based on educational games as evaluation media for class VII inDDI Alliritengae Maros, (3) Calculating the validity and practicality of educationalgame-based interactive quizzes as an evaluation medium in class VII Englishsubjects at DDI Alliritengae Maros. In this research, the ","PeriodicalId":502782,"journal":{"name":"Jurnal Teknologi Pendidikan","volume":"23 6","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139524549","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
PENERAPAN MEDIA PEMBELAJARAN GAME EDUKATIF BERBASIS WORDWALL TERHADAP HASIL BELAJAR BAHASA INDONESIA KELAS VII G MTs NEGERI 1 BONE 基于 WORDWALL 的教育游戏学习媒体在印度尼西亚语言学习成绩中的应用 VII 级 G MTs NEGERI 1 BONE
Pub Date : 2024-01-20 DOI: 10.37304/jtekpend.v4i1.12141
Riska, Suhardiman, Ahmad Nurul Ihsan
This research aims to determine the application of the wordwall game media learning model and student learning outcomes. The data collection techniques are observation, documentation, data analysis using descriptive data with frequency distribution. Based on the results of the action implementation research, it shows that the completeness score of students who completed the initial test was 7 students with a percentage of 21%. Then there were 26 students who did not complete with a percentage of 79%. The test results in cycle 1 were 11 students who completed it with a percentage of 33%, the number of students who did not complete it was 22 students with a percentage of 67%. The results in cycle 1 were still low and had not yet reached the school's KKM figure, then the test continued in cycle II with the number of students who completed it being 30 students with a percentage of 90% and 3 students who did not complete it. with a percentage of 10%. So it can be concluded that the application of the wordwall game media learning model is able to improve and enhance student learning outcomes regarding the application of the wordwall game learning media.  
本研究旨在确定文字墙游戏媒体学习模式的应用和学生的学习成果。数据收集技术包括观察、记录、使用频率分布描述性数据进行数据分析。根据行动实施研究的结果,完成初始测试的学生有 7 人,完成率为 21%。未完成测试的学生有 26 人,比例为 79%。第一周期的测试结果是,完成测试的学生人数为 11 人,完成率为 33%;未完成测试的学生人数为 22 人,完成率为 67%。第一周期的测试结果仍然较低,还没有达到学校的 KKM 数字,然后在第二周期继续进行测试,完成测试的学生人数为 30 人,百分比为 90%,未完成测试的学生人数为 3 人,百分比为 10%。因此,可以得出结论,应用单词墙游戏媒体学习模式能够改善和提高学生在应用单词墙游戏学习媒体方面的学习成果。
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引用次数: 0
SYSTEMATIC LITERATURE REVIEW : DAMPAK TEKNOLOGI PENDIDIKAN TERHADAP PENGEMBANGAN KETERAMPILAN BERPIKIR KRITIS, KREATIF, DAN KOLABORATIF PADA PEMBELAJARAN MATEMATIKA 系统文献综述:教育技术对数学学习中批判性、创造性和协作性思维能力培养的影响
Pub Date : 2024-01-20 DOI: 10.37304/jtekpend.v4i1.12083
Nisya Fajri, M. Nursalim, S. Masitoh
Pentingnya keterampilan berpikir kritis, kreatif, dan kolaboratif dalam konteks abad ke-21 menjadi sorotan utama. Penelitian ini bertujuan untuk mengevaluasi dampak teknologi pendidikan terhadap pengembangan keterampilan berpikir kritis, kreatif, dan kolaboratif dalam pembelajaran matematika diberbagai negara. Metode Systematic Literature Review (SLR) diterapkan untuk menyelidiki dampak teknologi pendidikan pada keterampilan berpikir kritis, kreatif, dan kolaboratif dalam pembelajaran matematika. Melalui protokol PRISMA, terdapat 12 artikel yang terpilih setelah dilakukan penilaian kualitas studi, dan hasil penelitian menunjukkan bahwa penggunaan teknologi pendidikan dalam pembelajaran matematika dapat meningkatkan keterampilan berpikir kritis, kreatif, dan kolaboratif peserta didik. Teknologi pendidikan yang banyak diterapkan adalah memfasilitasi pembelajaran yaitu dengan pendekatan STEM. Pendekatan STEM juga dapat dikolaborasikan dengan berbagai model pembelajaran ataupun alat bantu lainnya. Melalui penelitian ini juga diketahui bahwa STEM merupakan pendekatan yang banyak digunakan di dalam pembelajaran matematika di negara Indonesia dan juga negara Turki. Penerapan teknologi pendidikan dalam pembelajaran matematika tidak hanya dapat meningkat kinerja dalam bentuk hasil belajar, namun juga dapat mengembangkan berbagai keterampilan abad 21 yang dibutuhkan dalam dunia kerja terutama keterampilan berpikir kritis, pemecahan masalah dan berpikir kreatif. Selain itu keterampilan komunikasi menjadi keterampilan yang menarik untuk dikembangkan. Penelitian ini memberikan hasil yang bermanfaat dalam memahami pentingnya teknologi pendidikan dalam pengembangan keterampilan abad 21 dalam pembelajaran matematika.    
在 21 世纪的背景下,批判性、创造性和协作性思维能力的重要性日益凸显。本研究旨在评估教育技术对不同国家数学学习中批判性、创造性和协作性思维能力发展的影响。本研究采用了系统文献综述(SLR)方法来研究教育技术对数学学习中批判性、创造性和协作性思维能力的影响。结果表明,在数学学习中使用教育技术可以提高学习者的批判性、创造性和协作性思维能力。目前广泛应用的教育技术是促进学习的技术,即 STEM 方法。STEM 方法还可以与各种学习模式或其他工具合作。通过这项研究,我们还了解到 STEM 是印尼和土耳其广泛使用的数学学习方法。在数学学习中应用教育技术,不仅能以学习成果的形式提高成绩,还能培养职场所需的各种 21 世纪技能,尤其是批判性思维能力、解决问题的能力和创造性思维。此外,交流技能也是值得培养的技能。这项研究提供了有用的结果,有助于了解教育技术在培养学习数学的 21 世纪技能方面的重要性。
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引用次数: 0
Implementation of Construction Services Procurement at the Vocational High School Center of Excellence (SMK PK) in DKI Jakarta 雅加达 DKI 区职业高中卓越中心 (SMK PK) 建筑服务采购实施情况
Pub Date : 2024-01-15 DOI: 10.47134/jtp.v1i3.292
Bayu Eka Sanktiaji
In the era of the development of the industrial world, construction services in the world of education, especially in Central High Schools of Excellence, are very intensively carried out in order to achieve the objectives of the SMK PK program, namely to improve the quality of human resources through government assistance which focuses on student practice rooms and industrial standards. The fulfillment of these facilities and infrastructure is carried out by procuring in accordance with the reference, namely Permendikbud No.18 of 2022. The purpose of this study is to increase knowledge and information related to good procurement procedures and ethics carried out by SMK PK. The method used is literature review. The results show that the facilities and infrastructure at SMK PK are very good because they are followed by the implementation of procurement according to procedures and ethics. Starting from planning, determining providers, making agreements, and carrying out procurement in accordance with Permendikbud No.18 of 2022.
在工业世界发展的时代,为了实现 SMK PK 计划的目标,即通过政府援助提高人力资源的质量,教育界,特别是中央高级中学的建设服务非常密集,其重点是学生实践室和工业标准。这些设施和基础设施是根据 2022 年第 18 号许可证采购的。本研究的目的是增加与 SMK PK 良好采购程序和道德相关的知识和信息。采用的方法是文献综述。研究结果表明,SMK PK 的设施和基础设施非常完善,因为这些设施和基础设施是按照采购程序和道德规范实施的。从规划、确定供应商、签订协议到根据 2022 年第 18 号许可证进行采购,都是如此。
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