Based on the results of preliminary observations of entrepreneurial values at SMK Muhammadiyah 1 Seputih Banyak class X students still have many learning outcomes that have not reached the minimum completeness criteria (KKM). The learning outcomes of students who have not completed with the number of students are 17 percentages 56.07%, who achieve learning completeness and are categorized as complete with the number of students 13 percentages 43.33%, while the minimum completeness value (KKM) class X marketing SMK Muhammadiyah 1 Seputih Banyak In entrepreneurship lessons is 75. Alternatives to improve student learning outcomes are used the cooperative learning model type make a match, in connection with this problem the formulation of the problem is: "is there an effect of using the make a match type cooperative learning model on the learning outcomes of students in class X marketing even semester of SMK Muhammadiyah 1 Seputih Banyak for 2019/2020 academic year ". The results of the analysis of the calculation of t count and t table above means that it is known that t count> t table. It can be seen in list G, on the significant list 5%, namely 4.69> 1.70 and at the 1% significant level, namely 4.69> 2.47, thus the hypothesis reads: there is a positive effect using the cooperative learning model make a match Regarding entrepreneurial learning outcomes in X grade marketing students of even semester SMK Muhammadiyah 1 Seputih Banyak, the hypothesis is accepted, students who are said to be complete with KKM (75) after treatment are 21 students or 72.41% and students who are declared incomplete as many as 8 students or 27.59%. Therefore, to improve student learning outcomes, teachers should apply the cooperative learning model make a match type in organized learning.Keyword : Cooperative Learning, Tipe Make A Match, Learning Outcomes
{"title":"PENGGUNAAN MODEL COOPERATIVE LEARNING TIPE MAKE A MATCH TERHADAP HASIL BELAJAR KEWIRAUSAHAAN SISWA KELAS X PEMASARAN","authors":"Ningrum Ningrum, Lilian Mega Puri","doi":"10.24127/PRO.V8I2.3317","DOIUrl":"https://doi.org/10.24127/PRO.V8I2.3317","url":null,"abstract":"Based on the results of preliminary observations of entrepreneurial values at SMK Muhammadiyah 1 Seputih Banyak class X students still have many learning outcomes that have not reached the minimum completeness criteria (KKM). The learning outcomes of students who have not completed with the number of students are 17 percentages 56.07%, who achieve learning completeness and are categorized as complete with the number of students 13 percentages 43.33%, while the minimum completeness value (KKM) class X marketing SMK Muhammadiyah 1 Seputih Banyak In entrepreneurship lessons is 75. Alternatives to improve student learning outcomes are used the cooperative learning model type make a match, in connection with this problem the formulation of the problem is: \"is there an effect of using the make a match type cooperative learning model on the learning outcomes of students in class X marketing even semester of SMK Muhammadiyah 1 Seputih Banyak for 2019/2020 academic year \". The results of the analysis of the calculation of t count and t table above means that it is known that t count> t table. It can be seen in list G, on the significant list 5%, namely 4.69> 1.70 and at the 1% significant level, namely 4.69> 2.47, thus the hypothesis reads: there is a positive effect using the cooperative learning model make a match Regarding entrepreneurial learning outcomes in X grade marketing students of even semester SMK Muhammadiyah 1 Seputih Banyak, the hypothesis is accepted, students who are said to be complete with KKM (75) after treatment are 21 students or 72.41% and students who are declared incomplete as many as 8 students or 27.59%. Therefore, to improve student learning outcomes, teachers should apply the cooperative learning model make a match type in organized learning.Keyword : Cooperative Learning, Tipe Make A Match, Learning Outcomes","PeriodicalId":55684,"journal":{"name":"Jurnal Promosi Program Studi Pendidikan Ekonomi","volume":"75 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80943282","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}
The positive impact of integrating educational applications on emotions is not clearly illustrated. Empirical facts only provide a few indications that the integration of educational applications has a positive impact on participation, attention and motivation. Even though these indicators are closely related to students' emotions. Through the integration of Quizizz in learning, this study aims to describe students' emotions in responding to the integration of Quizizz in accounting class. The research was conducted on students in the first semester of the management study program who are registered and taking online lectures in cost accounting courses. The research method used was an experiment using the one-shot case study model. The results showed that students' emotions in responding to the integration of quizzes in the accounting class were described proportionally including positive and negative emotions. Emotional changes occur in three stages, namely, (1) panic, (2) pleasure and (3) boredom. Keywords: Accounting Class, Emotion, Quiziz
{"title":"GAMBARAN EMOSI MAHASISWA DALAM MERESPON PENGINTEGRASIAN QUIZIZZ DI KELAS AKUNTANSI","authors":"D. Setiawan, Ika Indriasari","doi":"10.24127/PRO.V8I2.3306","DOIUrl":"https://doi.org/10.24127/PRO.V8I2.3306","url":null,"abstract":"The positive impact of integrating educational applications on emotions is not clearly illustrated. Empirical facts only provide a few indications that the integration of educational applications has a positive impact on participation, attention and motivation. Even though these indicators are closely related to students' emotions. Through the integration of Quizizz in learning, this study aims to describe students' emotions in responding to the integration of Quizizz in accounting class. The research was conducted on students in the first semester of the management study program who are registered and taking online lectures in cost accounting courses. The research method used was an experiment using the one-shot case study model. The results showed that students' emotions in responding to the integration of quizzes in the accounting class were described proportionally including positive and negative emotions. Emotional changes occur in three stages, namely, (1) panic, (2) pleasure and (3) boredom. Keywords: Accounting Class, Emotion, Quiziz","PeriodicalId":55684,"journal":{"name":"Jurnal Promosi Program Studi Pendidikan Ekonomi","volume":"69 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78023472","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}
Muhamad Agustiono, Eeng Ahman, Amir Machmud, I. Waspada
Based on the results of interviews at SMAN 1 Lembang, learning that is usually applied by Economics Subject teachers so far using the expository method is carried out face-to-face in the classroom with the support of adequate facilities and infrastructure, where learning is teacher-centered, passive students, and less involved in learning. This causes students to experience burnout which results in a lack of interest and learning independence. The purpose of this study was to determine the effect of blended learning assisted by google classroom on the creative thinking skills and independent learning of students. This study uses a quantitative approach with a quasi-experimental design. The data collection instrument used an essay test with 15 questions and a questionnaire of 20 questions. The sampling technique of this research was carried out by means of cluster random sampling. Hypothesis testing using independent t-test. The results showed that there was an effect of blended learning assisted by google classroom on students' creative thinking skills and independent learningKeywords: The Perfection of Creative Thinking, Self-Reliance Learning, Blended Learning
{"title":"PENERAPAN BLENDED LEARNING BERBASIS GOOGLE CLASSROOM TERHADAP KETERAMPILAN BERPIKIR KREATIF &KEMANDIRIAN BELAJAR PESERTA DIDIK","authors":"Muhamad Agustiono, Eeng Ahman, Amir Machmud, I. Waspada","doi":"10.24127/PRO.V8I2.3305","DOIUrl":"https://doi.org/10.24127/PRO.V8I2.3305","url":null,"abstract":"Based on the results of interviews at SMAN 1 Lembang, learning that is usually applied by Economics Subject teachers so far using the expository method is carried out face-to-face in the classroom with the support of adequate facilities and infrastructure, where learning is teacher-centered, passive students, and less involved in learning. This causes students to experience burnout which results in a lack of interest and learning independence. The purpose of this study was to determine the effect of blended learning assisted by google classroom on the creative thinking skills and independent learning of students. This study uses a quantitative approach with a quasi-experimental design. The data collection instrument used an essay test with 15 questions and a questionnaire of 20 questions. The sampling technique of this research was carried out by means of cluster random sampling. Hypothesis testing using independent t-test. The results showed that there was an effect of blended learning assisted by google classroom on students' creative thinking skills and independent learningKeywords: The Perfection of Creative Thinking, Self-Reliance Learning, Blended Learning","PeriodicalId":55684,"journal":{"name":"Jurnal Promosi Program Studi Pendidikan Ekonomi","volume":"77 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91011927","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}
Good teaching and learning activities are teaching and learning activities that are not monotonous and saturating, because when learning is needed an atmosphere that provides comfort for learning so that students' minds stay focused, they also remain eager to continue learning, especially learning economic literacy. This study aims to determine the role of art appreciation as a negative reinforcement in increasing the enthusiasm of learning economic literacy of students during teaching and learning activities. This study used qualitative research methods. The data sources of this research are primary and secondary data. Primary data is data from observations and interviews, while secondary data is documentation (in the form of photographs). The participants of this research were level 2A students of the Economic Education Study Program FKIP Swadaya Gunung Jati University, who took 26 Kapita Selekta courses in Economic Education. Data analysis was performed qualitatively, namely data collection, data reduction, data presentation, and drawing conclusions. The results of the analysis show that negative reinforcement that is positive, namely punishment with art appreciation can increase the enthusiasm of learning economic literacy of students, can also provide opportunities for students to appear in front of the class in order to hone and develop their talents and interests in poetry as well as singing, even if only on a scale The conclusion of this research is the appreciation of art, boredom and boredom that afflict students can be overcome. It only depends on the lecturer, when the right time for art appreciation is done while studying. Art appreciation is chosen because everyone likes and loves art, especially music. In this way, in addition to the punishment given can entertain and create a pleasant learning atmosphere, it can also hone the talents and interests of student art that are rarely displayed in public, especially in front of classmates and lecturers. Keywords: Art appreciation, enthusiasm for learning, economic literacy.
好的教与学活动是不单调、不饱和的教与学活动,因为当学习需要一种为学习提供舒适的气氛,使学生的思想保持集中时,他们也会保持继续学习的渴望,特别是学习经济素养。本研究旨在确定艺术欣赏作为负强化在教学活动中提高学生学习经济素养热情的作用。本研究采用定性研究方法。本研究的数据来源为一手数据和二手数据。主要数据是来自观察和访谈的数据,而次要数据是文件(以照片的形式)。本研究的参与者是Swadaya Gunung Jati大学经济教育研究项目FKIP的2A级学生,他们参加了26门Kapita Selekta经济教育课程。定性地进行数据分析,即数据收集、数据还原、数据呈现、得出结论。分析结果表明,负强化是正的,即惩罚与艺术欣赏可以提高学习的热情经济素养的学生,还可以为学生提供机会出现在全班同学面前为了磨练和发展自己的才能和兴趣在诗和唱歌,即使只是规模本研究的结论是艺术的欣赏,无聊和无聊折磨的学生是可以克服的。这只取决于讲师,什么时候是在学习的时候欣赏艺术的合适时间。选择艺术鉴赏是因为每个人都喜欢并热爱艺术,尤其是音乐。这样,给予的惩罚除了可以娱乐和营造愉快的学习氛围外,还可以磨练学生在公共场合,特别是在同学和讲师面前很少展示的艺术才能和兴趣。关键词:艺术鉴赏,学习热情,经济素养。
{"title":"APRESIASI SENI DALAM MENINGKATKAN SEMANGAT BELAJAR LITERASI EKONOMI","authors":"Yopi Nisa Febianti","doi":"10.24127/PRO.V8I2.3304","DOIUrl":"https://doi.org/10.24127/PRO.V8I2.3304","url":null,"abstract":"Good teaching and learning activities are teaching and learning activities that are not monotonous and saturating, because when learning is needed an atmosphere that provides comfort for learning so that students' minds stay focused, they also remain eager to continue learning, especially learning economic literacy. This study aims to determine the role of art appreciation as a negative reinforcement in increasing the enthusiasm of learning economic literacy of students during teaching and learning activities. This study used qualitative research methods. The data sources of this research are primary and secondary data. Primary data is data from observations and interviews, while secondary data is documentation (in the form of photographs). The participants of this research were level 2A students of the Economic Education Study Program FKIP Swadaya Gunung Jati University, who took 26 Kapita Selekta courses in Economic Education. Data analysis was performed qualitatively, namely data collection, data reduction, data presentation, and drawing conclusions. The results of the analysis show that negative reinforcement that is positive, namely punishment with art appreciation can increase the enthusiasm of learning economic literacy of students, can also provide opportunities for students to appear in front of the class in order to hone and develop their talents and interests in poetry as well as singing, even if only on a scale The conclusion of this research is the appreciation of art, boredom and boredom that afflict students can be overcome. It only depends on the lecturer, when the right time for art appreciation is done while studying. Art appreciation is chosen because everyone likes and loves art, especially music. In this way, in addition to the punishment given can entertain and create a pleasant learning atmosphere, it can also hone the talents and interests of student art that are rarely displayed in public, especially in front of classmates and lecturers. Keywords: Art appreciation, enthusiasm for learning, economic literacy.","PeriodicalId":55684,"journal":{"name":"Jurnal Promosi Program Studi Pendidikan Ekonomi","volume":"14 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77798837","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}
Learning media is one of the educational components that is very important for teachers and students in conducting learning activities. Based on interviews with economics teachers and MuhamamdiyahPekalongan high school students, the learning media used are only textbooks or printed books in general without innovation and are less motivating for students in the learning process. So that researchers are interested in developing economic comics in order to attract the attention of students in studying economics and increase student motivation to learn. The aim of this development is to produce a valid and practical economic comic. The model in this study uses the ADDIE model which consists of five stages, namely: Analysis, Design, Development or Production, Implementation or Delivery and Evaluation. The results of the development of economic comics learning media on economic subjects are known to be the recapitulation of assessment results by media experts with an average score of 91% included in the "very feasible" category and declared valid. The recapitulation results from material experts with an average score of 90% fall into the "very feasible" category and are declared valid. Practicality test by students of class X IPS MuhammadiyahPekalongan high school got a score of 89.5% and was included in the category of "very practical" so that it was stated practically. Thus it can be concluded that the economic learning media that have been developed are economic comics that are valid and practical for use in learning activities.
学习媒体是教育的重要组成部分之一,对教师和学生进行学习活动至关重要。根据对经济学教师和MuhamamdiyahPekalongan高中学生的采访,所使用的学习媒体一般只是教科书或印刷书籍,没有创新,在学习过程中对学生的激励作用较小。为了吸引学生学习经济学的注意力,提高学生的学习动机,研究者们对经济漫画的开发产生了兴趣。这一发展的目的是产生一种有效和实用的经济漫画。本研究的模型采用ADDIE模型,该模型由五个阶段组成,即:分析、设计、开发或生产、实施或交付和评估。据悉,经济题材的经济漫画学习媒体的发展结果是媒体专家的评价结果的概括,平均得分为91%,被列入“非常可行”的类别,并被宣布为有效。材料专家的概括结果平均得分为90%,属于“非常可行”的类别,并宣布有效。ps muhammad diyahpekalongan高中X班学生的实用性测试得分为89.5%,被列入“非常实用”类别,因此它的陈述很实际。由此可以得出结论,已经开发的经济学习媒体是在学习活动中有效和实用的经济漫画。
{"title":"PENGEMBANGAN KOMIK SEBAGAI MEDIA PEMBELAJARAN EKONOMI PADA MATERIMANAJEMEN KELAS X SMA MUHAMMADIYAH PEKALONGAN","authors":"E. Lestari, Triani Ratnawuri","doi":"10.24127/PRO.V8I1.2866","DOIUrl":"https://doi.org/10.24127/PRO.V8I1.2866","url":null,"abstract":"Learning media is one of the educational components that is very important for teachers and students in conducting learning activities. Based on interviews with economics teachers and MuhamamdiyahPekalongan high school students, the learning media used are only textbooks or printed books in general without innovation and are less motivating for students in the learning process. So that researchers are interested in developing economic comics in order to attract the attention of students in studying economics and increase student motivation to learn. The aim of this development is to produce a valid and practical economic comic. The model in this study uses the ADDIE model which consists of five stages, namely: Analysis, Design, Development or Production, Implementation or Delivery and Evaluation. The results of the development of economic comics learning media on economic subjects are known to be the recapitulation of assessment results by media experts with an average score of 91% included in the \"very feasible\" category and declared valid. The recapitulation results from material experts with an average score of 90% fall into the \"very feasible\" category and are declared valid. Practicality test by students of class X IPS MuhammadiyahPekalongan high school got a score of 89.5% and was included in the category of \"very practical\" so that it was stated practically. Thus it can be concluded that the economic learning media that have been developed are economic comics that are valid and practical for use in learning activities.","PeriodicalId":55684,"journal":{"name":"Jurnal Promosi Program Studi Pendidikan Ekonomi","volume":"1988 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86587179","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}
The effect of the project-based learning model (pjbl) assisted with photonovela on the learning outcomes of students in class x ma bustanul „ulum jayasakti in 2018/2019. The Fotonovela Project-Based Learning (PjBL) learning model is very suitable to be applied in learning economics because it is not enough to study and memorize economic concepts but it also requires an understanding and ability to solve economic problems properly. Through this learning model students can express their thoughts, exchange opinions, cooperate with each other if there are friends in the group who are experiencing difficulties. Obtained information in the form of odd semester results 2019/2020. In the learning outcomes there are still many students who have not met the minimum completeness criteria, namely 75 students learning outcomes in class X IPS 1, which achieved completeness, only 6 students. While those who did not reach the completeness were 19 students. In the hypothesis test that reads "there is a positive influence on the use of the Pono Learning Method assisted by Photonovela on the learning outcomes of Class X IIS 1 Bustanul MA„ Ulum 2019/2020 ". Then the hypothesis can be said to be accepted. Said to be accepted because it can be seen from the learning outcomes that have changed in a positive direction from 5 students (22.73%), which is fairly complete, turned into 16 students (72.73%). In other words, the learning outcomes of the learning process using the Fotonovela PJBL Learning Model have a clear increase. So the use of Photonovelaassisted PPA Learning Models can be used in the learning process to improve learning outcomes, especially in Economics subjects
{"title":"PENGARUH MODEL PEMBELAJARAN PROJECT BASED LEARNING (PjBL) BERBANTU FOTONOVELA TERHADAP HASIL BELAJAR PESERTA DIDIK KELAS X MA BUSTANUL ULUM JAYASAKTI","authors":"Y. Prabowo, Wakijo Wakijo","doi":"10.24127/PRO.V8I1.2864","DOIUrl":"https://doi.org/10.24127/PRO.V8I1.2864","url":null,"abstract":"The effect of the project-based learning model (pjbl) assisted with photonovela on the learning outcomes of students in class x ma bustanul „ulum jayasakti in 2018/2019. The Fotonovela Project-Based Learning (PjBL) learning model is very suitable to be applied in learning economics because it is not enough to study and memorize economic concepts but it also requires an understanding and ability to solve economic problems properly. Through this learning model students can express their thoughts, exchange opinions, cooperate with each other if there are friends in the group who are experiencing difficulties. Obtained information in the form of odd semester results 2019/2020. In the learning outcomes there are still many students who have not met the minimum completeness criteria, namely 75 students learning outcomes in class X IPS 1, which achieved completeness, only 6 students. While those who did not reach the completeness were 19 students. In the hypothesis test that reads \"there is a positive influence on the use of the Pono Learning Method assisted by Photonovela on the learning outcomes of Class X IIS 1 Bustanul MA„ Ulum 2019/2020 \". Then the hypothesis can be said to be accepted. Said to be accepted because it can be seen from the learning outcomes that have changed in a positive direction from 5 students (22.73%), which is fairly complete, turned into 16 students (72.73%). In other words, the learning outcomes of the learning process using the Fotonovela PJBL Learning Model have a clear increase. So the use of Photonovelaassisted PPA Learning Models can be used in the learning process to improve learning outcomes, especially in Economics subjects","PeriodicalId":55684,"journal":{"name":"Jurnal Promosi Program Studi Pendidikan Ekonomi","volume":"57 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88186360","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}
This research aims to know: 1) The effect of peer environment on consumer behavior the student in SMA YLPI Pekanbaru, 2 ) the effect of peer environment on self control the student in SMA YLPI Pekanbaru, 3) the effect of self control on consumer behavior the student in SMA YLPI Pekanbaru, 4) the effect of peer environment on consumer behavior thourgh self control student in SMA YLPI Pekanbaru. This type of research is quantitative research with the population is class XI academic year of 2018/2019 with a total of 98 students, and all of them are used as research samples. Data collection techniques used the likert scale questionnaires. Questionnaire used to reveal data about the peer environment, self control, and consumer behavior the student. The data were analyzed using a descriptive statistical analysis, classical assumption test, sobel test and path analysis. The results of this study show: 1) peer environment has a positive effect on consumer behavior as big as 0,253, 2) peer environment has a positive effect on self control as big as 0,209, 3) self control has a negative effect on consumer behavior as big as -0,284. 4) Self-control mediate between the peer environment to consumer behavior.
{"title":"PENGARUH LINGKUNGAN TEMAN SEBAYA TERHADAP PERILAKU KONSUMTIF MELALUI KONTROL DIRI SISWA DI SMA YLPI PEKANBARU","authors":"F. Fitriani","doi":"10.24127/PRO.V8I1.2858","DOIUrl":"https://doi.org/10.24127/PRO.V8I1.2858","url":null,"abstract":"This research aims to know: 1) The effect of peer environment on consumer behavior the student in SMA YLPI Pekanbaru, 2 ) the effect of peer environment on self control the student in SMA YLPI Pekanbaru, 3) the effect of self control on consumer behavior the student in SMA YLPI Pekanbaru, 4) the effect of peer environment on consumer behavior thourgh self control student in SMA YLPI Pekanbaru. This type of research is quantitative research with the population is class XI academic year of 2018/2019 with a total of 98 students, and all of them are used as research samples. Data collection techniques used the likert scale questionnaires. Questionnaire used to reveal data about the peer environment, self control, and consumer behavior the student. The data were analyzed using a descriptive statistical analysis, classical assumption test, sobel test and path analysis. The results of this study show: 1) peer environment has a positive effect on consumer behavior as big as 0,253, 2) peer environment has a positive effect on self control as big as 0,209, 3) self control has a negative effect on consumer behavior as big as -0,284. 4) Self-control mediate between the peer environment to consumer behavior.","PeriodicalId":55684,"journal":{"name":"Jurnal Promosi Program Studi Pendidikan Ekonomi","volume":"58 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78367049","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}
Learning media as an important element in the learning process because when viewed from the function of learning media is as a tool in the learning process. Learning media are only limited to books, powerpoints and blackboards so that students are less enthusiastic in the learning process. So we need learning media that can attract the attention of students such as Economic Magazine with a practical form so that students can be more enthusiastic in learning and understanding the material contained in economic learning materials.The development model used is the ADDIE model which includes several stages including: Analysis, Design, Development, Impementation, and Evaluation. Based on the results of the development of the Integrated Economic (Makomi) Magazine Islamic values as a learning medium it is known that the results of the recapitulation of data that have been done, by the magazine design experts have met the criteria very well with an average score of 84%, by the magazine material experts have met the criteria very worthy with a score an average of 97%, by magazine linguists already fulfilling very decent criteria with an average score of 97%, and by Islamic magazine experts fulfilling very decent criteria with an average score of 95% then the resulting product has become a valid product. Furthermore, the practicality test by students of class XI IPS of SMA Negeri 4 Metro get very decent criteria with an average score of 83%, the resulting product has become a practical product. Thus it can be concluded that the economic magazine (makomi) integrated with Islamic values is a valid and practical learning media for use in the learning process.
{"title":"PENGEMBANGAN MAJALAH EKONOMI (MAKOMI) TERINTEGRASI NILAI ISLAM SEBAGAI MEDIA PEMBELAJARAN SMA NEGERI 4 METRO","authors":"Silpina Silpina, M. Pritandhari","doi":"10.24127/PRO.V8I1.2862","DOIUrl":"https://doi.org/10.24127/PRO.V8I1.2862","url":null,"abstract":"Learning media as an important element in the learning process because when viewed from the function of learning media is as a tool in the learning process. Learning media are only limited to books, powerpoints and blackboards so that students are less enthusiastic in the learning process. So we need learning media that can attract the attention of students such as Economic Magazine with a practical form so that students can be more enthusiastic in learning and understanding the material contained in economic learning materials.The development model used is the ADDIE model which includes several stages including: Analysis, Design, Development, Impementation, and Evaluation. Based on the results of the development of the Integrated Economic (Makomi) Magazine Islamic values as a learning medium it is known that the results of the recapitulation of data that have been done, by the magazine design experts have met the criteria very well with an average score of 84%, by the magazine material experts have met the criteria very worthy with a score an average of 97%, by magazine linguists already fulfilling very decent criteria with an average score of 97%, and by Islamic magazine experts fulfilling very decent criteria with an average score of 95% then the resulting product has become a valid product. Furthermore, the practicality test by students of class XI IPS of SMA Negeri 4 Metro get very decent criteria with an average score of 83%, the resulting product has become a practical product. Thus it can be concluded that the economic magazine (makomi) integrated with Islamic values is a valid and practical learning media for use in the learning process.","PeriodicalId":55684,"journal":{"name":"Jurnal Promosi Program Studi Pendidikan Ekonomi","volume":"24 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86030390","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}
Teachers are professions that require special expertise in their main tasks such as educating, teaching, guiding, directing, training, assessing and evaluating students in early childhood education in formal, primary and secondary education. Teachers apart from the assignment also design learning to help students in the learning process, so teachers need special expertise and high ability to develop teaching materials that are appropriate to the needs of students with the diversity of students' competence. The approach used in this research is qualitative with descriptive research type. Data collection is done by observation techniques and strengthened by theoretical studies from experts. Based on the data carried out by finding the learning process conducted by the teacher in class with teaching materials that have been developed by the teacher before the learning process takes place. Based on observations that the teaching material developed by the teacher has been able to provide convenience in students understanding the subject matter that the teacher conveys and the teaching material that the teacher has developed makes students eager to learn and solve the problems and problems the teacher provides, and is no less important than the development of teaching materials the teacher has made the learning outcomes obtained by students become visible from the results of the midterm exams of 32 students there are only 4 students whose grades are below the minimum graduation standard.
{"title":"GURU MENGINOVASI BAHAN AJAR SEBAGAI LANGKAH UNTUK MENINGKATKAN HASIL BELAJAR SISWA","authors":"S. Suprihatin, Yuni Mariani Manik","doi":"10.24127/PRO.V8I1.2868","DOIUrl":"https://doi.org/10.24127/PRO.V8I1.2868","url":null,"abstract":"Teachers are professions that require special expertise in their main tasks such as educating, teaching, guiding, directing, training, assessing and evaluating students in early childhood education in formal, primary and secondary education. Teachers apart from the assignment also design learning to help students in the learning process, so teachers need special expertise and high ability to develop teaching materials that are appropriate to the needs of students with the diversity of students' competence. The approach used in this research is qualitative with descriptive research type. Data collection is done by observation techniques and strengthened by theoretical studies from experts. Based on the data carried out by finding the learning process conducted by the teacher in class with teaching materials that have been developed by the teacher before the learning process takes place. Based on observations that the teaching material developed by the teacher has been able to provide convenience in students understanding the subject matter that the teacher conveys and the teaching material that the teacher has developed makes students eager to learn and solve the problems and problems the teacher provides, and is no less important than the development of teaching materials the teacher has made the learning outcomes obtained by students become visible from the results of the midterm exams of 32 students there are only 4 students whose grades are below the minimum graduation standard.","PeriodicalId":55684,"journal":{"name":"Jurnal Promosi Program Studi Pendidikan Ekonomi","volume":"2 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78765361","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}
Muhammad Muntasir, Ningrum Ningrum, Tiara Anggia Dewi
The problem in this study is that the learning media used in SMA Negeri 1 Rumbia are textbooks and worksheets while the use of LCD projectors and multimedia are rarely used. For example multimedia from Microsoft poer point that looks still simple and there are still shortcomings in terms of appearance and display design. From these problems the researchers conducted research to develop interactive learning media based on aurora 3D presentation. This research is a research and development (R&D) using ADDIE research model which has five stages in its development procedures, namely stage 1) Analysis, 2) Planning, 3) Development, 4) Implementation (Implementation), 5) Evaluation (Evaluation). The learning media was assessed as feasible by 2 media experts and 1 material expert. after the revision of learning media can be tested on a small group in class X IPS SMA Negeri 1 Rumbia, amounting to 28 students. The results of the assessment of learning media experts obtained a percentage of 93% with a very decent category. and The results of expert assessment of learning materials obtained a percentage of 94% with a very decent category. While the students' response to Aurora 3D Presentation as Interactive Learning Media shows a percentage of 90% with a very decent category. So it can be concluded that Aurora 3D Presentation as an Interactive Learning Media developed can be used in the learning process.
本研究的问题在于SMA Negeri 1 Rumbia使用的学习媒体是教科书和工作表,而很少使用LCD投影仪和多媒体。例如,微软powerpoint的多媒体看起来仍然很简单,在外观和显示设计方面仍然存在不足。针对这些问题,研究人员开展了基于极光三维呈现的交互式学习媒体开发研究。本研究采用ADDIE研究模型进行研究与开发(R&D),其开发过程分为五个阶段,即1)分析,2)规划,3)开发,4)实施(实施),5)评价(评价)。2名媒体专家和1名材料专家对学习媒体进行可行性评估。修订后的学习媒体可以在xps SMA Negeri 1 Rumbia班的一个小组上进行测试,共28名学生。学习媒体专家的评估结果获得了93%的百分比,非常不错的类别。专家对学习材料的评估结果达到了94%,类别非常不错。而学生对极光3D演示作为互动学习媒体的反应显示了90%的百分比,这是一个非常不错的类别。因此,可以得出结论,Aurora 3D Presentation作为一种交互式学习媒体,可以在学习过程中使用。
{"title":"PENGEMBANGAN AURORA 3D PRESENTATION SEBAGAI MEDIA PEMBELAJARAN INTERAKTIF PADA MATA PELAJARAN EKONOMI KELAS X SMA NEGERI 1 RUMBIA","authors":"Muhammad Muntasir, Ningrum Ningrum, Tiara Anggia Dewi","doi":"10.24127/PRO.V8I1.2863","DOIUrl":"https://doi.org/10.24127/PRO.V8I1.2863","url":null,"abstract":"The problem in this study is that the learning media used in SMA Negeri 1 Rumbia are textbooks and worksheets while the use of LCD projectors and multimedia are rarely used. For example multimedia from Microsoft poer point that looks still simple and there are still shortcomings in terms of appearance and display design. From these problems the researchers conducted research to develop interactive learning media based on aurora 3D presentation. This research is a research and development (R&D) using ADDIE research model which has five stages in its development procedures, namely stage 1) Analysis, 2) Planning, 3) Development, 4) Implementation (Implementation), 5) Evaluation (Evaluation). The learning media was assessed as feasible by 2 media experts and 1 material expert. after the revision of learning media can be tested on a small group in class X IPS SMA Negeri 1 Rumbia, amounting to 28 students. The results of the assessment of learning media experts obtained a percentage of 93% with a very decent category. and The results of expert assessment of learning materials obtained a percentage of 94% with a very decent category. While the students' response to Aurora 3D Presentation as Interactive Learning Media shows a percentage of 90% with a very decent category. So it can be concluded that Aurora 3D Presentation as an Interactive Learning Media developed can be used in the learning process.","PeriodicalId":55684,"journal":{"name":"Jurnal Promosi Program Studi Pendidikan Ekonomi","volume":"8 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89112085","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}