基于问题学习(PBL)的交互式媒体在计算机与网络基础学科中的发展

Rahma Della, G. Ganefri, A. Ambiyar, Dedy Irfan
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摘要

这项研究的动机是,学生无论在哪里都可以使用有限的学习媒体,以及课堂上有限的学习时间导致学生的学习成果较低。本研究的目的是在SMK Negeri 1 Bungo开发一种有效、实用和有效的基于问题的学习的互动媒体。该媒体旨在利用信息和通信技术帮助学生学习,使学习可以在课堂上直接完成,也可以在课堂外独立完成,而不受时间和地点的限制。本研究采用四维设计,其步骤包括定义、设计、开发和传播。这种类型的数据是原始数据,数据直接从来源,即学校,教师,专家和学生获得。所使用的数据分析技术是一种描述性分析技术,即通过描述学习媒体的有效性、实用性和有效性来开发。根据调查结果,具有有效类别的媒介效度值为0.83,材料效度为0.85。开发的媒体具有实用性,直接观察的实用性值在方便性方面为89.86,在时间方面为86.28,在使用方面为87.46,教师的反应率为89.55%,学生的反应率为87.17%,通过计算获得的增益得分为0.69,类别中等,对提高学生的理解是有效的。由此可见,基于android的交互式学习媒体作为基础计算机和网络学习的媒介是有效、实用和有效的。
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Development of Problem-Based Learning (PBL) Based Interactive Media in Basic Computer and Network Subjects
This research is motivated by the limited learning media that students can use wherever they are, as well as limited learner time in class causing low student learning outcomes. The purpose of this study is to develop an interactive media based on problem-based learning at SMK Negeri 1 Bungo that is valid, practical and effective. This media is designed to assist students in learning by utilizing information and communication technology, so that learning can be done in class directly or outside the classroom independently without having to be tied to time and place. Design This research uses four-D whose steps consist of define, design, develop, and disseminate  . This type of data is primary data where the data is obtained directly from the source, namely schools, teachers, experts and students. The data analysis technique used is a descriptive analysis technique, namely by describing the validity, practicality and effectiveness of the learning media developed. Based on the findings of 0.83 media validity values with valid categories, and 0.85 material validity. The media developed is practical with a practicality value from direct observation of 89.86 from the aspect of convenience, 86.28 from the aspect of time, and 87.46 from the aspect of use, from the teacher's response of 89.55% and the student response of 87.17%, and is effective in improving student understanding obtained from the calculation of the gain score  which was obtained by 0.69 with a moderate category. So that it can be implied that android-based interactive learning media is valid, practical, and effective to be used as a medium for basic computer and network learning.
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