Lewati ke konten utama
Beranda / Hasil pencarian

Hasil pencarian

Jelajahi seluruh publikasi yang tersedia.

4 hasil
Subjek: Research And Development
DaftarKartu
ResearchOpen AccessPDF tersedia

WEB-BASED LEARNING MODEL THAT CAN BE IMPLEMENTED IN LEARNING SETTINGS WITHOUT BEING LIMITED BY TIME, PLACE AND SPACE

2026•Hasil Penelitian dan Pengabdian

Learning model is one of the factors that influence the learning outcomes. An educator is required to implement a variety of learning models in carrying out learning activities. One of the contemporary learning models is Web Base Learning (WBL). WBL models can be implemented without being limited by place, time and space. This study aims to produce a web-based learning model that can be used in accordance with certain environmental settings. This research uses Research and Development approach of Plomp model. The results show that WBL model can optimize the use of resources and potential owned by a college. Application of this web-based learning model is able to make learning take place anytime and anywhere without being limited by time and space. The WBL Model can access unlimited sources of knowledge and information thereby increasing the treasury of the material being studied. WBL Model is also able to improve the effectiveness and efficiency because learning takes place without considering the time of learning. WBL models are also able to instill and cultivate human values or characters such as honesty, courtesy, mutual respect, respect for the opinions of others, being able to accept, discipline, rewarding time in addition to assisting students in improving cognitive, affective and psychomotor aspects.

9 dilihat · 0 unduhanSitasiDetail
ArticleOpen AccessPDF tersedia

Perancangan Media Presentasi Alternatif Menggunakan Focusky Pada Matakuliah Jaringan Komputer di Program Studi PTIK UIN Bukittinggi

2023•Artikel Penelitian dan Pengabdian

Pelaksanaan perkuliahan jaringan komputer dalam penyampaian materi pembelajaran sudah menggunakan media seperti zoom meeting dan file pdf. Pada dasarnya tidak ada yang salah dalam penggunaan media tersebut. Akan tetapi penulis berpendapat bahwa akan lebih baik jika dikombinasikan dengan penggunaan teknologi berbasis media presentasi. Sementara itu mahasiswa mengatakan bahwa materi yang diberikan cukup paham, akan tetapi ada rasa jenuh saat pembelajaran dikarenakan medianya monoton dalam bentuk file pdf saja, dan setiap isi slide terlalu padat/banyak. Berdasarkan hal tersebut maka solusi yang diberikan yaitu dengan merancang sebuah media presentasi. Penelitian perancangan media presentasi menggunakan focusky pada mata kuliah jaringan komputer di program studi PTIK IAIN Bukittinggi menggunakan metode Research and Development (R&D) dengan model pengembangan DDD-E. Pengembangan media menggunakan model DDD-E terdiri dari (1) Decide atau menetapkan tujuan dan materi program, (2) Design atau desain yaitu membuat struktur program, (3) Develop atau mengembalngkan adalah memproduksi elemen media dan membuat tampilan media, (4) Evaluate atau mengevlaluasi yaitu mengecek selulruh proses desain dan pengembangan. Uji produk yang digunalkan dalam penelitian ini adalah uji validitas, uji praktikalitals, dan uji efektifitas. Hasil uji produk yang penulis lakukan memlperoleh uji validitas dari 4 orang validator dipelroleh nilai 0,85 dengan kategori sangat valid, uji praktlikalitas dari 3 orang praktikalator diperloleh nilai 0,94 dengan kategori sangat tinggi, dan uji efekltivitas dari 31 orang penlilai diperoleh nilai 0,88 dengan kategori sanlgat efektiv.

7 dilihat · 8 unduhanSitasiDetail
ArticleOpen AccessPDF tersedia

PERANCANGAN GAME EDUKASI MATEMATIKA MENGGUNAKAN CONSTRUCT 2 UNTUK KELAS VII DI SMP N 1 LAREH SAGO HALABAN

2023•Artikel Penelitian dan Pengabdian

This research is based on the problems found based on the results of interviews with mathematics teachers and students at SMPN 1 Lareh Sago Halaban that the media used in the learning process only uses the blackboard with lecture and discussion methods, there is no technology-based learning media, especially educational games thatare used by teachers to students related to mathematics lessons caused a lack of interestand activeness of students in mathematics subjects. Based on this, the solution given is to design a learning media. The purpose of this research is to produce learning media products in the form of educational games with the help of software Building 2 mathematics subjects at SMPN 1 Lareh Sago Halaban. The design of mathematics education games uses the construct 2 design application at SMPN 1 Lareh Sago Halaban with the Research and Development (R&D ) research method using the MDLC (Multimedia Development Life Cycle ) development model from Luther Sutopo the development model is explained in 6 stages, namely Concept, Design, Materials Collection, Assembly, Testing and Distribution. The product test used in the research is the validity test, practicality test, and effectiveness test. The product test results show that the educational games designed are valid, practical and effective. For the results of the validity test of three validators, the score was 0.88, the practical test by 3 practi- tators was 0.97, and the effectiveness test of twenty people was 0.92.

12 dilihat · 0 unduhanSitasiDetail
ArticleOpen AccessMetadata saja

WEB-BASED LEARNING MODEL THAT CAN BE IMPLEMENTED IN LEARNING SETTINGS WITHOUT BEING LIMITED BY TIME, PLACE AND SPACE

2018•Artikel Penelitian dan Pengabdian

Learning model is one of the factors that influence the learning outcomes. An educator is required to implement a variety of learning models in carrying out learning activities. One of the contemporary learning models is Web Base Learning (WBL). WBL models can be implemented without being limited by place, time and space. This study aims to produce a web-based learning model that can be used in accordance with certain environmental settings. This research uses Research and Development approach of Plomp model. The results show that WBL model can optimize the use of resources and potential owned by a college. Application of this web-based learning model is able to make learning take place anytime and anywhere without being limited by time and space. The WBL Model can access unlimited sources of knowledge and information thereby increasing the treasury of the material being studied. WBL Model is also able to improve the effectiveness and efficiency because learning takes place without considering the time of learning. WBL models are also able to instill and cultivate human values or characters such as honesty, courtesy, mutual respect, respect for the opinions of others, being able to accept, discipline, rewarding time in addition to assisting students in improving cognitive, affective and psychomotor aspects.

6 dilihat · 0 unduhanSitasiDetail