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Showing papers in "Innovative Journal of Curriculum and Educational Technology in 2022"


Journal ArticleDOI
TL;DR: In this paper , the authors used the RnD research method with the ADDIE model consisting of analysis, design, development, implementation and evaluation to increase students' interest in learning.
Abstract: Implementation in the learning process in the Covid 19 pandemic era at SMKN 2 Rembang showed a decrease in learning achievement due to lack of student interest in learning, this is based on a survey of researchers at the end of the semester showing that the average value of students decreased from 2020 during remote/online learning. This study aims to develop a teaching material based on Kahoot evaluation to increase students' interest in learning. This study uses the RnD research method with the ADDIE model consisting of analysis, design, development, implementation and evaluation. The results of the material validation carried out obtained an average of the three aspects of material validation (feasibility of the material, presentation and language) which was 4.26 and was in the "very good" criteria. Likewise with the results of product validation, the average of the three aspects of the validation of teaching/media materials (display, presentation, and effectiveness) is 4.4 and has the criteria of "very good". Furthermore, the results of students' interest in learning from the categories of feeling happy, students' attention, interest in student learning and aspects of involvement were also in the very good category.

1 citations


Journal ArticleDOI
TL;DR: In this article , the authors developed and determined the effectiveness of learning using comics media which is carried out with a scientific approach in terms of student learning outcomes, with the subject of One Variable Linear Equation (PLSV) in grade VII A SMP Kanisius St. Yoris Semarang for the academic year 2021/2022.
Abstract: This research started from the students' low understanding of the concept of Linear Equation System material and had never the use of comic media during mathematics learning. This study aims to develop and determine the effectiveness of learning using comics media which is carried out with a scientific approach in terms of student learning outcomes, with the subject of One Variable Linear Equation (PLSV) in grade VII A SMP Kanisius St. Yoris Semarang for the academic year 2021/2022. The subjects of this study were students of grade VII A SMP Kanisius St. Yoris Semarang for the academic year 2021/2022. This study uses the type of research ADDIE (Analysis, Design, Development, Implementation, Evaluation). The research instrument used in data collection consisted of (1) respondent (teacher) interview sheets, (2) student learning interest and attention scale sheets using MCML, (3) direct observations on the object of study, (4) documentation, ( 5) learning outcomes test. The data from observations and the scale of student learning interest and attention were analyzed quantitatively using the total score and percentage obtained by each student, then based on the results of the percentage determined the criteria for the effectiveness of student learning as a whole. Data from interviews and documentation were analyzed descriptively qualitatively as a reinforcement of the results of student learning effectiveness. Data on student learning outcomes, namely the results of the initial and final tests were analyzed using the total score of each student and the percentage obtained by all students, then based on the results of the percentage the criteria for the effectiveness of student learning outcomes were determined. The results showed that the application of SPLSV learning with comics media was effective in improving student learning outcomes. According to the criteria for the effectiveness of learning outcomes, qualitatively it shows the effectiveness of high learning outcomes.

1 citations


Journal ArticleDOI
TL;DR: In this article , the authors analyze the implementation of 21st century learning and the achievement of competencies of junior high school students who are in the frontier, outermost, and least developed areas of Melawi Regency, West Kalimantan Province.
Abstract: Providing students with competency is one of the challenge of 21st Century learning. The competencies include critical thinking and problem solving skills, communication and collaboration, creativity and innovation, as well as information literacy and technology media. This study aims to analyze the implementation of 21st century learning and the achievement of competencies of junior high school students who are in the frontier, outermost, and least developed areas of Melawi Regency, West Kalimantan Province. The method of this study was descriptive-analytic qualitative with the type of the research was case study. The results shows that the implementation of 21st century learning at Junior High School in the 3T area shows a moderate or medium category. The scores for each indicator are: planning (70.4%), learning implementation (73.4%), and assessment and evaluation (70.8%). The achievement of the 21st century competence of students gets medium category. The scores for each indicator are: critical thinking and problem solving skills (54%), communication skills (73%), collaboration skills (70%), creativity and innovation (48%), and information and media literacy (60%). The implication of this research is for the prospective teachers or new teachers who work in the 3T area. So that, they would know the conditions and prepare various strategies and learning approaches to apply based on the local conditions in improving students’ competency.

1 citations


Journal ArticleDOI
TL;DR: In this paper , a phenomenological study was conducted to describe the implementation of realistic mathematics learning in State Junior High School 1 Manokwari and to test the construction of mathematics teachers' perceptions of the meaning of realistic learning.
Abstract: This research method is a phenomenological study to describe the implementation of realistic mathematics learning in State Junior High School 1 Manokwari and to test the construction of mathematics teachers' perceptions of the meaning of realistic mathematics learning. This study uses observation, interview, and recording techniques to explore perceptions and implementations of realistic mathematics learning. The results showed that mathematics teachers at State Junior High School 1 Manokwari carried out realistic mathematics learning in a different way of perception. There is a tendency to apply the principles of realistic mathematics learning, using contextual questions that students can see, experience, or imagine to implement realistic mathematics learning in the classroom. In addition, another tendency is that teachers do not understand the concept of realistic mathematics learning, as evidenced by the lack of use of demonstration methods as motivational triggers in realizing students' mathematical ideas and concepts. Mathematics teachers need to be aware of themselves as facilitators of student learning because they build formal knowledge in a holistic and sustainable manner. This research shows that perception has a strong influence on certain decisions or actions.

Journal ArticleDOI
TL;DR: The Intermedia Book of Indonesian Subject for VII grade students as mentioned in this paper was developed to bring multimedia products closer to learners through the intermedia book and this development becomes one of the techniques to increase the interactive learning process.
Abstract: The research and development of the Intermedia Book are motivated by the remedial implementation conditions of Indonesian lessons that have not been optimal. The preliminary research results that students need a book that can accommodate the remedial process by the learner's era. The concept of multimedia and book integration is a good solution for Indonesian remedial learning. The purpose of this research is to develop the Intermedia Book for remedial processes of Indonesian subjects. This research used the ten steps Borg & Gall model. From the ten steps Borg & Gall, the researcher modifies into three main steps: (1) preparation, (2) development, and (3) validation. The product of this research is the Intermedia Book of Indonesian Subject for VII grade students. The implication of this research is to bring multimedia products closer to learners through the intermedia book. This development becomes one of the techniques to increase the interactive learning process.

Journal ArticleDOI
TL;DR: In this article , an online drawing-class research and development in Gold Pencil Community will answer the problems during this time, such as time limitation and the lack of teaching material based on competency in implemented-learning activities.
Abstract: This online drawing-class research and development in Gold Pencil Community will answer the problems during this time. Gold Pencil has a regeneration mission, but they also have some constraints, such as time limitation and the lack of teaching material based on competency in implemented-learning activities. The aim of this research and development is to produce an online-learning design that suits to Gold Pencil needs. This research uses Sugiyono’s 10-steps model. These steps contain of (1) potency and problems, (2) data collection, (3) product design, (4) design validation, (5) trial use, (6) product revision, (7) product trial, (8) design revision, (9) product revision, and (10) production. The steps mentioned are modified into 3 main steps, namely planning, development and testing. The result of this research is an online-learning design of drawing cartoon assisted with Google Classroom for beginner cartoonists. This online-learning design can help Gold Pencil Community to realize the mission of regeneration through learning activities. The results of this research and development also can be another community’s alternative, especially for people who want to explore cartoon.

Journal ArticleDOI
TL;DR: In this paper , the feasibility, validity, and effectiveness of the Blended Learning model in Radio and Television System Implementation (PSRT) in the competence of Audio-Video Engineering expertise at Public Vocational High School 3 Semarang was evaluated.
Abstract: The explanation of the National Education System Law Number 20 concerning the National Education System (2003) states that vocational education is secondary education that prepares students to work in specific fields. This study aims to compile test the feasibility, validity, and effectiveness of the Blended Learning model in Radio and Television System Implementation (PSRT) in the competence of Audio-Video Engineering expertise at Public Vocational High School 3 Semarang. Research and development use the analysis, design, development, implementation, evaluation (ADDIE) model. This research aims to describe in detail the stages of planning, implementation, and effectiveness of the blended learning model. It shows that learning using the flipped classroom blended learning model can improve student outcomes. In general, learning activities have been carried out correctly and optimally. This can be seen from the results of the average implementation of meeting 1 = 83 (good category), meeting 2 = 85 (good category), meeting 3 = 88 (very good category), and meeting 4 = 90 (very good category). The average is 86.5, with a good category if taken based on the results above. An average of 86.5 shows that the implementation of learning with the blended learning flipped classroom model in the PSRT class XI subject of Audio Video Engineering Competence at Public Vocational High School 3 Semarang has been successfully implemented. The assessment of critical aspects of the blended learning model by learning model experts shows that learning planning with the blended learning model is feasible and can be used to implement PSRT learning activities in class XI of audio-video engineering competence because it has met the criteria for implementing blended learning by covering 5 (five) keys to blended learning, namely live events, self-paced learning, collaboration, assessment, and performance support materials. Learning with the blended learning model is declared to be effective and well implemented, as can be seen from the results of increasing student learning outcomes. Learning with the blended learning model has proven to be effective in terms of learning outcomes of the PSRT that uses the blended learning model >75. There is a significant difference in learning outcomes between the group using the blended learning model and the group not using the blended learning model. The process of increasing student activity and motivation becomes better.

Journal ArticleDOI
TL;DR: In this paper , the authors applied the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) because it is structured, rational, and complete steps for developing learning media.
Abstract: The suboptimal use of learning media and students’ difficulty in understanding the material are the reasons why Microsoft sway-based interactive media is developed. This research aims to increase motivation and learning outcomes through interactive multimedia using Microsoft sway. The research applied the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) because it is structured, rational, and complete steps for developing learning media. The result showed that 1) the step of developing interactive multimedia using Microsoft Sway was according to the students' and teachers' need analysis which required audio-visual media. The interactive multimedia design using Microsoft sway was systematically depicted in the flowchart and the development was illustrated in detailed capture. The evaluation from material and media experts said that this interactive multimedia was feasible. 2) The implementation of Microsoft Sway-based interactive media was according to the schedule, 3) The students’ learning outcomes taught with Microsoft sway-based interactive multimedia were better than taught with conventional media, 4) Microsoft sway-based interactive multimedia improved student motivation. The result of this study described that this developing interactive media was effective to improve learning outcomes and it can be beneficial for teachers as the alternative media in beauty class.

Journal ArticleDOI
TL;DR: In this article , the authors developed and tested the feasibility and the effectiveness of an Android-based Orang Kayo Hitam Jambi folklore educational game for children at AlFalah Kindergarten.
Abstract: Fairy tales based on folklore are the right media to raise awareness of moral values. However, practically, it is often found that students are not interested in this kind of learning activity. The lack of interest in participating the learning activities can be caused by the learning media used by the teacher that is not attractive enough. This study developed and tested the feasibility and the effectiveness of an Android-based Orang Kayo Hitam Jambi folklore educational game. This study used the research and development method with the 4D model consisting of defining, designing, developing, and disseminating. The result of this study shows that the product feasibility assessment score through product validation from media experts was 3.8 (very feasible) and from material experts was 3.85 (very feasible). The effectiveness of this android-based Orang Kayo Hitam Jambi folklore educational game was tested through the hypothesis. The type of experimental research method used is One-Group Pretest-Postest Design in which the experiment is carried out in one group without a comparison group. The sample of this study were 30 students at Al-Falah Kindergarten. The result of the sig.(2-tailed) effectiveness test shows that the android-based Orang Kayo Hitam Jambi folklore educational game increases students' motivation in the learning process.

Journal ArticleDOI
TL;DR: In this article , the authors explored the reality of students' experiences with contemporaneous (synchronous) online teaching and learning model adopted by a university in South Africa, and recommended the introduction of asynchronous alongside the synchronous model of curriculum engagement to enhance the flexibility of learning opportunities.
Abstract: The global intervention by universities to minimise the devastating effect of the COVID-19 pandemic on education compelled many institutions to resort to emergency online curriculum facilitation, especially using virtual platforms. As a result, institutions adopted asynchronous, or synchronous, or both to facilitate knowledge with students. This study explored the reality of students' experiences with contemporaneous (synchronous) online teaching and learning model adopted by a university in South Africa. This study employed an interpretive qualitative methodological design. Data was gathered through an open-ended questionnaire administered to twenty students purposively sampled from a population of sixty-eight rurally resident final year students and focus group interviews with six of the twenty students. Data was analysed using constructs generated from connectivism theoretical framing which served as the compass used to navigate the study. The study revealed digital interaction space to be new to many students, especially those from the deep rural areas of South Africa. Furthermore, institutional readiness was limited, hence lack of support (awareness, resources, etc.) for students at the initial implementation stage of the programme. However, students and university academics were committed, coupled with self-discipline, and through social and academic engagements, benefited from the system. Flexibility, continuous academic interaction with peers, instantaneous authentic feedback and improved proficiency in using online tools were their constructive experiences. Nonetheless, they highlighted concerns of perceptions, bad network and poor connectivity, less cognitive engagement and unsuitable learning environments. The study recommends the introduction of asynchronous alongside the synchronous model of curriculum engagement to enhance the flexibility of learning opportunities.