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Saiful Anwar; Jasiah Jasiah

Jurnal Budi Pekerti Agama Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Education in the digital era faces challenges in creating an interesting and effective learning process, especially in the subject of Islamic Cultural History (SKI) which is often considered monotonous. This study aims to develop Educaplay game-based learning media to increase student activeness in learning SKI. This research uses a Research and Development approach using the Dick and Carey model with a research sample of seventh grade students of MTS Muslimat NU Palangka Raya. The results showed that the use of Educaplay game media can increase students' activeness, as well as improve their understanding of SKI material, despite challenges in technology adaptation and understanding abstract concepts. This research shows the importance of technological innovation in Islamic learning, especially in creating relevant learning experiences in the digital era.

Nita Adelyn; Tian Abdul Aziz

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

Basic vector concept material will be more meaningful and able to hone students' mathematical communication skills if learning is implemented that is appropriate to the characteristics of students and needs in the field. The aim of this research is to create a research design for basic vector concept material using the Dick and Carey model. The results show that there are 10 steps that teachers need to pay attention to when creating learning designs and ensuring that the learning objectives contained are in accordance with learning achievements and needs in the field.

Rosa Yuliana; Lukman El Hakim; Tian Abdul Aziz; Flavia Aurelia Hidayat

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This article examines the development of mathematics learning design using the Dick and Carey model in material simplifying algebra forms for class VII SMPN 217 Jakarta. Learning design refers to the process of planning and developing effective learning structures, strategies and activities to achieve desired learning goals. The purpose of writing this article is to explain the steps for developing learning design by applying the Dick and Carey model in designing mathematics learning on material that simplifies algebraic forms. The results of developing designs using the Dick and Carey model in developing mathematics learning designs can help teachers in designing and implementing learning.

Paulus Nainggolan; Bornok Sinaga

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

Behind the success of successful online teaching and learning, there must be careful preparation in creating or building the system. Some complaints that are around us are that some students have difficulty in online-based mathematics learning. Some of them have difficulty signaling due to cloudy or rainy weather, not having money to buy internet quota, boredom during the teaching, and learning process, and difficulty understanding the material in online learning. Although there are examples that have been explained by the teacher, they still do not understand what their teacher teaches them. The teacher had already made learning materials using instructional video media, but it was still not enough for students to understand the polynomial material taught by the teacher, and according to the teacher the main problem was that the students' ability to memorize formulas was still lacking. The objectives of this research to see validity, effectiveness and practicality of the video development using PowerPoint and Filmora application. This research is development research that applies the Dick & Carey development model. This research focuses on developing learning videos using PowerPoint as a learning media, and Filmora as a learning video editing medium.

Dara Fitrah Dwi; Sujarwo Sujarwo

Jurnal Pendidikan, Bahasa dan Budaya 2023 Pusat Riset dan Inovasi Nasional

Mengajar disekolah maupun diperguruan tinggi merupakan usaha nyata dalam menyebarluaskan pengetahuan hasil dari proses berfikir yang dilakukan selama melaksanakan proses pembelajaran. Proses berfikir sangat ditekankan bagi peserta didik dari mulai masuk kelas hingga keluar kelas melalui informasi yang diterima. Karena, dari proses berfikir inilah akan menunjukkan apakah peserta didik berhasil memiliki pengetahuan atau belum. Proses berfikir yang diharapkan adalah proses berfikir dari mengingat, memahami, melakukan, menganalisis, mengevaluasi dan mencipta. Proses inilah yang menunjukkan peserta didik melakukan proses berfikir yang berdampak pada pencapaian pengetahuan baik pengetahuan fakta, konsep, prosedural maupun metakognitif. Keterkaitan proses berfikir dengan pengetahuan dinamakan dengan tabel taksonomi. Tujuan penelitian ini adalah untuk menghasilkan disain penilaian proses kognitif dan pengetahuan menggunakan tabel taksonomi. Metode yang digunakan adalah kualitatif dengan mendisain penilaian proses berfikir dan pengetahuan dengan tahapan dari model Dick dan Carey dalam Pramita, dkk. (2016) yang terdiri dari: (1) mengidentifikasi tujuan pembelajaran, (2) melaksanakan analisis pembelajaran, (3) mendesain penilaian penilaian proses berfikir dan pengetahuan dengan beberapa tahapan tambahan yaitu menyusun dan mengevaluasi RPS. Disain penilaian proses kognitif dan pengetahuan dibangun dalam bentuk tabel yang memiliki empat (4) kolom induk dan sebelas (11) kolom rincian. Empat (4) kolom induk terdiri dari kolom nomor dengan inisial A, kolom kompetensi yang diharapkan dengan inisial B, kolom pengetahuan dengan inisial E dan kolom proses kognitif dengan inisial F. Disain penilaian proses kognitif dan pengetahuan digunakan untuk menilai proses kognitif dan pengetahuan, menilai proses kognitif dan pengetahuan didasarkan pada kompetensi yang diharapkan pada perangkat pembelajaran.