UNY Journal Collections (Universitas Negeri Yogyakarta)
Not a member yet
2796 research outputs found
Sort by
ANALISIS APLIKASI JADWAL PERKULIAHAN BERBASIS ANDROID
Penelitian ini bertujuan untuk menganalisis kualitas perangkat lunak pada aplikasi mobile jadwal perkuliahan berdasarkan standar kualitas ISO 25010 ysng mencakup aspek funtional suitability, compatibility, usability, dan performance efficiency. Metode yang digunakan dalam penelitian adalah Research and Development (R&D) dengan model waterfall. Hasil dari penelitian adalah aplikasi jadwal perkuliahan telah memenuhi standar kualitas perangkat lunak berdasarkan standar ISO 25010. Pengujian functional suitabilitymendapatkan hasil sebesar 100% yang berarti fungsi aplikasi telah berjalan dengan benar.Pengujian compatibilitymendapatkan hasil sebesar 100%. Pengujian usabilitymendapatkan hasil sebesar 79,63% dengan kategori Layak. Pengujian performance efficiencymendapatkan rata-rata waktu launchingsebesar 2,048 detik dan 0,095 detik untuk rata-rata waktu renderin
PENINGKATAN KETRAMPILAN MAHASISWA DALAM PENGEMBANGAN GPRS - 3G SURVEILANCE SYSTEM PADA MATA KULIAH KOMUNIKASI BERGERAK DAN SELULER
Terdapat gap antara lulusan LPTK dengan dunia kerja. Hal ini dilihat dari kemampuan dasar mahasiswa untuk menyelesaikan kasus elektronika dan menerjemahkan tantangan ke bentuk proyek. Di sisi lain Jurusan Pendidikan Teknik Elektronika mewajibkan menempuh mata kuliah Sistem Komunikasi Bergerak dan Seluler. Melihat pada materi perlu penguatan dalam upaya penyerapan materi. Hal ini penting karena mahasiswa di semester 4 sudah memasuki masa pengambilan konsentrasi dalam bidang telekomunikasi tetapi belum banyak memiliki pengalaman terkait materi. Penelitan ini menggunakan desain Classroom Action Research atau Penelitian Tindakan Kelas (PTK) dengan model spiral dari Kemmis dan Taggart yang dipadukan dengan model Project Based Learning (PJBL). Subjek penelitian tindakan kelas ini adalah mahasiswa semester empat Prodi. Pendidikan Teknik Elektronika FT UNY, dengan populasi 12 orang terdiri dari 3 perempuan dan 9 laki-laki berlokasi di Laboratorium Telekomunikasi Jurusan Pendidikan Teknik Elektronika dan Informatika FT UNY. Hasil pelaksanaan pembelajaran MK Telekomunikasi Bergerak dan Seluler berbasis model Project Based Learning mampu meningkatkan daya-upaya mahasiswa dalam mendesain proyek. Dalam waktu empat pertemuan menyelesaikan satu proyek, dengan hasil evaluasi kemampuan meningkat 1,75 poin atau setara 8,28%
peningkatan motivasi dan minat belajar matematika siswa melalui pendekatan kontekstual dalam pembelajaran matematika yang bermakna
Penelitian ini bertujuan untuk meningkatkan motivasi dan minat belajar matematika siswa melalui pendekatan kontekstual dalam pembelajaran matematika yang bermakna. Tujuan lain penelitian ini adalah untuk mengetahui keterlaksanaan pembelajaran dengan pendekatan kontekstual oleh guru matematika kelas VIII di SMP Negeri 7 Banjarmasin dan SMP Negeri 24 Banjarmasin. Penelitian dilaksanakan di kelas VIII B SMP Negeri 7 Banjarmasin dan kelas VIII F SMP Negeri 24 Banjarmasin. Subyek penelitian ini adalah siswa kelas VIII B SMP Negeri 7 Banjarmasin sebanyak 27 orang dan siswa kelas VIII F SMP Negeri 24 Banjarmasin tahun pelajaran 2016/2017 sebanyak 30 orang. Hasil penelitian di kelas VIII B SMP Negeri 7 Banjarmasin menunjukkan bahwa (1) keterlaksanaan pembelajaran pada siklus 1 dan 2 di SMP Negeri 7 Banjarmasin adalah 100%, (2) terjadi peningkatan motivasi dan minat belajar matematika siswa dari pra tindakan ke siklus 1 ke siklus 2. Sedangkan untuk hasil penelitian di kelas VIII F SMP Negeri 24 Banjarmasin menunjukkan bahwa (1) terjadi peningkatan persentase keterlaksanaan pembelajaran pada siklus 1 sebesar 28,7% pada pertemuan 1 dan 100% pada pertemuan 2 ke siklus 2 sebesar 100%; (2) terjadi peningkatan motivasi dan minat belajar matematika siswa dari pra tindakan ke siklus 1 ke siklus 2.
Increased Motivation and Interest in Student Mathematics Learning Through Contextual Approach in Meaningful Mathematics Learning
Abstract
This study aims to improve students\u27 motivation and interest in learning mathematics through contextual approach in meaningful math learning. Another purpose of this research is to know the implementation of learning with contextual approach by teacher of math class VIII in SMP Negeri 7 Banjarmasin and SMP Negeri 24 Banjarmasin. The research was conducted in class VIII B SMP Negeri 7 Banjarmasin and class VIII F SMP Negeri 24 Banjarmasin. The subjects of this study are students of class VIII B SMP Negeri 7 Banjarmasin as many as 27 people and students of class VIII F SMP Negeri 24 Banjarmasin 2016/2017 lesson year as many as 30 people. The result of research in class VIII B SMP Negeri 7 Banjarmasin shows that (1) learning activity in cycle 1 and 2 in SMP Negeri 7 Banjarmasin is 100%; (2) there is an increase of motivation and interest in learning mathematics from pre-action to cycle 1 to cycle 2. As for the results of research in class VIII F SMP Negeri 24 Banjarmasin shows that (1) there is an increase in the percentage of learning implementation in cycle 1 of 28.7% at 1 and 100% meeting at the second meeting to cycle 2 by 100%; (2) there is an increase in motivation and interest in learning mathematics students from pre-action to cycle 1 to cycle 2
Pengembangan perangkat pembelajaran matematika dengan pendekatan PBL berorientasi pada kemampuan berpikir kreatif dan self-efficacy
Penelitian ini bertujuan untuk menghasilkan perangkat pembelajaran matematika dengan pendekatan Problem Based Learning (PBL) berorientasi pada kemampuan berpikir kreatif dan self-efficacy matematika siswa SMP yang layak. Penelitian ini termasuk dalam jenis penelitian dan pengembangan. Model pengembangan diadaptasi dari model pengembangan Borg & Gall. Subjek penelitian adalah 32 siswa kelas VII-3 SMP N 5 Yogyakarta. Instrumen penelitian yang digunakan adalah lembar validasi, angket penilaian guru, angket penilaian siswa, lembar observasi keterlaksanaan pembelajaran, tes prestasi belajar materi transformasi, tes prestasi belajar materi statistika dan peluang, tes berpikir kreatif materi transformasi, tes berpikir kreatif materi statistika dan peluang serta angket self-efficacy matematika. Penelitian ini menghasilkan perangkat pembelajaran matematika yang terdiri dari 7 RPP dan 25 LKS untuk siswa SMP kelas VII semester genap. Hasil penelitian menunjukkan bahwa perangkat pembelajaran layak digunakan karena memenuhi kriteria valid, praktis dan efektif ditinjau dari kemampuan berpikir kreatif dan self-efficacy matematika siswa.
Developing Mathematics Instructional Materials Using Pbl Approach Oriented to Creative Thinking Ability and Self-Efficacy
Abstract
This study aimed to produce the mathematics instructional materials using Problem Based Learning (PBL) approach oriented to creative thinking ability and mathematics self-efficacy of Junior High School students which is proper to use. This study is categorized as research and development. Development model of instructional materials in this study was adapted from Borg & Gall development model. The subjects of this research were 32 students of class VII-3 SMP N 5 Yogyakarta. The research instruments were validation sheets, questionnaire assessment for teachers, questionnaire assessment for students, learning implemented observation sheets, achievement test of material transformation, achievement test of material statistics and probabilty, creative thinking test of material transformation, creative thinking test of material statistics and probabilty and mathematics self-efficacy questionnaire. This research resulted in mathematics instructional materials that consist of 7 lesson plans and 25 student worksheets for Junior High School students of class VII even semester. The result shows that the instructional materials proper to use because the instructional materials are valid, practical and effective in terms of student\u27s creative thinking ability and mathematics self-efficacy
Implementasi pendidikan karakter dalam pembelajaran matematika SMP di Kota Yogyakarta
Penelitian bertujuan untuk mendeskripsikan implementasi, faktor pendukung dan penghambat penerapan pendidikan karakter dalam pembelajaran matematika SMP di Kota Yogyakarta. Penelitian ini merupakan penelitian evaluasi model discrepancy model dengan pendekatan kuantitatif dan kualitatif. Penelitian melibatkan sampel sebanyak 22 SMP untuk pengumpulan data kuantitatif dan 6 SMP untuk pengumpulan data kualitatif. Hasil evaluasi dapat disimpulkan bahwa implementasi pendidikan karakter dalam pembelajaran matematika SMP di Kota Yogyakarta termasuk dalam kategori cukup. Adapun faktor pendukung adalah (1) visi dan misi sekolah; (2) adanya peraturan dan tata tertib yang telah diatur sekolah, (3) dukungan dan kerjasama yang baik antar warga sekolah; (4) kondisi siswa yang memiliki dasar karakter baik; (5) contoh perilaku positif guru sebagai teladan. Sedangkan faktor penghambat adalah (1) guru belum memiliki pemahaman yang memadai tentang konsep pendidikan karakter dalam pembelajaran matematika; (2) guru mengalami kesulitan dalam mengidentifikasi nilai karakter dari kompetensi dasar pada mata pelajaran matematika; (3) guru belum dapat mengimplementasikan pendidikan karakter yang terintegrasi dalam pembelajaran matematika dengan baik; (4) sarana dan prasarana yang belum lengkap; (5) dokumentasi penilaian sikap siswa masih lemah.
Character Education Implementation in Mathematics Teaching and Learning of Junior High School in Yogyakarta
Abstract
The aim of this research was to describe the implementation, supporting factors and obstacles the implementation of character education in mathematics teaching and learning of junior high school in Yogyakarta. This research is an evaluation research discrepancy model with the quantitative and qualitative approach. The study involved 22 samples of SMP for quantitative data collection and 6 SMP for qualitative data collection. The results from this study revealed that character education implementation in mathematics teaching and learning of junior high schools in Yogyakarta was good. Supporting factors were: (1) the vision and mission of the school; (2) ground rules that have been designed by the schools; (3) support and cooperation among school members; (4) student\u27s condition who have a basic good character; and (5) examples of positive behavior of teachers as role models. Obstacles were: (1) teachers do not have enough understanding of character education especially in the implementation in mathematics teaching and learning processes; (2) teachers have difficulties to identify the character values from the basic competence of mathematics; (3) teachers have not been able to implement character education integrated to mathematics teaching and learning processes properly; (4) poor teaching and learning facilities in some schools; and (5) poor documentation of students\u27 character assessment
Perwujudan nilai-nilai strategis revolusi mental pendidikan pada kearifan lokal pesantren
This research was aimed at describing Pesantren Gunung Jati (SGJ) in internalizing the strategic value of mental revolution in Islamic Senior High School students SGJ through local wisdom as well as revealing the strategies implemented to manage the its supporting points and obstacles. This research was qualitative approach and classified into case study. The result shows the values of Panca Jiwa Pondok have been able to shape students\u27 personality with the B3K3N character. Various characteristics used as parameters the success of empowering students\u27 characteristics were: the advisors example, the student\u27s parent trust. The multicultural background of students was an obstacle of the implementation. Strategies implemented to success were became the role model and a happy friend as well as a motivator for students to be patterns of model in building emotional bond
Management information systems of laboratory using laravel framework:case study at electrical engineering of Universitas Negeri Semarang
The distribution of services using information system technology greatly helps stakeholders. There were still frequent errors found in the management of scheduling lab work in the Laboratory services which had not using the laboratory information system yet. This paper presents the development of laboratory management information system which facilitate scheduling lab work, a case study at Electrical Engineering Laboratory of UniversitasNegeri Semarang. The steps of constructing this system started from the data collection phase, design phase, and construction phase. This information system was built by using laravel framework based on MVC (Model-View- Controller). The system was created by using PHP programming language and MySQL database. The information system was created to ease and facilitate the Chairman of the Laboratory, Laboratory Institution of Education, and students in monitoring laboratory activities, including data lab work, voting laboratory scheduling data, the data of lecturers, the data of subjects and laboratory data of Electrical Engineering . Based on the test result, SIMLAB is effective enough to be applied in Electrical Engineering laboratory Universitas Negeri Semarang
Pengembangan model permainan untuk meningkatkan perseptual motorik dan perilaku sosial siswa sekolah dasar kelas bawah
Penelitian ini bertujuan untuk menghasilkan model permainan untuk meningkatkan perseptual motorik dan perilaku sosial siswa sekolah dasar kelas bawah yang sesuai, layak, dan efektif. Model permainan ini diharapkan mampu mengembangkan aspek afektif, kognitif, dan psikomotor, serta dapat dipergunakan oleh guru dalam melaksanakan kegiatan pembelajaran pendidikan jasmani. Ujicoba skala kecil dilakukan terhadap 27 siswa SD N Ambarukmo. Ujicoba skala besar dilakukan terhadap 32 siswa SD N Ngringin dan 34 siswa SD N Puren. Instrumen yang digunakan untuk mengumpulkan data adalah pedoman pengamatan (observasi), pedoman wawancara, catatan lapangan, skala nilai, lembar penilaian uji efektifitas dan penilaian hasil belajar. Teknik analisis data yang dilakukan yaitu analisis deskriptif kuantitatif dan analisis deskriptif kualitatif. Hasil penelitian berupa model permainan, yang berisikan 6 model permainan, yaitu: (1) permainan karung berantai, (2) permainan egrang berantai, (3) permainan engklek berantai, (4) permainan balok berantai, (5) permainan kelereng berantai, (6) permainan ban berantai. Model permainan disusun dalam bentuk buku pedoman dan dituangkan dalam bentuk DVD. Berdasarkan hasil penilaian para ahli materi dan praktisi, dapat ditarik kesimpulan bahwa model permainan untuk meningkatkan perseptual motorik dan perilaku sosial siswa sekolah dasar kelas bawah yang didesain berkategori baik, sehingga model permainan telah sesuai, layak, dan efektif untuk digunakan.
Developing Game Model to Improve Perceptual Motor and Social Behavior of Lower Levels Students
Abstract
This study aims to produce a game model for increasing perceptual motor and social behavior under class elementary school students which is appropriate, suitable, and effective. The game model is expected to be able to develop effective, cognitive, and psychomotor aspects, also can be used by teacher in learning process of physical education. Small-scale trial was conducted to 27 students in SD N Ambarukmo. A large trial was conducted to 32 students in SD N Ngringin and 34 students in SD N Puren. The instrument used to collect data were observation guide (observation), interviews guide, field notes, scale values, assessment sheets, an effectiveness test and assessment of the learning outcomes. The data were analyzed using the quantitative descriptive analysis and qualitative descriptive analysis. The results of the research is a game model, including six game models, namely: (1) chained coarse bag game, (2) chained egrang game, (3) chained engklek game, (4) chained block game, (5) chained marble game, (6) chained tube game. The game model is arranged in a guide book and DVD. Based on the evaluation of experts and practitioners, it can be concluded that the game model to increase perceptual motor and social behavior under class elementary school students is categorized good, so that the a game model that has been developed is suitable, effective, and appropriate for use
Pengembangan media pembelajaran biologi berbantuan komputer untuk meningkatkan hasil belajar peserta didik
Penelitian ini bertujuan untuk (1) menghasilkan media pembelajaran berbantuan komputer yang berkualitas sehingga layak digunakan untuk pembelajaran biologi kelas XI SMA materi sistem pernapasan pada manusia; (2) mengetahui tanggapan peserta didik setelah menggunakan media pembelajaran yang dikembangkan; (3) mengetahui hasil belajar peserta didik setelah menggunakan media pembelajaran berbantuan komputer hasil pengembangan. Penelitian ini merupakan research and development (R&D) yang menggunakan model 4-D. Subjek uji coba adalah peserta didik kelas XI SMA N 1 Tanjungsari Gunungkidul, Instrumen pengumpulan data adalah lembar angket, lembar observasi, dan soal pretest dan posttest. Hasil penelitian adalah sebagai berikut: (1) Media pembelajaran berbantuan komputer hasil pengembangan ditinjau dari aspek materi dan media berkategori sangat baik. (2) Tanggapan peserta didik yaitu setuju untuk menggunakan media pembelajaran berbantuan komputer hasil pengembangan. (3) Terjadi peningkatan hasil belajar kategori tinggi dengan rerata skor gain sebesar 0,702, dan terjadi peningkatan ketuntasan hasil belajar sebesar 83,333%. Hasil tersebut menunjukkan bahwa media pembelajaran biologi berbantuan komputer materi sistem pernapasan pada manusia hasil pengembangan layak digunakan untuk meningkatkan hasil belajar peserta didik kelas XI.
Developing Computer-Based Biology Learning Media to Improve the Students\u27 Learning Outcomes
Abstract
This study aims to (1) produce computer-based learning media with quality to be suitable for biology learning for Grade XI of senior high schools for the topic of the human respiration system, (2) find out students\u27 responses to the learning through the developed computer-based learning media, (3) find out students\u27 learning outcomes after the use of the developed computer-based learning media. This was a research and development (R&D) study using the 4-D model. The product tryout was carried out by involving Grade XI students of SMA N 1 Tanjungsari, Gunungkidul. The data were collected through a questionnaire, an observation sheet, a pretest, and a posttest. The result of the study is as follows. (1) The developed computer-based learning media in terms of the material and media aspects are in the very good category. (2) The students\u27 responses show their agreement to the use of the developed computer-based biology learning media. (3) There is an improvement of learning outcomes in the high category with an average gain score of 0.702 and an improvement of the learning outcome mastery of 83.333%. This shows that the developed computer-based biology learning media for the topic of the human respiration system is appropriate to improve the learning outcomes of Grade XI
Pengembangan model pembelajaran atletik nomor lempar untuk anak tunagrahita ringan
RETRACTED
Following a rigorous and careful concerns and consideration in the review of the article published in Jurnal Keolahragaan entitled Pengembangan model pembelajaran atletik nomor lempar untuk anak tunagrahita ringan Vol 5, No 1, pp. 39-49, April 2017, DOI: http://dx.doi.org/10.21831/jk.v5i1.12803
This paper has been found to violate the principles of Jurnal Keolahragaan Publication and has been retracted.
The article has contained redundant material and throughout a careful examination, the editor has found that the paper has also been published in Jurnal Pendidikan Jasmani Indonesia, Vol. 12, No. 2, pp. 59-66, 2016, DOI: http://dx.doi.org/10.21831/jpji.v12i2.17103
The document and its content have been removed from Jurnal Keolahragaan, and reasonable effort should be made to remove all references to this article