PENGEMBANGAN BAHAN AJAR EKONOMI BERBASIS PROBLEM BASED LEARNING DALAM BENTUK BUKU SAKU DIGITAL

Zakiyyah Ul Haque, Riza Yonisa Kurniawan

Sari


Abstract:

Teaching materials are educational resources for transferring knowledge, but the ineffectiveness of teaching materials can be an inhibitors in achieving the learning objectives. The research on development digital pocket books based on Problem Based Learning (PBL) aimed to explain the level of feasibility; analyzed effectiveness through learning outcomes; as well as knowing the practicality of using digital pocket books in the learning process. Type of the research was a R&D (Research and Development) used the ADDIE model by Dick & Carry. The research procedure consisted of five stages, analysis, design, development, implementation, and evaluation. The research subjects were 20 students of class XI Science. Data collection techniques through interviews, questionnaires, and tests. Data analysis techniques are (1) expert analysis and validation; (2) student questionnaire responses; and (3) gain score calculation. The results showed that the digital pocket book "very feasible" was used by getting a percentage score of eligibility of 83.77% and practicality of 88%, as well as getting a gain score of 0.64 with the criteria of "moderate". Based on these results, PBL-based digital pocket books are declared very feasible and practical to use during the learning process because it can increase the learning outcomes.

Keywords: Teaching Materials, Digital Pocket Book, Economic, Problem Based Learning


Teks Lengkap:

PDF

Referensi


Agustina, I., Lubis, R., & Putra, S. (2019). PocketBook of English for Graphic Technique As Learning Resource and Medium of English for Graphic Technique Course. Jurnal Arbiter, 6(2), 122–129.

Aini, S. S. Q., & Sukirno. (2013). Pocketbook as Media of Learning to Improve Students’ Learning Motivation. Jurnal Pendidikan Akuntansi, XI(2), 68–75.

Arani, M. R. S. (2017). Raising the quality of teaching through Kyouzai Kenkyuu – the study of teaching materials. International Journal for Lesson and Learning Studies, 6(1), 10–26. https://doi.org/10.1108/IJLLS-07-2016-0018

Arsyad, A. (2013). Media Pembelajaran. Jakarta: PT Rajagrafindo Persada.

Banyard, V. L., Williams, L. M., & Siegel, J. A. (2004). Childhood Sexual Abuse: A Gender Perspective on Context & Consequences. Child Maltreatment, 9(3), 223–238.

Davidoff, J. (1991). Cognition Through Carol. Cambridge: MA: MIT Press.

Fitriana, Y., & Buditjahjanto, I. G. P. A. (2014). Pengembangan Buku Saku Pada Materi Memahami Rangkaian Flip Flop Kelas X Di SMK Negeri 3 Buduran Sidoarjo. Jurnal Pendidikan Teknik Elektro, 3(3), 623–629.

Hake, R. R. (2002). Relationship of Individual Student Normalized Learning Gains in Mechanics with Gender, High-School Physics, and Pretest Scores on Mathematics and Spatial Visualization. Physics Education Research Conference, 1–14.

Hakim, L., Subroto, W. T., & Kurniawan, R. Y. (2015). Developing a Quartet Card Game as an Evaluation of Economics Learning for Senior High School. International Journal of Control Theory and Application, 8(4), 1645–1655.

He, K. (2011). Learning and Thinking on the 2010 National Educational Technology Plan of the United States. Electrify. Educ. Res, 4, 8–23.

Hilmiyah, P. J., Krisdiana, I., Susanti, V. D., & Andari, T. (2020). Development of Mind Mapping Pocket Book in Quadrangular Materials to Improve Self Regulated Learning of Grade VII Junior High School. Journal of Physics. https://doi.org/10.1088/1742-6596/1464/1/012004

Indraprastha, A., & Shinozaki, M. (2009). The Investigation on Using Unity3D Game Engine in Urban Design Study. Journal of ICTResearch and Application, 3(1), 1–18.

Khulafa, F. N., & Santosa, P. (2018). The Development Of Pocket Book As Learning Media To Make Batik Jumput In Multicultural Arts And Scarf Subject. Asia Pacific Journal of Contemporary Education and Communication Technology, 4(1), 51–57. https://doi.org/10.25275/apjcectv4i1edu6

Patil, P. P., & Alvares, R. (2015). Cross-platform Application Development using Unity Game Engine. International Journal of Advance Research in Computer Science and Management Studies, 3(4), 19–27.

Pett, D., & Wilson, T. (1996). Color Research and Its Application to the Design of Instructional Materials. ETR & D, 44(3), 19–35.

Riduwan. (2013). Skala Pengukuran Variabel-Variabel Penelitian. Bandung: Alfabeta.

Rossner, R., & Balitho, R. (1995). Currents of Change in English Language Teaching. Oxford: Oxford University Press.

Sadiman, A. S., Rahardjo, R., Haryono, A., & Harjito. (2014). Media Pendidikan. Jakarta: PT Rajagrafindo Persada.

Septianita, R., Widjianto, & Hartatiek. (2014). Pengembangan Media Belajar Buku Saku Fisika dengan Teknologi Augmented Reality Berbasis Android pada Materi Fluida Statis untuk Siswa Kelas X SMA IPA. Jurnal Riset Pendidikan Fisika, 2(1).

Sugiyono. (2016). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Bandung: Alfabeta.

Trianto. (2010). Mendesain Model Pembelajaran Inovatif-Progresif: Konsep, Landasan, dan Implementasinya pada Kurikulum Tingkat Satuan Pendidikan (KTSP). Jakarta: Kencana Prenada Media Group.

Widodo, A., & Wiyatmo, Y. (2017). Pengembangan Media Pembelajaran Buku Saku Digital Berbasis Android Untuk Meningkatkan Minat Dan Hasil Belajar Fisika Peserta Didik Kelas XI SMA N 1 Jetis Pada Materi Pokok Keseimbangan Benda Tegar. Jurnal Pendidikan Fisika, 6(2), 147–154.

Winarto, Khiyarusholeh, U., Ardiyansyah, A., WIlujeng, I., & Sukardiyono. (2018). PocketBook Based on Comic to Improve Conceptual Understanding of Child Sex Abuse (CSA): A Case Study of Elementary School. International Journal of Instruction, 11(4), 889–900.

Yaqin, A., & Rochmawati. (2016). Pengembangan Buku Saku Digital Berbasis Android Sebagai Pendukung Bahan Ajar Pada Materi PPh Pasal 21, 1–5.

Zuriah, N., Sunaryo, H., & Yusuf, N. (2016). IbM Guru Dalam Pengembangan Bahan Ajar Kreatif Inovatif Berbasis Potensi Lokal. Jurnal Dedikasi, 13, 39–49.




DOI: http://dx.doi.org/10.33603/ejpe.v9i1.4620

Refbacks

  • Saat ini tidak ada refbacks.
execute(); ?>