R Gunawan Sudarmanto
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PENGEMBANGAN MEDIA FILM KARTUN PADA MATA PELAJARAN EKONOMI Rossa, Fatma; Pargito, Pargito; Sudarmanto, R Gunawan
Jurnal Studi Sosial Program Pascasarjana P-IPS Vol 2, No 1 (2014): Jurnal Studi Sosial
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Lampung

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Abstract

This research aimed to develop learning media cartoon movies in economics and tested the effectiveness by comparing the pre test and post test average score of learning result between experimental class and control class. This research began with need assessment, the development of learning media and product test on students. From the result of research development, it can be concluded: the result of need assessment made the writer to develop cartoon movie media in economics, economics learning in experimental class which was given treatment by using cartoon movie media was more effective than control class which was not given  cartoon movie media, based on the result of t test, the effectiveness formula and classical accomplishment comparison that cartoon movie media on economics could be stated effective.Penelitian ini bertujuan untuk mengembangkan media pembelajaran film kartun pada mata pelajaran ekonomi serta menguji efektifitas dengan membandingkan rata-rata nilai pre-test dan post-test hasil belajar ekonomi antara kelas eksperimen dan kelas kontrol. Penelitian ini diawali dengan need asessment, pengembangan media pembelajaran dan pengujian produk pada peserta didik. Hasil penelitian need assesment mengugagah peneliti untuk mengembangan media film kartun pada mata pelajaran ekonomi, pembelajaran ekonomi pada kelas eksperimen yang diberi perlakuan dengan menggunakan media film kartun lebih efektif dari pada kelas konrol yang tidak menggunakan media film kartun, hasil perhitungan uji t, rumus efektifitas dan perbandingan ketuntasan klasikal menunjukan bahwa media film kartun pada mata pelajaran ekonomi dapat dikatakan efektif. Kata kunci: ekonomi, media film kartun, pengembangan 
PEMBELAJARAN IPS DENGAN METODE LIFE SKILL OF PORTOFOLIO UNTUK SMP Karyadi, Sribudi; Sudarmanto, R Gunawan; Iskandarsyah, Iskandarsyah
Jurnal Studi Sosial Program Pascasarjana P-IPS Vol 1, No 2 (2013): Jurnal Studi Sosial
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Lampung

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This research was held to construct IPS learning with life skill of portofolio method at class IX of SMPN 22 in 2012-2013.  This learning research was planned and drawn up based on IXA and IXB SMPN 22 student’s  life skills in 2012-2013.  The type of this research is qualitative descriptive, based on SMPN 22 student’s  life skills in class IX, through stages of exploration, colaboration, documentation and presentation.  There are two kind of life skills were used in this reserach, they are common life skill and special life skill.  Common life skill consist of individual skill, information quarry skill, social skill and group skill.  As for special skill consist of documentation skill and appearance skill.  The construction stages of IPS learning with life skill of portofolio method starts from mapping standard competetion and basic competetion, planning the IPS learning with life skill of portofolio method, planning of IPS learning, the erly stage of learning and IPS learning with life skill of portofolio method grouping, and last but not least is the stages of documentation.  Thereform, IPS learning with life skill of portofolio method at class ix of SMPN 22 in 2012-2013 can increase the level of cognitive, affective, psycomotor and social skill.Keywords : Learning life skill of portofolio method and life skills
PERBANDINGAN HASIL BELAJAR PRODUKTIF AKUNTANSI DENGAN MODEL PEMBELAJARAN INKUIRI TERBIMBING DAN GROUP INVESTIGATION Destamrini, Destamrini; Sudarmanto, R Gunawan; Purnomo, Eddy
Jurnal Studi Sosial Program Pascasarjana P-IPS Vol 1, No 2 (2013): Jurnal Studi Sosial
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Lampung

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The purpose of this research is to analyze (1) the difference in the learning result between the learning models and between the forms of the test, (2) the difference in the learning result between the learning models without considering the form of the test, (3) the difference in the learning result between the forms of the test without considering the learning model, (4) the difference in the average of learning result between the learning models by considering the form of the test, (5) the difference in the average of learning result between the forms of the test by considering the learning model, (6) interaction between the learning model and the forms of the test, and (7) the more effective learning between guided inquiry model and group investigation.  The method applied is a quasi-experiment by providing treatment to two different classes; one class uses guided inquiry learning model and another class using group investigation, and considering the tests which are given. The design is 2 x 2 and data analysis using the two-lane variants with factorial design and analysis of effectiveness. The results showed that hipotesis in 1, 3, 5, 6, 7 and 8 all have differences learning result. The second hipotesis not yet with shape tes. Hipotesis 4 there are interactions between the learning model and the forms of the test that used, and (7) group investigations learning model is more effective when using multiple choice test while guided inquiry learning model is more effective when using description test.Keywords: guided inquiry learning, group investigation learning, form of the test.
PENGEMBANGAN PEMBELAJARAN TUTORIAL MENGGUNAKAN KOMPUTER PELAJARAN AKUNTANSI Maryani, Maryani; Sudarmanto, R Gunawan; Darsono, Darsono
Jurnal Studi Sosial Program Pascasarjana P-IPS Vol 2, No 1 (2014): Jurnal Studi Sosial
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Lampung

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This research aims to develop a tutorial learning using a computer accounting and to determine the extent of the effectiveness of these products. Research design used of design. Development of learning the steps of Dick and Carey. The development of research results concluded that: the needs analysis use assessment questionnaires material expert, instructional design and learners. From the assessment results, it can be said that it is feasible to use. Computer learning tutorials is more effective and student’s interest is more increased in the learning process rather than the comparison class that did not use computer learning tutorials. The effectiveness in the use of learning tutorials were tested using t-test coefficient t is greater than t coefficient data table (2:00 > 5058), thus learning tutorials used computer was declared more effectivePenelitian bertujuan mengembangkan  pembelajaran tutorial menggunakan komputer pelajaran akuntansi dan untuk mengetahui sejauh mana efektifitas produk tersebut. Desain penelitian menggunakan desain. Desain pengembangan pembelajaran mengikuti langkah-langkah Dick and Carey. Hasil penelitian Pengembangan disimpulkan: Analis kebutuhan  menggunakan angket penilaian ahli materi, desain pembelajaran dan peserta didik, dari hasil penilaian  dapat dikatakan layak untuk digunakan. Pembelajaran   tutorial komputer  lebih efektif dan minat belajar siswa lebih meningkat  dalam proses pembelajaran dari pada kelas pembanding yang diberi perlakuaan tidak menggunakan pembelajaran tutorial komputer. Efektifitas penggunaan pembelajaran tutorial  diuji dengan menggunakan  uji- t  diperoleh koefesien t hitung lebih besar dari data koefesien t table (5.058>2.00), dengan demikian pembelajaran tutorial menggunakan komputer  dinyatakan lebih efektif.Kata kunci: pembelajaran akuntansi, pengembangan, tutorial komputer
PENGEMBANGAN MEDIA CHART BERGAMBAR DALAM PEMBELAJARAN IPS Waluyo, Waluyo; Sudjarwo, Sudjarwo; Sudarmanto, R Gunawan
Jurnal Studi Sosial Program Pascasarjana P-IPS Vol 1, No 5 (2013): Jurnal Studi Sosial
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Lampung

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Abstract

This research aimed to produce of media pictured chart of Social Studies and to know the extent of effectiveness of media pictured chart in Social Studies learning. The research method used was Research and Development (R&D). The design of media development used instructional design steps of Dick and Carey. The result of the development research concluded that, (1) media expert, content expert, teaching-learning expert and students toward the product developed had good criteria, relevant, appropriate, attractive, clear, interesting enough and help the learning process of Social Studies and was stated fit for use; (2) the result of product trial of media pictured chart developed got the conclusion that the average of experimental class learning result used media chart was higher than control class which used conventional media. The result analysis of try out got coefficient score of t count was higher than t table so that media pictured chart learning was stated effective.Penelitian ini bertujuan menghasilkan produk berupa media chart bergambar IPS dan untuk mengetahui sejauh mana efektivitas media chart bergambar dalam pembelajaran IPS. Metode penelitian yang digunakan adalah Research and Development (R&D). Desain pengembangan media menggunakan langkah-langkah desain instruksional Dick and Carey. Hasil penelitian pengembangan ini menyimpukan bahwa, (1) penilaian ahli media, ahli materi, ahli pembelajaran dan peserta didik terhadap produk yang dikembangkan memiliki kriteria baik, relevan, sesuai, menarik, jelas, cukup menarik dan membantu proses pemebalajran IPS dan dinyatakan layak digunakan; (2) hasil uji coba produk media chart bergambar yang dikembangkan diperoleh kesimpulan bahwa rata-rata hasil belajar kelas eksperimen yang menggunakan media chart bergambar lebih tinggi dari pada kelas kontrol yang menggunakan media konvensional. Hasil analisis uji coba diperoleh nilai koefisien t hitung lebih besar dari t tabel sehingga pembelajaran dengan media chart dinyatakan efektif.Kata kunci : media chart bergambar, pembelajaran ips, pengembangan
HASIL BELAJAR EKONOMI MELALUI METODE PROBLEM SOLVING DAN DISKUSI BERDASARKAN MOTIVASI SISWA Marlena, Marlena; Sudarmanto, R Gunawan; Nurdin, Nurdin
Jurnal Studi Sosial Program Pascasarjana P-IPS Vol 1, No 2 (2013): Jurnal Studi Sosial
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Lampung

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This study aimed to determine: (1) the combined effect of the method of problem solving and discussion with high and low motivation, (2) the effect of the method of problem solving and discussion, (3) the effect of high and low motivation, (4) the interaction between problem solving methods and discussions with high and low motivation, and (5) learning method is more effective. The design of this research is experimental factorial approach. The results showed that: (1) there is no economic distinction antarmetode learning outcomes learning (problem solving and discussion) and antarmotivasi students (high and low) together, (2) there was no difference in learning outcomes between the learning economy by using methods problem solving and learning by using the method of discussion, (3) there are economic differences between students learning outcomes that a high level of motivation and low motivation, (4) there is no significant interaction antarmetode learning (problem solving and discussion) and student motivation (high and low), (5) more effective problem solving methods used in carrying out the learning process of economic discussion on methods.Keywords: method of problem solving, discussion, and motivation
PENERAPAN MODEL DISKUSI KELOMPOK DENGAN MENGGUNAKAN MEDIA HANDOUT UNTUK MENINGKATKAN AKTIVITAS DAN KREATIVITAS Damayanti, Febti Listiana; Sudarmanto, R Gunawan; Rusman, Teddy
Jurnal Studi Sosial Program Pascasarjana P-IPS Vol 1, No 4 (2013): Jurnal Studi Sosial
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Lampung

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This study aims to enhance the student activity and creativity at entrepreneurship subject, especially conflict management materials. This study is a classroom action research which is conducted into three cycles. The data obtained in this study is student learning and creativity. The results show that by using group discussion method, it is enable to increase activity and creativity of students in identifying the problems. This is indicated by the average percentage of activity and creativity of students in each cycle. Cycle I, the percentage of students’ activity is 60.50%, and student creativity is 61.15%. Cycle II, the percentage of students’ activity grows up to 67.00%, and student creativity gets 68.06%. And for cycle III, the percentage of students’ activity grows up to 76.75%, and student creativity gets 76.27%.Penelitian ini bertujuan untuk meningkatkan aktivitas dan kreativitas pada mata pelajaran kewirausahaan khususnya materi mengelola konflik. Penelitian ini merupakan penelitian tindakan kelas yang dilaksanakan dalam 3 siklus tindakan. Dalam penelitian ini data yang diperoleh adalah berupa proses pembelajaran siswa dan kreativitas siswa. Hasil penelitian menunjukkan bahwa dengan menggunakan metode diskusi kelompok dapat meningkatkan aktivitas dan kreativitas siswa dalam mengidentifikasi masalah. Hal ini ditunjukkan dengan rata-rata persentase keaktifan dan kreativitas siswa pada setiap siklusnya. Siklus I persentase keaktifan siswa 60,50 % dan kreatifitas memperoleh persentase sebesar 61,15%. Pada siklus II persentase keaktifan siswa naik menjadi 67,00% dan kreatifitas memperoleh persentase sebesar 68,06%. Begitu pula dengan siklus III, persentase keaktifan siswa naik menjadi 76,75% dan kreatifitas memperoleh persentase sebesar 76,27%.Kata kunci : aktivitas, kreativitas, metode diskusi kelompok
GROUP INVESTIGATIONS DAN TEAM GAMES TOURNAMENT UNTUK IPS DI SMK Sopiyana, Enden Sopa; Sudarmanto, R Gunawan; Darsono, Darsono
Jurnal Studi Sosial Program Pascasarjana P-IPS Vol 1, No 2 (2013): Jurnal Studi Sosial
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Lampung

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The focus of the research is to examine the difference between GI and TGT learning model towards students’ achievement. The problem analyzed in the research is to know the difference between, the learning models and students’ early ability towards their achievement, GI and TGT learning model towards the students’ early achievement with high scores in social studies, GI and TGT learning model towards the students’ early achievement with average scores in social studies, GI and TGT learning model towards the students’ early achievement with low scores in social studies, the interaction between the use of learning models and students’ early ability towards the achievement of social studies for Accounting students class XII. This research uses an experimental approach with a 2 x 3 factorial design. Based on the result of data analysis, it can be concluded that there is a difference between using Group Investigations and Teams Games Tournament learning model towards students’ achievement by looking at the students’ early ability.Keyword :  GI learning model, TGT learning model, students early ability.
PENGEMBANGAN PEMBELAJARAN EKONOMI DENGAN PEMANFAATAN MEDIA INTERNET Damayanti, Riza; Sudarmanto, R Gunawan; Darsono, Darsono
Jurnal Studi Sosial Program Pascasarjana P-IPS Vol 1, No 2 (2013): Jurnal Studi Sosial
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Lampung

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The aim of this research is to know the real condition of Economics Learning today which is related  planning of learning, teacher work performance, activities students, development of source learning, evaluation of learning, produce of design learning at Senior High School, and to know the effective of using internet in economics learning it grade X, semester I. Design of research which is used is Research and Development (R&D), by following the Dick & Carey.The result of development research can be concluded: First, development economics learning by internet as source learning, that situation and condition school effected in doing learning to the students as learning subjects.Second, design learning if done by steps as follow; (1) Pre learning, in this step meant to give motivation to the students before doing learning so it makes a fun learning and it makes an interaction among students and teachers. (2) Strategy learning, in this step purposed in learning process has good interaction among students and interactive communication. (3) Collecting data, is done to get the accurate data. (4) Analyze data, in this step, data which is got is analyzed for  hypothesis testing. (5) Hypothesis, is done to get the truth from information which is got, and based on collecting data and analyze data. (6) Conclusion, is done the students so the students have the abilities to say the result of findings from the results of hypothesis testing.Third, the using of economics learning by internet more effective than economics learning by conventional.Key words:  Economic Learning, Internet Media, Design
PENGARUH PENGGUNAAN MULTIMEDIA, SUMBER BELAJAR, DAN NILAI KARAKTER TERHADAP HASIL BELAJAR Kasiono, Trans; Sudjarwo, Sudjarwo; Sudarmanto, R Gunawan
Jurnal Studi Sosial Program Pascasarjana P-IPS Vol 1, No 3 (2013): Jurnal Studi Sosial
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Lampung

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This research uses a quantitative approaching, data collection technic uses questionnaire and test to find out the multimedia utilization, learning source, character value and study result of social studies. To examines the researchs hypothesis is using  path analysis by calculates the correlation coefficient every variabels. The researchs result shows there are: (1) A significant influence between multimedia utilization, learning source, and character value toward the study result of social studies; (2) A significant influence between multimedia utilization and learning source toward the character value; and (3) A significant influence between multimedia utilization, learning source, and character value by all together toward the study result of social studies, and a significant influence between multimedia utilization and learning source toward the study result of social studies through character value.Penelitian ini menggunakan pendekatan kuantitatif, teknik pengumpulan data menggunakan angket dan tes untuk mengetahui penggunaan multimedia, sumber belajar, nilai karakter serta hasil belajar IPS.  Untuk menguji hipotesis penelitian dengan menggunakan analisis jalur (path analysis) dengan terlebih dahulu menghitung koefisien korelasi tiap variabel. Hasil penelitian menunjukkan adanya (1) pengaruh yang signifikan antara penggunaan multimedia, sumber belajar, dan nilai karakter  terhadap hasil belajar IPS; (2) pengaruh yang signifikan antara penggunaan multimedia dan sumber belajar terhadap nilai karakter; dan (3) pengaruh yang signifikan antara penggunaan multimedia, sumber belajar, dan nilai karakter secara bersama-sama terhadap hasil belajar IPS, dan pengaruh yang signifikan antara penggunaan multimedia dan sumber belajar terhadap hasil belajar IPS melalui nilai karakter.Kata kunci:  multimedia, sumber belajar, nilai karakter, hasil belajar