Pembelajaran pengetahuan dasar komputer berbasis blended learning pada Program Studi Agribisnis Stiper Amuntai

Syaiful Arif, SMK Negeri 2 Amuntai Hulu Sungai Utara Kalimantan Selatan, Indonesia

Abstract


Penelitian ini bertujuan mengimplementasikan pembelajaran pengetahuan dasar komputer berbasis blended learning untuk meningkatkan motivasi, minat dan hasil belajar mahasiswa. Jenis penelitian ini menggunakan metode classroom action research yang dilaksanakan dalam 2 tahapan yaitu tahap pembuatan media learning dan tahap implementasi pembelajaran melalui 3 siklus proses pembelajaran dengan partisipan mahasiswa Program Studi Agribisnis STIPER Amuntai tahun akademik 2011/2012. Kegiatan siklus I meliputi perencanaan, tindakan, observasi, refleksi dan evaluasi. Kegiatan siklus II merupakan tindak lanjut dan modifikasi dari siklus I. Sedangkan siklus III adalah penyempurnaan dari siklus II. Instrumen dalam penelitian ini adalah, lembar observasi tindakan/siklus, lembar observasi motivasi dan lembar observasi minat. Validitas instrument dilakukan melalui expert judgement sedangkan reliabilitas instrument menggunakan teknik Cronbach Alpha kemudian analisis data penelitian menggunakan statistik deskriptif. Hasil penelitian menunjukkan bahwa melalui pembelajaran berbasis blended learning, terjadi peningkatan motivasi, minat dan hasil belajar. Adapun secara kuantitatif motivasi pada siklus I naik pada siklus II dan stabil pada siklus III. Sedangkan minat pada siklus I naik pada siklus II dan meningkat pada siklus 3. Ketercapaian hasil belajar ditunjukkan pada nilai tugas dan kuis siklus I naik pada siklus II dan meningkat pada siklus III. Ketercapaian ini menunjukkan bahwa mahasiswa sangat antusias dan aktif serta dapat meningkatkan hasil belajar.

 

THE LEARNING OF BASIC COMPUTER KNOWLEDGE BASED ON BLENDED LEARNING AT AGRIBISNIS PROGRAM STIPER AMUNTAI

Abstract

This research was aimed to implement the learning of basic computer knowledge based on blended learning to increase the motivation, interest, and learning achievement of the college students. This research used the classroom action research method carried out within 2 stages including developing learning media and implementing stage. The stages follow 3 cycles of learning process with the participants from the students of Agrobusines Program STIPER Amuntai, academic year of 2011/2012. The activities in Cycle I consisted of: planning, actions, observations, reflections, and evaluation. The activities in Cycle II were the follow-up and modification from cycle I. Cycle III was the improvement of cycle II. Instruments of this reseach include: the action/cycle observation sheets, motivation observation sheets, and interest observation sheets. The validity of the instrument was obtained through the expert judgment, while the reliability of the instrument was measured by using Cronbach Alpha technique, and the data analysis was done by using descriptive statistics. The research results show that through the learning of basic computer knowledge based on blended learning, there is an increase in the motivation, interest, and the learning achievement. Quantitatively, motivation increas in Cycle I into Cycle II, and becomes stable in Cycle, while the interest increas from cycle I in Cycle II, and increas again in Cycle III. The accomplishment of learning result is shown from the score of tasks and quizzes, from cycle I increas in Cycle II, and increas again in Cycle III. This accomplishment show that students are very enthusiastic and active and also that the action can increase the learning achievement.


Keywords


Motivasi; Minat dan Hasil Pembelajaran; Pengetahuan Dasar Komputer; Blended learning; Motivation; Interest; Learning achievement; Basic Computer Knowledge; Blended learning

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DOI: https://doi.org/10.21831/jpv.v3i1.1587

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