Publication Search

59,950 articles from 482 journals · 1,579 citations tracked

Showing 21-28 of 28

Analytics

Putri Andini; Zahara Br. Karo; Herawati Herawati; Syahrial Syahrial

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research presents an analysis of increasing student engagement through the use of TPACK (Technological Pedagogical Content Knowledge) in the teaching and learning process. Using a qualitative approach, this research explores the implementation of TPACK by teachers and its impact on student interaction, active participation, and academic achievement. Findings show that the implementation of TPACK facilitates the appropriate use of technology in learning contexts, enriches students' learning experiences, and encourages more active student involvement in the learning process. This analysis also reveals challenges and opportunities related to the integration of TPACK in curriculum and teacher training. In conclusion, this research highlights the importance of TPACK in supporting student-centered learning and offers practical insights for educators in planning learning that is innovative and relevant to student needs.

Putri Andini; Zahara Br. Karo; Herawati Herawati; Syahrial Syahrial

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research presents an analysis of increasing student engagement through the use of TPACK (Technological Pedagogical Content Knowledge) in the teaching and learning process. Using a qualitative approach, this research explores the implementation of TPACK by teachers and its impact on student interaction, active participation, and academic achievement. Findings show that the implementation of TPACK facilitates the appropriate use of technology in learning contexts, enriches students' learning experiences, and encourages more active student involvement in the learning process. This analysis also reveals challenges and opportunities related to the integration of TPACK in curriculum and teacher training. In conclusion, this research highlights the importance of TPACK in supporting student-centered learning and offers practical insights for educators in planning learning that is innovative and relevant to student needs.

I Wayan Sugama; Gusti Ayu Agung Trisna Prameswari; Dewa Ayu Dwita Respasti

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

Based on the initial observations indicating the low learning outcomes of students in the cultural arts learning, the implementation of Classroom Action Research (PTK) at SMK Negeri 2 Denpasar becomes a necessity. Therefore, this research will utilize the Prezi application as a media with the aim of improving the learning outcomes in cultural arts learning. This research is a type of Classroom Action Research consisting of two cycles, and each cycle comprises four stages. The subjects of this study are students of class X AK 1 at SMK Negeri 2 Denpasar, totaling 32 people. The data collection technique involves observation related to the implementation of actions and the achievement of results, and also presentation assessments. The data analysis technique employed includes qualitative descriptive analysis and quantitative analysis. The research results indicate an improvement in cultural arts learning outcomes in class X AK 1 from cycle I to cycle II. This can be observed through the increase in the average scores from the presentation assessments.

I Wayan Sugama; Gusti Ayu Agung Trisna Prameswari; Dewa Ayu Dwita Respasti

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

Based on the initial observations indicating the low learning outcomes of students in the cultural arts learning, the implementation of Classroom Action Research (PTK) at SMK Negeri 2 Denpasar becomes a necessity. Therefore, this research will utilize the Prezi application as a media with the aim of improving the learning outcomes in cultural arts learning. This research is a type of Classroom Action Research consisting of two cycles, and each cycle comprises four stages. The subjects of this study are students of class X AK 1 at SMK Negeri 2 Denpasar, totaling 32 people. The data collection technique involves observation related to the implementation of actions and the achievement of results, and also presentation assessments. The data analysis technique employed includes qualitative descriptive analysis and quantitative analysis. The research results indicate an improvement in cultural arts learning outcomes in class X AK 1 from cycle I to cycle II. This can be observed through the increase in the average scores from the presentation assessments.

I Wayan Sugama; Gusti Ayu Agung Trisna Prameswari; Dewa Ayu Dwita Respasti

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

Based on the initial observations indicating the low learning outcomes of students in the cultural arts learning, the implementation of Classroom Action Research (PTK) at SMK Negeri 2 Denpasar becomes a necessity. Therefore, this research will utilize the Prezi application as a media with the aim of improving the learning outcomes in cultural arts learning. This research is a type of Classroom Action Research consisting of two cycles, and each cycle comprises four stages. The subjects of this study are students of class X AK 1 at SMK Negeri 2 Denpasar, totaling 32 people. The data collection technique involves observation related to the implementation of actions and the achievement of results, and also presentation assessments. The data analysis technique employed includes qualitative descriptive analysis and quantitative analysis. The research results indicate an improvement in cultural arts learning outcomes in class X AK 1 from cycle I to cycle II. This can be observed through the increase in the average scores from the presentation assessments.

I Wayan Sugama; Gusti Ayu Agung Trisna Prameswari; Dewa Ayu Dwita Respasti

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

Based on the initial observations indicating the low learning outcomes of students in the cultural arts learning, the implementation of Classroom Action Research (PTK) at SMK Negeri 2 Denpasar becomes a necessity. Therefore, this research will utilize the Prezi application as a media with the aim of improving the learning outcomes in cultural arts learning. This research is a type of Classroom Action Research consisting of two cycles, and each cycle comprises four stages. The subjects of this study are students of class X AK 1 at SMK Negeri 2 Denpasar, totaling 32 people. The data collection technique involves observation related to the implementation of actions and the achievement of results, and also presentation assessments. The data analysis technique employed includes qualitative descriptive analysis and quantitative analysis. The research results indicate an improvement in cultural arts learning outcomes in class X AK 1 from cycle I to cycle II. This can be observed through the increase in the average scores from the presentation assessments.

Adji Firmansyah; Septi Gumiandari

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

The development of technology is currently increasingly rapidly providing convenience and benefits for humans, one example of technology that provides entertainment benefits is online games. However, online game addiction is one of several forms of addiction caused by technological developments, one of which is the internet or better known as internet addictive disorder. The objectives of this research are: 1) Analyzing online game addiction experienced by students IAIN Sheikh Nurjati Cirebon. 2) Analyze the learning achievements experienced by IAIN Syekh Nurjati Cirebon students. 3) Analyzing the influence of online games on the learning achievement of IAIN Syekh Nurjati Ciebon students. This research uses descriptive qualitative methods. The data collection technique applied in the research was interviewing 5 students and distributing questionnaires which were filled in by 15 students. The results of this study show 1) Most respondents (50%) had difficulty stopping playing online games, while 33.3% admitted that they had fairly good control but still felt interested in continuing to play. 2) Effective learning can help pupils and students to achieve learning goals. 3) It can be concluded that 37.5% stated that they do not like playing online games, because they have a very bad effect on learning. In the same percentage, 37.5% stated that they did not agree with online games, but did not provide clear reasons. It can be concluded that the research shows that the majority of respondents have difficulty stopping playing online games, while effective learning can help achieve learning goals, and around 37.5% of respondents stated that they do not like or disagree with online games because they have a bad effect on learning, although some of them they didn't give a clear reason.    

Adji Firmansyah; Septi Gumiandari

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

The development of technology is currently increasingly rapidly providing convenience and benefits for humans, one example of technology that provides entertainment benefits is online games. However, online game addiction is one of several forms of addiction caused by technological developments, one of which is the internet or better known as internet addictive disorder. The objectives of this research are: 1) Analyzing online game addiction experienced by students IAIN Sheikh Nurjati Cirebon. 2) Analyze the learning achievements experienced by IAIN Syekh Nurjati Cirebon students. 3) Analyzing the influence of online games on the learning achievement of IAIN Syekh Nurjati Ciebon students. This research uses descriptive qualitative methods. The data collection technique applied in the research was interviewing 5 students and distributing questionnaires which were filled in by 15 students. The results of this study show 1) Most respondents (50%) had difficulty stopping playing online games, while 33.3% admitted that they had fairly good control but still felt interested in continuing to play. 2) Effective learning can help pupils and students to achieve learning goals. 3) It can be concluded that 37.5% stated that they do not like playing online games, because they have a very bad effect on learning. In the same percentage, 37.5% stated that they did not agree with online games, but did not provide clear reasons. It can be concluded that the research shows that the majority of respondents have difficulty stopping playing online games, while effective learning can help achieve learning goals, and around 37.5% of respondents stated that they do not like or disagree with online games because they have a bad effect on learning, although some of them they didn't give a clear reason.