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Andriana Andriana

Prosiding Seminar Nasional Ilmu Pendidikan 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to explain the role of the use of technology in the world of education, especially for the performance of an elementary school educator. The expertise and skills of a teaching staff or teacher in operating technological systems at this time are very important in facing challenges in the era of the industrial revolution 4.0. However, in reality there are still many teaching staff who still lack knowledge in operating technology. In fact, with the use of technology, someone can provide a more concrete picture when presenting material in the learning process. Therefore, it is necessary to implement applications for increasing skills (up-skilling) or updating skills (reskilling) of human resources in order to form competent and competent people. able to innovate optimally in their field. The method used in this research is the literature method which is based on relevant references and then interpreted using the analytical description method, which starts with collecting data systematically and consistently, which is then analyzed, selected and combined to then draw conclusions. using deductive analysis of general problems and then drawing specific conclusions. Then combined with the direct observation method, the results of observations in several elementary schools in Takalar Regency.

Dian Armanto; Vian Anotona Giawa

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

Mathematics is a universal science that underlies the development of modern technology, plays an important role in various scientific disciplines, and human thinking abilities. The view that mathematics is a science that trains thinking. The Creative Problem Solving learning model is a learning model that focuses on teaching and Problem Solving skills. Digital teaching materials are use digital devices, such as computers, smartphones. The aim of this research is to see the validity, practicality and effectiveness of the e-module being developed. This teaching material development model uses the ADDIE model. This research was carried out at SMP Negeri 21 Medan which is located on Jl. Rampe Raya flower. The time for the panel research is the even semester of the 2023/2024 academic year. The subjects of this research were class VII students at SMP Negeri 21 Medan. Meanwhile, the object of this research is learning media in the form of e-modules using flipbooks based on Creative Problem Solving. The e-module was declared very valid with a score of 3.56 and was categorized as very feasible. The e-module was declared practical with a percentage of 92.67% and was categorized as very practical. The e-module was declared effective by achieving Problem Solving indicators in indicators 1, 2, 3 and 4 with 65% of students completing the learning. The achievement of classical student indicators has met 65% of students who took part in learning with a score of 75. And there was a significant increase in indicators 1, 2, 3, and 4.

Dita Pramesti Irawan; Warman Warman; Jamil Jamil; Asnar Asnar; Marwiah Marwiah +1 more

Jurnal Inovasi Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

This research is based on the ability to collaborate which is an ability that students must have. Collaboration skills, what teachers must do to improve collaboration skills is to apply various learning models that adapt to students' needs. The Group Investigation type learning model is a learning model that focuses on students' collaboration abilities. The success of a learning process can be measured by the success of students in participating in the learning process.This research aims to explore the application of the group investigation model in an educational context and measure its impact in improving the collaboration abilities or skills of class XI students at SMA Negeri 11 Samarinda. The object of this research is all students in class XI C of SMA Negeri 11 Samarinda, totaling 36 students. This research is a qualitative descriptive type of research. The research method used in this research is a qualitative research method with a system of field observation, interviews and documentation. The data analysis technique used in this research is analysis.The concept of group investigation learning is learning that emphasizes students gaining knowledge through learning experiences. The group investigation type learning model has six stages, namely selecting topics, planning collaboration, implementing plans, analysis and synthesis, presenting work results, and evaluation.The collaboration ability of students in class And the results of interviews with students show that students have good collaboration or cooperation skills in completing the topic/material given.The advantage of the Group Investigation type Cooperative Learning learning model in class can improve students' ability to collaborate or work together and students can learn to solve problems that arise during the learning process.The weakness of the Group Investigation type Cooperative Learning learning model in class XI SMA Negeri 11 Samarinda namely, the material presented will be less because the learning time is short, the teacher will have difficulty giving individual grades, and the class atmosphere will be noisy due to discussions.

Nur Sheilla Amin; Tukiyo Tukiyo; Putri Zudhah Ferryka

This study was conducted to determine the effect of the Problem Based Learning learning model on the mathematics learning outcomes of fourth-grade students of SD Negeri 2 Kalikebo on the material of the area of ​​square and rectangular flat shapes. This study used a quantitative type of quasi-experimental design. The population in this study were all students of SD Negeri 2 Kalikebo and SD Negeri 1 Kalikebo. The sample in this study was fourth-grade students of SD Negeri 2 Kalikebo and SD 1 Negeri Kalikebo. The research instrument was first tested for validity and homogeneity. The results of this study indicate an effect of the Problem Based Learning learning model on the mathematics learning outcomes of fourth-grade students at SD Negeri 2 Kalikebo. Proven by the paired sample t-test hypothesis test obtained a t-count value of 7.311> t-table 2.010 (t-count is greater than t-table) meaning that H0 is rejected and Ha is accepted, it can be concluded that the use of the problem based learning model has an effect on the learning outcomes of fourth-grade students of SD Negeri 2 Kalikebo.

Cellindion.F.S.Asmuruf; Andini Permatasari; Saoloan Siahaan; Firdosius Nickolaus Malagam; Susana Magdalena Welly Muskita

Jurnal Kewirausahaan Cerdas dan Digital 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

This research discusses the importance of building an entrepreneurial spirit among teenagers, especially by utilizing Rumah Honai creations as an innovative means. Entrepreneurship is seen as a key skill for the younger generation in facing future challenges and contributing to economic growth. Asset-Based Community Development Method (ABCD) is used to identify and utilize community potential and assets in developing empowerment programs. The discussion focuses on two main aspects: building an entrepreneurial spirit and combining innovation, culture and entrepreneurship through Rumah Honai. The development of an entrepreneurial spirit is emphasized as a continuous process that requires commitment, continuous learning and the ability to adapt. The Honai House, as a symbol of Papuan cultural heritage, was introduced as a creative tool to instill entrepreneurial values ​​such as creativity, risk taking and problem solving. This research shows that involving teenagers in the creation of Honai Houses can develop practical business skills, increase cultural awareness, and promote social responsibility. This approach not only builds a strong entrepreneurial foundation but also promotes cultural heritage preservation and sustainable social development. In conclusion, the integration of entrepreneurship with cultural elements such as Rumah Honai offers a holistic approach in preparing the younger generation to face future challenges, while maintaining their cultural identity.

Dyna Aulya Zuliarti; Fauzan Fauzan

Intellektika : Jurnal Ilmiah Mahasiswa 2024 STIKes Ibnu Sina Ajibarang

conducted research at Madrasah Aliyah Negeri 2 Agam which was motivated by the implementation of the Teileren Method (partial method) which was not yet appropriate or optimal carried out by the teacher. This research aims to describe the application of the Teileren Method (part method) to the Learning of Al-Qur'an Hadith in Class XI MAN 2 AGAM. This problem is researched using descriptive qualitative research methods which are aimed at describing and analyzing the phenomenon of events, social activities, attitudes, beliefs, thoughts of people individually and in groups using the type of case study research. Data collection was carried out using observation, interviews and documentation techniques. The key informants in this research were Al-Qur'an Hadith teachers and class XI students at Madrasah Aliyah Negeri 2 Agam. To analyze the data, researchers grouped it based on existing problems. Based on the findings of research conducted by the author, the results show that: the application of the Teileren Method (part method) in learning Al-Qur'an Hadith in class XI is not completely satisfactory and has shortcomings. There are four steps in the Teileren Method (part method) in learning Al-Qur'an Hadith in class . The advantages of the teileran method in learning Al-Quran Hadith itself are that it makes it easier for students to memorize long material and memorizing does not take a long time. The disadvantages and obstacles of the teileran method itself are that it is time consuming and overwhelming when the material has been combined.    

Ni Ketut Ratih Wulandari; I Gede Agus Adi Saputra; Ni Wayan Ariawati

Nian Tana Sikka : Jurnal ilmiah Mahasiswa 2024 Fakultas Ekonomi & Bisnis, Universitas Nusa Nipa

This research is classroom action research, this research was conducted in class X6 of SMA Negeri 8 Denpasar. Based on the researcher's initial observations at SMA Negeri 8 Denpasar, several problems were found that affected student learning outcomes, especially physical fitness material. As an alternative to solving existing problems, researchers provide a solution in the form of putting into practice a cooperative learning model of the Student Teams Achievement Division (STAD) type with the aim of improving the physical fitness results of class X6 students. This investigation is classroom action research, this investigation was carried out in class X6 of SMA Negeri 8 Denpasar. A population of 45 people was used, and the entirety was used as a sample. The cycle in this research was carried out until it reached completion in accordance with the KKTP that had been determined at SMA Negeri 8 Denpasar, namely 75. After implementing the STAD type cooperative learning model, the average final score of students increased beyond the KKTP that had been determined.  It can be concluded that the application of the STAD type cooperative learning model can improve physical fitness learning outcomes in class X6 students at SMA Negeri 8 Denpasar.

Henry M. Sibarani; Mukhtar Mukhtar

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

This research aims to improve students' mathematical problem solving abilities by using a learning model Think Aloud Pair Problem Solving (TAPPS) with the help of animated videos. The research was conducted at SMA Negeri 1 Sumbul involving 36 class X-G students as research subjects. The type of research used is classroom action research (PTK) with steps, namely, providing an initial test to measure students' mathematical problem solving abilities before taking action, identifying problems in the classroom, planning action, implementing action, namely applying the TAPPS learning model (Think Aloud Pair Problem Solving) With the help of animated videos as a medium for conveying summaries of learning material, observation, giving post tests, data analysis and data reflection.  The research was carried out in 2 cycles where each cycle included two meetings, while observation activities were carried out simultaneously with the implementation of actions with the aim of observing the activities of researchers and students during learning activities. The research results showed that after the first cycle of research was carried out, the average student score from the pretest results to the first cycle posttest results increased from 52.56 to 72.94 with the average observation of student and researcher activities being 2.38 and 2.38. In the second cycle, students' mathematical problem solving abilities increased based on the average student score on posttest II, namely 84.62, the results of observations in the second cycle also improved better to 3.23 for student activities and 3.44 for researchers' ability to manage class, apart from that 34 out of 36 students (94%) obtained scores above the KKM (70). These results show that students' mathematical problem solving abilities increased after implementing the TAPPS learning model (Think Aloud Pair Problem Solving) Assisted by animated videos.

Melani Nur Asri; Ibnu Muthi

This research was motivated by the still low learning outcomes in mathematics subjects on FPB (Greatest Common Factor) and KPK (Least Common Multiple), because students still find it difficult to differentiate the factors of these numbers. Based on these problems, teachers are expected to be able to provide learning media that can make it easier for students to understand the subject matter. The aim of this research is to improve student learning outcomes by using Dakota learning media (Dakon Mathematics). With the Dakota (Dakon Mathematics) learning media, it can improve mathematics learning outcomes in the cognitive aspect and involve students to actively participate in lessons, thus fostering students' interest in learning in mathematics subjects such as FPB (Greatest Common Factor) and KPK (Least Common Multiple) . So, it can be concluded that the use of Dakota learning media (Dakon Mathematics) can increase students' interest in learning in elementary schools.

Royan Fajar Sultoni; Achmad Junaidi; Eva Yulia Puspaningrum

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Cats (Felis catus) are a type of carnivorous mammal from the Felidae family that was domesticated and has been one of the animals that has mingled with humans since time immemorial. Domestic cats are broadly divided into 2 types, namely village cats and purebred cats. Purebred cats have quite a varied number of types. Therefore, confusion often occurs in determining the type or breed of cat. Meanwhile, in practice, each race does not have the same treatment (especially in the aspect of care). In digital image processing, Machine Learning and Deep Learning are the main aspects in the process of applying technology that can overcome this problem, so research related to this problem was designed. This research was conducted to add insight for further research in a more sophisticated and effective image recognition process. In the experiments carried out in this research, the SVM, KNN, and CNN methods were tested with the Xception and EfficientNet-B1 architectures. Based on the final results obtained from this test, the CNN method with the Xception architecture is the best model. By using fine-tuning and a learning-rate of 1e-5, this method produces a micro average value of 0.974, on a cat breed image dataset of 13 classes and 7800 images. Meanwhile, the method that produces the fastest ETA Training and Testing is obtained by the KNN method, with an ETA Training time of 0.194 seconds, and an ETA Testing time of 1.782 seconds.      

Shela Rahmawati; Nanang Khuzaini; Monica Tita Candra Gerhana

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

This research is based on the low numeracy literacy skills of students, which are due to their unfamiliarity with solving numeracy literacy problems and the limited availability of such problems, making it difficult for teachers to provide numeracy literacy problems to students. Therefore, it is necessary to develop math problems that can measure students' numeracy literacy skills. The method applied in this research is Research and Development with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) without implementing the fourth and fifth stages. The development process starts from the analysis stage, which includes curriculum analysis, needs analysis, and material and problem analysis. After that, in the design stage, a product prototype is designed, and in the development stage, the product is consulted with three experts as validators. Next, the product is tested on students to determine its validity and reliability. The results show that all problems have a validity coefficient greater than , which means that all developed problems fall into the valid category. The developed problems are also highly reliable, with a reliability coefficient of . Therefore, it is concluded that this development research produces 36 AKM-based problems to measure students' numeracy literacy skills in statistics that are valid and reliable.

Anisa Putri Ardana; Salman Salman; Sakban Sakban

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

Problem Based Learning (PBL) is a teaching and learning process in the classroom where students are first asked to observe a phenomenon. Then students are asked to record the problems that arise, after that the teacher's job is to stimulate critical thinking in solving existing problems. The teacher's task is to direct students to ask questions, prove assumptions, and listen to different perspectives among them. The problems in this study are (1) Can Problem-Based Learning (PBL) improve student learning outcomes in Civics class V at SD Negeri 15 Pekanbaru (2) How is the effect of student learning outcomes with the Problem-Based Learning (PBL) model in Civics class V at SD Negeri 15 Pekanbaru. This research includes Classroom Action Research (PTK) which was conducted in two cycles using the Problem-Based Learning (PBL) method. Each cycle consists of four stages, namely design, implementation, observation, and reflection. The subjects of this research were fifth-grade students of SD Negeri 15 Pekanbaru, totaling 35 students. The research data was obtained using teacher and student observation sheets and student test results, then the data was analyzed using the percentage formula. The results obtained were (1) teacher activity in cycle I using a problem-based learning model from 78.75% to 91.25% in cycle II, (2) student activity in cycle I using the Problem-Based Learning (PBL) model 50.48% to 85.26%, and, (3) student learning outcomes in Civics subjects in cycle I using problem-based learning 40% to 94.28% in cycle II. This shows that student learning outcomes in Civics subjects using problem-based learning models show very positive results. Based on the results of this study can improve student learning outcomes to be more active and the ability of teachers to improve for the better.      

Latifah Nur Fitriana; Riyan Abdul Aziz

Repeater : Publikasi Teknik Informatika dan Jaringan 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Technology is developing so quickly that it may have a significant impact on the way teaching and learning are done. Interactive multimedia-based learning materials play an important role in the teaching and learning process. The availability of educational media can make teaching easier for teachers and increase students' learning motivation. This research focuses on designing multimedia-based interactive learning media for introducing marine animals. Researchers found the problem that the learning process at TK BA Aisyiyah Grogol 2 still uses the lecture method and does not use technology. This causes students' interest in learning to decrease. The method applied in designing this learning media is the ADDIE method. The result of this research is an interactive learning media design that uses multimedia. It is hoped that this learning media can increase students' interest in learning and the learning process will become easier and more effective.

Eva Yunita; Jawatir Pardosi; Endang Herlah; Wingkolatin Wingkolatin; Warman Warman +1 more

GARUDA : Jurnal Pendidikan Kewarganegaraan dan Filsafat 2024 International Forum of Researchers and Lecturers

This research aims to determine the study of the phenomenon of children dropping out of school at SMA Negeri 2 Muara Badak, Kutai Kartenegara Regency. This type of research is descriptive qualitative. The focus of this research is to determine the phenomenon of female students dropping out of school at SMA Negeri 2 Muara Badak and the school's efforts to deal with female students dropping out of school at SMA Negeri 2 Muara Badak. The data collection techniques used were observation, interviews and documentation. The data analysis techniques used are data reduction, data display, data presentation and drawing conclusions.The results of this research show that the factors causing children to drop out of school at SMA Negeri 2 Muara Badak are categorized based on internal and external factors. Low internal factors include motivation and lack of understanding of the importance of education, intelligence and learning disorders, as well as lack of discipline regarding time. Meanwhile, external factors are caused by teachers who are angry, fierce and like to curse, and there is a lack of family support to help these children overcome their problems at school.

Rosa Aprilia; Ngatmini Ngatmini; Arisul Ulumuddin

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2024 Pusat Riset dan Inovasi Nasional

This study is motivated by the students' poetry writing skills are often hampered due to lack of focus, difficulty expressing feelings due to uncomfortable situations, low interest in writing, less time, and less optimal use of a variety of learning models and media so that the results obtained by students are less than optimal. Therefore, it is necessary to apply other innovative models and media that are more supportive. So that in this study has a formulation of the problem of how the application of the Project Based Learning model assisted by Wattpad media in writing poetry material for class VIII students of SMPN 25 Semarang in the 2023/2024 academic year. The data collection method of this research is descriptive qualitative. With the subject of class VIII C totaling 33 students. The data collection techniques used in this study were test and non-test techniques. The test technique was carried out by giving a test on writing poetry text through the specified learning media, while the non-test technique was carried out by observation, student questionnaires, interviews, and documentation. So that the application of the Project Based Learning Model assisted by Wattpad Media can be applied with the results of good poetry text work products in learning the material of writing poetry texts on Class VIII Students of SMPN 25 Semarang Academic Year 2023/2024.

Usman Usman

Ta'rim: Jurnal Pendidikan dan Anak Usia Dini 2024 Sekolah Tinggi Agama Islam Yayasan Pendidikan Ilmu Qur'an Baubau

This research uses qualitative methods, a type of case study with a single case design. Data collection techniques were carried out using in-depth interviews, participant observation and documentation. Data is analyzed using an interactive model consisting of collecting data (data collection), reducing data (data reduction), presenting data (data display), and concluding (conclusion). Checking the validity of the data is carried out using credibility, transferability, dependability and confirmability tests.This research also aims to find out: (1) Are teaching media urgent in improving learning outcomes, (2) What steps must be taken in the learning process to improve learning outcomes.The results of this research show that: (1) teaching media is very urgent in the learning process in order to improve children's optimal learning outcomes, so that it can make it easier for students to receive lessons, can foster children's learning motivation, (2) Then the steps taken in the learning process To improve student learning outcomes is to provide adequate facilities and infrastructure and carry out the learning process based on the curriculum and local regional conditions using various methods including;  lecture method, question and answer method, discussion method, learning assignment method, demonstration method, experimental method, social drama and role playing method, project method and problem solving method    

Riris Idiawati; Khoironi Fanana Akbar; Hilya Wildana Sofia; Anis Wildatus Saqinah

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

The focus of the problem in this research is the low motivation of students in learning physics. This research is a quantitative study using pre-experiment method, where the research design is one group design pre-test post-test. The sample of this study consisted of 32 students of Tadris IPA KH.Muhtar Syafaat University Blokagung Banyuwangi (UIMSYA). The results showed pretest data on students' physics learning motivation, namely with an average value of 102.13.average value of 102.13 is in the medium category. While the results of the post-test data obtained were 126.50 in the very high category. The N-gain score test results show a value of 0.5 in the medium category. This shows that the use of Kahoot! based assessment is very effective in increasing the physics learning motivation of Tadris IPA UIMSYA students. The results of this study are expected to be one of the innovations in scientific learning, especially physics courses so that students are not easily bored and much more active in learning.

Sopiah Sopiah; Handri Dian Wahyudi; Fitriana Fitriana; Etta Mamang Sangadji

Jurnal Pengabdian Masyarakat Terapan 2024 Lembaga Pengembangan Kinerja Dosen

21st century teachers are required to be professional, required to have a combination of 4 main skills, namely: academic, professional and social skills to educate and teach students effectively and efficiently. Increasing teacher academic competence is very important in supporting students' preparation for the 21st century generation, in addition to other competencies. Academic competency includes mastery of material and how to convey that material effectively and efficiently. This Community Service Activity (PKM) aims to improve teacher academic competence through training and mentoring activities with Project Based Learning (PJBL) and Problem Based Learning (PBL) learning models. The PKM method used is a service learning process. Participants in PKM activities are teachers from SMAN 1 Purwosari, Pasuruan Regency. Data was collected using techniques: observation, interviews, tests and questionnaires. The results of PKM activities show an increase in teacher academic competence regarding 2 learning models (PJBL and PBL). The teacher's response after participating in PKM activities was very good and positive and they even recommended similar activities in 2025.

Ahmad Zainudin; ahmad zainudin; Agus priyadi; Andik Prakasa Hadi; ALDO KRISDIANANTA

JURNAL ILMIAH KOMPUTER GRAFIS 2024 UNIVERSITAS STEKOM

Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media. This game was created using Construct2 software as a 2D video game engine. The method used in this study is the MDLC (Multimedia Development Life Cycle) method. Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media.

Balya Fauzia Sya’roni

Modem : Jurnal Informatika dan Sains Teknologi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

This research aims to analyze the influence of AI Chat GPT in completing practicum reports by students of the Informatics Engineering Study Program at Muhammadiyah University of Ponorogo. The background to this research is based on the increasingly rapid development of AI technology, offering various conveniences in various fields, including education. The aim of the research is to analyze the extent to which Chat GPT influences students' ability to prepare practical reports effectively and efficiently. The research method used is a quantitative method by collecting data through a questionnaire using a Google form which was distributed to active students of the Informatics Engineering study program at Muhammadiyah University of Ponorogo. The results of this research show that Chat GPT significantly increases students' understanding of practical material, helps students solve problems encountered in preparing reports, and reduces the time needed to complete reports. The implication of this research is the importance of integrating AI technology in the learning process to increase student academic effectiveness and efficiency. However, appropriate policies are needed to avoid excessive dependence on this technology.