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Nanda Putri Maileni; Wismanto Wismanto; Deprizon Deprizon; Salman Salman; Sakban Sakban +1 more

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

Disciplinary character is an attitude and feeling of being obedient and obedient to values ​​that are believed to be one's responsibility. Therefore, teachers try to develop students' disciplined character, one of which is by applying the role-playing method. This research aims to develop students' disciplined character through role-playing methods on Pancasila values. This researcher uses a qualitative method with the Classroom Action Research (PTK) type, which consists of 2 cycles and each cycle has 2 meetings. The data collection techniques are through observation, interviews and documentation. The research results obtained from the application of the role playing method in PPKN subjects on Pancasila values ​​for teachers in cycle I increased from 75.5% to cycle II 88.75%. The application of the role playing method in PPKN subjects regarding Pancasila values ​​to students in cycle I was 67.5% and cycle II was 93.75%. Meanwhile, student learning outcomes in the mathematics subject material flat shapes after implementing the picture and picture model increased with the average score in cycle I being 65% and cycle II being 85%.

Rezky Ayu Ariani; Sulfasyah Sulfasyah; Anin Asnidar

Jurnal Yudistira : Publikasi Riset Ilmu Pendidikan dan Bahasa 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to see how much influence results from learning using the Blended learning flex model system on student learning outcomes and their role in the learning process, especially on the material of writing procedural texts. In this study, a One-Group Pretest-Posttest Design was used. One-Group Pretest-Posttest Design is a type of Pre-Experimental Design research. Data collection techniques use exams/tests and documentation. The population and sample size of this research are all class IV students at UPT SPF SDN Mamajang I, Makassar city, totaling 25 students. The results of this research are the pretest posttest which has been tested on students, and the results of hypothesis testing from this research are tcount = 11.0227 with ttable= 2.064, then Ho is rejected and H¹ is accepted. By rejecting

Firdaus Firdaus; Muhajir Muhajir; Musdalifah Syahrir

Jurnal Yudistira : Publikasi Riset Ilmu Pendidikan dan Bahasa 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to determine the effect of using the Card Match Index model in learning Pancasila Education on the topic of mutual cooperation for Grade IV Students at UPT SPF SD Inpres Karuwisi 1. This type of research is an experimental research in the form of One Group Pretest-Posttest Design, which is an experiment that in its implementation only involves one class as an experimental class without a control class. The sample studied was 18 students of grade IVA UPT SPF SD Inpres Karuwisi 1 Makassar City. The data collection instruments used in this study were written tests in the form of essays, initial tests (pretests) and final tests (posttests) to measure student learning outcomes before and after the application of the card match index model. The data analysis technique used was a descriptive and inferential analysis test. The results of the descriptive statistical analysis of the effect of the positive card match index model, understanding of the material and concepts of Pancasila Education with this card match index model showed better learning outcomes than before the card match index model was applied. The results of the inferential statistical analysis using the t-test formula, it is known that the value obtained is that t count> t table, namely 8.89> 1.73 with the results of the hypothesis H1 accepted. This proves that the use of the card match index model in Pancasila Education learning has an influence on student learning outcomes. The results of the inferential statistical analysis using the t-test formula, it is known that the value obtained is that t count> t table, namely 8.89> 1.73 with the results of the hypothesis H1 accepted. This proves that the use of the card match index model in Pancasila Education learning has an influence on student learning outcomes.

Fiqri Haidar Ramzy; Bachtiar Bachtiar; Firman Maulana

Jurnal Bintang Pendidikan Indonesia 2024 Pusat Riset dan Inovasi Nasional

National education aims to develop the potential of students to become individuals who are faithful, devout, have noble character, knowledge and creativity. In this digital era, teachers are required to be innovative, especially in utilizing learning media such as e-modules. At SMP Negeri 6 Sukabumi City, it was found that students had difficulty learning football material and needed additional interactive learning resources, such as flipbook-based e-modules. This research aims to develop, test the validity and measure the practicality of a soccer e-module, as well as observe its impact on student learning motivation. The method used is Research and Development (R&D) with the ADDIE model, which includes the Analyze, Design, Develop, Implement and Evaluate stages. The research was conducted at SMP Negeri 6 Sukabumi City involving 35 class IX students. Data was collected through observation, interviews, questionnaires and documentation. The research results show that the football e-module developed has been assessed as very valid with a percentage of 85% from material experts, 85% from learning experts, and 82.5% from media experts. This e-module is also practical to use in learning, with an increase in practicality from 71% in the first meeting to 80% in the second meeting. This flipbook e-module has proven to be effective in supporting PJOK learning, especially regarding soccer material.

Hesti Ambarwati; Asep Purwo Yudi Utomo; Tri Wahyuni; Indah Fitrianingrum; Didi Pramono +2 more

Jurnal Ilmu Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

Education in Indonesia is currently undergoing many changes. The education system, curriculum, learning tools, learning media, and resources have also undergone major improvements, especially after the Covid-19 pandemic. The learning process can not only be carried out face-to-face, but can also be done boldly. The application of learning media is designed to support students' attention, affective, cognitive, and compensatory. The Quizziz application can be a means of conducting formative assessments, because teachers can measure students' understanding by taking quizzes at the end of learning. The method used in this study is descriptive qualitative with subjects of class 8E students of SMPN 2 Semarang. The data collection techniques used are observation and documentation. The data analysis techniques used by researchers include three stages, namely data reduction, data presentation, and data conclusions. The results of this study show that the assessment format for class 8E students is on average above the KKM. The recapitulation results also show that the level of effectiveness of the questions used is by using multiple choice because in multiple choice questions students tend to get the best results, while in fill-in questions many students get less satisfactory results. The fill-in question model in the Quizziz application has several weaknesses, including if the teacher writes the answer key, the capitalization and punctuation must be correct. There is no tolerance for answers for students. Therefore, another option for teachers is to correct them manually. Another weakness in the Quizziz application with the multiple choice question model is that teachers cannot measure students' understanding in depth. Students tend to express their memory in answering.    

Purnama Sari Siregar; Tri Indah Kusumawati; Budiman Budiman

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2024 Asosiasi Periset Bahasa Sastra Indonesia

This development research aims to find out: (1) the process of developing flashcard media to improve students' poetry writing skills. (2) the feasibility of flashcard media in improving students' poetry writing skills. (3) The effectiveness of flashcard media in improving students' poetry writing skills.This research was conducted using the research and development model (R&D) (Research and Development) This research uses the ADDIE development model with five stages, namely analysis, design, development, implementation, and evaluation. The subjects in this study are MTs Islamiyah Medan students totaling 28 students. The instrument of this study is to use a questionnaire to see the development, feasibility and effectiveness of the media developed. Data analysis techniques use product data analysis, preliminary data analysis, hypothesis testing. The results of the study show that flashcard media for writing poetry is very feasible to use with an average percentage of media experts 81.25% and material experts 97.5%. There was an increase in the average student score of 80.17%, so it was concluded that the average pretest and pottest scores experienced significant changes. Research conclusion: flashcard media for writing student poetry is suitable for use in poetry material learning activities by grade VIII students of MTS Islamiyah Medan. Further research suggestion: more thorough in planning the development of flashcard media, it should be developed according to the needs and characteristics of students.    

Inka Novianti

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2024 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

This review means to further develop the learning results of 5th grade understudies of SDN Putat Jaya IV Surabaya in the subject of regular assets through the use of the Jigsaw type helpful learning model. This review utilized a Study hall Activity Exploration plan with the PTK model made by Kemmis and Mc Taggart. The stages include: (1) arranging, (2) execution, (3) perception, and (4) reflection. This homeroom activity research (PTK) was led north of two cycles, with each cycle comprising of arranging, execution, perception, and reflection stages. Student learning outcomes improved, according to the outcomes. The average student learning completion score in cycle I was 73.3 percent, while the average score in cycle II was 86.7 percent, or 78.3. Understudies' dynamic cooperation, connection, and coordinated effort during the educational experience expanded when the Jigsaw model was utilized, and this added to the accomplishment of the foreordained achievement markers

Akhmad Rofik; Ashari Ashari; Rudolf Crysoekamtoe

Jurnal Budi Pekerti Agama Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

The results of the study are known that the Role of Islamic Religious Teachers in developing emotional and spiritual intelligence in Driyorejo PGRI 2 Junior High School namely (1) the teacher acts as a motivator, advisor, role model, guide, disciplinarian, corrector, demonstrator, guide for students in developing emotional intelligence and spiritual at SMP PGRI 2 Driyorejo; (2) Supporting factors in developing emotional and spiritual intelligence are good communication between students and teachers and the presence of infrastructure. While the obstacles are the lack of students' ability to understand and apply existing learning in school; (3) The implication is that students can recognize the emotions that exist in themselves and others, and be able to motivate themselves and others.

Dewi Rahayu; Andi Adam; Besse Syukroni

Publikasi Para ahli Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research aims to determine the significant effect of implementing the VCT learning model on the speaking skills of class IV students at SD Inpres Talakauwe, West Bajeng District, Gowa Regency. The type of research used in this research is pre-experimental and is a quantitative type of research. The sample in this study was 25 students. Data collection techniques were carried out using learning results tests and observation sheets. Data analysis of research results was obtained from descriptive statistical data analysis and inferential data analysis. The research results showed that speaking skills before implementing the VCT (Value Clarification Technique) learning model in the pretest had an average score of 64. Meanwhile, in the posttest it had improved with an average score of 83.2. The results of the t-test analysis regarding the influence of the VCT (Value Clarification Technique) learning model on the learning outcomes of student participants show that the significance value obtained is good, namely the influence of the VCT (Value Clarification Technique) learning model on speaking skills (Sig = 0.001) is smaller than the value The alpha set is 0.05 (0.001 < 0.05). Based on the results obtained, it can be concluded that Ho is rejected and H1 is accepted, which states that there is an influence of the use of the VCT (Value Clarification Technique) learning model on the speaking skills of class IV students at SD Inpres Talakauwe, West Bajeng District, Gowa Regency.

Salsabila Dwi Fitri; Dewi Lestari; Rizqa Raaiqa Bintana; Reni Aryani; Mohamad Ilhami +1 more

Bridge : Jurnal Publikasi Sistem Informasi dan Telekomunikasi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The policy for using the MyPertamina application issued does not rule out the possibility of differences of opinion due to changes in the policy. There are many positive, neutral, and negative responses to the MyPertamina application implementation policy. To see the public's reaction to the MyPertamina application implementation policy, it can be seen through various media, including social media. Twitter is a social network that is widely used by people in Indonesia. The number of Twitter users in Indonesia reached 18.45 million in 2022, making Indonesia the fifth largest Twitter user country in the world. Researchers conducted a sentiment analysis of the search results for tweets containing the keyword "MyPertamina" using the support vector machine algorithm. 382 tweet data were obtained and classified using the support vector machine algorithm. Support vector machine is a supervised learning algorithm for data classification. SVM is very fast and effective in solving text data problems. Text data is suitable for classification with the SVM algorithm because the basic nature of text tends to be high-dimensional. Of the 382 data analyzed, the support vector machine classification using the RBF kernel with parameter C=2 gave the highest accuracy value of 80.51%, precision value of 81%, recall value of 81%, and F1 score value of 80%.

Isbaniyah Syafitri P.; Susmiarti Susmiarti

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This study aims to describe the application of the Cooperative Learning Model Can Improve the Learning Outcomes of Class X Students of DKV SMK Teknologi Plus Padang. This type of research is classroom action research. This research was carried out in 2 cycles with the stages of planning, implementation, observation, and reflection. Data were collected through observation, literature studies, tests and documentation. The data was analyzed using a percentage formula.  The results of the study show that the Cooperative Learning learning model with teachers as a direct example can improve learning activities and student dance learning outcomes. The average percentage of student learning activities in the first cycle was 58.5% with the criteria of Not Good. After making improvements in the second cycle, the average student learning activity became 86% with good criteria. Students who were previously less enthusiastic and only silent when moving become active, students who are shy in making movements become confident, students who disturb other students and just play become serious or focused in doing the assigned tasks, students who help each other when experiencing difficulties when practicing with a group. The use of the Cooperative Learning learning model in dance learning in class X DKV also has an impact on the average student learning outcome score. The average score of completeness of student learning outcomes in cycle I was 37.5%. Because it has not reached the KKTP, which is 75, it was carried out again in the second cycle and managed to reach a score of 87.5%.    

Dewi Susanti Hulu; Agusta Pratama Wibawa

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

The development of interactive education as learning in education generally has several influencing factors, such as teachers who teach experiencing difficulties in keeping up with developments in information technology, learning media support tools for teaching in institutions are still limited in their use, only a few teachers use information technology in learning media because they have the knowledge to apply it to the teaching process, then from the problems that occur, the objectives include this research, designing an application interface display concept as an innovation in the use of learning technology according to needs, then creating an augmented reality learning application about the solar system according to the design created, after knowing the objectives What will be carried out in this research is implementing the use of an augmented reality application for the solar system using the marker based tracking method, where there is 3D object scanning of each planetary object in the solar system, while testing the application on 50 students of SDN Kebon Jeruk 15 Pagi, both classes VI A and B uses the user acceptance model (UAT), from the explanation explained if it is analyzed it produces an augmented reality application that has been created regarding the Android-based solar system so that it can be concluded that the testing process can be categorized as good or not in terms of AR applications and 3D object marker flashcards for students at school.

Maharani Lulu Chairunnisa; Tri Joko Raharjo

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2024 Lembaga Pengembangan Kinerja Dosen

Preschool educational institutions from the lowest to the highest level must act as agents of developing children's empathy that should be emulated by other educational institutions, by having empathy children will understand that not all their desires through others can be fulfilled. With empathy children will be able to build relationships and be accepted by others. This study aims to describe the role of educators in building children's empathy through the role playing method in the Aisyiyah 01 playgroup in Semarang City and related to the internal and external challenges faced by educators in building children's empathy. This study uses a qualitative descriptive research method. The implementation technique is to collect data through observation, interviews and documentation. Data analysis uses an interactive model of data collection, data reduction, data presentation and drawing conclusions. The results of the study were obtained through the role of educators and strategies carried out in carrying out the role playing method to build children's empathy where educators play an important role in teaching and also provide supporting factors in the role playing method. Internal factors include the lack of available time allocation and also the support of teaching aids in developing the method, while external factors are that the learning curriculum is less flexible

Adnan Maulana Ihsanudin; Tukiyo Tukiyo; Sri Suwartini

Jurnal Inovasi Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

This research aims to improve the science and science learning outcomes of class IV students at SDN 1 Pokak academic year 2023/2024. This research uses the Classroom Action Research (PTK) method which uses the Kemmis and Taggart model. The subjects of this research were class IV students at SDN 1 Pokak, totaling 14 participants educate. Data collection techniques through evaluation tests, observation and documentation. The research results show that: (1) students become more active in learning activities. (2) there was an increase in mathematics learning outcomes for class IV students at SDN 1 Pokak. This increase was proven by the results of the pre-cycle test, the class average value was 72.5, then it increased in cycle I to 82.5 and increased again in cycle II to 85.7.    

Efni, Latifa; Yerizon Yerizon; Zusti Jamaan, Elita

Jurnal Bintang Pendidikan Indonesia 2024 Pusat Riset dan Inovasi Nasional

This research aims to produce mathematics learning tools with the Guided Discovery Learning (GDL) Model which is Valid, practical, and effective to improve the mathematical problem-solving abilities of students in class VII SMP/MTsN. The Plomp model is used because it is more flexible than Plomp's other models; beside that, at each step, it contains activities development that can be adapted to the characteristics of the research. Instruments were used during the study in the form of observation sheets, interview guidelines, questionnaires, validation sheets, learning tools, and tests of mathematical problem-solving skills learners. The results of the validity test show that the GDL-based mathematics learning tool is declared valid according to the experts. The results of the practicality test show that GDL-based mathematics learning tools are practical based on teachers and students as users. The effectiveness test results show that students' learning outcomes after learning are better by showing the percentage of completeness that reaches 75.86% exceeding the specified effectiveness limit of 70%. In addition, the device is said to be effective; it can be seen from the activities of students during the learning process that it has increased. Based on the validity, practicality, and effectiveness tests, the mathematics learning tools based on GDL in the Association material for Class VII Junior High School students are valid, practical, and effective

Galih Lintang Pinilih; Sri Suwartini; Gunawan Budi Santoso

Jurnal Inovasi Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

This research aims to develop Assemblr Edu-based learning media to enhance the learning interest of Grade IV students at SD Negeri 1 Kujon. The research falls under the category of research and development (R&D) and utilizes the ADDIE Model, involving stages of Analysis, Design, Development, Evaluation, and Implementation. Data collection was carried out using descriptive statistics, validity tests, and feasibility tests. The research results indicate that the implementation of Assemblr Edu learning media is effective in increasing students' learning interest. Data analysis shows an increase in students' learning interest after the implementation of the learning media, with an average percentage of 81%. This study is deemed highly suitable for implementation and proven effective in enhancing the learning interest of Grade IV students at SD Negeri 1 Kujon in the academic year 2023/2024.

Helsa Marsella Putri; Siti Aisyah

Imajinasi : Jurnal Ilmu Pengetahuan, Seni, dan Teknologi 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This research is a study of development of media video tutorials for learning visual arts in particular visual journal material in students of X grade State High School 5 Bukittinggi. The problem found is that learning is not optimal due to lack of use of learning media. Video tutorials can be used to support the learning process and help teachers deliver learning materials. This research uses the Research and Development method with a 4D model that consists of define, design, develop, and disseminate. Data analysis techniques use qualitative and quantitative descriptive analysis. The test subjects in this study were 42 respondents consisting of 5 experts, 1 cultural art teacher, and 37 students. The results of the study showed that the media, material, and language validation test reached a score of 80-90%. Next, the practicality test by the teacher obtained a rating of 86.67%, the student response rating of the small-scale test obtaining a 94.9% score and the large scale trial obtains a grade of 91.81%. The final stage is the test of effectiveness gained from the pre-test and post-test results. Small scales obtain t_count of 7.17 bigger than t_table of 1.894. Large scales get t_counters of 7.68 larger than tables of 1.701. It can be concluded that the video tutorial media product developed on learning visual arts in particular visual journal material has proven valid, practical and effective to use.

Muti Atus Sofiah; Rahma Nanda Nur Azizah; Luat happyana

Jurnal Bintang Manajemen (JUBIMA) 2024 Pusat Riset dan Inovasi Nasional

This research aims to identify the role of collaboration between teachers and school management in developing an effective curriculum at SMP Plus Darussalam. The research method used is a qualitative approach with a case study design. Data was collected through in-depth interviews with school principals, teachers and students, as well as participatory observation and analysis of documents related to the curriculum. The research results reveal that close collaboration between teachers and school management is very important in designing and implementing a curriculum that suits students' needs. Collaborative involvement with various parties enriches the curriculum development process, increases the relevance of the material, and facilitates responsive adjustments to educational challenges. This research concludes that a collaborative approach not only improves curriculum quality but also increases teacher satisfaction and student motivation. The implication of these findings is the need to integrate collaborative models in curriculum development in other schools to achieve more adaptive and effective education, as well as strengthen a supportive and inclusive learning environment.

Fetty Setiawati; Melva Zainil

Student Scientific Creativity Journal 2024 Pusat Riset dan Inovasi Nasional

The research is motivated by the fact that not all teachers use technology-based media in teaching and learning activities, especially in learning about building cube and block spaces. Teachers use more objects around students as media. This research aims to develop learning media based on augmented reality technology on classroom building materials in grade IV elementary school using a valid, practical and effective Problem Based Learning model. The type of research used in this study is development research using the ADDIE (Analysis, Design, Develop, Implement and Evaluate) model. The subjects of product trials and research data collection were grade IV students of SDN 08 Surau Gadang. The validation instrument used in this study is in the form of a validation sheet which aims to determine the validity or not of learning media based on Augmented Reality technology on space building materials. The analysis technique in this study uses the validity of learning media and the practicality of learning media. The results of the study show that the development of learning media based on augmented reality technology on building materials for cubes, blocks and prisms with the Problem Based Learning (PbL) model has been developed using the ADDIE development model and obtained an average result from three expert validators with a percentage of 81.33% which is included in the "Very Valid" category. The practicality of teachers' response to learning media based on Augmented Reality technology in building materials for cubes, blocks and triangular prisms in grade IV of elementary school obtained a percentage result of 90% with the very practical category at SDN 09 Surau Gadang and 96% with the very practical category at SDN 08 Surau Gadang. The results of the effectiveness test at the first meeting were obtained with a learning outcome percentage of 82.16%. Then at the second meeting, the percentage of learning outcomes increased by 88.16% at SDN 09 Surau Gadang. Then at SDN 08 Surau Gadang, the results of the effectiveness test at the first meeting were 87.19% and the results of the effectiveness test increased at the second meeting by 93%.

Hana Pertiwi; Muhamad Abdul Rozig Asrori

Jurnal Inovasi Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

Education is a conscious and planned effort to increase the potential of human resources through learning activities aimed at helping students develop all their potential and personal characteristics in a better direction. (Herdiansyah et al., 2021). The learning process is expected to enable students to improve their knowledge, attitudes and skills which are very important for achieving educational goals Types of Research Classroom Action Research (PTK) is a type of research carried out by teachers in their own classes by (1) planning, (2) implementing, and (3) reflecting on actions carried out collaboratively and participatively with the aim of improving their performance as teachers and improve student learning outcomes. Classroom action research is a type of research that aims to improve the quality of learning and includes increasing knowledge about values that can ultimately be applied, as well as increasing student activity and creativity.From the results of the analysis of the results of classroom action research conducted at SMK Negeri 1 Rejotangan to improve PPKn learning outcomes for class This is indicated by a positive increase for each variable studied. The results of classroom action research show an increase in learning outcomes. Problem-based learning (PBL) in Civics subjects can improve learning outcomes. The results of the first cycle of research, with an average of 70 results, showed that only 13 students (or 32.5% of the total students) and 27 students (or 67.5% of the total students) did not reach the Minimum Completeness Criteria (KKM) for PPKn subjects of 75% . As a result, researchers had to continue the research to cycle II. After being implemented and improved, the problem-based learning (PBL) model was used in the second cycle of relearning actions. PPKn learning outcomes increased with an average score of 86 and a classical completion rate of 100%, with 40 students completing and 0 students not yet completing. Thus, researchers do not need to continue to the next cycle because student learning outcomes have reached the expected KKM scores and criteria.