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Agus Priyadi; Ahmad Zainudin; Andik Prakasa Hadi; Rudjiono Rudjiono; Setiyo Adi Nugroho +3 more

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

The results of observations, efforts to improve the quality of education, SDIP Haji Muhammad Subandi need tools or media to convey lessons as a substitute for teaching aids, describe an incident, and provide examples. Computers and projectors are only used to display text using Microsoft Word and Power Point application software. Animation, sound and video are never used. Multimedia has many variations in appearance so that learning activities become more interesting, effective and efficient. The development of multimedia technology, one of which is the website, provides many tools for making various media such as images, converters, sound, animation, and video, which can be used to facilitate the creation of multimedia-based learning media. Canva on its website mentions its mission so that people can design and publish anywhere and anytime. This training was held for teachers at SDIP Haji Muhammad Subandi so that teachers have additional knowledge and alternative options for teaching students using Canva's easy-to-use and complete tools..

Dian Nastiti; Indah Ayu Permana P

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

This Community Service Program examines efforts to enhance teachers' digital literacy in online learning. In the era of information technology, information and digital literacy have become crucial. The execution of this Community Service Program aims to improve teachers' understanding of digital literacy. This activity is conducted online in the second weeks of June and July. The provided topics include "Digital Literacy and Its Urgency in Today's Education," "Myths and Misconceptions about Literacy," and "Digital Literacy." The Community Service Team consists of two lecturers from Nahdlatul Ulama University Purwokerto, namely Dian Nastiti, M.Pd., and Indah Ayu Permana Pribadi, S.IP., M.Sos, with student participation. Data is analyzed descriptively and qualitatively to identify potential improvements through this program. The results of this program demonstrate that teachers at MI Maarif Nu Attijani are able to apply digital literacy in online learning. They effectively utilize platforms and instructional media with the guidance of the program team. This research emphasizes the importance of digital literacy for teachers and the success of the program in enhancing the utilization of technology in online learning.

Nur Anzelina Hrp; Rahmat Syaibani; Rodia Afriza; Idzhari Rahman; Elsa Aditya +2 more

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

Advances in information and communication technology at this time become a potential to improve the quality of government activities and agencies both public and private are required to be more creative in managing human resources. human resources. With the increasingly widespread access to the internet, information information is increasingly open to be accessed by everyone. Google Drive is one of the media that can facilitate all the needs of the village head and staff in human resource activities. and staff in human resource activities. Nowadays, staff and village heads must be able to manage files, both personal files and files from other sources (internet). For this reason, it is necessary to understand the management of file sharing and storage. and file storage. There is still limited equipment in the village office and knowledge of information technology among staff and village heads, there is a need for coaching. there is a need for coaching. ICT-based cooperative coaching is currently still done conventionally (off-line). With the implementation of implementation of Google Drive as a file cloud can ensure the performance of staff and village heads is more efficient, making them more adaptive and responsive. more efficient, make staff and village heads more adaptive and responsive, and increase the quality of good work motivation. and improve the quality of good work motivation will also have an impact on efforts toimprove and develop human resources within the village office.

Missi Tri Astuti; Cyintia Kumalasari; Octadino Haryadi; M. Rizki Fadhilah; Roiyatul Ruqayah +1 more

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

This community service activity is a service which explains and teaches how to use an electronic English dictionary application from free to paid. The targets of this service are teachers and students of MTS Diniyah Putri. The method used in carrying out this community service is the method of preparation, implementation and monitoring of what has been explained to find out how far the PKM participants understand the use of the English electronic dictionary application This. This application media can be one of the media that can increase motivation so that learning English becomes more effective and efficient so that the results obtained are maximized.

Laviana Aunil Malik; Binti Maunah

Journal of Creative Student Research 2023 Pusat Riset dan Inovasi Nasional

Teaching and learning activities are basically a process of communication carried out between teachers and students, in which both of them exchange ideas. aims to increase students' interest in learning, and to explore this matter more deeply, the researcher formulates the research focus as follows: 1) How is the interest in learning social studies for class VIII students at MTs Miftahul Huda Ngunut Tulungagung, 2) What are the steps for using animated video media in learning, 3) What are the implications of applying animated video media? This research is a research using descriptive qualitative research methods. The location of this research is MTs Miftahul Huda Ngunut Tulungagung. The results of the study are as follows, 1) Students' interest in social studies learning is influenced by the classroom atmosphere and the learning media used. 2) The use of learning media is very necessary in every lesson, 3) The use of animated videos in learning, 4) As a teacher, you have to be creative and innovative. 5) The use of video animation is able to overcome the limitations of the senses, space and time. 6) Animated video media can motivate students to increase student learning interest. 7) The teacher's attention to students with different abilities, both more and less, is of course different, so that all of their students are able to be equal and complete learning well according to the lesson plan standards.

Aisyah Ika Shauman Ninta; Muhammad Sofian Hadi

Al-Tarbiyah: Jurnal Ilmu Pendidikan Islam 2023 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The era of digitalization is growing rapidly, including in the field of education. Educators and students need technology or platforms that support distance learning activities and still have good interaction, so that classes remain not bored or fun and productive. One platform that can answer these challenges is the Canva application. Canva has one of the special services or programs designed for education, namely Canva for Education. This service is designed for educators and students to continue to get a creative, innovative, collaborative and fun learning experience in line with the independent curriculum.The method used in this study is a development research method with a descriptive quantitative approach. This study aims to describe the use of the Canva for Education application by educators as a creative, innovative and collaborative learning medium for students in the current era    

Rona Octavia Mawaddah; Yanda Bara Kusuma

Jurnal Masyarakat Mengabdi Nusantara 2023 STIPAS Tahasak Danum Pambelum Keuskupan Palangkaraya

In the entrepreneurship program, students focus on entrepreneurship or MSMEs where KKNT activities take place. The goals set by students in this service are that the community can develop their business in a more modern, efficient and inclusive way, giving students experience of integration with the environment, serving the community directly, finding various issues and learning to deal with problems faced by the community. The method of implementing community service activities is a qualitative approach with the type of observation, and distributing pamphlets through social media. Bazaar as a marketing channel and product marketing tool introduces consumers to MSME partners. This was achieved through the collaboration of KKN-T students and MSME partners in holding bazaars. This time, in holding the bazaar, MSME players who attend must be able to attract their own consumers. Of course KKN-T students also help market MSME products. The bazaar event is also expected to increase the creativity of students and MSME actors in marketing their products. By holding the Ramadhan Bazaar in Laweyan village, it can increase the income of MSME players and expand the existing market share. In addition, MSME actors have started to create social media accounts and promote their products and are willing to create NIBs to make business easier. About 90% of MSME partners are satisfied with holding the Ramadhan bazaar and find it helpful. This proves that the cooperation of the committee with the existence of a bazaar in Laweyan village helps as well as prospers the goals of the Thematic KKN entrepreneurship scheme.

Fatieli Halawa

Sinar Kasih: Jurnal Pendidikan Agama dan Filsafat 2023 Sekolah Tinggi Teologi Injili Arastamar (SETIA) Ngabang

The background of this research is to see teenagers who always use gadgets both in study and at other times. Apart from that, the purpose of this research is to analyze the use of devices among adolescents and see the spiritual growth of adolescents. The results of this study will take teenagers longer to play with gadgets than pray and read the Bible. More teenagers before going to bed find time to turn on the device to open social media and other applications and forget to pray and on time to wake up is the first th ing teenagers do is open the device which makes them forget to pray. The use of gadgets always has an impact on the development of adolescent behavior, because gadgets have a variety of interesting and flexible features and applications so that they can add to the attractiveness of everyone, especially among teenagers. Excessive use of gadgets is more likely to have a negative impact on adolescent behavior including irritability, lazy learning, and even immoral acts. Therefore it is hoped that parents will always supervise the use of gadgets in adolescents, where adolescents must be able to operate gadgets properly and know the benefits of gadgets so that deviant behavior does not occur. The consequence of this research is that parents play a role in helping and guiding their children in dividing their time in playing gadgets and reading and investigating God's word so that the spiritual level of youth can increase. Christian Religious Teachers also have a role in directing teenagers to increase spiritual growth.

Maria Ayu Fitri Lestari; Muchtadi Muchtadi; Wandra Irvandi

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2023 International Forum of Researchers and Lecturers

This study aims to produce interactive video learning media in mathematics learning to improve students' mathematical understanding that is valid, practical and effective. This research is a development research where the research procedure uses a 4D design, namely (Define, Design, Development, and Dissemination) but this research only reaches the Development stage due to limited time, costs and research subjects. The subjects in this study were 26 class X students of SMAN 1 Nanga Tayap. The instrument used by the researcher was a validation sheet to see the validity of interactive video media, a response questionnaire was used to see the practicality of interactive video media and a pilot test was used to see the practicality of interactive video media in improving students' mathematical understanding abilities. Based on the validation of the three validators on learning interactive video media, it can be declared valid with an average index percentage of 79.69% with valid criteria. Material expert validation was declared valid with an average index percentage of 78.88% with valid criteria. Meanwhile, media expert validation was declared valid with an average percentage index of 79.28% with valid criteria. The level of practicality with an average percentage of teacher responses is 80%, with very valid criteria and an average percentage of student responses is 82.66% with very practical criteria. From the results of completing the teacher and student response questionnaire, interactive video learning media for students' mathematical understanding can be stated to be very practical for students. The level of effectiveness of students after using interactive video learning media on mathematical understanding abilities is 80.76% with very effective criteria.    

Zuhriah Umi Kalsum; Khairil Ansari

Jurnal Pendidikan, Bahasa dan Budaya 2023 Pusat Riset dan Inovasi Nasional

This study aims to, (1) To describe the ability to write official letters of VII grade students of SMP Muhammadiyah 1 Medan in the academic year 2022/2023 before using flashcards learning media. (2) To describe the ability to write official letters of VII grade students of SMP Muhammadiyah 1 Medan in the academic year 2022/2023 after using flashcard learning media. (3) To describe the impact of using flashcard learning media in improving the ability to write official letters of VII grade students of SMP Muhammadiyah 1 Medan in the academic year 2022/2023. The population in this study were all VII grade students of SMP Muhammadiyah 1 Medan with a research sample of 37 students of VII-T2 grade students of SMP Muhammadiyah 1 Medan. The instruments used in this study are the accuracy of letter content, completeness of letter content, appropriateness of letter format, word accuracy, sentence accuracy, and spelling and writing. The method used in this research was one group pretest-posttest. The data analysis technique used the analysis requirement test, normality test, and hypothesis testing. The results of pretest research obtained an average of 57.75, and fell into the category of less. However, the posttest research results obtained an average of 79.29 and included in the good category. Through hypothesis testing, namely 6.20057 > 2.02809, it can be concluded that there is a significant effect of flashcard learning media on the ability to write official letters of VII grade students of SMP Muhammadiyah 1 Medan.

Sindi Sahela; Suci Frisnoiry

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

This research is a Classroom Action Research (PTK) which is carried out in 2 cycles. Before carrying out research or taking action, an initial test is given to measure students' problem-solving ability and at the end of each cycle a problem-solving ability test is given. This study aims to determine how to improve problem solving skills through the application of the Geogebra-assisted Problem Based Learning (PBL) learning model. Students experienced an increase in problem-solving skills, in the initial test the average problem-solving ability was 42.19%. In the first cycle, the test results showed an increase of 57.81%. From the results of the second cycle test also increased to 88.50%. The test results showed an increase in students' problem-solving abilities. Thus, it can be concluded that the application of the Geogebra media-assisted PBL model can improve students' problem-solving abilities.

Hendri Johan Tambunan; Edi Syahputra

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

This study aims to determine: Showing an interactive learning media of mathematics on students' mathematical communication skills as a whole, The magnitude of the influence of using Geogebra-based interactive learning media on mathematical communication abilities based on educational level,  the magnitude of the effect of using interactive mathematical learning media on mathematical communication skills based on previously used interactive learning media, the large influence of the use of interactive learning media plays an important role in systematic mathematical methods, the large effect of the use of interactive learning media on mathematical communication skills is imaginative to mathematical communication based on the mathematical ability that is measured. This study uses the addie model. This sampling technique is highly influential using the Addie model and obtained 20 studies that match the criteria. This data collection technique uses freetest and posttest with the help of Geogebra Classic 6 software and the help of Microsoft powerpoint. The results of this data experiment show that:  overall this interactive learning media has a major influence on students' mathematical communication abilities.

Gregorius Sitohang; Hartutik Hartutik; Anselmus Joko Prayitno

Jurnal Filsafat dan Teologi Katolik 2023 STIKAS Santo Yohanes Salib Kalimantan Barat

The results of observations and interviews conducted showed that there were problems in Class VIII of SMP Yoannes XXIII Semarang, namely inappropriate methods and media, and the lack of student independence in learning. The main objective of this study was to examine the effectiveness of module-assisted STAD (Student Teams Achievement Division) learning in improving student learning outcomes in class VIII A, SMP Yoannes XXIII Semarang. This study used a quantitative experimental method with a pre-experimental type. From the data analysis, it was concluded that 1) there was an increase in student learning outcomes from a pre-test score of 51.35 to 84.42 in terms of student post-test data, 2). The application of the method is considered effective as seen from the N-Gain data in the experimental class of 70.2, 3) The regression test shows that student independence affects learning outcomes by 83.3%. The results of this study indicate that the application of the Student Team Achievement Division method assisted by the TTS module has proven to be successful in increasing student learning outcomes. Suggestions are that teachers are able to improve student learning outcomes using varied, appropriate methods and media and are able to follow student development according to the times.

Myta Sabrina Wijayanti; Asrul Bahar; Ita Fatkhur Romadhoni; Sri Handajani

Journal of Creative Student Research 2023 Pusat Riset dan Inovasi Nasional

This study aims to find out: 1) the results of interactive power point development on the learning outcomes of procedures for using Personal Protective Equipment (PPE); 2) the adequacy of media and interactive power point materials on procedures for using Personal Protective Equipment (PPE); 3) student responses to the results of developing interactive power point procedures for using Personal Protective Equipment (PPE). The results of the analysis of media and material feasibility data were obtained using a sheet of media and material feasibility assessment with a Likert scale. The validation sheet was assessed by UNESA PKK lecturers and Lamongan 1 State Vocational School teachers. The results of the media feasibility assessment get a value from the interpretation score scale of 91%. the results of the material feasibility assessment get a value from a 90% interpretation score scale. The results of the analysis of student response data were obtained using a questionnaire sheet with a guttman score. The questionnaire sheet was assessed by 10 students of class XI Culinary SMK Negeri 1 Lamongan. The results of the student questionnaire get a value from the interpretation score scale of 94%. In this case it shows that the development of interactive power points is stated to be very suitable for use in learning procedures for using Personal Protective Equipment (PPE).

Robenhart Tamba; Rohayati Sihotang

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

This research is a development research (R&D) using the ADDIE development model which consists of: 1.) Analysis; 2.) Design; 3.) Development; 4.) Implementation; and 5.) Evaluation. Data collection was carried out by interviews, questionnaires and tests. The results of the interviews were analyzed descriptively qualitatively, while questionnaires and tests were analyzed quantitatively. Validation was carried out by questionnaire instrument experts, material experts, media experts and practitioner experts by class IV educators. The results of the analysis show that cartoon film learning media is included in the "very feasible" category to be used as a learning medium in class IV SDN 9 Sampurtoba. Based on Validation: 1.) Questionnaire Instrument Expert with an average percentage of 90%; 2.) Learning material experts get an average percentage of 95%; 3.) Learning media experts with an average percentage of 95%; 4.) Expert Practitioner with an average percentage of 93%. And continued with the distribution of Pre-Test and Post-Test questions to class IV with a lot of 15 students, obtained an average Pre-Test score of 42 increased with an average post-test result of 80. From the data acquisition it can be concluded that the developed cartoon film learning media is effective in improving learning outcomes.

Fikri Fauzan Dzikri

Maslahah : Jurnal Manajemen dan Ekonomi Syariah 2023 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The background of this research is because there are problems that have been identified as follows. Teaching staff cannot create new innovations in learning. Teaching staff cannot collaborate on something that can create something interesting in learning. Cannot create a pleasant learning atmosphere. The low use of learning media in the teaching process. In this case, according to the results of interviews with the head of the Ciamis District education office, learning still uses a simple method. So it does not increase student enthusiasm in learning. Thus, the purpose of this study was to determine the effect of training on increasing the creativity of educators through competence development based on STEAM technology for training participants in 2021-2022, Ciamis Regency. The method used is descriptive and verification research methods. The results of the study show that training has a positive and significant effect on increasing the creativity of educators based on STEAM technology for training participants in 2021-2022 in Ciamis Regency, meaning that if the training is carried out continuously, the creativity of educators will increase. Increasing competence has a positive and significant effect on increasing the creativity of educators based on STEAM technology for training participants in 2021-2022 in Ciamis Regency, meaning that if competency improvement is carried out continuously, the creativity of educators will increase. Training has a positive and significant effect on increasing the creativity of educators through increasing competency based on STEAM technology for training participants in 2021-2022, Ciamis Regency. This means that if the training is carried out with an increase in competence, then the creativity of the teaching staff will also increase.

Rinda Purwati; Merlina Aris; Yemima Dya Novitasari; Hendra Maulana

Karunia: Jurnal Hasil Pengabdian Masyarakat Indonesia 2023 Fakultas Teknik Universitas Maritim AMNI Semarang

Community Service Program (KKN) is a part of educational activities as well as devotion to the community which is a learning tool for students to actively contribute to society and help solve the problems faced. Participation is independent participation or active initiative in various activities and situations within a group or society. The participation of KKN students in the community is shown in teaching activities conducted at SDN 1 Sumberagung. The implementation of this teaching activity is done using question-and-answer learning methods to encourage students and students to understand the material submitted, and train to express their opinions. The use of audio, visual, and audiovisual learning media is also done by KKN students so that students can feel a new atmosphere and learning activities are getting interesting.

Elfara Puri Fauziah; Alda Rizki Amalia; Noor Mustaqim; Fina Fakhriya; Erik Aditia Ismaya

Student Scientific Creativity Journal 2023 Pusat Riset dan Inovasi Nasional

Audio visual learning is a learning that refers to an image and sound, so the two components will be processed together to be presented in a presentation, show, and also the required program of events. This study aims to conduct a literature review related to audio-visual learning media in elementary schools. The research method used in this study is the SLR (Systematic Literature Review) method. Data collection is done by documenting all articles that have similar research on the intended topic. The articles used in this study were 10 national journal articles obtained from the Google Scholar database using the Harzing's Publish or Perish application. Based on this research, it was found that this audio-visual-based learning media is highly recommended for use by teachers in the learning process. This audio-visual-based learning media is feasible and very good for use in the learning process for elementary school children.

Mickhael P Hutagalung; Glory Indira D Purba

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

This study aims to develop and produce interactive multimedia-based mathematics learning media using Adobe Flash CS 6 software that is valid, practical, and effective. This type of research is development research which refers to the ADDIE development model. This study used research instruments, the instruments used were material validation questionnaires, media, student and teacher responses regarding practicality and regarding the effectiveness of the learning media used. This study's findings indicate that: 1) The learning media's validity score of 3.245 places it in the valid category, while the media's validity score of 3.30 places it in the very valid category. 2) In the very practical category, the practicality of learning media received a score of 3.81, and in the very practical category, student assessments received a score of 3.49. 3) Learning media have a moderate or effective effectiveness score of 0.5.

Lilis Anastasia Purba; Glory Indira D. Purba

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

The use of learning media that is less than optimal is the basis of this research with the aim of developing learning media for Android applications and knowing the process of student answers. This type of research is development research with a model adapted from Borg and Gall with a  sample of class VIII-2 students of Santa Maria Private Middle School Medan, totaling 25 people. From the results of the study, it was obtained (1) the quality of the developed learning media met the valid, practical, and effective categories with an assessment by media experts of 3.82 and material experts of 3.87, practicality from the student response with a score of 3.61 and the teacher's response with a score of 4, and the effectiveness of classical student learning completeness reaches 92% of students and an n-gain score of 0.62 which means an increase in mathematical visual abilities is included in the moderate category. (2) The process of student answers shows that students have been able to identify problems, understand problems, generalize patterns and explain what is obtained, which means that students have fulfilled each indicator of mathematical visual ability, namely looking, seeing, imagining, showing and telling.