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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    

Ira Yani Eka Putri; Genta Sakti; Syahrul Syahrul; Irwandi Irwandi

Jurnal Ilmuan Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research aimed to investigate the students’ perceptions of the flipped classroom approach in learning English at SMPN 2 X Koto Tanah Datar. The flipped classroom model, which reversed traditional in-class activities and homework, introduced new content at home through videos or readings, and dedicated class time to interactive, hands-on activities. This method sought to enhance student engagement, promote active learning, and provide opportunities for personalized instruction and immediate feedback. The study employed a descriptive quantitative method, focusing on second-grade students. Data were collected using a questionnaire that was distributed to 64 students, who were selected through purposive sampling. The questionnaire aimed to gauge students' perceptions of various aspects of the flipped classroom, including self-directed learning, collaboration, responsibility, learning performance, flexibility, and student satisfaction. The population for this study consisted of all second-grade students at SMPN 2 X Koto for the academic year 2021/2022, totaling 95 students across three classes. The sample was selected using purposive sampling, focusing on classes VIII.1 and VIII.2, to ensure participants had the specific attributes necessary for the research. Based on the findings and analysis, it can be concluded that students at SMPN 2 X Koto Tanah Datar have a highly favorable perception of the Flipped Classroom approach in learning English. The study, which involved 95 second-grade students, revealed positive responses across various aspects such as autonomy in learning, collaboration, responsibility, learning performance, flexibility, individualized experiences, interactions, and overall satisfaction. With an average score of 81.41%, categorized as "Very Good" by Arikunto's criteria, the Flipped Classroom methodology is well-received and deemed beneficial for English education at SMPN 2 X Koto Tanah Datar.

Nazry Nasyifa; Aisyah Hafizha; Fadiah Nur Amalia; Zahira Shofa; Nadiya Fitria +1 more

Jurnal Ilmuan Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

Through the use of instructional games, this study investigates the function of student engagement in the acquisition of the English language. This study uses a combination of in-depth interviews, thematic analysis, and direct observation along with qualitative research methodologies to investigate the dynamics of student interaction in a game-based learning environment. The findings demonstrated that the usage of games greatly enhanced language proficiency, student engagement, and communication abilities. During the game sessions, there was a 40% rise in the use of new vocabulary and a 60% increase in English verbal contact. Furthermore, 80% of groups demonstrated greater levels of cooperation, and 75% of students actively participated in class. The use of mother tongue has decreased by 30% as well. This study shows that game-based learning has significant potential to enhance students' linguistic competency and collaborative skills in learning English, despite obstacles like uneven participation and other distractions. The significance of choosing games that are suitable, providing scaffolding, managing the classroom well, and incorporating formative assessment strategies are all practical implications for educators.

Adib Rozan; Bayu Aji; Hizbulloh Khalil Al Jamil; Abdul Karim

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to develop a stopmotion video of ethnomathematical exploration based on the folklore of the Roro Jonggrang legend in mathematics learning. The method used involves collecting data from relevant ethnomathematical sources and analyzing the content of folklore to find mathematical elements that can be used in learning. The results of the study show that the folklore of the Roro Jonggrang legend can be used as an effective medium in developing students' mathematical abilities through the use of mathematical elements contained in the story. The stopmotion videos made can help students understand mathematical concepts in a more fun and interactive way. This research is expected to contribute to the development of mathematics learning that is more innovative and relevant to local culture.

Hendra Candra; Joned C. Saksana; M. Arief Noor; Haria Saputri; Cinta Rahmi +10 more

Riset Ilmu Manajemen Bisnis dan Akuntansi 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

The sharia economy offers a different approach from conventional economics, prioritizing the principles of justice, transparency, and sustainability. In the sharia economic system, there are various instruments that must be understood in depth by the actors. One of these instruments is sharia tax or known as Al-Kharaj. Al-Kharaj is a type of tax levied on land conquered by Muslims and administered by the government. This concept not only contains financial aspects but also has high social values and justice. This community service activity uses a lecture and discussion method aimed at STIE Ganesha Semester 4 Regular A. Management S1 students A. This activity is prepared for approximately 3 (three) months which includes the preparation, planning and implementation stages. The implementation of the activity was carried out for 1 (one) day, where the PKM team consisted of 4 (four) STIE Ganesha dsen and 8 (eight) students, where the lecturer was responsible for compiling the material and giving lectures, while students assisted in logistics and documentation to ensure that the activity ran smoothly and effectively. With a clear and interactive presentation, the lecture session succeeded in providing participants with a deep understanding of Al-Kharaj sharia tax  and with an interactive and collaborative atmosphere, the discussion session succeeded in deepening the participants' understanding and giving them the opportunity to apply the concepts they have learned in practical situations.

Sukmawati Dewi; Adiatama Adiatama; Pegi Idha Amarela

Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to develop a flipbook-based electronic module as a learning aid to improve students' abilities in solving mathematical problems on the topic of root forms. This module development method follows a learning design approach that focuses on interactiveness and visualization of complex mathematical concepts. The research was conducted involving class XI students in a high school as test subjects. Data collection was carried out through tests of mathematical problem solving abilities before and after using the module, as well as structured interviews with mathematics teachers and students. The results showed that the use of a flipbook-based electronic module significantly improved students' understanding of the concept of root forms and their ability to solve related mathematical problems. The implication of this research is the importance of integrating technology in mathematics learning to improve effectiveness and student learning outcomes.  

Nur Budi Nugraha

JURNAL ILMIAH KOMPUTER GRAFIS 2024 UNIVERSITAS STEKOM

Physical Education, Sports and Health are subjects that equip students with physical skills, health understanding and healthy living habits. This subject not only emphasizes the development of physical fitness, but also the formation of character, discipline and teamwork. Traditional teaching methods often face challenges in maintaining student interest and participation. Students who are used to digital technology feel that conventional methods are less interesting and irrelevant to their digital world. This research uses the waterfall method and aims to develop interactive learning media that integrates various elements such as animation, video tutorials, motion simulations and interactive quizzes. The results of the research produced interactive learning media with validation results from material and media experts showing a high level of feasibility, with an average score of 85%, exceeding the minimum criteria of 75%. Student responses were very positive, with 87% stating that this media increased their understanding and interest in learning.

Wiraguna, Sidi Ahyar Wiraguna; L.M.F Purwanto

JURNAL ILMIAH KOMPUTER GRAFIS 2024 UNIVERSITAS STEKOM

Oceanarium s are popular tourist destinations in Indonesia.  This article discusses digital transformation in designing the latest Oceanarium. The research method involves surveys and observations to 2 major Oceanarium locations in Jakarta, one Oceanarium in Singapore and one in Bangkok's Siam Paragon, to get an overview of operations, and the implementation of digital technology. In addition, this research also integrates the author's experience as a public aquarium designer and for 20 years as a manager in one of the public aquariums in the Jakarta area. The current approach needs to involve the integration of IoT technology for aquatic environment monitoring, smart energy management system. The results show that the implementation of interactive technology in several places can create an interesting and memorable learning experience for visitors. One of the technologies that is interesting and preferred by visitors is the use of hologram technology, visitors can feel the sensation of being in the sea and interact with marine animals in a realistic virtual environment. This enhances their understanding of marine flora and fauna and the importance of preserving the marine environment. This digital transformation not only improves the operational efficiency of the Oceanarium, but also enriches the visitor experience through the application of interactive technology. By implementing this strategy, Oceanarium s in Indonesia are expected to continue to grow, make a positive contribution to the preservation of the marine environment, increase public knowledge of marine biology, and provide a high-quality experience for visitors.

Febryandi Mukti; Nadya Wahyu Ratnawati; Hasyim Burhani

Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research discusses the use of images as an effective learning medium in increasing students' understanding of Biology subjects. The use of images in a learning context can help students visualize abstract and complex concepts in Biology, thereby facilitating a more interactive and easy-to-understand learning process. This method can stimulate students' interest in learning Biology, strengthen information retention, and improve their problem solving skills in the context of natural sciences. This research illustrates the significance of using images as a learning tool that can support the achievement of Biology learning objectives.  

Awaliyah , Dian Nafiatul

SARGA: Journal of Architecture and Urbanism 2024 Universitas 17 Agustus 1945

In today's fast-paced, information-driven world, productivity is paramount for personal and professional success. Effective reading, a crucial cognitive process, significantly impacts knowledge acquisition, critical thinking, and innovation. This research offers an extensive examination of optimizing reading spaces to boost productivity. The study investigates the intricate relationship between reading environments and cognitive performance, considering factors like lighting, ergonomics, acoustics, spatial layout, and technology integration. These elements profoundly influence reader engagement, information retention, and cognitive load. Moreover, the study delves into environmental psychology's role in shaping concentration, creativity, and comfort within reading spaces. It analyzes the psychological effects of design elements like color, nature, and organization on cognitive processes. Understanding these responses empowers designers and individuals to tailor spaces for better focus and well-being. The integration of technology within reading spaces is explored, assessing digital platforms, interactive displays, and personalized content curation's benefits for efficient information consumption. It addresses challenges in balancing printed materials and digital resources. Additionally, the study considers personalized reading spaces' impact on diverse demographic groups, accounting for age, cognitive abilities, and preferences in design and customization. It emphasizes adaptable spaces catering to various needs and learning styles. This research offers a comprehensive view of reading spaces and productivity enhancement. By examining design elements, psychological factors, and technological integration, it provides insights for creating spaces that empower individuals to engage effectively with information, think critically, and achieve higher productivity in academic and professional endeavors.

Mclean HY; Ramli Ramli; Sukmawati Sukmawati; Iin Wahyudi; M.Fadli

Jurnal Pengabdian Masyarakat dan Transformasi Kesejahteraan 2024 Lembaga Pengembangan Kinerja Dosen

The aim of Community Service activities is to provide outreach and education about the use of the Kahoot application at SMP N 1 Konawe. The participants in this activity were 12 teachers. From the results of the activity, it can be concluded that by conducting training on the use of digital game-based learning media using the Kahoot platform, educators or teachers can provide skills in learning innovation, resulting in enthusiastic and interactive learning in the classroom. So that it can optimize and facilitate the process of evaluating or assessing student learning. Based on the feedback, information was obtained that this activity was very relevant to the needs of PKM participants. Kahoot is effective as a learning medium in supporting classroom learning

Miftah Tedy gautama, Miftah Tedy Gautama; FARIDA, AMA; Sutoyo, Sutoyo

Jurnal Global Citizen : Jurnal Ilmiah Kajian Pendidikan Kewarganegaraan 2024 Prodi PPKn Universitas Slamet Riyadi

ABSTRACT The aims of this research were 1) to find out the social caring caracter at SMA N Colomadu so far, 2) to find out wheter PMR extracurricular activities could affectively shape the remaining social caring character at SMA N Colomadu, 3) to find out what obstacles PMR faced in forming character social care of students in class XI SMA N Colomadu.   This research is a qualitative descriptive research. The location of this research is at SMA N Colomadu. The strategy in this research is a case study. The subject in this research were the deputy pricipal for student affairs, PMR supervisors, and students. The data collection techniques used were interviews, documentation and observation. Data validity testing was carried out using source triangulation and method triangulation. The data in this research were analyzed using qualitative techniques and using an interactive analysis model wich includes data collection, data reduction, data display, and drawing conclusions.   The results of the research could be concluded that 1) the form of caring character at SMA N Colomadu could be demonstrated by helping friends who were sick in class, lending stationery to friends who needed it, helping people who had accidents on the road, participating in blood donation activities, and helping friends who were sick during the flag ceremony or onther activities, 2) the effectiveness of PMR extracurricular activities in forming social caring characters at the eleventh-grade studens of SMA N Colomadu was effective. This could be seen in student’s daily libe both inside an outside school. 3) there were several obstacles in the process of implementing PMR activities when forming a social caring character, such as: a) lack of student participation in implementing activities carried out by PMR, b) student’s lack of sensitivity tho the environment around them, c) goverment regulations, d) PMR extracurricular ectivities tend to have few members because it was not an extracurricular activity that students were required to participate in.   Keywords: Effectiveness, social Caring Character      

Adib Rozan; Sri Hastuti Rhomawati; Melati br Pasaribu

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

The shift from face-to-face learning to online and blended learning due to the Covid-19 pandemic presents challenges for educators and prospective teachers in designing effective instruction. One of the commonly used instructional media in online and blended learning is video. However, using video as a material delivery tool has its drawbacks, such as difficulties in monitoring student activities and assessing their understanding. This issue is also experienced by students of the Mathematics Study Program at Universitas PGRI Mahadewa Indonesia when using video as learning material. To address this problem, training was conducted for prospective teachers on designing instruction using videos integrated with the Edpuzzle platform. In this training, prospective teachers were taught to create notes and quizzes within videos, provide feedback and assessments, and monitor learning activities. Through this training, it is expected that prospective teachers can design interactive online and blended learning using video.

Fanny Selfinta Perangin-angin; Yahfizham Yahfizham

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

This study aims to explore the application of GeoGebra software in improving students' mathematical communication skills. GeoGebra, as a visualization and interactive tool, is considered to be able to help students understand mathematical concepts more deeply and effectively. This literature study collects and analyzes various studies that have been conducted on the use of GeoGebra at various levels of education, from elementary school to college. The results of the study show that the use of GeoGebra can improve students' mathematical communication skills, both in written and oral form. Students who use GeoGebra tend to have an easier time describing and explaining mathematical concepts, as well as being more actively involved in discussions and problem-solving. In addition, GeoGebra also helps to increase students' motivation to learn and provide a more enjoyable and meaningful learning experience. The conclusion of this study shows that GeoGebra is an effective tool to be used in mathematics learning to improve students' mathematical communication skills.

Jasmine Noer Aini; Taswirul Afkar; Aditya Nata Widigda

Jurnal Motivasi Pendidikan dan Bahasa 2024 International Forum of Researchers and Lecturers

The aim of this research is to explain the naming of objects around the house in Javanese through the application of ethnolinguistic studies. This research is included in the qualitative descriptive research category. The objects discussed in this research are objects around the house in Javanese through information and facts in the form of speech which means objects around the house. The data collected utilized the listening method, namely the skillful free-involved listening technique. The data description used in this research is an interactive model. The results of the research show that the mention of objects around the house in Java can be grouped based on their placement, so the grouping consists of objects around the house.

Palma Juanta; Nurlaila Rahmadani; Syakirah Ramadhina; Mita Yustika Silitonga; Yohana Simbolon +3 more

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Covid-19 which is endemic in Indonesia has damaged the entire fabric of Indonesian society, one of which is in the field of education. Education in Indonesia has not been able to be carried out normally as usual since mid-March 2020. This research aims to compare student learning outcomes before and after the Covid-19 outbreak in the Visual Communication Design (DKV) Department of SMK Negeri 10 Medan. The type of research that will be used is observational research. with a comparative or longitudinal research design. The population of this study were all students of the DKV Department at SMK Negeri 10 Medan who took Informatics subjects. This research sample was taken using a stratified random sampling method. Researchers used quantitative data analysis techniques. Data analysis shows a significant decline in student informatics learning outcomes after the COVID-19 outbreak compared to before the outbreak. The availability of devices such as computers or tablets and a stable internet connection greatly influences the effectiveness of online learning. Students who receive support and guidance from their families during online learning show better learning outcomes. Interactive teaching methods and the use of various online learning tools can improve student learning outcomes.

Muhammad Nabil Priambada; Aprianti Astuti; Anjani Putri Belawati Pandiangan

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

This research discusses the role of information technology in implementing the Islamic Education curriculum at SMA Negeri 1 Sangata Utara. In researchusing qualitative methods,this method uses the results of uinterviews and direct observation questions and answers with informants,principals and PAI teachers to find out the role of information technology in implementing the PAI curriculum at SMA Negeri 1 Sangata Utara secondly,what are the information technologies in implementing the curriculum is a student learning design in information technology learning,the use of learning resources such as educational videos,interactive simulations and other online resources to enrich the learning experience with a deep understanding of Islamic concepts. Information technology in implementation at SMAN 1 Sangata Utara has applied learning using technology, for example the technology used is the use of PowerPoint and the use of the Canva application. The role of information technology in implementing the Pai program includes information technology as a tool to support the implementation of Islamic religious education.

Roslita Anggraeni; Daffa Aulia Rahmadanti; Ratna Dwi Aryanti; Azizah Syifa Az Zahra; Fina Fakhriyah +1 more

Intellektika : Jurnal Ilmiah Mahasiswa 2024 STIKes Ibnu Sina Ajibarang

This study aims to improve the numeracy literacy skills of elementary school students through a game-based learning media approach. The background is the low numeracy literacy skills of Indonesian students compared to other countries, as shown by the results of the PISA and TIMSS tests. Many elementary school students still have difficulties in reading, understanding, and applying numerical information and basic mathematics in everyday life. The research method used is systematic literature review by analyzing journals related to improving numeracy literacy skills through game-based learning media. The results of the review show that the use of game-based learning media can effectively improve the numeracy literacy skills of elementary school students. Game-based learning is able to make math learning more interesting, interactive, and increase student motivation. The implication of this research is the importance of developing and implementing game-based learning media to improve students' numeracy literacy skills in elementary schools.  

Ismail, Syarof Nursyah; Arifin, Haris Nursyah

This research aims to explore and analyze the implementation of the Card Sort method in history learning at MA Al-Amin Tabanan Bali as an effort to enhance student motivation, interest, activity, and improve student learning outcomes. A descriptive qualitative approach was used to collect data through observation, interviews, and documentation. The results showed that the implementation of the Card Sort method successfully increased student engagement in history learning, accelerated understanding of the material, and created a more interactive and engaging learning atmosphere. Teachers acted as active facilitators who provided direct guidance and feedback to students, as well as facilitated group discussions. Additionally, this method also encouraged collaboration among students and developed their social skills. The findings of this research support the claim that the implementation of the Card Sort method has a significant positive impact on enhancing student learning motivation, learning outcomes, and overall learning quality. The practical implications of this research are that the Card Sort method can be an effective alternative in history learning, especially in the context of MA Al-Amin Tabanan Bali, and contribute to the development of innovative and student-oriented learning strategies. This research also provides a basis for further research in the field of education to better understand and evaluate the effectiveness of different learning methods.

Safriyandi Barus; Jamaluddin Sufri Situmorang; Muhammad Rido; Hasrian Rudi

Al-Tarbiyah: Jurnal Ilmu Pendidikan Islam 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The development of TikTok social media is in line with the current digital era. This gives rise to social media which can be a learning medium because social media really attracts attention and is close to the millennial generation who are attached to the digital world. One of the social media that is currently popular is the TikTok application. TikTok can be an interesting and fun learning medium. The use of the TikTok application as a learning medium is expected to help students and educators in learning. Therefore, this research aims to show that TikTok social media can be an alternative and interactive learning media in pai learning. The method used is a qualitative case study approach and literature study by analyzing several articles that are relevant to the development of TikTok as a learning medium. The results of the study show that the use of TikTok social media as a learning medium can increase students' activeness and creativity in the learning process. Students can freely express their creativity through TikTok with a variety of features, thus making TikTok an effective learning medium in creating interactive pie learning. This research has the effect of making TikTok social media an interactive learning medium for educators and students in pai learning.