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Yensi Purwanti; Sindi Ariska Dwi Agustin; Tarish Auliasari Narulita

Jurnal Riset sosial humaniora, dan Pendidikan (Soshumdik) 2023 LPPM Universitas 17 Agustus 1945 Semarang

The existence of Community Learning Activity Centers (PKBM) aims to form managed learning media that is centered on empowering local potential in increasing the knowledge, skills and attitudes of the community in the economic, social and cultural fields. In developing a community, community participation must be actively linked and participate in processes and activities that exist in society in order to create maximum goals. The feeling of sharing between individuals in social groups will form social solidarity so that a sense of solidarity arises between these individuals. In this study using descriptive qualitative research methods using an ethnographic approach, this study aims to find out how forms of solidarity arise between individuals in creating a community. This research is located in Gesang Village, Tempeh District, Lumajang Regency. The informant himself is the founder, administrator and member of Omah Sinau Gesang. Researchers only took 6 people to be used as informants. The informants that the researchers took consisted of one founder, one administrator, and 4 members from Omah Sinau Gesang. Data collection was obtained from the results of interviews and observations which were included with the documentation. The results of this study indicate that within a community there is a division of labor as a cause for the emergence of organic solidarity. This interdependence increases with the division of labor and with increasing specialization and differences among individuals in the community.

Fajar Agus Agus Hari Firmansyah; Waspodo Tjipto Subroto; Hendratno Hendratno

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

Abstract consist of the background of the problem, The results of the interviews also explained that teachers had difficulty making teaching aids or learning media so that they experienced obstacles in providing material to students. Based on the background of the problem and needs analysis, the formulation of the problem is the validity of Exploding Box 3D Audio Visual media, practicality of Exploding Box 3D Audio Visual media, Effectiveness of Exploding Box 3D Audio Visual media. Based on data analysis and discussion of research results, then associated with the formulation of the problem and research objectives, it was concluded that the validation of the media developed by the researchers received an assessment of 94%, meaning that the reliability of the media obtained results worthy of slight revisions. Validation of the material developed by researchers received an assessment reaches 89%, meaning that the reliability of the material in the media gets decent results with a little revision, the practicality validation of the media developed by researchers gets an assessment from the teacher validator reaches 95%, it means that the practicality reliability of the media gets decent results with a little revision, the practical validation of the media developed by researchers gets an assessment From the responses of the students, it was obtained that the percentage mode was ≥ 80% with the category suitable for use. Validation of the effectiveness of the media developed by researchers. From the 10 questionnaire statements, the mode percentage was obtained ≥ 90% with the category suitable for use, and the results of critical thinking test questions from the pretest value of 54% with the value of the increase in the posttest from the value of 95%. Therefore it can be concluded that the pretest data for students' critical thinking skills is very good because they have reached the specified KKM

Nur Indah Sari; Jamaluddin Arifin; Rubianto Rubianto

Jurnal Insan Pendidikan dan Sosial Humaniora 2023 International Forum of Researchers and Lecturers

Social Study learning will show satisfactory results, if the teacher is able to choose the right media in teaching.  So that students have an interest and have high activity to ask in accordance with the expectations of students and teachers, one of which is in the process of delivering social studies lessons using animated film media to improve student learning.  Social animated film media is one of social studies teaching media that is used to explain some natural and other phenomena.  With this media students know more and are clear about the concepts of social studies learning and its content.  Likewise students in the teaching-learning process need to get the learning process so that their learning achievement increases.  This study describes social animated films and students' activeness in social studies learning.  The results of this study through observation, interviews with fourth grade teachers and fourth grade students at SDI Borisallo, Gowa Regency resulted that students liked learning by using social animated films rather than not using them.  They also have a high curiosity about new things and find it interesting after carrying out learning with the help of social animated films.  Students also rarely use learning media in social studies lessons, so that if the teacher uses media in learning, students will feel happy and more enthusiastic and active in the teaching and learning process.  

Felicia Azzahra Kusdinar; Ratna Dewanti; Ilza Mayuni; Dieni Nurhasanah

Problems in learning writing did not seem to find a bright spot in education. Teachers tried to find solutions by evaluating learning materials and learning media. Recently, the solution of the writing problem had become a major concern. Thus, this research aimed to design technology-based learning materials referred to interactive videos with target learner seventh graders. This methodology used design development research (DDR). Data were sourced from junior high schools in Jabodetabek. The main data for designing were the results of the analysis learning materials, learning objectives, and interview result with teacher. The design of interactive video paid attention to the main aspects including the characteristics of interactive video, learning objectives, and students' needs. In addition, time efficiency was also important to maintain students' motivation in learning. Through interactive video, students' engagement in interacting with the learning content was the key to successful learning. Therefore, the result of this design showed this media has high potential to be implemented in writing class.

Diana Shaleh Putri; Darul Ilmi; Jasmienti Jasmienti; Alimir Alimir

Concept: Journal of Social Humanities and Education 2023 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

Abstract. The background of this research is the students' low memory for class VIII SKI material at MTsN 3 Pasaman, which the researchers can see from the low UTS scores and the way students learn during the SKI learning process. In learning the teacher still uses the lecture method so that students tend to feel bored and not focus on following the learning process. One effort that is thought to be able to overcome this is by applying mind maps to the SKI subject for class VIII students at MTsN 3 Pasaman. The purpose of this study was to find out whether there was an effect of applying mind maps to students' memory in class VIII SKI material at MTsN 3 Pasaman. This research is a quasi-experimental quantitative research with a true experimental research design. The population in this study were all students of class VIII at MTsN 3 Pasaman. Sampling was done randomly or Random Sampling. The sample in this study amounted to 68 students. Students of class VIII 3 as the experimental class and students of class VIII 6 as the control class. The instrument used by the researcher was the results of the students' SKI posttest in the form of multiple choice of 25 questions with the material on the Intellectual Glory of Muslim and Ulama Sciences during the Abbasid Daulah period. The results showed that the proportion of mastery of the experimental class students was higher than the proportion of mastery of the control class students. In the experimental class, the number of students who completed there were 27 people with a proportion of 79% and those who did not complete were 7 people with a proportion of 21% of the number of students in the experimental class, namely 34 students. Whereas in the control class, 1 person completed with a proportion of 3% and students did not complete 33 students with a proportion of 97% of 34 students. so that there is a 35.5% effect of applying the mind map on students' memory in grade VIII SKI material at MTsN 3 Pasaman. From the results of the hypothesis test tcount = 8.762 and ttable 1.6909. Because tcount > ttable means that H0 is rejected at the significant level α = 0.05. From these results it can be written reject H0 and accept H1, meaning that there is an influence of the application of the mind map media on students' memory on the intellectual triumph of Muslim scientists and scholars during the Abbasid dynasty in class VIII MTsN 3 Pasaman.

Nelly Sofi; Tri Sulistyorini; Muhammad Nazaruddin

ISAINTEK: Jurnal Informasi, Sains dan Teknologi 2023 Politeknik Negeri FakFak

The MotoGP One race in West Nusa Tenggara Lombok, Mandalika which was held on March 18 2022, received many responses or reactions from the public on social media, especially Twitter. There are those who agree and disagree about the holding of MotoGP in Mandalika, to find out the responses of the people who agree or disagree is needed that can process tweets data using the sentiment analysis method. The use of BERT (Bidirectional Encoder Representations from Transformers) for sentiment analysis produces a bidirectional language model that can understand the context of all words from a sentence. The dataset used goes through preprocessing stages such as case folding, data cleaning, tokenization, normalization, and removal of stopwords before sentiment analysis is carried out. This study uses several hyperparameters, namely a batch size of 32, the optimizer uses Adam with a learning rate of 3e-6 or 0.000003, and an epoch of 25. The evaluation results of the model obtain an accuracy of 55%. Precision for positive by 56%, neutral by 59%, and negative by 44%. Recall for positive is 74%, neutral is 29%, and negative is 54%. F1-score for positive is 64%, neutral is 38%, and negative is 48%.

Sisca Wendi Harisa; Riri Okra; Hari Antoni Musril; Sarwo Derta

JURNAL TEKNIK MESIN, INDUSTRI, ELEKTRO DAN INFORMATIKA 2023 Pusat Riset dan Inovasi Nasional

This research is based on the problems found based on the results of interviews with mathematics teachers and students at SMPN 1 Lareh Sago Halaban that the media used in the learning process only uses the blackboard with lecture and discussion methods, there is no technology-based learning media, especially educational games that are used by teachers to students related to mathematics lessons caused a lack of interest and activeness of students in mathematics subjects. Based on this, the solution given is to design a learning media. The purpose of this research is to produce learning media products in the form of educational games with the help of software Building 2 mathematics subjects at SMPN 1 Lareh Sago Halaban. The design of mathematics education games uses the construct 2 design application at SMPN 1 Lareh Sago Halaban with the Research and Development (R&D) research method using the MDLC (Multimedia Development Life Cycle) development model from Luther Sutopo the development model is explained in 6 stages, namely Concept, Design, Materials Collection, Assembly, Testing and Distribution. The product test used in the research is the validity test, practicality test, and effectiveness test. The product test results show that the educational games designed are valid, practical and effective. For the results of the validity test of three validators, the score was 0.88, the practical test by 3 practi- tators was 0.97, and the effectiveness test of twenty people was 0.92.

Muh Andis Hidayatullah; Nawung Asmoro Girindraswari; Utari Yolla Sundari

Student Scientific Creativity Journal 2023 Pusat Riset dan Inovasi Nasional

The ability to understand and utilize technology, especially for learning media, is very supportive in learning more creative Tridimensional designs. Information Technology is a method that should be used in the learning process, it is hoped that it will optimize the learning of fine arts in the Sendratasik study program. The purpose of this research is to develop references for learning the three-dimensional nirmana and increase the competence of students in the Sendratasik Study Program at the University of Palangka Raya in learning fine arts, namely the tri-dimensional nirmana. In this study used the Research and Development (R&D) method. The Research and Development stage is the development of learning references by making tridimensional nirmana infographics using the Canva application. Until a nirmana infographic design is produced. Then the Development stage is continued by presenting the results of the infographic design through a workshop to determine the level of student understanding of the three-dimensional nirmana learning references.

Erika Nauli Sibarani; Lenggang Nalaswari; Muhammad Ihya Ulumuddin H; Yulia Hana Nurlatifah; Siti Hamidah

Jurnal Bintang Pendidikan Indonesia 2023 Pusat Riset dan Inovasi Nasional

This article reviews the influence of netizen comments on the mental health of parents of children with special needs. The research analyzed in the article is based on the background of the problem that negative comments have a significant impact on the mental health of parents with disabilities, so this research aims to address the stigmatization and discrimination of persons with disabilities and their families on social media and encourage people to treat them with the same respect and understanding as other people. This type of research is qualitative research with a naturalistic paradigm. The method used in the assignment article for the Indonesian Language Education course is a systematic literature review (SLR). The research instrument is a survey and the researcher is the key instrument. The data source for this research is the results of a survey of several comments on the social media accounts of parents of children with special needs. The result is making learning media in the form of posters or videos, and others about the effect of bad comments on the mental health of parents of children with special needs as well as the importance of being responsible and being wise in writing comments on social media.

Andhika Mega Pradana; Ade Mubarok

Jurnal Sistem Informasi dan Ilmu Komputer 2023 International Forum of Researchers and Lecturers

Many games are starting to appear that are less educational and less suitable to be played which have a bad impact on children, as well as the lack of parental supervision of children in excessive use of gadgets. the need for a media that can unite two elements, namely game play and learning, therefore an educational game application is made that uses construct 2 and coreldraw which serves as the interface design processor, objects, buttons, and players. This educational game raises the theme of introducing the names of animals in the form of pictures, which will later become an alternative learning that provides a more useful education, has a positive impact on children, and can reduce children playing games that are not suitable for their age. With this application, it provides broad insight to children about recognizing animal names and understanding them, and can fill children's free time which is usually spent just playing less useful games by playing and learning with this educational game application.

Raihan Cahya Adi Putra; wahyudi wahyudi; Chris Dwi Yanthy; Elok Wigati; Syarif Fahmi Mauliansyah

ISAINTEK: Jurnal Informasi, Sains dan Teknologi 2023 Politeknik Negeri FakFak

In every early childhood education, children will be more likely to be interested in games that are easy to play and attract attention in which there are colorful animated images that attract attention. At this stage, children will find it easier to remember an animal shape or writing that has attractive colors and communicative and fun shapes, and can also hear the sounds in it. Based on the description above, it is important to make learning media in the form of Bimbel Online educational games which can facilitate the learning process for early childhood with the concept of learning while playing. With the existence of technology like today, it greatly facilitates activities and changes the shape of children's play patterns today, of course, this digital role is expected to be able to make children more positive in playing. The role of parents is also very important in sorting children's games so they don't go in a negative direction. In this way, this application was formed to make it easier for children and divert them to play in this virtual world with this educational game.

Dede Nurul Qomariah; Jenal Abidin; Nendah Nurjannah

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2023 Universitas Maritim AMNI Semarang

The ability of children to recognize the letters of the Qur'an in Taam Darul Huda is still low. Almost all students know hijaiyyah letters, but have not been able to pronounce and write letters without seeing examples. The purpose of this study is to find out how the implementation of introducing the letters of the Qur'an with the media playing flashcards in Ta'am Nurul Huda. This type of research is a case study with a qualitative approach. Data collection techniques were carried out through observation, in-depth interviews and documentation studies. The results of the study show that the implementation of introducing the letters of the Qur'an with the media playing flashcards carried out by teachers at Taam Nurul Huda can actually help students memorize hijaiyah letters. The learning approach designed by the teachers is carried out through four stages, namely the preparation, implementation, self-learning, and evaluation stages.    

Kurniawati Kurniawati; Lenny Kurniati; Adi Nova Trisetyanto; Banun Sri Haksasi

Jurnal Insan Pendidikan dan Sosial Humaniora 2023 International Forum of Researchers and Lecturers

The Covid-19 pandemic has brought significant changes in various aspects of life, including the education sector. One of the noticeable changes is the shift to online learning. However, the problem faced by teachers in this online learning process is the lack of skills in selecting relevant learning media that suits the condition and needs of the students. Therefore, the aim of this community service program is to provide an understanding of the concept of online learning media and to introduce and improve the teachers' ability in using the online learning support system through training and mentoring in creating online learning media content, particularly through the YouTube platform, for teachers at SMK Yasiha Gubug. The method used in this community service program was an informative approach and training mentoring. The results of this program showed that the motivation, confidence, understanding of online learning media, and teachers' skills in using technology to create online learning media have improved.

Heni Okta Darma; Merry Prima Dewi; Loli Safitri; Widya Safitri

One of the most crucial language components that students should master is vocabulary. It is caused vocabulary is always used in everyday activities. Nevertheless, the students have difficulty when learning vocabulary and the lack of ability of students in remembering new vocabulary in English. Based on the problems, as a resulted to conduct teaching vocabulary mastery by the use of media namely word wall to help students improving their vocabulary mastery. This research was conducted to the seventh grade of SMPN 3 Kec. Pangkalan Koto Baru. In this study, researcher used quantitative method with quasi-experimental design by comparing two classes. The subject of this study was seventh grade, namely VII1 and VII2. VII1 was experimental class with 25 students and VII2 was control class with 25 students. The research instrument was vocabulary test. The data was analyzed by using Independent Sample t-test in SPSS 26. This study indicated that there was significant difference in achievement of students’ vocabulary mastery between the students who were taught by using word wall media and without using Word Wall media. It can be seen from p-value which was smaller than the alpha value (0.000<0.05). From the results of the data, teaching vocabulary mastery through word wall media gave more significant effect to increase students’ vocabulary mastery.

Nia Rachmawati; Nugrahani Astuti; Mauren Gita Miranti; Ita Fatkhur Romadhoni

Jurnal Bintang Pendidikan Indonesia 2023 Pusat Riset dan Inovasi Nasional

This research is development research that aims to find out: 1) the development of powtoon animation video learning media on egg material; 2) the feasibility of powtoon animation video learning media on egg material; and 2) students' responses to the powtoon animation video learning media on egg material. This study uses the 4D development method, but only up to the development stage. Data were obtained using validation sheets and questionnaires using a Likert scale. The validation sheet was assessed by an expert judgment which was tested with the Aiken V formula. The questionnaire sheet was assessed by students who then carried out a practicality test to see students' responses to learning media. Based on the results of the data analysis performed, the material validation results obtained an Aiken V value of 0.959. The media validation results obtained an Aiken V value of 0.954. Meanwhile, from the results of the student response questionnaire, they obtained a percentage value of 80.6% in the very practical category. This shows that the powtoon animation video learning media on egg material is feasible, very practical, and can be used in DDPK 2 learning egg material.

Yuki Indayanti; Prihatin Ningsih Sagala

Journal of Student Research 2023 Pusat Riset dan Inovasi Nasional

This study aims to find out how to improve students' mathematical creative thinking skills after using the Problem Based Learning model assisted by Geogebra media and to find out how students' answers process in solving problems on the mathematical creative thinking ability test after applying the Problem Based Learning model assisted by Geogebra media. This type of research is Classroom Action Research (PTK) which was conducted in two cycles, the subjects in the study were class IX-3 MTs Citra Abdi Negoro, totaling 27 students. This research is said to be successful if it meets the indicators of success, namely, (1) The level of students' mathematical creative thinking ability increases with a value of ≥ 85% at least in the medium category, (2) The process of completing student answers with a value of ≥60% at least in the good category, (3) The results student and teacher observations show a good category. Based on the results of the study, the average initial ability test score of 58.10 increased to 61.34 in cycle I and 80.55 in cycle II. There was also an increase in classical completeness, in the creative thinking ability test of 8 students (29.63%) in the initial ability test increased to 12 students (44.44%) in cycle I and 25 students (92.59%) in cycle II. For the process of student answers from cycle I with an average presentation of 50 students' answer processes, 31% increased to 70.67% in cycle II. Based on the results of the study it can be concluded that the Problem Based Learning model assisted by Geogebra media can improve students' creative thinking skills.

Nur Izhma Adzkia Zahra; Kairuddin Kairuddin

Journal of Student Research 2023 Pusat Riset dan Inovasi Nasional

This study aims to describe the improvement of mathematical problem-solving skills after applying the realistik mathematics learning assisted by digital media of class VIII students of SMP Dharma Patra Sei Lepan for the 2022/2023 academic year. The subjects in this study were 32 class VIII-A students of Dharma Patra Private Middle School. Data collection techniques used were teacher observation sheets, tests of mathematical problem-solving skills, and documentation. This research is a classroom action research (PTK) which consists of 2 cycles, each cycle consisting of 2 meetings. Before taking action, first given the initial test and at the end of each cycle is given a test of students' mathematical problem-solving abilities. The test results of students' mathematical problem-solving abilities increased from the initial test, cycle I, and cycle II. In the classical pre-test, 3 students (9.38%) passed and the average pre-test ability was 49.12% with a very low level of ability. In the first cycle test, there was an increase classically, 17 students (53.13%) completed and the average ability test obtained 69.01% with the ability level in the medium category. Then the second cycle test also experienced an increase in classically obtained 28 students (87.5%) completed and an average ability obtained 81.05% with a high level of ability category. Thus it can be concluded that the application of realistik mathematics learning assisted by digital media can improve the mathematical problem-solving skills of class VIII students of SMP Dharma Patra Sei Lepan.

Aprida Hanum; Marhan Hasibuan; Anida Anida

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2023 Pusat Riset dan Inovasi Nasional

This research is a type of quantitative research using primary data. The population in this study amounted to 200 students. The sample and sampling in this study used a non-probability sampling technique using a random sampling method with a total sample of 30 respondents. The data processing technique uses a regression test with the product moment formula. The conclusion results from the calculation of the education questionnaire in the era of society 5.0 which has a mean result of 51.9, a median of 54.8, a mode of 53.4, a variance of 26.04 and a standard deviation of 5.10 is acceptable with significant tolerance limits. This shows a positive and significant relationship. Students' motivation to study jurisprudence has an average result of 53.4, median of 53.7, mode of 53.2, variance of 18.19 and standard deviation of 4.26 and can be accepted with significant tolerance limits. This shows a positive and significant relationship. There is a positive and significant relationship between education in the era of society 5.0 and students' motivation to study jurisprudence with the regression line Y=19.76 +0.66 X There is a significant correlation between education in the era of society 5.0 with students' motivation to study jurisprudence in fiqh subjects at MTs Negeri I Langkat after the regression test was carried out using the product moment formula with a calculated result of 0.818 with a strong or high level of relationship.

Arnita Niroha Halawa; Dety Mulyanti

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2023 Universitas Maritim AMNI Semarang

Improving the quality of education for an educational institution is currently a top priority. This is the most important part in building sustainable education, therefore educators/educational staff must have a management principle in carrying out the level of change or development towards quality education. The purpose of writing this scientific article is to find out and review from a theoretical point of view and conduct discussions with previous theories. The method used is a theoretical review by analyzing and comparing existing theories. The result of this theoretical review is that the factors that affect the improvement of the quality of education quality are influenced by internal and external factors and in terms of resources. It can be concluded that the factors that influence the quality of education in educational institutions are an integral part that cannot be separated. These factors support the improvement of higher quality education and become indicators or standards of education and teaching. For educational institutions, it is necessary to develop teaching materials, develop learning strategies and methods, develop learning media, assessment, evaluation and assessment systems as well as educational curricula to improve the quality of teaching quality. It is also necessary for educational institutions to conduct monitoring and evaluation in as well as a more modern development program.

Imliana Tantri Marbun; Arifmiboy Arifmiboy; Salmi Wati; Muhiddinur Kamal

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2023 Pusat Riset dan Inovasi Nasional

Based on information from the teachers, the students’ SKI learning outcomes are low. The reason for this is that using varied teacher  media will result in students learning to feel bored and less enthusiastic and students become passive. The purpose of this research was conducted at private MTs N’L sorkam kanan in North Sumatera to be precise, students in class IX.A and IX.B. It can be seen that in the learning carried out after using flash card media on student SKI learning outcomes. This study used experimental research where class IX B was used as an experimental class. The class was given treatment using flash card media with a total of 24 students and for the control class, class IX.A was not given treatment but only used conventional media.  As every day in learning, the number of students here is  26 students will be seen that there is a good differences in the results when using flash card media with conventional media. So with that, trials were carried out with preter and portert tests to find out differences in students SKI learning outcomes before and after being given treatment.  Flash card media on the learning outcomes of SKI MTs Students private MTs NU Sorkam right in North Sumatra, which was seen in a paired t test with editorial T1 pretest and T2 posttest which produces sig= 0,000 which is smaller than the significant 0,05 and the tcount test is 10,021 while the t tabel of 24 students, the t tabel is 0,173 then Ha is accepted. 2. There are differences in student SKI learning outcomes using flash card media and conventional media as shown at sig= 0,018 which is smaller than the significant 0,05. 3. Student SKI learning outcomes using flash card media are better than conventional media seen at it sig=0,018 which is smaller than the significant 0,05 can be seen that student SKI learning outcomes using flash card media are better than conventional media.