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Zilfa Amalia Tsany; Deti Rostika; Muh. Husen Arifin

Jurnal Bintang Pendidikan Indonesia 2023 Pusat Riset dan Inovasi Nasional

This research is about the design and development of interactive multimedia to introduce types of businesses and economic activities. This research is motivated by the problem of learning media which at the moment is still fixated on teachers and books. Another problem is the lack of knowledge and ability of teachers in introducing types of businesses and economic activities and the condition of students who have a great interest in using digital technology-based learning media. Thus, this research aims to create an Interactive Multimedia as a facilitator for students in learning the material of business types and economic activities.  This research uses the Design and Development (D&D) research model, with Analyze, Design, Development, Implementation, and Evaluation (ADDIE) research procedures. This research involved experts and users. The results of the assessment from the expert's point of view for the feasibility of interactive multimedia is very feasible to be implemented in learning.

Prita Puspita; Mettadewi Wong; Adriana Venny Ariani; Linawati Suwito; Mulyadi Mulyadi

Jurnal Budi Pekerti Agama Buddha 2023 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This research aims to determine the extent of the quality of the teaching materials used and develop teaching materials that are adapted to the characteristics of learners, due to the limitations of the teaching materials that have been used and create new teaching materials that are more appropriate and appropriate for student education in West Kalimantan Province. This research method uses a qualitative approach with R&D research methods. The subjects in this research were 42 students in West Kalimantan Province. The research and development procedure for the R& model consists of five steps, namely; (1) Analysis (analysis), (2) Design (design), (3) Development (development), (4) Implementation (implementation) and (5) Evaluation (evaluation). The results of the analysis show that the Buddhist Vihara Graha Sailendra Sunday School learning conditions at this week's school are still teacher-centered using printed books and limited use of learning media. It was found from the results of post-test data from 42 students that only 39 reached the KKM on Buddhist religious holiday material, while 3 did not reach the KKM.      

Nada Despriyanti Sitanggang; M. Joharis Lubis

Jurnal Yudistira : Publikasi Riset Ilmu Pendidikan dan Bahasa 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

The purpose of this study was to determine the effect of using the Cooperative Learning Model Type Teams Games Tournament (TGT) Aided by Audiovisual Media on the Ability to Write Explanatory Texts in Class VIII of SMP Amir Hamzah Medan on the ability to write explanatory texts in Class VIII Students of SMP Amir Hamzah Medan . The population in this study were all class VIII students of Amir Hamzah Private Middle School Medan in the 2022/2023 academic year, totaling 47 people consisting of 2 classes, while the sample used was 25 students, determined by random sampling technique. The research method used is a quantitative experimental method. The instrument in this study was a writing test of explanatory text which was assessed based on the content, text structure, and language conventions of the explanatory text. The average score obtained by students before applying learning with the Cooperative learning model of the Teams Games Tournament (TGT) type assisted by audiovisual media was 61.68, while the average value obtained by students after using the assisted Teams Games Tournament (TGT) type of Cooperative learning model audiovisual media, namely 79.68. So, it can be concluded that the test scores after applying the Cooperative learning model of the Teams Games Tournament (TGT) type assisted by audiovisual media are higher than before. The results of data analysis in testing the hypothesis show that tcount = 4.28, then looking at the t table, the significance level is 5%, and df = N – 1 = 25 – 1 = 24, it is obtained ttable = 1.71. Because the obtained tcount is greater than ttable, namely 4.28> 1.71, the null hypothesis (Ho) is rejected and the alternative hypothesis Ha is accepted.

Imroah Lailatuz Zaikiyah

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

The main objective of this research is to study learning media Fingerglass human breathing simulator. Utilization of simulation models designed to resemble the human respiratory system serves as an invaluable educational tool. The aim is to facilitate a comprehensive understanding of scientific concepts, particularly in the field of natural sciences, with the ultimate goal of practical application in everyday life. By using this simulator it is hoped that students will be involved to be actively involved in the learning process, fostering a high interest in understanding the subject matter. This research took place at UPT SDN 17 Gresik for Grade 5 students. The model used is a simulator of the human respiratory system following the ADDIE model, which consists of five stages: analysis, design, development, implementation and evaluation. This model is based on the scientific approach to ADDIE development theory outlined by Robert Maribe Branch. The validation process for two levels of material expert validators I and II resulted in a validation level of 85% indicating that the material was included in the valid category. Likewise, the results of the validator material expert validator II show a validation level of 100% which is also included in the valid category. This implies that the contents of the learning media are relevant to the subject matter of the fifth grade Human Respiratory System in elementary school. Thus it can be concluded that the quality of the Fiberglass Learning Media Human Breathing Simulator meets valid criteria in terms of the material it contains. In addition, the student's response obtained a value of 87% indicating that the Human Breathing Simulator Fiberglass Learning Media was very suitable for use in the learning process

Norhamidah; Ahmad Muhyani Rizalie

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

The problems that occur in this study are the low activities and learning outcomes of Civics content, because learning is one-way, students have difficulty understanding the material, lack of activities that build a sense of cooperation, confidence and responsibility, lack of activities that require students to think critically, lack of student involvement actively in learning and the lack of learning activities that can develop student creativity. Efforts to overcome these problems are by using the PBL learning model, Hands On Activity and Talking Stick. The purpose of this research is to increase student learning activities and outcomes. The subjects of this study were fifth grade students at SDN Telaga Biru 6 Banjarmasin, which consisted of 30 students consisting of 12 boys and 18 girls. The method used is a qualitative approach with the type of PTK and using qualitative data obtained through observing the activities of educators and students, while quantitative data through student learning outcomes from individual written test results. These results show that the acquisition of educator activities at meeting IV obtained a score of 31 in the "Very Good" category. Student activity reaches 97% and learning outcomes have reached an indicator of success, namely ≥81. Based on the results of this study, it can be concluded that using a combination of Problem Based Learning, Hands On Activity, and Talking Stick can increase student activity and learning outcomes.

Nur Nabiilah; Fathul Jannah

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

The problems found in this study are the low activity, motivation, and learning outcomes of students in mathematics content. This is because learning is one way, learning is less meaningful, and learning is less interesting. The application of the PETA model to mathematical content is a strategy used to overcome this problem. This study aims to describe the activities of educators, analyze the increase in student activity, motivation and student learning outcomes. This study used classroom action research which was carried out during three meetings. The research subjects were 30 students in class V at SDN Telaga Biru 6 Banjarmasin. The type of data taken is qualitative data obtained from observing the activities of educators, students, and motivational questionnaires. Quantitative data were obtained through group and individual written tests. The indicator of success to be achieved is ≥80% of all students. Based on the results of research that has been carried out using the MAP model, it is able to increase student activity, motivation, and learning outcomes.

Anisah Anisah; Dita Yuzianah; Mujiyem Sapti

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

Anisah. 182140060. "Development of Character Education-Based Interactive Learning Media in Class VII Middle School Mathematics Learning Using Powerpoint". Thesis. Mathematics education. FKIP. Purworejo Muhammadiyah University. 2023. The aim of this research is to develop and determine the feasibility of the learning media that has been developed. The media product in this study is in the form of interactive learning media based on character education using Powerpoint in learning mathematics for seventh grade junior high school on integer material. This research uses the type of development research (Research and Development) with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Data collection techniques in this research were carried out by means of interviews, questionnaires and tests. The instruments used include media expert and material expert validation sheets, teacher response questionnaire sheets and student responses, and final test questions. The subjects in this research were class VIID students at SMP Negeri 18 Purworejo. Data analysis in this study was the validity data analysis of media experts and material experts, analysis of teacher response data and student responses, and analysis of final test completeness data. The results of the media expert's assessment obtained a total score of 66 with valid criteria and material experts obtained a total score of 29 with the validity calculation formula obtaining results with valid criteria, from the teacher response questionnaire and student responses obtained an average total score of 85.1 with practical criteria, from The results of the final question test obtained a completion percentage of 84% with effective criteria. Based on the research results, this mathematics learning media was declared valid, practical and effective. Thus it can be concluded that interactive learning media based on character education in class VII SMP mathematics learning using PowerPoint is appropriate to use as a learning medium.

Sheila Adella Puteri; Ahmad Muhyani Rizalie

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

The problems that occur in this study are low activity and learning outcomes in Mathematics content, due to the use of limited learning media, learning is less interesting and less fun because learning models and methods are less varied, students are still hesitant in expressing opinions about the material. Efforts are made by implementing learning with a combination of PBL, TGT and Improve models. This study aims to increase the activity and student learning outcomes. This research was centered on fourth grade students at SDN Telaga Biru 6 Banjarmasin, totaling 25 students. The research method used is a qualitative approach with the type of Classroom Action Research (CAR). The data used are qualitative data obtained through observing the activities of teachers and students, while quantitative data is through student learning outcomes from individual written test results. The results showed that the combination of the PBL, TGT and Improve models at the fourth meeting showed that the teacher's activity obtained a score of 92 in the very good category. Student activities get a score of 91 in the very good category. Cognitive, affective and psychomotor completeness learning outcomes reached 88%. Based on the results showed that the combination of Problem Based Learning, Teams Games Tournament and Improve models could increase the activity of teachers, students, and student learning outcomes in Mathematics content.

Rizqi Anggun Kharisma; Nur Isroatul Khusna

Jurnal Sadewa : Publikasi Ilmu Pendidikan, Pembelajaran dan Ilmu Sosial 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

As an effort to improve the learning process, this study aims to describe the effect of the Contextual Teaching and Learning (CTL) learning model with Fun Mind Mapping media on learning outcomes (cognitive, affective, psychomotor). The approach used in this research is a quantitative approach. The type of research used is a type of experimental research. The population in this study were all students of class VIII UPT SMP Negeri 3 Srengat. The sampling technique used was purposive sampling. The instruments used to measure learning outcomes are test questions and questionnaires. The data analysis technique used in this study is the data instrument test with the validity test and reliability test, the prerequisite test with the normality test and homogeneity test, and the hypothesis test with the t-test. The results showed that partially there was an influence of the Contextual Teaching and Learning (CTL) learning model with Fun Mind Mapping media on students' cognitive, affective, and psychomotor learning outcomes. This is evidenced by the results of data analysis with the help of SPSS 22 for windows on cognitive aspects 0.017 <0.05, affective aspects 0.046 <0.05, and psychomotor aspects 0.048 <0.05, which means H0 is rejected and H1 is accepted.

Rizqi Anggun Kharisma; Nur Isroatul Khusna

Jurnal Sadewa : Publikasi Ilmu Pendidikan, Pembelajaran dan Ilmu Sosial 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

As an effort to improve the learning process, this study aims to describe the effect of the Contextual Teaching and Learning (CTL) learning model with Fun Mind Mapping media on learning outcomes (cognitive, affective, psychomotor). The approach used in this research is a quantitative approach. The type of research used is a type of experimental research. The population in this study were all students of class VIII UPT SMP Negeri 3 Srengat. The sampling technique used was purposive sampling. The instruments used to measure learning outcomes are test questions and questionnaires. The data analysis technique used in this study is the data instrument test with the validity test and reliability test, the prerequisite test with the normality test and homogeneity test, and the hypothesis test with the t-test. The results showed that partially there was an influence of the Contextual Teaching and Learning (CTL) learning model with Fun Mind Mapping media on students' cognitive, affective, and psychomotor learning outcomes. This is evidenced by the results of data analysis with the help of SPSS 22 for windows on cognitive aspects 0.017 <0.05, affective aspects 0.046 <0.05, and psychomotor aspects 0.048 <0.05, which means H0 is rejected and H1 is accepted.

Rotua Situmorang; Erlinda Simanungkalit; Demmu Karo-karo; Eva Betty Simanjuntak; Lidia Simanuhuruk

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

This study focuses on analyzing the validity of developing learning media, knowing the practicality and effectiveness of developing Canva-based scrapbook learning media on the theme 8 sub-themes 1 learning 4 class V SD Negeri 16 Urat Timur T.A 2022/2023. The problem in this study is that the learning media used in the learning process are still conventional media, the lack of use of learning media that utilizes technology, students find it difficult to understand learning material, and learning is still teacher- centered so that students are less active in the learning process. This research is a development research (Research and Development) using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The subjects of this study were fifth grade students and the object of this research was Canva-based scrapbook learning media. The results of material validation by material experts obtained a percentage of 85% in the "Very Eligible" category and media validation by media experts obtained a percentage of 94% in the "Very Eligible" category. The practicality test by educational practitioners obtained a percentage of 98% in the "Very Practical" category. The results of the media effectiveness test through the pretest obtained an average of 53.3 with a completeness percentage of 22.2% in the "Not Effective" category while in the posttest obtained an average of 85.5 with a 100% completeness percentage in the "Very Effective" category. So it can be concluded that the developed Canva-based scrapbook learning media is feasible, practical, and effective for use in learning activities in elementary schools.

Lena Suwartini; Caswita Caswita

Jurnal Yudistira : Publikasi Riset Ilmu Pendidikan dan Bahasa 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

This research was structured with the aim of improving student learning outcomes through quantum teaching learning regarding the excretory system in science learning in Class VIII-E students of SMP Negeri 20 Tasikmalaya. This type of research is Classroom Action Research (CAR), in which the teacher is the executor of learning while the researcher is the observer. The research design uses the Kemmis and Mc. Taggart. This research was conducted in the even semester of the 2021/2022 school year, namely in March. The subjects of this study were students of Class VIII-E at SMP Negeri 20 Tasikmalaya which consisted of 33 students. The object of research is the active learning of students. Data collection techniques using observation and interviews. Data were analyzed descriptively and presented in the form of tables and graphs. The results showed that there was an increase in the active learning of students, namely in the first cycle an average of 74 (good category) and in the second cycle 81 (very good category), meaning that the learning outcomes in cycle II had fulfilled the Minimum Completeness Criteria of 75. This means there was an increase of 9.54%. Thus the use of the quantum teaching learning model regarding the excretory system in science learning can increase the learning activity of Class VIII-E students of SMP Negeri 20 Tasikmalaya.

Muhammad Yasir; Fibri Rakhmawati; Rora Rizky Wandini

Jurnal Manuhara : Pusat Penelitian Ilmu Manajemen dan Bisnis 2023 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Media plays an important role in the learning process because it can help achieve learning objectives. The purpose of this study was to see how the effect of using smart board media on students' addition and subtraction learning outcomes. This study used a quantitative method with a quasi-experimental research design. The population in the study was entirely class II students totalling 29 students, with a sample of 14 students of class II-A as the experimental class and 15 students of class II-B as the control class. Total sampling was used for sampling. To analyse the data, the Wilcoxon test was used which was carried out with SPSS version 20. The results showed that the use of smart boards had an effect on student learning outcomes in addition and subtraction material, namely the use of smart board media increased student learning outcomes when compared to conventional models. The use of smart board media in particular improves student learning outcomes with an average achievement of 83.2 very good compared to the conventional model which reaches an average of 63.3 with a moderate category. This research can be used to determine the effect of smart board media using other variables.

Muhamad Novi Aminudin; Binti Maunah

Jurnal Sadewa : Publikasi Ilmu Pendidikan, Pembelajaran dan Ilmu Sosial 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

The aim of this research is to increase students' social studies learning motivation through the application of the mind mapping learning model, this is due to the low level of students' learning motivation towards social studies subjects at MTs Miftahul Huda Ngeni Wonotirto Blitar. This study uses a descriptive qualitative approach. Data collection techniques using interviews, observation, and documentation. The results of this research are (1) The steps for implementing the mind mapping learning model begin with determining the objectives to be achieved in learning, determining the material that will be presented in the mind map. After the material is determined, the next step is to prepare supporting tools. The next step is the learning process using the mind mapping learning model. (2) Student responses to the application of the mind mapping learning model get a good response from students. Students are more enthusiastic when learning activities use the mind mapping learning model. (3) The implications of applying the mind mapping learning model are a) students are interested in paying attention to the material presented, b) students become easier to understand the material, c) students become more enthusiastic about learning than usual, d) students become more active in learning activities using mind mapping model, e) student learning motivation has increased, besides that it will affect student learning outcomes.  

Muhamad Novi Aminudin; Binti Maunah

Jurnal Sadewa : Publikasi Ilmu Pendidikan, Pembelajaran dan Ilmu Sosial 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

The aim of this research is to increase students' social studies learning motivation through the application of the mind mapping learning model, this is due to the low level of students' learning motivation towards social studies subjects at MTs Miftahul Huda Ngeni Wonotirto Blitar. This study uses a descriptive qualitative approach. Data collection techniques using interviews, observation, and documentation. The results of this research are (1) The steps for implementing the mind mapping learning model begin with determining the objectives to be achieved in learning, determining the material that will be presented in the mind map. After the material is determined, the next step is to prepare supporting tools. The next step is the learning process using the mind mapping learning model. (2) Student responses to the application of the mind mapping learning model get a good response from students. Students are more enthusiastic when learning activities use the mind mapping learning model. (3) The implications of applying the mind mapping learning model are a) students are interested in paying attention to the material presented, b) students become easier to understand the material, c) students become more enthusiastic about learning than usual, d) students become more active in learning activities using mind mapping model, e) student learning motivation has increased, besides that it will affect student learning outcomes.  

Sri Astuti; Nasrun Nasrun; Ernawati Ernawati

Journal Innovation in Education (INOVED) 2023 STIKes Ibnu Sina Ajibarang

The problem in this research was the discovery of problems in the learning process, where students had minimal understanding regarding the material presented by the teacher. This research aims to determine whether concrete media development can influence students' interests, attitudes and abilities in absorbing information from the material presented by the teacher. This type of research is research and development (R&D) which aims to determine the validity and practicality of a concrete learning media in the form of congklak for fourth grade students at SD Inpres Maccini Baru, Tamalate District, Makassar City. The development model used is the ADDIE model consisting of analysis, design, development, implementation and evaluation stages. The subjects in this research were 32 grade IV students at SD Inpres Maccini Baru, Tamalate District, Makassar City. The data collection technique was carried out by means of a questionnaire. The results of the validity and practicality that were developed were a media validity percentage of 81.6% with the "Valid" criteria. The results of the analysis in the field trials of students obtained a percentage of 81.17% "Valid/Practical". So it can be concluded that the concrete learning media in the form of congklak is valid and practical. Based on the results of the research above, it can be concluded that the Congklak media for class IV of SD Inpres Maccinni Baru, Tamalate District, Makassar City uses a type of practical development research.

Desy Ayu Andhira

Jurnal Yudistira : Publikasi Riset Ilmu Pendidikan dan Bahasa 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to describe the planning, implementation and assessment of increasing students' interest and courage in responding in speaking learning through the Response Readers model for class VII.1 students at SMP Negeri 17 Makassar. This research approach uses a classroom action research (PTK) approach. This type of research is descriptive qualitative. The data collection technique used in this research was a test technique and observation with two cycles. The data analysis techniques used are quantitative and qualitative analysis techniques. The results of the research show that the implementation of increasing students' interest and courage in responding in learning to speak through the Readers Response model for students in class VII.1 of SMP Negeri 17 Makassar showed significant results which were marked by an increase in the number of students who had very good and good grades. decrease at the level of sufficient and poor student categories.

Fetty Anggriani; Muhamad Firdaus; Hartono Hartono

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

The purpose of this research is to find out the comparison of Inquiry and Problem Based Learning learning models on critical thinking skills in terms of students' learning interests. This research was conducted at SMP Negeri 5 Sandai. This research was a quantitative experiment with the type of quasi-experimental design (quasi-experimental) research. The design of this study followed the research paradigm flow of Randomized Only Control Group Design where the subjects taken were grouped into two groups, namely experiment I and experimental group II. In this study, the samples were VIII grade students consisting of VIII A and VIII B classes. Experimental class 1, VIII A consisted of 30 students and experimental class 2, VIII B consisted of 30 students. The data collection tools used in this study were response questionnaires and tests of critical thinking skills in the form of essay questions. The results of the analysis of variance of the two cell paths are not the same indicating that there are differences in critical thinking skills between students with high, medium and low interest in learning. Based on the post-anava test with the Scheffe method, the value of F_(.1-.2) = 0.7374; F_(.1-.3) = 6.7540; F_(.2-.3) = 1.4279; DK = {F│F<3.168}. From the results of the calculation of the two-way analysis of variance with unequal cells, the value of F_ab=1.576<F_(0.05;2;54)=3.16 means that H_0AB is accepted so that there is no interaction between the learning model and learning interest on students' critical thinking skills.

Muhammad Husni; Muhammad Sururuddin; Aulia Dwi Hasani; Nia Budi Harti

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

The problem in this study is the low social care character of the fifth-grade students at SD Negeri 2 Pohgading. This study aims to analyze the effect of applying the Teams Games Tournament (TGT) cooperative learning model on the social caring character of fifth grade students at SD Negeri 2 Pohgading. This is quantitative research with ex post facto research methods with 41 students of class V SD Negeri 2 Pohgading as population and were 20 VA class students as samples determined using the Purposive Sampling technique. Data collection techniques used interviews, documentation and questionnaires on a scale of five. Data analysis used descriptive statistics and simple linear regression. The results indicate that the cooperative learning model of the TGT type has an effect on the formation of the socially caring character of fifth-grade students at SD Negeri 2 Pohgading with the testing criterion that is if the sig value is 0.00 <0.05 then there is an influence between the X and Y variables or Ho is rejected and Ha is accepted, otherwise the sig value is 0.00 > 0.05. Thus, it is not affected by the variables X and Y or Ha is accepted and Ho is rejected.

Faris Salman Faza; Suwarno; Sriyanto

International Journal of Education and Literature 2023 Lembaga Pengembangan Kinerja Dosen

This study aimed to analyze the differences in the Project Based Learning (PJBL) and Problem-Based Learning (PBL) learning models at MA PPPI Miftahussalam Banyumas on disaster mitigation material. The type of research used in this study was quasi-experimental, with research subjects namely students of class XI MA PPPI Miftahussalam Banyumas, totaling 52 students. This data collection method uses the computational computation of the SPSS program. Data processing for comparison of Project Based Learning and Problem-Based Learning models uses the t-test. The results of the t-test show the value of Sig. (2-tailed) of 0.028 <0.05, it can be concluded that there is a significant difference between the average student learning outcomes with the Project Based Learning and Problem-Based Learning models. The mean difference value is -5.44 which indicates the difference between the average student learning outcomes with the Problem-Based Learning model and the Project Based Learning model or 77.56 – 83 = -5.44. It can be concluded that learning using the Project Based Learning learning model is significantly more effective than using the Problem-Based Learning model.