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Ari Gunawan; Dani Kusuma

Jurnal Riset sosial humaniora, dan Pendidikan (Soshumdik) 2024 LPPM Universitas 17 Agustus 1945 Semarang

This research aims to develop an interactive web learning media called Mathventure based on Google Sites, with a focus on improving the math problem solving skills of third grade elementary school students in multiplication material. The background of this research is driven by students' low understanding of the concept of multiplication and the lack of interesting and contextual learning media. The approach used in this research is the Research and Development (R&D) method with the ADDIE model involving five stages: analysis, design, development, implementation, and evaluation. The resulting product has been validated by material and media experts with excellent results. The pilot test was conducted in two elementary schools involving pretest, posttest, and student response questionnaire. The test results showed a significant increase in problem solving ability, with an N-Gain value of 0.6612, and a practicality level of 82%. This media is considered effective in creating learning that is fun, interactive, and able to motivate students in understanding the concept of multiplication. The implication of this research shows that web-based digital media can be an innovative solution to overcome math learning difficulties in elementary schools and has the potential to be further developed for other materials and levels.

Bilqisti Bilqisti; Alamsyah Alamsyah; Sunarto Sunarto

Parlementer : Jurnal Studi Hukum dan Administrasi Publik 2024 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

Kinerja pegawai akan menentukan kinerja instansi secara keseluruhan. Masalah kinerja sangat perlu diperhatikan karena kinerja merupakan kontribusi terbesar yang diharapkan instansi dari aparaturnya. Tujuan penelitian ini adalah menganalisis hasil penilaian kinerja pegawai Badan Ketenagakerjaan dan Pengembangan Sumber Daya Manusia (BKPSDM) Kota Palembang. Metode penelitian yang digunakan adalah deskriptif kualitatif, dengan teknik pengumpulan data meliputi: observasi, wawancara, dan studi pustaka, sedangkan teknik analisis data adalah analisis interaktif miles dan huberman. Hasil penelitian ; (1) Penilaian kinerja pegawai pada Kantor BKPSDM Kota Palembang cukup baik. Hal ini terlihat dari sikap dan ketegasan kepala BKPSDM dalam memantau perkembangan atau pencapaian target kinerja pegawai dan instansi, dimana secara keseluruhan target indikator kinerja terealisasi. Adapun pencapaian indikator kinerja yang melampaui target yaitu presentase indikator penanganan pelanggaran disiplin pegawai ASN, (2) Faktor-faktor yang mempengaruhi penilaian kinerja pegawai pada Kantor BKPSDM Kota Palembang adalah sebagai berikut: (a) faktor pendukung meliputi dimensi konteks, input, produk, dan (a) faktor penghambat yaitu dimensi proses.

Triani Triani; Nurdhiana Nurdhiana; Tri Bodroastuti; Fitri Absari; Rosy Febriyanti +2 more

ARDHI : Jurnal Pengabdian Dalam Negri 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Minat baca merupakan salah satu aspek penting dalam perkembangan literasi siswa yang dapat mempengaruhi pencapaian akademis serta kemampuan berpikir kritis dan kreatif dikemudian harinya atau sebagai landasan untuk tingkat pendidikan lebih lanjut. Akan tetapi, fenomena di Indonesia tingkat minat baca siswa sekolah dasar tergolong rendah, yang disebabkan oleh kurangnya akses terhadap bahan bacaan yang menarik serta terbatasnya kegiatan literasi yang inovatif dan menyenangkan. Pengabdian masyarakat ini bertujuan untuk meningkatkan minat baca siswa SD Al-Hikmah melalui Program Literasi Kreatif, yang dirancang untuk mengintegrasikan kegiatan literasi dengan kreativitas. Program ini melibatkan berbagai kegiatan seperti pembuatan cerita bergambar, permainan peran berdasarkan buku cerita yang dilakukan di perpustakaan sekolah atau pun di dalam kelas. Kegiatan-kegiatan itu mendorong siswa untuk mengekspresikan ide-ide mereka melalui tulisan dan gambar. Melalui pendekatan yang interaktif dan menyenangkan, diharapkan siswa dapat melihat membaca sebagai aktivitas yang menarik dan bermanfaat, sehingga minat baca mereka akan meningkat. Hasil dari pengabdian ini diharapkan dapat menunjukkan peningkatan minat baca siswa, yang diukur melalui partisipasi aktif dalam kegiatan, peningkatan frekuensi membaca, serta perubahan sikap positif terhadap kegiatan membaca. Program ini juga bertujuan untuk memberikan model pembelajaran literasi yang dapat diadopsi oleh sekolah-sekolah lain guna membudayakan literasi di kalangan siswa sejak dini

Made Anggita Abdi Jayanti; Nabila Amelia Hanisyah Putri; Ni Kadek Dwi Nanda Restiani; Ni Kadek Gina Pramitayani; Kadek Dwi Pitriyani

Jurnal Pengabdian Bidang Kesehatan 2024 PPNI UNIMMAN

Students' mental health is a crucial aspect of their development, as it directly impacts to their learning abilities, social relationships and emotional well-being. Therefore, it is important to give an attention to their mental health, through educational programs, emotional support, and the development of a safe and supportive learning environment.  This program aims to increase students' knowledge and awareness at SDN 1 Tukadmungga through a visual education approach and interactive discussions in open spaces environment. The method used involves the use of visual media such as informative posters as well as discussion sessions held in open spaces to create a more relaxed and participatory learning environment. The research results show that this approach is effective in increasing students' awareness of the importance of maintaining mental health, as well as encouraging them to be more open in talking about the feelings and problems they face. The results showed that there was an increase in students' knowledge before and after the education was carried out. In conclusion, visual education accompanied by interactive discussions in open spaces could be an efficient strategy in promoting mental health among elementary school students

Fahma Lucky Nur Wahyu Suci

Penelitian ini mengeksplorasi efektivitas teknik role playing dalam bimbingan kelompok untuk mengurangi perilaku bullying di SMP Negeri 48 Surabaya. Bullying, baik fisik, verbal, maupun cyberbullying, merupakan masalah serius yang berdampak negatif pada korban dan menciptakan lingkungan sekolah yang tidak sehat. Penelitian ini menggunakan pendekatan Penelitian Tindakan Kelas (PTK) dengan dua siklus intervensi, melibatkan siswa yang menjadi korban bullying dan kelompok kontrol. Teknik role playing digunakan untuk membantu siswa memahami dampak bullying dan mengembangkan empati. Hasil penelitian menunjukkan peningkatan pemahaman siswa tentang bullying dan penurunan perilaku bullying di kalangan siswa yang mengikuti intervensi. Pada siklus kedua, terjadi peningkatan kesadaran siswa tentang bullying hingga 72,66%, dan 67% dari siswa setuju bahwa role playing efektif dalam mengurangi bullying. Penelitian ini menegaskan pentingnya bimbingan kelompok dengan teknik role playing dalam menciptakan lingkungan sekolah yang lebih aman dan mendukung perkembangan psikososial siswa. Hasil ini juga dapat menjadi acuan bagi sekolah lain dalam mengimplementasikan program pencegahan bullying yang lebih interaktif dan reflektif. Kata kunci: Bullying, Bimbingan Kelompok, Role Playing.  

Sari Dafia; Vika Martahayu; M Iqbal Arosyad

Jurnal Ilmu Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

The aim of this study is to improve students' academic achievement through the use of map media in Social Science subjects. The research method used is qualitative, with a sample of 21 fifth-grade students from Sekolah Dasar Negeri 9 Merawang. This study was conducted in two cycles, with each cycle consisting of planning, implementation, observation, and reflection stages. In the first cycle, conducted over two meetings, the number of students who achieved the target mastery criteria was below 85 percent. Based on the results of this learning process, the researcher caried out the second cycle over two meetings, which showed an improvement in learning outcomes and an increase in the number of students achieving mastery. The number of students who achieved mastery in the Social Science subject was 19 out of 21 students. This indicates that the implementation of interactive learning model using map media can improve student learning outcomes, aligning with the motivation of students and teachers to encourage the achievement of mastery in the class.

Daniel Timothy Imannuel Silalahi; Intan Meutia Sari; Tiya Noviyanti

Switch : Jurnal Sains dan Teknologi Informasi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

In today's digital era, advances in technology and science are growing very rapidly. Of course, advances in technology and science affect various things. One of them android-based gadgets is utilization to make it easier to find information or knowledge that can be easily accessed. This research aims to design and create an application for the introduction of endemic animals in Indonesia. Endemic animals are species that only exist in certain places and are not found in other places, such as islands, countries, or other geographic areas. Android is an operating system that has an open source nature that allows it to make it easier to recognize and access information about Endemic Animals in Indonesia. The research method for designing and making applications uses the Software Development Life Cycle (SDLC) method. The method begins with planning, analysis, design, implementation and testing. The final result of this research is an application for the introduction of endemic animals in Indonesia based on android. This application was successfully made with appropriate material and quiz features. Function testing on each feature is done with the black box method to ensure the material runs well to display images and material and the function on the quiz feature can function properly. Tests were also conducted with 3 android devices with different versions, namely versions 10, 12, and 13.

Hasrini Hasrini; Dewi Sartika; Suciyati Sundu; Zahrawi Astrie Ahkam; Amirah Maritsa

Jurnal Pelaksanaan Pengabdian Bergerak bersama Masyarakat 2024 Asosiasi Riset Ilmu Kesehatan Indonesia

Background: Children who experience dental and oral health problems can experience a decline in quality. At the age of elementary school children, it is necessary for business actors to maintain dental and oral health regularly, both in counseling, examinations and dental and oral health care, by parents, schools and related government agencies. Elementary school age is the ideal time to train children's motor skills, including brushing their teeth. In addition, school age has shown learning sensitivity according to children's curiosity. Objective: To provide dental and oral health education through interactive learning media to students of SDN Inpres Tamamaung 4, Makassar City in 2022. Method: This community service is carried out by providing counseling, using media, namely back and forth worksheets, animated films, and puzzle games that aim to create two-way communication and make students active. Respondents in this community service were 3rd grade students of SDN Inpres Tamamaung 4, Makassar City in 2022. Results: There were 5 respondents (25%) with a good level of knowledge before being given facilities increasing to 14 (70%), there were 5 respondents (25%) with a sufficient level of knowledge before being given facilities decreasing to 4 (20%), and there were 10 respondents (50%) with a level of knowledge before being given facilities decreasing to 2 respondents (10%). Conclusion: Community service activities with the theme "Dental and Oral Health Education Through Interactive-Based Learning Media for Students of SDN Inpres Tamamaung 4, Makassar City in 2022" have been carried out well and received a positive response from the 3rd grade students that we have filtered through screening. It was found that many students have dental and oral problems such as cavities and their lack of knowledge about how to maintain dental and oral health is due to the lack of health socialization held by the school and local health centers.

Sahrul Mubarok; Asep Purwo Yudi Utomo; Mu’allimatin Najihah; Alfiyani Nur Safitri; Ngabiyanto Ngabiyanto +2 more

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

One of the most important things in the teaching and learning process is learning that is creative and fun because it can help students to succeed in learning. For a teacher, mastery and knowledge in utilizing technology is a competency that must be mastered in order to support the improvement of the learning process and the delivery of material to students. Facts on the ground show that Indonesian language teachers still use conventional learning method as well as the use of technology which is limited to using LCD media and laptops to convey material and give assignments. In addition, smartphones have not been used optimally as learning media. The purpose of this study was to determine students' perceptions of the use of Kahoot-based interactive learning media on learning outcomes. This research was total sampling basis are all number of the population are used as samples.  The samples of this research involves 30 people. Data collection used in this research is questionnaire. This study used a quantitative approach and data were analyzed using an independent sample t-test to determine the level of Kahoot application as an interactive learning media for Indonesian subjects in descriptive text material. The results showed that students tended to have very good perceptions of 46.67% regarding the use of Kahoot media in learning Indonesian. The benefit of this research is to provide additional knowledge and information to teachers, especially Indonesian language educators, in the use of Kahoot-based interactive learning media.

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

Jurnal Ilmu Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

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

Rara Cantika; Agariadne Dwinggo Samala; Dedy Irfan; Ika Parma Dewi

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2024 Asosiasi Riset Ilmu Teknik Indonesia

The aim of this research is to produce learning media mobile interactive on the Basics of Electronics Engineering subject which is valid and practical for class X students at SMK Negeri 2 Solok. The method used in this research is method Research and Development (R&D) with a 4D development model consisting of 4 stages, namely Define (Definition), Design (Planning), Develop (Development), and Disseminate (Dissemination). This research uses an instrument in the form of a questionnaire. This questionnaire will be filled out by material experts and media experts in the validity test and filled in by students in the practicality test. Based on data acquisition and processing, this research obtained the following results. First, the results of material validation by material experts are in the "Valid" category with a total validity value by the three material validators of 0.967 and the results of media validation by media experts are in the "Valid" category with a total validity value by the three media validators of 0.967. Second, at the practicality test stage by students involving 15 students obtained a practicality percentage of 95.67% which was categorized as "Very Practical". Based on the results of this research, it can be concluded that interactive mobile learning media using Smart App Creator is suitable for use as interactive learning media in learning because it has been proven to be valid and practical.

Sugianti Sugianti; Arin Yuli Astuti; Rifqi Rahmatika Az-Zahra

Indonesia Bergerak : Jurnal Hasil Kegiatan Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Teknik Indonesia

The influence of early mathematics learning and learning motivation on student learning outcomes is very significant [1]. Students' numeracy literacy skills need to be supported by the ability to learn mathematics as early as possible. Advanced mathematics learning needs to be supported by good arithmetic skills. Every learning process is expected to produce good learning outcomes. Conventional mathematics learning is difficult for low-level students to understand. Guidebooks that are in accordance with the learning curriculum tend to present mathematical concepts that are textual. In order for mathematics learning to be more interesting for students, it is necessary to develop learning media that are easily accessible to students and educators. One application that can be used is interactive Powerpoint [2]. In this community service, a learning media about arithmetic was developed that underlies every logic of calculation in advanced mathematics. Assistance was given to students in grade III of elementary school, with the pretest method, presentation of material using interactive Powerpoint media, and posttest. The validation test of the learning media was carried out by educators by providing an average test result of 84.36%. The results of this community service state that arithmetic learning media using interactive Powerpoint can be used in grade III of elementary school.

Iis Siti Salamah Azzahra

Prosiding Seminar Nasional Ilmu Pendidikan 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The development of Information Technology, Industrial Revolution 4.0, and the impact of the Covid-19 Pandemic have changed students' behavior and learning styles, making them more accustomed to using technological devices. However, their interaction with the physical environment is reduced, hindering their ability to predict and observe. Therefore, media is needed that encourages students' viewing abilities while maintaining interaction with the objects being studied. This research aims to provide an overview of an alternative microsite-based QRcode interactive digital learning media designed with procedures for its application in the language learning process, especially in audience language skills. The research method used in this paper is literature study and also uses quantitative descriptive methods. The research results show that currently an alternative media is needed to help improve language skills, especially viewers. In response to this need, this paper was written to provide an overview of the design of an interactive application to help increase viewing of elementary school students using QRcode and microsites. With this interactive media, it is hoped that students will become more interested and improve their viewing abilities.

Khalimatus Sya’diah; Mukhammad Hendry Ansyah; Naila Adinda Habibah; Nafisa Putri Aji; Siti Masfuah

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The aim of this research is to find out the results of the development of interactive media diorama metamorfosis against the learning results of IPAS. This research uses quantitative methods with the research method is quantitatively descriptive. The data gathering techniques used in this study include observations, interviews, and lifting. Subjects in this study are 2 teachers and 5 students of SD 2 Jurang. The analysis technique is quantitative descriptive analysis with the help of Ms. Excle data processing software. The research data obtained was carried out V Aiken test. Based on the above data, it can be known that the results of the validation test of teaching materials and media Diorama Metamorfosis carried out by the teacher as a validator obtained an average score of ≤ 0,82, which means that the data received can be said to be very valid, effective, and worthy to be a support for learning. Meanwhile, the results of the validation test conducted by 5 students obtained the same score that is about ≤ 0.88 so that it can be concluded that the results show very valid and effective data, so that can be used in the student learning process.

Khoirur Rozikin; Buitas Ribka Letkamang; Candra Supriadi; Nuris Dwi Setiawan; Unang Achlison

Jurnal Elektronika dan Komputer 2024 STEKOM PRESS

One effective way in the world of education, especially in teaching and learning activities, is to keep up with current developments by utilizing existing technology. At Kanisius Ungaran Vocational School in Class X MPLB there is no web-based interactive learning media for the History subject. In this regard, there is a need to develop web-based interactive learning media so that teaching and learning activities are more interesting and enjoyable, especially in the subject of History. The benefit of this research is that it can apply the knowledge possessed by researchers in developing web-based interactive learning media in the History subject in class X MPLB Kanisius Vocational School Ungaran. Apart from that, this research is also expected to increase learning creativity and innovation, as for the practical benefits of this research, it can make it easier for teachers and students in teaching and learning activities in the subject of History

Anik Ismiwati; Bagus Maulana Syah; Refi Difa Arcelia; Riyan Abdul Aziz

Repeater : Publikasi Teknik Informatika dan Jaringan 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The education sector must utilize the latest technology in the classroom in the era of globalization and rapid advances in information technology. Using text, graphics, audio, and video together, interactive learning materials have been proven to increase student understanding and engagement. Kindergarten (TK) is a place where children are introduced to the environment and the basic principles of learning. Introducing children to various types of transportation is believed to be very important because it is the first step in helping them broaden their horizons and become familiar with the types of transportation in their environment. Apart from that, children are very interested in and liked transportation, so it must be packaged attractively so that it can arouse their curiosity in learning.

Latifah Nur Fitriana; Riyan Abdul Aziz

Repeater : Publikasi Teknik Informatika dan Jaringan 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Technology is developing so quickly that it may have a significant impact on the way teaching and learning are done. Interactive multimedia-based learning materials play an important role in the teaching and learning process. The availability of educational media can make teaching easier for teachers and increase students' learning motivation. This research focuses on designing multimedia-based interactive learning media for introducing marine animals. Researchers found the problem that the learning process at TK BA Aisyiyah Grogol 2 still uses the lecture method and does not use technology. This causes students' interest in learning to decrease. The method applied in designing this learning media is the ADDIE method. The result of this research is an interactive learning media design that uses multimedia. It is hoped that this learning media can increase students' interest in learning and the learning process will become easier and more effective.

Shafa Yasinta Agustina; Riyan Abdul Aziz

Repeater : Publikasi Teknik Informatika dan Jaringan 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Technology is currently developing at a very fast pace. The teaching and learning process in the field of education is greatly impacted by the ever-improving technology advancements. In order to spark students' interest in studying, a lot of schools and teachers are currently utilizing technology tools like interactive learning media. In order to increase students' enthusiasm in learning, teachers' inventiveness is equally crucial. Learning media is a crucial component that may draw students in and aid in their pursuit of the best possible learning outcomes. Engaging media helps pupils comprehend the lessons that are being taught. Therefore, the goal of creating interactive learning materials to present the solar system to pupils is to enable them to view the actual things rather than only envision them.

Ahmad Zainudin; ahmad zainudin; Agus priyadi; Andik Prakasa Hadi; ALDO KRISDIANANTA

JURNAL ILMIAH KOMPUTER GRAFIS 2024 UNIVERSITAS STEKOM

Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media. This game was created using Construct2 software as a 2D video game engine. The method used in this study is the MDLC (Multimedia Development Life Cycle) method. Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media.

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.