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72,210 articles from 658 journals · 2,111 citations tracked

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Arwyn Muhammad Sya’bani; Muhammad Maulid Aufa Putra Soejana; Muhammad Salman Naufal; Syauqi Al-Harits Gymnastiar

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2024 Pusat riset dan Inovasi Nasional

This research focuses on the development of interactive learning materials to enhance the understanding of fourth-grade elementary school students regarding rounding. Pre-tests and post-tests were conducted on the experimental group to measure its effectiveness. The objectives of this study are (1) to develop teaching materials using a clothing measuring tape and (2) to analyze the differences in learning outcomes between students using this media and conventional methods in the 4A and 4C classes at SDPN 252 Setiabudhi. The data analysis activities involve processing the data and applying statistical analysis. The results indicate a lack of significant improvement in students' understanding of rounding concepts after the implementation of interactive teaching materials. Statistical analysis shows that the average scores on the post-test did not exhibit a significant increase compared to the pre-test. In conclusion, the teaching method using a clothing measuring tape is less effective when applied to 4A and 4C students at SDPN 252 Setiabudhi.

Rajiman Andrianus Sirait

Jurnal Silih Asih 2024 LPPM - STT Kadesi Bogor

In the current digital era, understanding the nature of adolescents becomes crucial considering the influence of technology affecting their character development. The formation of identity and life purpose in adolescents is influenced by social environment and the Christian values they adopt. The implementation of Quizizz application in teaching at GBI Pelita Imanuel provides an enjoyable interactive experience for students, yet it also demonstrates some limitations, particularly in character development. Evaluation indicates improvement in subject understanding, but additional activities are still needed to strengthen character aspects. Although Quizizz offers benefits in student interaction and comprehension, it should be noted that Christian religious education involves character aspects not fully accommodated by the interactive quiz format. Therefore, a holistic and diverse approach to teaching is still required to develop deep Christian character in adolescents.

Wibi Ardi Alvianto; Juni Amanullah; Lukman Santoso

Abstrak : Jurnal Kajian Ilmu seni, Media dan Desain 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The social media platform TikTok has grown rapidly as one of the main platforms for creative expression and information exchange. This article discusses the use of video editing tools provided by TikTok in creating interesting learning materials for students. We analyze TikTok's creative features including visual effects, music, and quick edits, and illustrate how to apply them to learning. This research involves a qualitative approach through case studies, focusing on the teacher's experience in creating learning materials with the TikTok video editing tool. The findings show that this approach can motivate students by providing visual content that matches the preferences of the younger generation. Students' positive response to this approach indicates increased engagement and interest in learning. However, challenges in utilizing TikTok's video editing tools are also acknowledged. Integrating creativity with substantial content and ensuring the integrity of education is maintained are some of the aspects that must be considered. Ethical and privacy implications are also discussed in the context of the use of social media platforms in education. In conclusion, TikTok's video editing tools offer exciting potential for creating impactful learning materials. With a thoughtful approach, educators can design content that fits current visual trends and communication styles, while maintaining the required educational quality.

Sukma Mulyani; Retno Nurasisyah; Yasinta Fitria Sawalina

Sabar : Jurnal Pendidikan Agama Kristen dan Katolik 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study tested the effectiveness of an interactive learning model in improving children's understanding of biblical values. With a quasiexperimental design, the study involved 120 elementary school students in three churches. The results showed that interactive approaches, such as roleplaying and group discussions, improved students' retention and engagement. This study suggests the application of an experiential learning model for Christian religious education.

Rahmat Hidayat; Dina Ediana

Penelitian ini bertujuan untuk mendeskripsikan penerapan layanan konseling Individual pada konseli yang mengalami kecanduan game online Objek penelitian adalah seorang laki-laki berusia 19 tahun yang tinggal di daerah Bekasi. Permasalahan ini diteliti menggunakan pendekatan kualitatif dengan jenis penelitian studi kasus. Data penelitian dikumpulkan melalui kegiatan observasi dan wawancara. Data yang terkumpul dianalisis secara deskriptif kualitatif dengan menggunakan model analisis interaktif. Hasil penelitian disajikan melalui dinamika BMB3 dalam layanan konseling Individual dilakukan dengan beberapa tahap, antara lain: (1) Pengantaran; (2) Penjajakan; (3) Penafsiran; (4) Pembinaan; (5) Penilaian. Penerapan konseling Individual diarahkan kepada perilaku positif terstuktur yang dilihat melalui proses berpikir, merasa, bersikap, bertindak dan bertanggung jawab pada diri konseli. Hasil penelitian ini menunjukkan bahwa konseling Individual dengan konsep BMB3 efektif untuk menangani permasalahan kecanduan game online.

Sarah Dalila Fitri; Rodia Rotani Rianda; Lara Dwi Alma; Revi Yulianti; Wismanto Wismanto

Jurnal Manajemen dan Pendidikan Agama Islam 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Students are slow to memorize prayer readings because the learning methods used by teachers are still conventional. As a result, students are not interested in learning prayer readings. The objectives of this research are as follows: (1) create interactive learning media that can be used, easy to use, and suitable for individual learning; and (2) find out how effective the media is in teaching prayer. The Smart App Creator application is used to provide Android-based interactive media. Education must be able to develop the potential of every child in line with current developments in science and technology (IPTEK). Student potential can be developed according to the teacher's ability to manage learning. The material provided must be interesting and not make students bored.

Citra Ratih Prameswari; Fajar Abadi; Eki Arla Pribadiyanti

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The role of computers in the process of teaching and learning activities is very developed. Teachers in schools adapt to using computers as media for deliver learning materials. Javanese script contained in Javanese language subjects is one of the subjects taught to grade 4 elementary school students.The method used in this study is based on interactive media by combining teaching materials, and technological advances. The visual display will contain Javanese script material equipped with images, animations, and audio.Perancangan Media Interaktif “Mengenal Aksara Jawa” is a learning media that adapt students need in this era, so they can easy to receive, absorb, and understand the material.    

Vika Fatikha Rahmawati; Hariyoko Hariyoko

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2024 Universitas Palan

This study aims to develop interactive learning media based on android in physical education, sports and health subjects for class VII SMP Tamansiswa Malang with the help of Unity 3D software. This study used the Borg & Gall Research and Development method. The subjects used were all students of class VII SMP Tamansiswa Malang. For data collection instruments in the form of observation, by observing the process of learning activities directly on subjects of physical education, sports, and health on health material. This research was validated by physical education, sports and health learning experts, learning media experts, and physical education, sports and health teachers for class VII SMP Tamansiswa with a very decent category. Then the results of the overall product trial involving all VII grade students of Tamansiswa Malang Middle School were divided into two small group trials with a sample of 10 students obtaining 83.37% results and large group trials with all VII grade students obtaining 95.34% results so very worthy. Based on the data that has been obtained, it can be concluded that the android-based interactive learning media developed for class VII students of SMP Tamansiswa Malang is categorized as very feasible and can be used without revision.  

Siti Chodijah Nur Indah Berliani; Septi Gumiandari

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

The talking stick learning system involves the use of a talking stick as a means of facilitating dialogue in groups. This learning media helps students' involvement and responsiveness and increases social interaction in the learning process. By utilizing this innovative approach, the research aims to increase the interaction and involvement of students and teachers in the language learning process and its correlation with Islam. The research method used is a qualitative approach with a case study research design. The research results show that the use of talking sticks significantly increases students' active participation and learning motivation and contributes to the development of more interactive and effective language learning strategies.    

Siti Chodijah Nur Indah Berliani; Septi Gumiandari

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

The talking stick learning system involves the use of a talking stick as a means of facilitating dialogue in groups. This learning media helps students' involvement and responsiveness and increases social interaction in the learning process. By utilizing this innovative approach, the research aims to increase the interaction and involvement of students and teachers in the language learning process and its correlation with Islam. The research method used is a qualitative approach with a case study research design. The research results show that the use of talking sticks significantly increases students' active participation and learning motivation and contributes to the development of more interactive and effective language learning strategies.    

Rayhan Akbar Wiguna; Kinanti Wijaya

Jurnal Teknik dan Teknologi Indonesia (JTTI) 2023 PT. Arsil Reka Engineering

Indonesia has about 81,000 km of coastline making coastal areas of great significance to the Indonesian economy. Development in coastal areas is very important to provide an improved quality of life to coastal communities with the development of health services, education, infrastructure to places of worship such as mosques/mushola. The platform structure of a floating mosque or mushola building is unique in its platform part, which resembles a building on stilts. Based on the data obtained, the majority of students do not understand the type of floating building construction. Therefore, product development on the construction of floating prayer rooms with interactive augmented reality (AR) based learning media using the Assemblr Studio application and developed with the 4D model consisting of the stages of define, design, develop, and disseminate. The product in the form of this media is intended to display a 3D model in the form of an architecturally floating mushola building with illustrations of the surrounding environment, displaying a 3D model in the form of a structure of a floating mushola building along with its explanation, displaying supporting videos in the form of building renderings and structural development stages of a floating mushola building. This learning media has gone through validity testing by material experts and media experts and obtained a feasibility score of 4.14 (predicate feasible) for the material validation test and obtained a feasibility score of 4.17 (predicate very feasible) for the media validation test.

Prihatmoko, Setiyo; Prihatmoko, Setiyo; Sumaryanto, Sumaryanto; Anja Robbi Dini

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

Based on research conducted in SMK NU 01 Kendal, especially in fashion drawing learning in class X busana butik still uses conventional learning with blackboard media, the learning media is less effective because it requires a lot of energy and time for learning material that contains many pictures and tutorials that need to be delivered repeatedly. This study found a solution that is the design of learning media using the Computer Assisted Instruction (CAI) method, a system for delivering interactive multimedia-based learning with instructional material presented by means of a computer or computer system., so that it can help teachers deliver material effectively, and make students learn with high motivation because they are interested in multimedia systems that are able to present the appearance of text, images, videos, sounds and animations. The validation value by media experts shows that the value of 3.1 is classified as good / valid, and the validation results from material experts show a value of 3.5 which is categorized as very good / very valid, and an increase in the percentage value of effectiveness from 50.4% to 81.7%. and there is time efficiency, one of material such as collar images can save up to 18 minutes.

Sumarni Sumarni; Juni Sofiana; Umi Sulasih

jurnal ABDIMAS Indonesia 2023 STIKes Ibnu Sina Ajibarang

Manfaat yoga adalah untuk memperkuat otot dasar panggul dan otot perut sehingga otot kencang dan mencegah terjadinya berbagai keluhan di masa postpartum.  Yoga mampu mencegah terjadinya perdarahan postpartum karena yoga menyebabkan otot-otot perut berkontraksi. Kontraksi otot perut bekerja menjepit pembuluh darah dan mencegah perdarahan postpartum serta  mempercepat proses involusi uteri. Involusi uteri adalah proses uterus berubah menjadi kecil dan kembali ke ukuran sebelum hamil.Tujuan kegiatan ini yaitu untuk memberikan edukasi tentang postnatal yoga. Metode penyuluhan ini dilakukan secara langsung dengan ceramah dan diskusi secara interaktif serta simulasi postnatal yoga.  Diskusi dilakukan dengan metode tanya jawab terkait materi. Materi selain disajikan secara presentasi juga diberikan  melalui leaflet. Hasil kegiatan menunjukan bahwa setelah kegiatan ini sebagian besar ibu mempunyai pengetahaun yang baik tentang postnatal yoga. Kegiatan penyuluhan ini telah dicapai dengan menambah wawasan dan informasi kepada masyarakat tentang postnatal yoga.

Syamsir Adam; Nurasia Natsir

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2023 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This research focuses on exploring the effectiveness of interactive learning methods in increasing interest and achievement in learning mathematics in students at SMK 7 Makassar. Through qualitative and quantitative approaches, this research investigates how the application of interactive learning methods can influence increasing student interest and achievement in mathematics subjects. The research results showed a significant increase in students' interest and achievement in learning mathematics after implementing interactive learning methods. This method helps students understand mathematical concepts better, increases their participation in the learning process, and motivates them to learn more about mathematics. This research concludes that interactive learning methods are effective in increasing students' interest and achievement in learning mathematics and should be applied more widely in mathematics education in Indonesia.

Hizkia Ananda Putri; Mahimma Romadhona

Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia (JPPMI) 2023 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

The Bina Village program is a learning activity for students to jump directly in the community. The activity requires students to contribute actively and creatively to partners. This community service activity is the education of garbage sorting for 1st grade students in Penangungan SDN, Trawas District, Mojokerto Regency. This community service activity involves 31 students and is carried out through two methods, namely board game socialization and 2D animation video viewing. The first stage, students are asked to watch interactive animated videos depicting organic and inorganic waste management. The content of this 2-dimensional animated video includes the definition of garbage, the impact of garbage collection, the types of garbage with color symbols to identify the type of garbage, and the benefits of garbage sorting. The second stage, students are involved in board games. The main focus of the material given is the sorting of organic and inorganic wastes. This is in line with the Adiwiyata program of the school, which is a caring and environmentally cultured school, and has a real program to integrate environmental preservation. Students contribute to creating educational and training facilities to develop students' motor and memory for waste sorting materials. This is expected to form an environmental awareness for students early on, encourage the behavior of the surrounding community in terms of garbage sorting, and preserve the environment for the future through recycling of garbage.

Arva Rangga Yudhistira; Masnuna Masnuna

SENIMAN: Jurnal Publikasi Desain Komunikasi Visual 2023 International Forum of Researchers and Lecturers

The use of information technology has become an integral part of modern tourism development. Interactive tourist maps have proven to be an effective tool in guiding travelers to explore tourist destinations. This research focuses on designing an innovative and appealing tourist map for the city of Sidoarjo, utilizing cheerful landmark designs. The development method involves user needs analysis, selection of representative landmarks, and the implementation of attractive and user-friendly graphic designs. This interactive tourist map is designed to be accessible through digital platforms, enabling users to plan their journeys more efficiently. The selected landmarks not only serve as location markers but are also designed with cheerful aesthetics to enhance the user experience. The map is equipped with interactive features such as detailed information about each landmark, the best travel routes, as well as reviews and recommendations from previous users. It is expected that the design of this interactive tourist map will make a positive contribution to promoting tourism in the city of Sidoarjo and enhancing traveler satisfaction through an engaging and informative experience. Furthermore, the use of cheerful landmark designs is anticipated to create a strong visual identity, setting it apart from tourist destinations in other cities.

putri, latifa intan brilian; Erita, Selvia

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

Pemahaman konsep pada pembelakaran matematika di peroleh dari kegiatan yang interaktif antara guru dan siswa. Siswa yang memahami konsep dengan benar akan dapat menjelaskan, menarik kesimpulan, membandingkan, dan memberikan contoh serta memecahkan masalah matematika.  Penelitian ini bertujuan untuk menganalisis pemahaman konseptual siswa pada pendidikan matematika mengenai pola bilangan, koordinat kartesius, relasi, dan fungsi. Metode yang digunakan adalah kualitatif. Subjek adalah siswa kelas VII E sebanyak 17 orang di MTsN 2 Kerinci. Teknik pengumpulan data menggunakan observasi, tes, dan dokumentasi. Hasilnya Ditemukan bahwa sebagian besar siswa terus salah memahami konsep pada pertanyaan tes yang disediakan. Beberapa siswa memiliki pemahaman sebelumnya tentang materi, yang memungkinkan mereka untuk menafsirkan konsep pada pertanyaan tes yang disediakan.

Devita Vanessa Kurniawan; Kaira Naafila Zahra; Faja Alya Khoirunnisa; Yuvinta Putri Diana; Pricilla Dwinarni +5 more

JURNAL PENGABDIAN MASYARAKAT AKADEMISI (JPMA), 2023 CV. ALIM'SPUBLISHING

Perkembangan IPTEK dalam era digital saat ini telah berpengaruh pada berbagai sektor, termasuk pendidikan. Proses pembelajaran kini sering memanfaatkan teknologi seperti proyektor dan pembelajaran daring. Penggunaan teknologi dapat menciptakan pembelajaran yang interaktif dan efektif, terutama untuk anak-anak usia dini. Melalui digital game based learning dan video animasi, teknologi digunakan untuk menciptakan suasana kegiatan belajar mengajar terasa menarik dan interaktif. Tujuan sosialisasi pengabdian masyarakat ini adalah untuk menciptakan Generasi Emas 2045 yang berwawasan akan ilmu pengetahuan dan teknologi. Tim pengabdi melakukan sosialisasi kepada peserta didik usia 7-12 tahun di RPTRA Citra Bangsa, Jakarta Timur. Dalam kegiatan ini, metode pelaksanaan dilakukan dengan pemberian pre-test dan post-test, pemaparan materi, wawancara, dokumentasi, dan evaluasi. Pemberian tes melalui website Quizizz bertujuan untuk mengetahui bagaimana peningkatan pemahaman siswa sebelum dan setelah dilakukannya pemaparan materi. Wawancara kepada pihak pengajar dilakukan untuk mengetahui apakah kegiatan ini telah mencapai tujuan yang diharapkan. Sosialisasi yang dilakukan menunjukkan bahwa dengan memperkenalkan alat digital sebagai media pembelajaran kepada generasi dini merupakan langkah awal yang tepat untuk meningkatkan pemahaman teknologi pada anak-anak dan juga sangat efektif untuk menarik minat anak-anak dalam belajar.

Dwi Rindiani; Eriskatri Nurandriani; Ninstar Fathina Rifa; Yosi Soraya; Windy Risa Maghfira +1 more

jurnal ABDIMAS Indonesia 2023 STIKes Ibnu Sina Ajibarang

Pengelolaan obat sangat penting dalam sistem pelayanan kesehatan, sehingga penerapannya harus dilakukan secara tepat dan bijak. Berbagai permasalahan terkait obat dapat dikarenakan masyarakat kurang paham tentang penggunaan dan penanganan obat dengan benar. Masalah penyalahgunaan obat-obatan di masyarakat merupakan faktor yang perlu menjadi perhatian terutama daerah pedesaan dengan fasilitas kesehatan terbatas. Tujuan kegiatan ini yaitu untuk memberikan edukasi dan informasi tentang cara mendapatkan obat, menggunakan obat, penyimpanan obat hingga pada proses membuang obat dengan baik dan benar. Metode penyuluhan ini dilakukan secara langsung dengan ceramah dan diskusi secara interaktif. Diskusi dilakukan dengan metode tanya jawab terkait materi serta konseling berdasarkan masalah setiap individu terkait penggunaan obat. Materi selain disajikan secara presentasi juga diberikan melalui leaflet terkait cara pengelolaan obat yang baik dan benar (DAGUSIBU). Kegiatan penyuluhan ini telah dicapai dengan menambah wawasan dan informasi kepada masyarakat tentang cara pengelolaan obat yaitu DAGUSIBU dalam kehidupan sehari-hari.

Dinda Syahiba; Yuliasma Yuliasma

Student Scientific Creativity Journal 2023 Pusat Riset dan Inovasi Nasional

This study aims to describe the influence of Interactive Multimedia learning media on class XI Cultural Arts (Dance) subjects at SMA N 15 Padang. This type of research is experimental research. The population in this study amounted to 250 students divided into 10 classes with a sample of 54 students divided into 2 classes. The instrument used is an objective test. Data is collected through observation, tests and documentation. The data processing steps are scoring, data processing and t-test. The results showed that the use of Interactive Multimedia learning media had a good influence on student learning outcomes compared to the use of conventional learning media in the form of printed books and blackboards. Judging from the results of the analysis of students' pretest and posttest scores in the experimental class and control class, the analysis was carried out with a statistical test in the form of an independent sample t test as a hypothesis test. The highest score in the experimental class was 100 and in the control class 87.5, while the lowest score in the experimental class was 58.3 and the control class was 25. So it is known that there is a significant difference between the scores of experimental class students and the control class. In this case, the scores of experimental class students who use Interactive Multimedia learning media are higher than the scores of control class students who use conventional learning media in the form of printed books and whiteboards