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Muhaiminah Darajat

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This research aims to explore and analyze learning strategy innovations in shaping students as reliable educator candidates who are able to face educational challenges in the digital era. The main focus of the research is the application of technology-based learning approaches, collaboration, and creative strategies that place students not only as recipients of knowledge, but also as active subjects who construct understanding through learning experiences. This study was carried out in the Madrasah Ibtidaiyah Teacher Education Study Program (PGMI) of the Syarifuddin Lumajang Islamic Religious Institute by involving 30 students who took the learning strategy course. The research method used is a descriptive qualitative approach with data collection techniques through in-depth interviews, classroom observations, and documentation. The findings of the study show that the application of flipped classroom is able to increase student learning independence, while project-based learning strategies encourage creativity and problem-solving skills. In addition, the use of interactive technology such as online quiz applications, discussion platforms, and collaborative media strengthens learning motivation while expanding students' digital skills. Although the results showed a positive impact, there were significant obstacles, namely the limitations of technology infrastructure in the campus environment and the low digital literacy of some students. These factors hinder the optimization of innovative learning strategies. Therefore, institutional support is needed in providing technology-based infrastructure, digital literacy training, and continuous mentoring so that students can develop pedagogical competence, professionalism, and adaptive abilities in accordance with the demands of 21st century education. Overall, this study emphasizes that learning strategy innovation supported by technology, collaboration, and support of educational institutions is able to strengthen the process of forming prospective educators who are competent, competitive, and ready to face the dynamics of the world of education in the digital era.

permatasari, Ajeng; Zifanka Rizky, Chairunnisah; Marcellia, Lyra; Husnah, Ghurotul; Qonitah +7 more

Jurnal Mahasiswa Kreatif 2024 International Forum of Researchers and Lecturers

This research report aims to describe the use of snakes and ladders learning media to increase the motivation to learn numeracy in grade two of SD Muhammadiyah 12. numeracy skills are the ability to understand and use numbers, patterns, numbers, in solving math problems in everyday life. The method used in this research is descriptive leatherative with data collection observation, interviews, documentation. The results of this study indicate that snakes and ladders learning media are able to create a fun and interactive learning atmosphere, students become more understanding of the material, thus increasing student learning motivation. Students become active and enthusiastic in solving numeracy problems. Therefore, snakes and ladders learning media has great potential to be an alternative learning media that is effective in increasing the numeracy learning motivation of second grade students.

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.

Usman Usman

Ta'rim: Jurnal Pendidikan dan Anak Usia Dini 2024 Sekolah Tinggi Agama Islam Yayasan Pendidikan Ilmu Qur'an Baubau

This research uses qualitative methods, a type of case study with a single case design. Data collection techniques were carried out using in-depth interviews, participant observation and documentation. Data is analyzed using an interactive model consisting of collecting data (data collection), reducing data (data reduction), presenting data (data display), and concluding (conclusion). Checking the validity of the data is carried out using credibility, transferability, dependability and confirmability tests.This research also aims to find out: (1) Are teaching media urgent in improving learning outcomes, (2) What steps must be taken in the learning process to improve learning outcomes.The results of this research show that: (1) teaching media is very urgent in the learning process in order to improve children's optimal learning outcomes, so that it can make it easier for students to receive lessons, can foster children's learning motivation, (2) Then the steps taken in the learning process To improve student learning outcomes is to provide adequate facilities and infrastructure and carry out the learning process based on the curriculum and local regional conditions using various methods including;  lecture method, question and answer method, discussion method, learning assignment method, demonstration method, experimental method, social drama and role playing method, project method and problem solving method    

Febryandi Mukti; Nadya Wahyu Ratnawati; Hasyim Burhani

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

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

Dini Rohmayani; Castaka Agus Sugianto

Journal of New Trends in Sciences 2024 CV. Aksara Global Akademia

The learning of physics, particularly mechanics, poses significant challenges for high school students. Concepts such as Newton’s laws, energy, and three-dimensional vectors are often difficult to grasp using traditional teaching methods. Virtual Reality (VR) has emerged as a promising solution by providing an immersive and interactive learning environment. This study aims to evaluate the effectiveness of VR-based learning media in enhancing students’ understanding of physics concepts, with a specific focus on mechanics. An experimental design was employed, consisting of two groups: an experimental group using VR for learning and a control group receiving traditional instruction. Pre-test and post-test assessments were used to measure the improvement in students' conceptual understanding of physics. The findings indicate that students in the experimental group demonstrated a significant improvement in their understanding of complex physics concepts, such as projectile motion, force, and Newton’s laws, compared to the control group. Students in the experimental group also exhibited higher levels of engagement and motivation, with VR's immersive nature encouraging active participation in learning. The study concludes that VR is an effective tool for enhancing students’ comprehension of abstract and complex physics concepts, improving their visualization and problem-solving skills. Furthermore, VR-based learning provides students with opportunities to conduct virtual experiments and simulations that may not be possible in traditional classroom settings. The implications of this study suggest that VR should be integrated into the physics curriculum to improve learning outcomes, especially in schools with access to the necessary technology. Educators and curriculum developers are encouraged to explore VR’s potential in fostering a more engaging and effective physics education.

Rifky Hadi Ihsan; Efendi Efendi

JURNAL ILMIAH KOMPUTER GRAFIS 2018 UNIVERSITAS STEKOM

Multimedia-based learning media is a method of learning that can interact with its users besides having animated explanations of material. The problem at SMK Wisudha Karya Kudus about learning mechanical engineering drawings using AutoCAD is the difficulty of understanding the tools in the AutoCAD application, it becomes unattractive and difficult to understand the material in the teaching and learning process. The purpose of this research is to create an interactive learning media for machine engineering drawings using AutoCAD semesters I and II as media to assist student learning processes, providing alternative learning media to help teachers choose the right learning model for students. This type of research method uses the R&D method, the methods used include descriptive, evaluative and experimental methods. Descriptive method is used to collect data about existing conditions, evaluative methods are used to evaluate the trial process of developing a product and the experimental method is used to test the efficacy of the product produced. The results of this study are application programs, applications that have been designed can be used as an alternative to solving problems in SMK Wisudha Karya Kudus. By using electronic media in learning media, the benefits of creating alternative solutions from existing problems, namely in the form of Machine Engineering Image Learning Application, are able to provide complete video tutorials according to the basic competencies that the authors take from the source of mechanical engineering drawing books.