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Miftakhurrohmah Miftakhurrohmah; Rahmiati Rahmiati

Jurnal Pengembangan IPTeks Seni Kuliner, Tata Rias, dan Desain Mode 2024 Akademi Kesejahteraan Sosial Ibu Kartini Semarang

Creativity is the ability to generate new and innovative ideas that are valuable and useful in a particular context. In higher education, creativity is very important because it encourages students to think critically, solve problems effectively, and innovate in their fields of study. This study aims to test the effectiveness of using e-modules based on metacreative strategies in improving students' creativity in the Makeup and Beauty Research course at Padang State University. This type of research uses a quantitative approach with a quasi-experimental method and a pretest-posttest control group design. The population of this study was students of the Makeup and Beauty study program class of 2021 with a sample size of 53 people. Data analysis techniques in this research consist of descriptive statistics, creativity assessment scale, n-gain score test, prerequisite analysis test, and hypothesis testing (Independent sample t-test). The results showed that there was a significant increase in the level of student creativity in the experimental group and the control group. The average pretest score in the control group was 56.72 and the posttest was 64.07 with an N-gain of 0.17 (low category). Meanwhile, the experimental group had an average pretest score of 60.00 and a posttest of 78.77 with an N-gain of 0.46 (moderate category). The results of the hypothesis test using the independent sample t-test showed a sig.(2-tailed) value of 0.000 <0.05, so there was a significant difference between the experimental group using e-modules based on meta-creative strategies and the control group using conventional learning methods. This shows that the use of e-modules based on meta-creative strategies is effective in improving student creativity.

Mukti Safi’i; Nofroza Yelli; Feri Firmansyah

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

This researcher aims to find out whether there is effectiveness in implementing the peer tutoring method on choir learning outcomes in class X at SMA Negeri 2 OKU. The research method used in this research is Pre Experimental Design, namely the One-Group Pretest-Posttest Design form. In this research, researchers used the Random Sampling technique, namely a random sampling technique. So the sample in this study was the choir extracurricular class, totaling 18 male students and 12 female students. The data collection technique uses tests in the form of practical tests and data analysis uses the t-test. The results obtained an average post-test score of 82 and pre-test score of 69.5. The scores obtained by the post-test scores are better than the pre-test scores. This is because treatment using the peer tutoring method is indeed effective in learning outcomes for choirs by singing the song Indonesia Raya. Then, based on normality testing, normal distribution data is obtained, then analyze the final test data as described previously. It is known that the t test hypothesis tcount ˃ ttable with tcount˃ = 10.68 and ttable = 1.69. So H0 is rejected and Ha is accepted or tcount ˃ ttable = 10.68 ˃ 1.69. Thus, it can be concluded that there is the effectiveness of the peer tutoring method on choir learning outcomes for extracurricular students at SMA N 2 OKU.    

Hanifatur Rizqi; Eko Adi Sumitro

Publikasi Para ahli Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research aims to analyze the effect of using educational games on learning English vocabulary in pre-school children. The background of this research is based on the importance of learning English from an early age, where vocabulary mastery is a crucial basic component. The research method used was an experiment with a pretest-posttest control group design. The research sample consisted of 60 pre-school children who were randomly divided into experimental groups and control groups. The experimental group was given vocabulary learning using various educational games, while the control group used conventional methods. Data was collected through vocabulary tests before and after treatment, as well as observations during the learning process. The results of data analysis show that there is a significant increase in mastery of English vocabulary in the experimental group compared to the control group. These findings indicate that educational games can be an effective method in improving English vocabulary learning in pre-school children. This research suggests that educators consider the integration of educational games in the English language learning curriculum for early childhood.  

Aulia Herdiyanti; Yahfizham Yahfizham

Student Scientific Creativity Journal 2024 Pusat Riset dan Inovasi Nasional

Along with the development of technology, application/software-based learning media is needed to help students understand mathematics material. This study aims to identify, review, and conclude related to the use of scratch application-based math learning media.  The method used is Systematic Literature Review (SLR). Using the Google Scholar database, articles were searched according to the topics studied in the 2019-2024 time span. The search was based on Garuda and Sinta 1-6. The results showed that the use of mathematics learning media based on scratch application optimizes students' problem solving and improves students' understanding of mathematics concepts, thus increasing their involvement and making learning more fun.

Khansa Hafidza; Rachel Fatma Maharani Putri; Alvin Demas Arethusa; Sri Hastuti

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2024 Asosiasi Periset Bahasa Sastra Indonesia

In the current era, digital learning media began to be developed along with the rapid development of information technology. Educators are indirectly required to make adjustments to the development of information technology-based learning media. Gudang Teks is a Indonesian learning media program designed through the world wide web precisely on google-sites which is a place for storage of negotiation text materials. With this, this study was conducted to analyze information technology-based learning media on the use of LMS in the form of google-sites under the name "Text Warehouse" in the negotiation text learning process at the Class X high school level. The research methods used in this study are qualitative descriptive methods based on data analysis and literature studies. The development model used in research uses the type of research and development or Research and Development (R &D) with the 4-D development method developed by S. Thiagarajan and consists of 4 main stages, namely define, design, develop, and disseminate. The Text Warehouse is also analyzed using SWOT analysis in the form of strengths and weaknesses, opportunities, and threats so that they can be further evaluated and considered in their use. The results of the analysis show that the Text Warehouse is quite feasible to be used in the negotiation text learning process, especially in grade X high school students.

Dila Rizki Amanda

Jurnal Pendidikan, Bahasa dan Budaya 2024 Pusat Riset dan Inovasi Nasional

The focus of this research is to investigate the influence of visual learning media on students' Indonesian language learning outcomes. The aim is to reveal the use of YouTube as an Indonesian language learning tool, explore students' perceptions of using Kahoot (a game-based learning application), describe the impact of using Quizizz on student motivation and learning outcomes, and analyze the e-learning learning process via the Edmodo platform in subjects Indonesian. It is also believed that the use of this media can increase students' interest in reading and stimulate the development of their ideas. With stimulated ideas, students' thinking abilities, especially higher level thinking, can be improved directly. In this rapidly developing era, the role of teachers is increasingly vital in the world of education. They are expected to actively develop insight and skills, including in the use of learning media. Visual media is an effective tool in learning, helping students understand the material better. Therefore, it is important for teachers to continue to innovate in creating learning media that suits the needs of the subjects being taught, in order to increase learning effectiveness and student engagement.

Raveldio Anelta

GARUDA : Jurnal Pendidikan Kewarganegaraan dan Filsafat 2024 International Forum of Researchers and Lecturers

The focus of the article is to describe the use of a HOTS-based learning model that can improve the problem solving abilities of students in elementary schools as well as strategies that can be used in implementing HOTS learning in the classroom. This research uses a literature study method by examining several sources from journals and books related to the use of the HOTS-based learning model in improving the Problem Solving abilities of students in elementary schools. This research uses the Systematic Literature Review (SLR) method or literature review by systematically identifying journals. The steps in the SLR method are 1) Develop Research Questions, 2) Selection Criteria, 3) Developing The Search Strategy, 4) The Study Selection Process, 5) Appraising the Quality of Studies.

Elisabeth Margareta; Monalisa Hutagaol; Lian Yesika Hutasoit; Cindi Sitinjak; Betesda Lumban Gaol

Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Implementation of Community Activities (PkM) is a program carried out by FKIP students at HKBP Nommensen University, Medan. Program for implementing Wordwall-based interactive learning media to improve literacy skills at SMKS Bersama Berastagi. In the learning process, supporting media is needed to help implement the interactive teaching and learning process in the classroom. The media chosen is adapted to the situation and conditions existing in the school, therefore it is deemed appropriate to use Wordwall media to help facilitate the teaching and learning process in the classroom. Interactive learning is inviting students to involve thinking, seeing, hearing and skills at the same time, one of which is while writing. Wordwall is an alternative choice from various types of interactive learning media that can make the learning process fun and not boring for students and teachers. This application aims to be a fun learning resource, media and assessment tool for students. So the results of using wordwall-based interactive learning media increase literacy skills. In this way, students' literacy skills at Berastagi Private Vocational School can increase and by using wordwall learning media it can be made more interesting and varied. Then students' enthusiasm for learning will increase and it won't be boring.

Yunisa Varera

Jurnal Transformasi Bisnis Digital 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

The development of information technology in the form of social media has experienced tremendous progress throughout the world. This development has an impact on changes in social behavior. Social behavior is defined as individual behavior in relation to society, or among members of society in the context of how they communicate between its members. The use of YouTube, Facebook, blogging, WhatsApp and Twitter for learning purposes by creating groups based on certain interests to hold discussions is very widespread in society. As a result of the very rapid development of social media, social behavior patterns have changed, which has gradually led to the integration of social media applications in various types of learning and learning activities. In fact, overall it can be said that this change is a change in the education system which covers all components    

Tigor Sitohang; Eva Dita Yanti Simanjuntak; Sarah Evelyn Samosir; Mindela Frida Panggabean; Sarah Evelyn Simanjuntak

Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

A teaching program is a plan for implementing the teaching and learning process which is based on consideration of the objectives to be achieved, materials, methods, tools, time allocation and evaluation so that students master the learning process and have optimal learning outcomes. Wordwall is an interactive media that provides features to foster student learning motivation according to the learning material presented by the teacher in class. Word wall media provides features such as quizzes, matching, pairing, anagrams, random words, word searches, grouping. The PkM (Community Service) Lecture Program with the title "Using the Wordwall Website as a Learning Media to Increase Student Learning Motivation at Bima Utomo BS Vocational School" is carried out by prioritizing how to use the wordwall website, especially for teachers or teaching staff at Bima Utomo BS Vocational School with the main aim increase student learning motivation and make it easier for teachers to deliver learning material. The results of the implementation of Community Service at BIMA UTOMO BS Vocational School, Sidodadi Village, Batang Kuis District, Deli Serdang Regency, North Sumatra which was carried out from February 5 - February 27 2024, the team was able to adapt well so that a cooperative relationship was established between the school, students and students, teachers are able to use wordwall media as an interactive learning media for the continuity of teaching and learning activities, socialize the use of wordwall media as an interactive learning media, provide contributions in the form of assistance to the school regarding administration and students feel motivated by the existence of interactive learning media.

Claudia Angel Putri Thanos; Ferny Margo Tumbel; Femmy Kawuwung

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

The objective of this research is to assess the utilization of Canva application as a biology learning media at SMA Negeri 1 East Siau. 2. To assess the efficacy of utilizing the Canva application as a Biology learning medium in improving student learning outcomes at SMA Negeri 1 East Siau. This research instrument employs a combination of interviews, questionnaires, and test questions. Subsequently, the data is examined utilizing the percentage calculation. The research yielded a design for electronic-based media, which involved several stages: needs analysis, design, validation and revision, and testing and implementation. The effectiveness test results, validated by media experts, yielded a 95.38% rating in the highly feasible category. Similarly, the material experts rated it as very feasible with a score of 98%. Furthermore, 92.31% of students who participated in the trials found it to be very feasible. This is supported by the average pretest score of 59.3, which increased to 89.33 in the posttest, resulting in a gain score of 0.73. Therefore, utilizing the Canva application as a digital learning platform is highly appropriate for enhancing the academic achievements of 10th grade students at SMA Negeri 1 East Siau.

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.

Lailan Aprina Siregar; Irma Sari Daulay; Amsal Mahbubi Hasibuan

This research aims (1) to determine student learning outcomes in the science subject style material in class IV of SD Negeri 0105 Sibuhuan Julu. (2) To determine the increase in student learning outcomes by using the talking chips learning model in the science subject style material in class IV of SD Negeri 0105 Sibuhuan Julu. The type of research used is classroom action research (PTK) which consists of 2 cycles, each cycle consisting of planning, implementation, observation and reflection. The data sources in this research were divided into two, namely (1) primary data from class IV participants at SD Negeri 0105 Sibuhuan Julu, (2) secondary data namely class IV teachers at SD Negeri 0105 Sibuhuan Julu. Data collection techniques in this research were obtained through interviews, observation, written tests and documentation. The data analysis technique in this research is a qualitative data analysis technique. Based on the research results, it can be concluded that: (1) Student learning outcomes before using the talking chips learning model in the science subject style material in class IV of SD Negeri 0105 Sibuhuan Julu obtained Minimum Completeness Criteria (KKM) data for 8 students with a percentage of 30 .67% and there were 19 students who had not reached the KKM with a percentage of 73.33%. (2) Student learning outcomes before using the talking chips learning model in the science subject style material in class IV of SD Negeri 0105 Sibuhuan Julu, Barumun District, Padang Lawas Regency, obtained action data for cycle I which had reached the Minimum Completeness Criteria (KKM) for 16 students. with a percentage of 53.33% and those who have not yet reached the KKM are 14 students with a percentage of 46.67%.. Cycle II actions that have reached the Minimum Completion Criteria (KKM) are 23 students with a percentage of 90% and there are 3 who have not reached the KKM students with a percentage of 10%. It can be concluded that the talking chips learning model can improve the learning outcomes of fourth grade students at SD Negeri 0105 Sibuhuan Julu.  

Intan Rossa; Didah Nurhamidah

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

This research was conducted to see the effectiveness of using the Smart App Creator learning media in learning material elements of folk poetry at SMP Negeri 153 Jakarta. This research is a research that uses a qualitative descriptive method. The research population was all students of class VII with a total of 36 students. The data collection technique used was a questionnaire using a questionnaire research instrument with a total of 10 statements filled out by students through the Google Form. Based on research data and discussion results, it shows that the Smart App Creator learning media is effectively used in learning material elements of folk poetry for class VII at SMP Negeri 153 Jakarta. However, some respondents still considered doubtful and disagreed, therefore the teacher had to develop various forms of variations on Smart App Creator learning media, and needed to test comparisons between the use of Smart App Creator learning media and using other digital learning media so that teachers can use learning media in teaching activities to be more diverse.

Jodi Andreas Manullang; Andar Gunawan Pasaribu; Robert K.A Simangunsong

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

The research aims to determine the positive and significant influence of using the problem based learning model on the interest in learning PAK of class VIII students at SMP Negeri 1 Sipoholon for the 2022/2023 academic year. The research hypothesis is that there is a positive and significant influence between the use of the problem based learning model on the interest in learning PAK of class VIII students at SMP Negeri 1 Sipoholon for the 2022/2023 academic year. This research is a regression research using Descriptive and Inferential Statistics techniques. The population of all class VIII students at SMP Negeri 1 Sipoholon who are Protestant Christians is 190 people. Random sampling (random sampling) is 25% of the total population, namely 48 people. The research instrument is a closed questionnaire. From the determination coefficient test, the value r2 = 0.2520 is obtained. From the determination value (r2), it can be seen that the percentage of influence between the use of the problem based learning model on the interest in learning PAK of class VIII students of SMP Negeri 1 Sipoholon for the 2022/2023 academic year is 25.20% and 74 .80% is influenced by other factors as explained in the literature review, namely factors in the school environment, factors in the home environment, factors in the community environment. The results of the analysis requirements obtained the value rxy=0.502>rtabel=0.284 and tcount=3.937>ttable=2.021, indicating that there is a relationship between the use of the problem based learning model and students' interest in learning PAK and obtaining the regression equation. Hypothesis testing obtained Fcount=52.15>Ftable=3.23, so H0 is rejected and Ha is accepted. The research concluded that there was a positive and significant influence between the use of the problem based learning model on the interest in learning PAK of class VIII students at SMP Negeri 1 Sipoholon for the 2022/2023 academic year of 25.20%.

Diana Rahmawati

Jurnal Bima : Pusat Publikasi Ilmu Pendidikan Bahasa dan Sastra 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

The aim of this research is to determine the use of video application learning media in increasing student interest in learning at MIN 7 Nganjuk. The results of the research show that the implementation of the use of Video Application Learning Media at MIN 7 Nganjuk involves planning, implementation and evaluation. Initial, initial, and final activities are the beginning of the implementation process. The learning process then takes the form of an animated video based on the learning material and equipped with cartoon images, sound and writing. Compared to before using animated learning videos, learning with these videos will be better and run more smoothly. Increasing students' interest in learning by using animated videos in learning shows that students respond more quickly to the material taught by the teacher. An animated video is displayed when the teacher finishes showing the video to students and asks questions about it. As a result, students participate actively in class and the atmosphere is pleasant. The number of students who answer the teacher's questions after the animated learning video is shown shows an increase in students' interest in learning. Apart from that, participating in the learning process can excite students.

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.

Jumriati Jumriati; Andi Sugiati; Musdalifah Syahrir

GARUDA : Jurnal Pendidikan Kewarganegaraan dan Filsafat 2023 International Forum of Researchers and Lecturers

The main problem in this study is whether there is an effect of the use of Quartet Card Learning Media on PPKn Learning Outcomes of Grade V Students of SD Negeri Mangasa 1. This study aims to determine the Effect of Using Quartet Card Learning Media on PPKn Learning Outcomes of Class V SD Negeri Students Mangasa 1. This type of research is an experimental research type of pre-experimental design with the form of a one group pretest-posttest design. The research procedure includes pretest, treatment, and posttest. The sample in this study were 26 students of Class V SD Negeri Mangasa 1. The results of this study indicate that the effect of the use of quartet card learning media on PPKn learning outcomes for fifth grade students of SD Negeri Mangasa 1 (Pre-test) shows that the number of students who have not reached the KKM is 26 students (overall) or 0% while students who have achieved KKM is 26 students (overall or 100% with an average value of 54.7. Therefore, the results of the influence of the use of quartet card learning media on PPKn learning outcomes for class V SD Negeri Mangasa 1 are still classified in the low category and not meets the classical completeness criteria.Based on the results of the research above, it can be concluded that the Effect of Using Quartet Card Learning Media on PPKn Learning Outcomes of Class V SD Negeri Mangasa 1 has increased.

Hafiziani Eka Putri; Eva Firdausy Solihah; Rizky Purwatresna Senjaya; Abriani Larassati; Ajeng Putri Wulandari Yuwono +1 more

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

Technology is one of the important things in various fields, especially in the field of education, in the technological age like now a professional educator must be able to keep up with the times. One of them is by making digital-based learning media, the application of learning using digital media can make it easier for students to receive learning in a fun way. So it is necessary to have a workshop for teachers in making digital-based learning media using a website called wordwall at UPTD SDN Purwamekar. This service in the form of a workshop shared with educators at UPTD SDN Purwamekar how to apply the creation of digital learning media on the wordwall website. Based on the results of the questionnaire given, 80% of the participants who attended did not know this wordwall website, and 20% already knew but had never used it. As a result of this workshop, the participants who attended came to understand and were able to apply wordwalls to learning activities.

Hafiziani Eka Putri; Eva Firdausy Solihah; Rizky Purwatresna Senjaya; Abriani Larassati; Ajeng Putri Wulandari Yuwono +1 more

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

Technology is one of the important things in various fields, especially in the field of education, in the technological age like now a professional educator must be able to keep up with the times. One of them is by making digital-based learning media, the application of learning using digital media can make it easier for students to receive learning in a fun way. So it is necessary to have a workshop for teachers in making digital-based learning media using a website called wordwall at UPTD SDN Purwamekar. This service in the form of a workshop shared with educators at UPTD SDN Purwamekar how to apply the creation of digital learning media on the wordwall website. Based on the results of the questionnaire given, 80% of the participants who attended did not know this wordwall website, and 20% already knew but had never used it. As a result of this workshop, the participants who attended came to understand and were able to apply wordwalls to learning activities.