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Helsa Marsella Putri; Siti Aisyah

Imajinasi : Jurnal Ilmu Pengetahuan, Seni, dan Teknologi 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This research is a study of development of media video tutorials for learning visual arts in particular visual journal material in students of X grade State High School 5 Bukittinggi. The problem found is that learning is not optimal due to lack of use of learning media. Video tutorials can be used to support the learning process and help teachers deliver learning materials. This research uses the Research and Development method with a 4D model that consists of define, design, develop, and disseminate. Data analysis techniques use qualitative and quantitative descriptive analysis. The test subjects in this study were 42 respondents consisting of 5 experts, 1 cultural art teacher, and 37 students. The results of the study showed that the media, material, and language validation test reached a score of 80-90%. Next, the practicality test by the teacher obtained a rating of 86.67%, the student response rating of the small-scale test obtaining a 94.9% score and the large scale trial obtains a grade of 91.81%. The final stage is the test of effectiveness gained from the pre-test and post-test results. Small scales obtain t_count of 7.17 bigger than t_table of 1.894. Large scales get t_counters of 7.68 larger than tables of 1.701. It can be concluded that the video tutorial media product developed on learning visual arts in particular visual journal material has proven valid, practical and effective to use.

Muti Atus Sofiah; Rahma Nanda Nur Azizah; Luat happyana

Jurnal Bintang Manajemen (JUBIMA) 2024 Pusat Riset dan Inovasi Nasional

This research aims to identify the role of collaboration between teachers and school management in developing an effective curriculum at SMP Plus Darussalam. The research method used is a qualitative approach with a case study design. Data was collected through in-depth interviews with school principals, teachers and students, as well as participatory observation and analysis of documents related to the curriculum. The research results reveal that close collaboration between teachers and school management is very important in designing and implementing a curriculum that suits students' needs. Collaborative involvement with various parties enriches the curriculum development process, increases the relevance of the material, and facilitates responsive adjustments to educational challenges. This research concludes that a collaborative approach not only improves curriculum quality but also increases teacher satisfaction and student motivation. The implication of these findings is the need to integrate collaborative models in curriculum development in other schools to achieve more adaptive and effective education, as well as strengthen a supportive and inclusive learning environment.

Fetty Setiawati; Melva Zainil

Student Scientific Creativity Journal 2024 Pusat Riset dan Inovasi Nasional

The research is motivated by the fact that not all teachers use technology-based media in teaching and learning activities, especially in learning about building cube and block spaces. Teachers use more objects around students as media. This research aims to develop learning media based on augmented reality technology on classroom building materials in grade IV elementary school using a valid, practical and effective Problem Based Learning model. The type of research used in this study is development research using the ADDIE (Analysis, Design, Develop, Implement and Evaluate) model. The subjects of product trials and research data collection were grade IV students of SDN 08 Surau Gadang. The validation instrument used in this study is in the form of a validation sheet which aims to determine the validity or not of learning media based on Augmented Reality technology on space building materials. The analysis technique in this study uses the validity of learning media and the practicality of learning media. The results of the study show that the development of learning media based on augmented reality technology on building materials for cubes, blocks and prisms with the Problem Based Learning (PbL) model has been developed using the ADDIE development model and obtained an average result from three expert validators with a percentage of 81.33% which is included in the "Very Valid" category. The practicality of teachers' response to learning media based on Augmented Reality technology in building materials for cubes, blocks and triangular prisms in grade IV of elementary school obtained a percentage result of 90% with the very practical category at SDN 09 Surau Gadang and 96% with the very practical category at SDN 08 Surau Gadang. The results of the effectiveness test at the first meeting were obtained with a learning outcome percentage of 82.16%. Then at the second meeting, the percentage of learning outcomes increased by 88.16% at SDN 09 Surau Gadang. Then at SDN 08 Surau Gadang, the results of the effectiveness test at the first meeting were 87.19% and the results of the effectiveness test increased at the second meeting by 93%.

Yola Yunita; Dina Fitria Handayani

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2024 Pusat Riset dan Inovasi Nasional

This research aims to describe the planning, implementation, and challenges of teacher evaluation in poetry writing instruction for class X E-7 at SMA 1 Pertiwi. Data were collected through observation and documentation. The analysis results indicate that affective domain assessment involves poetry appreciation, emotional expression, and student engagement in the creative writing process. This qualitative method positively impacts students’ interest and motivation, leading to increased creativity and poetry writing skills. Empirical data show that students respond well to affective domain assessment, feeling more valued and supported, which positively affects their attitude towards writing poetry. It is recommended to integrate affective domain assessment methods more widely into the curriculum, including teacher training and the development of supportive teaching materials. This research provides valuable information for teachers and other educators to improve the quality of poetry writing instruction. Affective domain assessment methods have proven effective in creating a more supportive and inspiring learning environment. This research also highlights the challenges teachers face in conducting such evaluations.

Syahputra, Edy; Hutasuhut, Saidun; Hasyim

Jurnal Komunikasi Pendidikan 2024 Universitas Veteran Bangun Nusantara

This article is based on the lack of learning outcomes, internal control, and the use of interactive media. The purpose of this study is to understand the worthiness and effectiveness of the Android-based Google Site interactive learning media, as well as the interaction of locus of control with the Android-based Google Site interactive learning media on student learning outcomes. This thesis is a development using the Four-D model. The information collection instrument uses expert validation questionnaires, teacher, and student feedback. The research population was class XI students. The results reveal that the interactive learning media Google Site based on Android is worth using. based on the validation of material experts at 46.20 in the very valid group, media experts at 4.60 in the very valid group, teaching material design experts at 4.63 in the very feasible category, and learning design experts at 4.72 in the very feasible category. The economics teacher's assessment was 4.76 in the very decent category, the results of the individual trial were 4.67 in the very decent category, the small group test was 4.79 in the very decent category, and the field trial was 4.72 in the very decent category. The Android-based Google Site interactive teaching media is effectively used in improving learning outcomes in line with the t-test results, where the 2-tailed sig value is 0.000<0.05. Based on the two-way ANOVA test, there is no locus of control interaction on the Google Site interactive learning media, namely the 2-tailed sig value is 0.001<0.05. In conclusion, there is an interaction between locus of control and learning media on student learning outcomes. This research implies that schools can use the Android-based interactive learning media Google Site "Melani Si Andro" which was developed as a student learning facility to develop learning outcomes.

Tuhfatul Mubarokah Assalamah

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

Learning and teaching activities occur almost every day in the classroom between teachers and students. In this context, the process is usually thought of as the teacher delivering material to students while the students listen to the teacher's explanation. Learning in the classroom can occur if an interaction or synergy is created from various factors that support the teaching and learning process such as the presence of teachers, students, curriculum, teaching methods or techniques, teaching media and others. In this case, a learning activity is carried out to achieve learning objectives. This study aims to investigate the effectiveness of using children's songs as a method of learning English in elementary schools. The research method used is qualitative research with a literature study approach. The research results show that the use of children's songs in English learning in elementary schools can increase students' motivation, strengthen their language skills, and facilitate enjoyable learning. Children's songs help students internalize English vocabulary, grammar and intonation more effectively. These findings provide important insights for the development of English language learning strategies that focus on students' active involvement. It is hoped that the results of this research can become a basis for developing a more innovative and student-oriented English language learning approach in elementary schools.    

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.

Lilik Masluhah

Akhlak : Jurnal Pendidikan Agama Islam dan Filsafat 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

The Point Counterpoint learning method is a method that emphasizes group cooperation to discuss a topic, then the group will argue with other groups that have different perspectives. This approach automatically encourages interaction between students in the learning process, so that the development and achievement of learning outcomes can be achieved properly. This study uses the Classroom Action Research method, which aims to improve the quality of learning in the classroom. The results of the study showed that the Point Counterpoint method is more enjoyable to apply, because students can understand the material more deeply through active discussions. They also feel more comfortable and free to exchange opinions with group members. Changes that occur in student learning outcomes are caused by the demands to master the material that has been given by the educator.

Lilis Lismawati

Akhlak : Jurnal Pendidikan Agama Islam dan Filsafat 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to determine the effectiveness of the demonstration method in learning fiqh for grade VII students at MTs Nurul Islam, identify efforts made to improve the effectiveness of the method, and explore supporting and inhibiting factors in its implementation. This study uses a qualitative approach with data collection techniques through observation, interviews, and documentation. The subjects in this study included the Principal, Fiqh Teacher, and grade VII students. Data analysis techniques used include data reduction, data presentation, and data verification. The results of the study indicate that the application of the demonstration method in learning fiqh at MTs Nurul Islam is very effective. Students not only receive theoretical explanations, but can also directly witness and practice materials such as tayamum, ablution, and prayer, so that learning becomes more concrete and meaningful. Efforts made to improve the effectiveness of this method include an initial explanation of the purpose of the demonstration, mental preparation of students before learning, and reflective discussions after the demonstration. The supporting factors for the implementation of the demonstration method include: learning becomes clearer, more interesting, and applicable; students are more active and find it easier to understand the material; and increased student learning experience. Meanwhile, inhibiting factors come from limited facilities and infrastructure, limited time, and uneven readiness of teachers and students. This study recommends the development of demonstration methods on an ongoing basis with the support of adequate facilities and teacher training.

Saipur Rahman; M. Mahbubi

Student Scientific Creativity Journal 2024 Pusat Riset dan Inovasi Nasional

Character education is the process of developing students' ability to behave positively, which includes improving various skills that make humans become religious individuals and able to carry out responsibilities as leaders in society. At Madrasah Diniyah Pondok Pesantren Nurul Jadid, character development is carried out through religious learning. This research aims to identify effective learning strategies in improving students' character and spirituality through learning at Madrasah Diniyah at Nurul Jadid Vocational School. This research uses qualitative methods, which focus on natural phenomena or symptoms. In qualitative research, the researcher is directly involved in the process and interactions, capturing meaning from the participant's perspective, not as an outside observer. The learning carried out includes Furudlul Ainiyah material, which aims to equip students with the ability to read and write the Al-Qur'an, understanding of Islamic law (Fiqh), creeds, and obedience in worship. This approach is expected to increase students' spirituality and positive character, as well as prepare them to become individuals capable of carrying out responsibilities in society. Madrasah Diniyah has an important role in forming students' character and spirituality, making them better prepared to face life's challenges with a strong moral and ethical foundation. It is hoped that this research can contribute to the development of effective learning strategies to improve student character and spirituality in religious education environments.

Lisa Ameliya; Supardi Supardi; Agus Dharmanto

Journal Economic Excellence Ibnu Sina 2024 STIKes Ibnu Sina Ajibarang

The aim of this research is to determine  the effect of motivation on teacher performance through work discipline at Binakarya Mandiri Vocational School, Bekasi City. This research uses a quantitative type of research. There are two types of data used in this research, namely primary data and secondary data. Data is collected through preparing statements that will be submitted and answered by respondents in the form of a questionnaire. The population was all teachers at Binakarya Mandiri Vocational School, Bekasi City, totaling 100 teacher, and this research used a saturated sample. Then, the data that has been collected will be processed using the Statistical Product and Service Solutions (SPSS) program version 26. The conclusions of this research are as follows : 1. Motivation on teacher performance has an influence on Binakarya Mandiri Vocational School, Bekasi City. This states that a teacher who always attends teacher meetings at school is very important in carrying out his duties because of the support and development of teacher, so that teacher always provide examples to help students understand learning material, so motivation can improve teacher perfoemance. 2. Motivation towards work discipline has an influence on Binakarya Mandiri Vocational School, Bekasi City. This states that a teacher who always attends teacher meetings at school is very important in carrying out his duties because of the support and development of teacher so that teacher are always present on time at school and there is encouragement of teacher work enthusiasm and responsibility, so motivation can improve work discipline. 3. work discipline on teacher performance has an influence on Binakarya Mandiri Vocational School, Bekasi City. This states that a teacher is always present at school on time, so the teacher always provides examples to help students understand the learning material in order to achieve goals, so that work discipline can improve teacher performance. 4. The results of the path analysis test show that the total influence value is greater than the direct influence, so that work discipline can function as a mediating variable between motivation and teacher performance at Binakarya Mandiri Vocational School, Bekasi City.

Holifah Holifah

Inovasi Pendidikan dan Anak Usia Dini 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

Color recognition is one aspect that needs to be developed for young children so that children can easily recognize their surroundings. The role of teachers for young children in kindergarten education is highly expected to help develop the ability to recognize colors according to the characteristics of early childhood, such as by learning through playing, namely ball games to recognize colors. The aim of this research is to describe the results of ball games in introducing colors to children aged 4-5 years at RA As Sunniyah Lumajang. The research used classroom action research with a sample size of 22 children. This PTK is carried out in two learning cycles. Based on the results of the two cycles, it can be seen that the development of color recognition in children aged 4-5 years at RA As Sunniyah Lumajang can improve and develop well through playing ball. The suggestions that researchers can convey are as follows: for teachers when delivering material, it should be delivered in a playful manner so that learning is enjoyable; for schools to improve the quality of education by using creative and interesting learning methods; for future researchers it is hoped that they can find new methods to introduce colors to early childhood

Andrianto Gusti Pradana; M.Rohid Nur Fajrian; Yusuf Aryasuta

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Computer network training at SMKN 5 Surabaya is an activity that aims to provide students with knowledge and skills in the field of computer networks. This training is usually given to students majoring in Computer and Network Engineering (TKJ). The material taught in computer network training at SMKN 5 Surabaya includes: Introduction to computer networks, network topology, network addressing, implementation of the training using a blended learning approach, which combines theoretical and practical learning. This method has proven effective in improving students' conceptual understanding and technical skills. (Garrison and Vaughan, 2008) state that this approach is able to answer challenges in vocational education by combining the advantages of face-to-face and online learning. In addition, collaboration with industry through internship programs provides students with valuable practical experience, which strengthens their readiness to enter the world of work. (Anderson and Solis 2018) reveal that industry involvement can increase the relevance and quality of vocational education. However, this research also identifies several challenges that need to be overcome to ensure sustainability and improve the quality of training. One of the main challenges is limited resources, especially in terms of equipment and software which are always evolving. Continued investment and professional training for teachers is key to overcoming this challenge. (Smith and Ragan 2005) emphasize the importance of professional development for teachers in maintaining educational quality. With continued commitment from all parties, computer network training at SMKN 5 Surabaya is expected to continue to provide significant benefits for students and industry.

Arindya Naresti, Duta; Suratmi

Jurnal Komunikasi Pendidikan 2024 Universitas Veteran Bangun Nusantara

Science literacy skills in Indonesia are still relatively low. This study aims to analyze the need to develop learning media, especially digital storybooks, to improve the science literacy of fourth-grade elementary school students. The analysis involves literature studies, field studies with teacher interviews, and evaluating learners' science literacy abilities. The results of the analysis showed variations in learners' learning styles (visual, auditory, kinesthetic) and low science literacy needs. The teacher stated that the independent curriculum is used with learning activities that have applied science literacy, but it is still limited. The science literacy ability of students was recorded to be low, with an average percentage of 43.53%. Teachers see the need for innovation through digital learning media, especially picture storybooks, to increase students' interest and understanding of science material. Based on these findings, the development of digital storybooks can be an effective solution to improve the science literacy of fourth-grade students. It is hoped that implementing this media will help strengthen science literacy skills and improve the understanding of scientific concepts in everyday life. This research contributes to the field by providing evidence-based recommendations for integrating digital storybooks into the curriculum, thereby enhancing the effectiveness of science education in primary schools.

Khairullah Khairullah; Erwan Yusuf

Akhlak : Jurnal Pendidikan Agama Islam dan Filsafat 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to explore and analyze effective Islamic Religious Education (IRE) teaching strategies at Madrasah Ibtidaiyah Ihya Ulumiddin Banjarmasin, focusing on the perspectives of teachers. The research employs a descriptive qualitative approach involving in-depth interviews with seven IRE teachers and direct classroom observations to obtain a comprehensive view. The collected data were analyzed using thematic analysis techniques. The findings reveal that effective teaching strategies include the application of active learning methods such as discussions and Q&A sessions, the use of varied teaching media, and contextual approaches that connect material with students' daily lives. Teachers also emphasize the importance of adapting methods according to the characteristics and individual needs of students. Additionally, continuous training and managerial support are deemed crucial for enhancing teaching effectiveness. The results of this study are expected to contribute to the development of better and more adaptive IRE teaching strategies in the Madrasah Ibtidaiyah environment.

Risma Anggreini; Eva Nurul Malahayati; Adin Fauzi

Concept: Journal of Social Humanities and Education 2024 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

IPAS (Social and Exact Science Education) is a subject in the Kurikulum Merdeka. This subject invite student to recognize natural anomalies by facts. However, results of the researcher's observations on the interest of 4th-grade elementary school students in learning science showed that 93.75% of students experienced difficulties in learning science, especially in the matter of changes in the state of matter and energy forms. So, based on the results of the theoretical formulation and potential problems, the researcher is interested in proposing the development of a simulation video product. This type of research is Research and Development (R&D) based on 7 stages, namely, potential and problems, data collection, product design, design validation, design revision, product testing, and product revision due to limitations of materials, time, and manpower. After the prototype product is completed, the researcher validates the content, media, and language with 9 experts, with each having 3 validations: (Content validators, Media validators, Language validators) The test results show that 86% of the material validation, 92% of the media expert validation, and 96% of the language validation, it can be concluded that the simulation video product is very feasible to use with minor revisions. Furthermore, the researchers carried out a teacher and student readability test on the simulation video media. The scores obtained were 91,2% for teachers and 89,2% for students. So that simulation video products able as media supplements in learning.

Chandra Sagul Haratua; Ike Ismawati; Syafira Setya Putri; Widiyantoro Widiyantoro

Concept: Journal of Social Humanities and Education 2024 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

Project-Based Learning is a learning model that uses projects as the core of learning (Permendikbud, 2014:20). This learning model is an innovative learning model that involves project work where students work independently in constructing their learning and culminating it in real products (Nanang Hanafiah and Cucu Suhana, 2009:30). Project Based Learning learning model is a learning strategy where students must build their own content knowledge and demonstrate new understanding through various forms of representation (NYC Department of Education 2009:8). characteristics of the PJBL Learning Model The Project Based Learning, learning model was developed based on the level of development of students' thinking, centered on students' learning activities so as to enable them to carry out activities according to their skills, comfort and learning interests. This model gives students the opportunity to determine for themselves the project they will work on, both in terms of formulating questions to be answered, choosing topics to research, and determining research activities to be carried out. The teacher's role in learning is as a facilitator, providing materials and work experience, encouraging students to discuss and solve problems, and ensuring students remain enthusiastic while they carry out the project.   Keywords: project-based learning model

Defany Fiqrotul Laely; Latif Nur Hasan

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

Learning Javanese is included in learning ethics or politeness values, so it is very important to teach it in the world of education. As a tool to attract students' attention and want to learn Javanese, namely by developing learning media in the form of audio pop-up books. This research aims to explain: (1) the process of developing audio pop-up book, (2) the quality of audio pop-up book, (3) student responses to audio pop-up book learning media as a learning medium for uploading Javanese language material at SMP Negeri 2 Pare. This research uses research and development (R&D) methods with a four-D (4D) development model. The resulting data is in the form of oral and written. The data collection techniques used were observation, questionnaires and interviews. The instruments used were observation sheets, questionnaire sheets, and interview sheets. The results of this research are the product manufacturing process starting from needs analysis, product manufacturing plans, to the results of product development. to the final product. Validation from experts received a total percentage of 93.4% and total student responses received a percentage of 91.9% which was included in the "very suitable" category for use.

Dian Armanto; Vian Anotona Giawa

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

Mathematics is a universal science that underlies the development of modern technology, plays an important role in various scientific disciplines, and human thinking abilities. The view that mathematics is a science that trains thinking. The Creative Problem Solving learning model is a learning model that focuses on teaching and Problem Solving skills. Digital teaching materials are use digital devices, such as computers, smartphones. The aim of this research is to see the validity, practicality and effectiveness of the e-module being developed. This teaching material development model uses the ADDIE model. This research was carried out at SMP Negeri 21 Medan which is located on Jl. Rampe Raya flower. The time for the panel research is the even semester of the 2023/2024 academic year. The subjects of this research were class VII students at SMP Negeri 21 Medan. Meanwhile, the object of this research is learning media in the form of e-modules using flipbooks based on Creative Problem Solving. The e-module was declared very valid with a score of 3.56 and was categorized as very feasible. The e-module was declared practical with a percentage of 92.67% and was categorized as very practical. The e-module was declared effective by achieving Problem Solving indicators in indicators 1, 2, 3 and 4 with 65% of students completing the learning. The achievement of classical student indicators has met 65% of students who took part in learning with a score of 75. And there was a significant increase in indicators 1, 2, 3, and 4.

Paputungan , Moh. Zulkifli; N. Hula, Ibnu Rawandhy; Mariana, Ana

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

This study aims to decipher the results of validation tests and find out the user's response to the development of Android-based learning media using the Smart Apps Creator (SAC) application. This study uses mixed methods (quantitative and qualitative). Data collection uses questionnaires and documents. Quantitative analysis techniques were carried out on validation results using numbers, scales, or percentages, while qualitative analysis was carried out on the results of (1) individual trials, (2) small groups and (3) large groups.  The population of this study is 30 grade VII students, while the sample is determined using non-probability sampling which aims to make all populations as samples. The results of the study show that: (1) the results of the validation of media experts obtained a percentage of 95% (very feasible) and material experts 94% (very feasible).  (2) the results of user trials on the development of Android-based Arabic learning media products received an average score for individual trials of 80% with categories (good), small group trials of 85% with categories (very good) and large group trials of 95% with categories (very good).