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Adam Wahida; Endang Widiyastuti; Mabruroh Firdausi An-nur

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

This study aims to: (1) describe the learning process of painting for early childhood in group B1 of Az-Zahra Islamic Kindergarten in the 2023/2024 school year, and (2) analyze the form of work produced by group B1 students of Az-Zahra Islamic Kindergarten in the 2023/2024 school year. This research uses a qualitative descriptive approach with a case study method. Sources of research data include learning activities, informants (group B1 teachers and principals), and documents (observation notes, lesson plans, lesson plans, and paintings). The sampling technique was done by purposive sampling, and data collection used observation techniques, document analysis, and interviews. Data validity was tested using source triangulation, and data analysis used a flow analysis model. The results showed that: (1) the analysis of the learning process of painting in group B1 uses the development of Prosem, RPPm, and RPPh. However, learning objectives have not been clearly designed and written in RPPh even though they are in accordance with the Basic Competencies of Art. Learning media and evaluation have been done well, although the checklist instrument for painting activities has not been separated from other activities. (2) Analysis of the results of painting works is carried out based on the elements of painting, the theory of periodization of children's art development, and the typology of children's drawings. Students' works show good creativity, especially in visual elements, with the majority of children at the pre-chart or chart stage, and visual image types dominate.

Ayu Aldina Afriyanti

SIMPATI: Jurnal Penelitian Pendidikan dan Bahasa 2024 CV. Alim's Publishing

This research aims to, (1) describe the process of developing news text teaching materials based on the Capcut application, (2) describe the form of developing news text teaching materials based on the Capcut application, and (3) describe the feasibility of news text teaching materials based on the Capcut application. Developing news text teaching materials based on the Capcut application using ADDIE, with 5 stages, namely analysis, design, development, implementation and evaluation. The news text teaching material product assisted by the Capcut application was validated by including material expert lecturers and expert lecturers. The sample for this research was 27 students in class VII B of Al-Musabbihin Private Middle School using the Purposive Sample technique. Data collection techniques using interviews and questionnaires. The research instrument was a validation questionnaire sheet for material experts and media experts using Likert scale calculations. Data analysis uses qualitative descriptive analysis. Research shows that products from news text teaching materials based on the Capcut application received research results with the criteria "Very Good" with an average of 90.5%, with results from material experts at 90% with the criteria "Very Good" and results from design experts at 91 % with "Very Good" criteria so that teaching materials are suitable for use in the learning process. The product trial results received an assessment from teachers of 95% with the criteria "Very Good" and a student assessment of 92% with the criteria "Very Good".

Maria Selviana Mia Pera; Sahiruddin Sahiruddin; Indri Anugrah Ramadhani

Uranus: Jurnal Ilmiah Teknik Elektro, Sains dan Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The low quality of learning and learning assessment, has not been integrated into a system properly. So that the ideal learning process cannot occur. The purpose of this study is to determine the ICT learning media Adobe Flash Cs6 for class VII students of Smp Negeri 8 Sorong Regency Based on Video that is Valid and Effective to use. This study uses the development method (Research and Development). Data was collected by observation, interviews, literature studies and questionnaires. The subjects of this study were 21 students of Smp Negeri 8 Sorong Regency class VII. Based on the results of the research on the development of video-based learning media using Adobe Flash Cs6, the validation results were obtained from two validators, including material experts, namely an average percentage of 75% and media experts, namely an average percentage of 94% which is included in the "Very Valid" criteria. the level of effectiveness of learning media was obtained from the respondent questionnaire, the results obtained were an average percentage of 86% which was included in the "Very Effective" criteria. The results of this study indicate that the development of video-based learning media Adobe Flash CS6 is valid and effective to use.    

Ocarina Alya Indraswari

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

The research conducted in this proposal aims to determine and analyze the use of gamification technology media in increasing the learning interest of students in class 9 D SMPN 13 Surabaya. This research is designed with qualitative methods and uses data collection techniques in the form of filling out student interest observation sheets in the learning process. The results of filling out student observations are expected to be used as evaluation material in the classroom learning process. Thus, it is hoped that the results of this study can be useful as a reference for educators to develop teaching media that will be used in the learning process in the classroom. Various rapidly developing technologies must of course be utilized properly, so that later the educational process in the classroom is not left behind by existing technological developments. Nowadays, there are many websites or applications that can help the learning process in the classroom. The idea of student-centered education should make educators no longer use the lecture method when explaining in the learning process. This is what makes educators clever in utilizing various learning resources and media including technology. In the meaning of KBBI technology is a scientific method that can be used as a means to provide various things needed for the continuity and comfort of human life to make it more practical.

Jasmari Jasmari

International Journal of Education and Literature 2024 Lembaga Pengembangan Kinerja Dosen

This study aims to analyze digital-based Indonesian language learning strategies in higher education through a systematic review of articles published between 2020 and 2024. Based on a literature search in Google Scholar, 100 relevant articles were found, of which 84 articles met the inclusion criteria. The analysis results show that the technologies used in Indonesian language learning include ICT, Artificial Intelligence (AI), digital learning media, social media platforms (YouTube, TikTok, Instagram), and interactive applications such as Kahoot and quizzes. Popular learning methods include flipped classroom, Problem-Based Learning (PBL), and Project-Based Learning (PJBL), which support the development of 21st-century skills such as critical thinking, creativity, communication, and collaboration. Furthermore, the COVID-19 pandemic accelerated the adoption of digital learning, which significantly influenced Generation Z students' learning methods. However, limited access to the internet in remote areas remains the main challenge in implementing digital learning. Therefore, improving technology infrastructure and providing training for lecturers to optimize the use of technology in learning, as well as policies that support equitable access to digital education across Indonesia, are essential. This study provides insights for the development of digital-based learning strategies in higher education.

Ronald Antonius Panjaitan

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2024 STIKes Ibnu Sina Ajibarang

The emergence of a new paradigm in the field of education and increasingly advanced technological developments, namely the emergence of an electronic learning system known as E-learning. One of the most popular E-learning media in Indonesia is the Ruangguru online learning application which can be accessed via Smartphone. The purpose of this study was to analyze the factors that influence student acceptance of the Ruangguru application using the Technology Acceptance Model (TAM) method. 5 (five) TAM research model constructs were used, namely Perceived Usefulness, Perceived Ease of Use, Attitude Toward Using Behavioral Intention of Use and Actual System Use. Data collection used was an online questionnaire from Google Form with a purposive sampling technique. Valid questionnaire data was processed using the SmartPLS 3 program with 3 (three) structural analysis models, namely Outer Model Analysis, Inner Model Analysis, and Hypothesis Testing.    

Mariani Ketut Sary

International Journal of Studies in International Education 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The objectives of this research are: (1) To produce an e-module accounting module to improve the learning achievement of SMAS Regina Pacis Bajawa students. (2) Examining the feasibility of accounting e-modules to improve the learning achievement of SMAS Regina Pacis Bajawa students. (3) Examining the effectiveness of the accounting e-module in improving the learning achievement of SMAS Regina Pacis Bajawa students.This type of research is research and development research with the ADDIE model. With an experimental trial design using a pre-test – post-test model. The test subjects in this research were class XI IPS D SMAS Rergina Pacis Bajawa. Product suitability is tested by media experts, material experts, learning practitioners, namely teachers, and media users, namely students. Data collection was carried out using observation, interviews, questionnaires and tests. The data collection instruments used were interview guides, expert validation questionnaires, teacher response questionnaires, student response questionnaires, and accounting questions as an information system. Development products are assessed based on the appropriateness of media design and learning materials. The feasibility of the resulting learning media was analyzed using a conversion of 4 eligibility criteria, namely very good, good, poor and very poor.Results of the research (1) An accounting e-module with a book creator has been developed to improve student learning achievement. (2) The accounting e-module with book creator was assessed in the very appropriate category by media experts with a score of 91.66%, a score of 84.61% in the very appropriate category from material experts, a score of 100% in the very appropriate category from teachers and a score of 87 .14% in the very feasible category was obtained from student assessments. (3) E-module accounting module with book creator can improve the learning achievement of Regina Pacis Bajawa High School students. It can be seen that there is an increase in the average student score from the pretest of 57.18 to 85.78 in the posttest.

Wahyu Darpindo; Yahya Yahya

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

The purpose of this research is to create fine art learning materials for Adabiah 1 Padang High School's grade X pupils using Flipbooks. The background of this study is the lack of enthusiasm among students to learn fine arts using traditional package books, which are generally seen as dull. The steps of analysis, design, development, implementation, and evaluation are all included in the 4-D model, which is the research approach utilized in development (Research and Development). The outcomes demonstrated how well Flipbook-based learning resources increased students' motivation to learn and helped them comprehend the ideas behind two- and three-dimensional fine arts.   The implication of this research shows that Flipbook can be an alternative learning media that is interesting and effective, as well as relevant to learning needs in the digital era. The conclusion of this study is that Flipbook has high validity and practicality as a learning media, which can be implemented in fine arts learning in schools.

Nining Tunggal Sri Sunarti; Retno Heru Setyorini; Fitriani Mediastuti

Jurnal Kemitraan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

The growth and development of toddlers are crucial in determining the welfare of a nation, as this period serves as the foundation for a healthy and productive future generation. Nutritional deficiencies in the early years of life can lead to stunting, which not only hinders a child's physical growth but also negatively impacts their learning abilities and immune system in the future. Addressing nutritional issues is essential by increasing mothers' knowledge. This activity aims to evaluate the effectiveness of nutrition education on balanced nutrition in preventing malnutrition in children at Posyandu Ngireng-ngireng, Kalurahan Panggungharjo. The education program was conducted using a lecture and Q&A method, supported by PowerPoint presentations displayed via LCD. The pre-test and post-test results showed a significant increase in participants' knowledge, with the average score rising from 54.38 to 71.56. These results indicate that the lecture method, supported by visual media and interactive Q&A sessions, effectively enhances mothers' understanding of the importance of balanced nutrition. Therefore, this approach can be adopted in other health education programs to improve community knowledge about nutrition and child health

M. Iqbal Has; Eko Purnomo

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Learning Management System is a software platform designed to support and manage online teaching and learning activities. One of the educational institutions that have used the LMS platform is Padang State University. The UNP LMS platform itself has been released since 2019 which is called E-Learning UNP. At that time its use was fairly rare because it was still in the development period. However, the use of the UNP LMS platform has problems with its user interface and user experience which causes online teaching and learning activities to be less effective. The unrest felt is the usability of the UNP LMS platform which still cannot meet user needs efficiently and effectively. The design of the Padang State University mobile learning management system application uses the Design Thimgking method, so it can be concluded that this design is a problem sourced from empathy, the need for a solution to an existing problem, then continue to test for improvement. Then the mobile learning management system application was created as the main media, and accompanied by other supporting media such as Motion Graphic, Poster, X-Banner, Sticker, Acrylic Stand, and High Fidelity Flow.  

Purnama Sari Siregar; Tri Indah Kusumawati; Budiman Budiman

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

This development research aims to find out: (1) the process of developing flashcard media to improve students' poetry writing skills. (2) the feasibility of flashcard media in improving students' poetry writing skills. (3) The effectiveness of flashcard media in improving students' poetry writing skills.This research was conducted using the research and development model (R&D) (Research and Development) This research uses the ADDIE development model with five stages, namely analysis, design, development, implementation, and evaluation. The subjects in this study are MTs Islamiyah Medan students totaling 28 students. The instrument of this study is to use a questionnaire to see the development, feasibility and effectiveness of the media developed. Data analysis techniques use product data analysis, preliminary data analysis, hypothesis testing. The results of the study show that flashcard media for writing poetry is very feasible to use with an average percentage of media experts 81.25% and material experts 97.5%. There was an increase in the average student score of 80.17%, so it was concluded that the average pretest and pottest scores experienced significant changes. Research conclusion: flashcard media for writing student poetry is suitable for use in poetry material learning activities by grade VIII students of MTS Islamiyah Medan. Further research suggestion: more thorough in planning the development of flashcard media, it should be developed according to the needs and characteristics of students.    

Fiqri Haidar Ramzy; Bachtiar Bachtiar; Firman Maulana

Jurnal Bintang Pendidikan Indonesia 2024 Pusat Riset dan Inovasi Nasional

National education aims to develop the potential of students to become individuals who are faithful, devout, have noble character, knowledge and creativity. In this digital era, teachers are required to be innovative, especially in utilizing learning media such as e-modules. At SMP Negeri 6 Sukabumi City, it was found that students had difficulty learning football material and needed additional interactive learning resources, such as flipbook-based e-modules. This research aims to develop, test the validity and measure the practicality of a soccer e-module, as well as observe its impact on student learning motivation. The method used is Research and Development (R&D) with the ADDIE model, which includes the Analyze, Design, Develop, Implement and Evaluate stages. The research was conducted at SMP Negeri 6 Sukabumi City involving 35 class IX students. Data was collected through observation, interviews, questionnaires and documentation. The research results show that the football e-module developed has been assessed as very valid with a percentage of 85% from material experts, 85% from learning experts, and 82.5% from media experts. This e-module is also practical to use in learning, with an increase in practicality from 71% in the first meeting to 80% in the second meeting. This flipbook e-module has proven to be effective in supporting PJOK learning, especially regarding soccer material.

Fahrudin Bustomi; Brillian Syaifullah; Khusnul Fadlyanim; Asep Purwo Yudi Utomo; Arka Yanitama +2 more

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

Changing curricula and the rapid development of technology make educators and students have to be able to technology as a medium in learning. The use of technology in education needs to be done to increase student activity so that student learning outcomes increase. The purpose of this research is to increase student acticity, critical thingking, creativity, collaboration, so that learning using the media padlet can run smoothly and optimally. The method used in this study is descriptive qualitative through data triangulation, namely observation, documentation, and questionnaire distribution. The results of this study, namely grade 12 students at SMA Negeri 9 Semarang can increase their learning activity throught the padlet media and increase student learning outcomes.  

Dewi Susanti Hulu; Agusta Pratama Wibawa

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

The development of interactive education as learning in education generally has several influencing factors, such as teachers who teach experiencing difficulties in keeping up with developments in information technology, learning media support tools for teaching in institutions are still limited in their use, only a few teachers use information technology in learning media because they have the knowledge to apply it to the teaching process, then from the problems that occur, the objectives include this research, designing an application interface display concept as an innovation in the use of learning technology according to needs, then creating an augmented reality learning application about the solar system according to the design created, after knowing the objectives What will be carried out in this research is implementing the use of an augmented reality application for the solar system using the marker based tracking method, where there is 3D object scanning of each planetary object in the solar system, while testing the application on 50 students of SDN Kebon Jeruk 15 Pagi, both classes VI A and B uses the user acceptance model (UAT), from the explanation explained if it is analyzed it produces an augmented reality application that has been created regarding the Android-based solar system so that it can be concluded that the testing process can be categorized as good or not in terms of AR applications and 3D object marker flashcards for students at school.

Galih Lintang Pinilih; Sri Suwartini; Gunawan Budi Santoso

Jurnal Inovasi Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

This research aims to develop Assemblr Edu-based learning media to enhance the learning interest of Grade IV students at SD Negeri 1 Kujon. The research falls under the category of research and development (R&D) and utilizes the ADDIE Model, involving stages of Analysis, Design, Development, Evaluation, and Implementation. Data collection was carried out using descriptive statistics, validity tests, and feasibility tests. The research results indicate that the implementation of Assemblr Edu learning media is effective in increasing students' learning interest. Data analysis shows an increase in students' learning interest after the implementation of the learning media, with an average percentage of 81%. This study is deemed highly suitable for implementation and proven effective in enhancing the learning interest of Grade IV students at SD Negeri 1 Kujon in the academic year 2023/2024.

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.

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%.

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.

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.

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.