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Shela Rahmawati; Nanang Khuzaini; Monica Tita Candra Gerhana

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

This research is based on the low numeracy literacy skills of students, which are due to their unfamiliarity with solving numeracy literacy problems and the limited availability of such problems, making it difficult for teachers to provide numeracy literacy problems to students. Therefore, it is necessary to develop math problems that can measure students' numeracy literacy skills. The method applied in this research is Research and Development with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) without implementing the fourth and fifth stages. The development process starts from the analysis stage, which includes curriculum analysis, needs analysis, and material and problem analysis. After that, in the design stage, a product prototype is designed, and in the development stage, the product is consulted with three experts as validators. Next, the product is tested on students to determine its validity and reliability. The results show that all problems have a validity coefficient greater than , which means that all developed problems fall into the valid category. The developed problems are also highly reliable, with a reliability coefficient of . Therefore, it is concluded that this development research produces 36 AKM-based problems to measure students' numeracy literacy skills in statistics that are valid and reliable.

Anisa Putri Ardana; Salman Salman; Sakban Sakban

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

Problem Based Learning (PBL) is a teaching and learning process in the classroom where students are first asked to observe a phenomenon. Then students are asked to record the problems that arise, after that the teacher's job is to stimulate critical thinking in solving existing problems. The teacher's task is to direct students to ask questions, prove assumptions, and listen to different perspectives among them. The problems in this study are (1) Can Problem-Based Learning (PBL) improve student learning outcomes in Civics class V at SD Negeri 15 Pekanbaru (2) How is the effect of student learning outcomes with the Problem-Based Learning (PBL) model in Civics class V at SD Negeri 15 Pekanbaru. This research includes Classroom Action Research (PTK) which was conducted in two cycles using the Problem-Based Learning (PBL) method. Each cycle consists of four stages, namely design, implementation, observation, and reflection. The subjects of this research were fifth-grade students of SD Negeri 15 Pekanbaru, totaling 35 students. The research data was obtained using teacher and student observation sheets and student test results, then the data was analyzed using the percentage formula. The results obtained were (1) teacher activity in cycle I using a problem-based learning model from 78.75% to 91.25% in cycle II, (2) student activity in cycle I using the Problem-Based Learning (PBL) model 50.48% to 85.26%, and, (3) student learning outcomes in Civics subjects in cycle I using problem-based learning 40% to 94.28% in cycle II. This shows that student learning outcomes in Civics subjects using problem-based learning models show very positive results. Based on the results of this study can improve student learning outcomes to be more active and the ability of teachers to improve for the better.      

Latifah Nur Fitriana; Riyan Abdul Aziz

Repeater : Publikasi Teknik Informatika dan Jaringan 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Technology is developing so quickly that it may have a significant impact on the way teaching and learning are done. Interactive multimedia-based learning materials play an important role in the teaching and learning process. The availability of educational media can make teaching easier for teachers and increase students' learning motivation. This research focuses on designing multimedia-based interactive learning media for introducing marine animals. Researchers found the problem that the learning process at TK BA Aisyiyah Grogol 2 still uses the lecture method and does not use technology. This causes students' interest in learning to decrease. The method applied in designing this learning media is the ADDIE method. The result of this research is an interactive learning media design that uses multimedia. It is hoped that this learning media can increase students' interest in learning and the learning process will become easier and more effective.

Usman Usman

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

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

Rosa Aprilia; Ngatmini Ngatmini; Arisul Ulumuddin

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

This study is motivated by the students' poetry writing skills are often hampered due to lack of focus, difficulty expressing feelings due to uncomfortable situations, low interest in writing, less time, and less optimal use of a variety of learning models and media so that the results obtained by students are less than optimal. Therefore, it is necessary to apply other innovative models and media that are more supportive. So that in this study has a formulation of the problem of how the application of the Project Based Learning model assisted by Wattpad media in writing poetry material for class VIII students of SMPN 25 Semarang in the 2023/2024 academic year. The data collection method of this research is descriptive qualitative. With the subject of class VIII C totaling 33 students. The data collection techniques used in this study were test and non-test techniques. The test technique was carried out by giving a test on writing poetry text through the specified learning media, while the non-test technique was carried out by observation, student questionnaires, interviews, and documentation. So that the application of the Project Based Learning Model assisted by Wattpad Media can be applied with the results of good poetry text work products in learning the material of writing poetry texts on Class VIII Students of SMPN 25 Semarang Academic Year 2023/2024.

Riris Idiawati; Khoironi Fanana Akbar; Hilya Wildana Sofia; Anis Wildatus Saqinah

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

The focus of the problem in this research is the low motivation of students in learning physics. This research is a quantitative study using pre-experiment method, where the research design is one group design pre-test post-test. The sample of this study consisted of 32 students of Tadris IPA KH.Muhtar Syafaat University Blokagung Banyuwangi (UIMSYA). The results showed pretest data on students' physics learning motivation, namely with an average value of 102.13.average value of 102.13 is in the medium category. While the results of the post-test data obtained were 126.50 in the very high category. The N-gain score test results show a value of 0.5 in the medium category. This shows that the use of Kahoot! based assessment is very effective in increasing the physics learning motivation of Tadris IPA UIMSYA students. The results of this study are expected to be one of the innovations in scientific learning, especially physics courses so that students are not easily bored and much more active in learning.

Eva Yunita; Jawatir Pardosi; Endang Herlah; Wingkolatin Wingkolatin; Warman Warman +1 more

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

This research aims to determine the study of the phenomenon of children dropping out of school at SMA Negeri 2 Muara Badak, Kutai Kartenegara Regency. This type of research is descriptive qualitative. The focus of this research is to determine the phenomenon of female students dropping out of school at SMA Negeri 2 Muara Badak and the school's efforts to deal with female students dropping out of school at SMA Negeri 2 Muara Badak. The data collection techniques used were observation, interviews and documentation. The data analysis techniques used are data reduction, data display, data presentation and drawing conclusions.The results of this research show that the factors causing children to drop out of school at SMA Negeri 2 Muara Badak are categorized based on internal and external factors. Low internal factors include motivation and lack of understanding of the importance of education, intelligence and learning disorders, as well as lack of discipline regarding time. Meanwhile, external factors are caused by teachers who are angry, fierce and like to curse, and there is a lack of family support to help these children overcome their problems at school.

Sopiah Sopiah; Handri Dian Wahyudi; Fitriana Fitriana; Etta Mamang Sangadji

Jurnal Pengabdian Masyarakat Terapan 2024 Lembaga Pengembangan Kinerja Dosen

21st century teachers are required to be professional, required to have a combination of 4 main skills, namely: academic, professional and social skills to educate and teach students effectively and efficiently. Increasing teacher academic competence is very important in supporting students' preparation for the 21st century generation, in addition to other competencies. Academic competency includes mastery of material and how to convey that material effectively and efficiently. This Community Service Activity (PKM) aims to improve teacher academic competence through training and mentoring activities with Project Based Learning (PJBL) and Problem Based Learning (PBL) learning models. The PKM method used is a service learning process. Participants in PKM activities are teachers from SMAN 1 Purwosari, Pasuruan Regency. Data was collected using techniques: observation, interviews, tests and questionnaires. The results of PKM activities show an increase in teacher academic competence regarding 2 learning models (PJBL and PBL). The teacher's response after participating in PKM activities was very good and positive and they even recommended similar activities in 2025.

Ahmad Zainudin; ahmad zainudin; Agus priyadi; Andik Prakasa Hadi; ALDO KRISDIANANTA

JURNAL ILMIAH KOMPUTER GRAFIS 2024 UNIVERSITAS STEKOM

Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media. This game was created using Construct2 software as a 2D video game engine. The method used in this study is the MDLC (Multimedia Development Life Cycle) method. Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media.

Nurdiana Nurdiana; Patri Janson Silaban; Lasma Silaban

Engineering and Maritime Technology Journal (Engment) 2024 Deptek Prodi Teknik Mesin Kapal Perang Akademi Angkatan Laut

Problems in learning mathematics, especially FPB and KPK material, are caused by many factors, one of which is the characteristics of mathematics. This research aims to determine student learning outcomes on KPK and FPB material in class IV of SDN Krueng Baung using the Problem Based Learning model. This research is Classroom Action Research (PTK) with a quantitative approach. The results of the research showed that there was an increase in student learning outcomes in KPK and FPB material in class IV of SDN Krueng Baung. This is proven by the results of research conducted on the pretest, 4 students (28.57%) received a passing score, while 10 students (71.42%) did not complete it, with an average score of 74.07. In the posttest, students' learning outcomes increased to 12 students (85.71%) and 2 students (14.28%) did not complete them, with an average learning outcome score of 79.21.

Febrian Hercahyo; Aulya Vina Permatasari; Tri Murtiningsih

Jurnal Pendidikan Dirgantara 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This study reviews various literature related to the implementation of game-based learning models in improving students' mathematical problem solving abilities. Game-based learning has proven effective in motivating students, increasing interaction, and developing mathematical problem solving skills. This article presents a summary of key findings from relevant studies, highlighting the application of the strategy and the positive impact that this approach can have in the context of mathematics learning.      

Sukmawati Dewi; Adiatama Adiatama; Pegi Idha Amarela

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

This research aims to develop a flipbook-based electronic module as a learning aid to improve students' abilities in solving mathematical problems on the topic of root forms. This module development method follows a learning design approach that focuses on interactiveness and visualization of complex mathematical concepts. The research was conducted involving class XI students in a high school as test subjects. Data collection was carried out through tests of mathematical problem solving abilities before and after using the module, as well as structured interviews with mathematics teachers and students. The results showed that the use of a flipbook-based electronic module significantly improved students' understanding of the concept of root forms and their ability to solve related mathematical problems. The implication of this research is the importance of integrating technology in mathematics learning to improve effectiveness and student learning outcomes.  

Saragih, Agnes Liska Rosadani; Hasratuddin Hasratuddin

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

The purpose of this research was to produce a worksheet based on problem-based learning that would enhance students' ability to communicate mathematically when working with number pattern content. The quality of this LKPD refers to the effective aspect. This research uses a type of research and development (R&D) with a model developed by Borg & Gall. The subjects in this research were students in class VIII-5 of SMP Negeri 1 Tanjung Morawa with a total of 27 students. The object of this research is teaching materials in the form of PBL-based LKPD. Teacher response questionnaires, student response questionnaires, expert validation sheets, teacher interview question sheets, and tests of mathematical communication competence were the tools employed. Based on the research results, the effectiveness of LKPD can be seen from the achievement of learning completeness with an average individual learning completeness of 88 and for classical completeness of 96.3%. So the LKPD developed is declared "effective". Students' mathematical communication abilities are at a percentage of 90.1%, at high criteria, and it can be noted that for the N-Gain assessment, results were obtained with a student average of 0.74, meaning that there was an increase in students' mathematical communication abilities with high criteria. So, based on the results, it can be concluded that the LKPD developed in this research is valid, effective, and can improve students' mathematical communication skills.

Balya Fauzia Sya’roni

Modem : Jurnal Informatika dan Sains Teknologi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

This research aims to analyze the influence of AI Chat GPT in completing practicum reports by students of the Informatics Engineering Study Program at Muhammadiyah University of Ponorogo. The background to this research is based on the increasingly rapid development of AI technology, offering various conveniences in various fields, including education. The aim of the research is to analyze the extent to which Chat GPT influences students' ability to prepare practical reports effectively and efficiently. The research method used is a quantitative method by collecting data through a questionnaire using a Google form which was distributed to active students of the Informatics Engineering study program at Muhammadiyah University of Ponorogo. The results of this research show that Chat GPT significantly increases students' understanding of practical material, helps students solve problems encountered in preparing reports, and reduces the time needed to complete reports. The implication of this research is the importance of integrating AI technology in the learning process to increase student academic effectiveness and efficiency. However, appropriate policies are needed to avoid excessive dependence on this technology.  

Syahruni Fariha Handayani; Siti Nur Elisa; Diana Ermawati

Jurnal Yudistira : Publikasi Riset Ilmu Pendidikan dan Bahasa 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to improve the learning outcomes and critical thinking abilities of class III students on subtraction operations material through the application of the Tems Gemes Tournament learning model. This type of research uses Class Action (PTK) which is carried out in 2 cycles. The data collection techniques used are planning, implementation, observation and reflection. The object of this research was class III students at SDN Pangendisan, totaling 16 students. The instruments in this research used observation, interviews and tests. This research shows that the application of the Teams Games Tournament model can improve students' learning outcomes and critical thinking abilities. The results of this research obtained that the average student learning outcomes in the pre-cycle were 23.9%, then increased in the first cycle to 70.24% with (KKM) of 67% and again increased in the second cycle, namely 83.57 with the category ( KKM) of 86%. With the learning results, it can be shown that students' thinking abilities in implementing the Teams Games Tournament model become more active, involved and able to solve mathematical problems. Thus, the Tems Games Tournament learning model improves learning outcomes and students' critical thinking skills in subtraction operations material. Based on the research results, it can be concluded that the Teams Games Tournament learning model can improve the Mathematics learning abilities of class III students at SDN Pangendisan.

Mila Nurjanah; Yovi Litanianda

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This research explores the application of the Problem-Based Learning (PBL) model to improve the quality of digital image processing learning in the Informatics Engineering Study Program. Through in-depth interviews, observations, and document analysis, this research shows that PBL has a positive impact on students' conceptual understanding, technical skills, and involvement in the learning process. Nevertheless, challenges such as planning relevant learning problems and evaluating the learning process were also identified. Support and training are needed for lecturers to overcome these challenges. These findings provide valuable insights for the development of problem-based teaching practices in the context of digital image processing.  

Mila Nurjanah; Yovi Litanianda

Modem : Jurnal Informatika dan Sains Teknologi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

This research explores the application of the Problem-Based Learning (PBL) model to improve the quality of digital image processing learning in the Informatics Engineering Study Program. Through in-depth interviews, observations, and document analysis, this research shows that PBL has a positive impact on students' conceptual understanding, technical skills, and involvement in the learning process. Nevertheless, challenges such as planning relevant learning problems and evaluating the learning process were also identified. Support and training are needed for lecturers to overcome these challenges. These findings provide valuable insights for the development of problem-based teaching practices in the context of digital image processing.

Siti Aisyah; Wahyuni Zahra

Al-Tarbiyah: Jurnal Ilmu Pendidikan Islam 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

Education plays an important role in the progress of a nation, the high number of Islamic communities in Indonesia, including in Deli Serdang Regency, can be ensured that Muslims in Indonesia have an important role in the progress of a nation. Professor Toshiko Kinosita stated that Indonesia's human resources are still very weak to support industrial and economic development, the reason is because the government has never placed education as the most important priority, there are still various education problems that have not been resolved, such as limited education funds. , shortage of teaching materials, low number of skilled teaching staff, and inadequate facilities. To advance the nation's education, development is needed both in terms of physical and learning methods. Therefore, one effective solution is to build a Tahfidz Islamic Boarding School based on General Education. The development of science requires society to choose between focusing on knowledge in the field of religion or academics in general. Often people dream of mastering balanced knowledge, but many schools only focus education on one scientific field and reduce the quota in other fields so that knowledge becomes unbalanced. Tahfidz Islamic Boarding School is designed to provide knowledge and comfort in the learning process, equipped with adequate facilities and infrastructure as well as a more aesthetic building shape. This research aims to analyze the challenges and obstacles in developing the Tahfidz Islamic Boarding School based on General Education, and develop an inclusive and friendly solution environment. The focus is on meeting the needs of varying user capabilities, while ensuring good accessibility and sustainability. In the design, building design innovations are also proposed to achieve this goal, taking into account aesthetics and Islamic values ​​in accordance with the function of the building. The methods used include mixed qualitative methods with observation, comparative studies, case studies, interviews and document analysis. The building which applies Islamic architectural concepts in the design of the Tahfidz Islamic Boarding School will also consider Islamic aesthetics and values ​​in its application.  

Yurmanila Yurmanila; Nyiayu Fahriza Fuadiah; Eka Fitri Puspa Sari

Jurnal Motivasi Pendidikan dan Bahasa 2024 International Forum of Researchers and Lecturers

The problem of this research is that low mathematics learning outcomes are caused by students' low creative thinking abilities. This research aims to determine the increase in students' creative thinking abilities regarding data presentation at SDN Sukajaya through a problem based learning model, with a class V sample. The method used in this research is a quantitative experimental method with the type of Pre-Experimental Designs. The data collection technique uses observation, tests and documentation. The data analysis technique uses N-Gain. Based on the data analysis, the conclusion is obtained: there is an increase in the creative thinking abilities of fifth grade students at Sukajaya State Elementary School after using the problem based learning model in data presentation material, because seen from the results of the N-Gain test the value shows a value of 0.8, which is included in the high criteria. Calculations in this study used SPSS 26.

Safina Pramas Dinda; Ayu Rizki Septiana

Jurnal Inovasi Sosial dan Pengabdian 2024 Lembaga Pengembangan Kinerja Dosen

This research is driven by the principles of Project Based Learning (PJBL). PJBL is an educational approach that utilizes real-world problems as the starting point for integrating new knowledge. The research question posed is whether the PJBL method affects motivation and interest in learning English among eleventh-grade students at SMAN 1 Karangrejo. The objective is to examine the impact of PJBL on motivation and interest in English learning at this school. This study employs a quantitative approach, specifically a non-experimental quasi-regression design, with data collection conducted via a questionnaire using purposive sampling. Data analysis involves descriptive statistics to determine mean values, followed by testing for normality assumptions. If the data meets normality criteria, Pearson correlation analysis is used to examine relationships between variables (X and Y1, X and Y2). Additionally, simple linear regression tests the effects of variables Y1 and Y2 on X. The findings indicate that implementing PJBL in English language education for eleventh-grade students is expected to enhance both motivation and interest in learning at SMAN 1 Karangrejo.