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Pasaribu, Sara Debora Uli; Susilo, Daniel; Girsang, Lasmery RM

Jurnal Komunikasi Pendidikan 2024 Universitas Veteran Bangun Nusantara

In the current era, persuasive technology is increasingly being used in the health and wellness field to help users improve their lifestyle and find information about their health problems. Along with the rapid development of science and technology in this digital era, the field of education is also experiencing the same thing. This research was conducted to examine the use of persuasive technology adoption in the education domain. Along with the rapid development of Information and Communication Technology (ICT) in this digital era, the field of education is also experiencing technological advances and developments that bring innovation to education. This can be seen from the many digital platforms used by schools to support learning such as Google Classroom, Noosphere, Zoom, Canva For Education, Smart Library, etc. This research uses a descriptive qualitative method with a post-positivist approach. Research data were obtained from interviews, observations, and studying supporting documents/data. Interviews were conducted with informants, namely teachers and curriculum developers. The theories used in this research are the Media Richness Theory (MRT) and the Technology Acceptance Model (TAM). This study concludes that the adoption of persuasive technology that has been implemented by Pahoa Integrated School has been running effectively. In practice, the persuasive technology applied by Pahoa Integrated School has been able to accommodate the communicator (teacher), and the medium (application) to communicants (students). This research can make a real contribution, especially in the field of education at large, so that persuasive technology can be effectively integrated into learning.

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.

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.

Iis Siti Salamah Azzahra

Prosiding Seminar Nasional Ilmu Pendidikan 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The development of Information Technology, Industrial Revolution 4.0, and the impact of the Covid-19 Pandemic have changed students' behavior and learning styles, making them more accustomed to using technological devices. However, their interaction with the physical environment is reduced, hindering their ability to predict and observe. Therefore, media is needed that encourages students' viewing abilities while maintaining interaction with the objects being studied. This research aims to provide an overview of an alternative microsite-based QRcode interactive digital learning media designed with procedures for its application in the language learning process, especially in audience language skills. The research method used in this paper is literature study and also uses quantitative descriptive methods. The research results show that currently an alternative media is needed to help improve language skills, especially viewers. In response to this need, this paper was written to provide an overview of the design of an interactive application to help increase viewing of elementary school students using QRcode and microsites. With this interactive media, it is hoped that students will become more interested and improve their viewing abilities.

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.

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).

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.

Fitri Andini Al-Fatihah; Ibnu Muthi

Jurnal Ilmu Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

This study aims to (1) develop animated video learning media to improve student learning outcomes, (2) determine the feasibility of animated video learning media through teacher validation, and (3) determine the effectiveness of animated video learning media applied to class IV in Jambi City State Islamic Madrasah. The subjects in this study were 35 fourth grade students, as a test class. This reseach and development uses the Classroom Action Research Method developed by Kemmis and Mc Taggart (1992:11). The method is carried out from the first to the fourth step, namely: (1) planning, (2) action, (3) observation, and (4) reflection. The effectiveness test uses data collection techniques in the from of observation, interviews, tests, and documentation. The effectiveness of animated video media to increase motivation, attract attention, increase understanding, improve student learning outcomes, and learning objectives can be achieved as desired. Effectiveness can be seen from the scores of students’ completenss presentation results at the pre-cycle stage, the first cycle stage, then continued with the activity stages in the second cycle. The result of the study indicate that the animated video learning media is feasible to use for learning at the elementary school level. The results of the feasibility test of animated video learning media through teacher validation in operational field trials in the “Good” category. Tehere is a significant difference in the results of the presentation of students’ completeness scores between before and after using animated video learning media in the teaching and learning process.  

M. Fani Burhan Firmansyah; Ardila Tiwi Puspita Sari; Nazala Syifaus Shudur; Aang Kunapei

Jurnal Miftahul Ilmi: Jurnal Pendidikan Agama Islam 2024 STIKes Ibnu Sina Ajibarang

This research discusses the role of social media in increasing motivation to learn Islamic religious education. This research aims to examine the role of social media in increasing motivation to learn Islamic Religious Education among students. This research uses qualitative methods with literature studies. The research results show that social media has a significant influence in increasing motivation to learn Islamic Religious Education. Through platforms such as Facebook, Instagram, and YouTube, students have easy access to various educational content, discussions, and communities that strengthen their understanding and interest in Islamic Religious Education material. Apart from that, social media also provides opportunities for teachers to deliver material creatively and interactively, facilitating more interesting and inspiring learning. However, there are challenges such as the risk of invalid information and excessive use of social media. Therefore, a wise approach is needed in using social media to increase motivation to learn Islamic Religious Education, by strengthening education about social media criticism. It is hoped that this research can provide useful insights for the development of effective educational strategies in the context of using social media to increase learning motivation for Islamic Religious Education.    

Adinda Putri Nazli; Risnovita Sari

Jurnal Insan Pendidikan dan Sosial Humaniora 2024 International Forum of Researchers and Lecturers

The purpose of this research is to create learning media with the help of MtestM application about German language students' knowledge of listening skill A1 topic "Kennenlernen (sich vorstellen)". This research was conducted at the Language Laboratory of the Faculty of Languages and Arts, State University of Medan. This research uses Richey and Klein's model which consists of three stages, namely (1) research, (2) development, (3) evaluation. The data of this research are words, texts, sentences about "Kennenlernen" from the book Netzwerk Deutsch als Fremdsprache A1 Kursbuch by Stefanie Dengler, Paul Rusch, Helen Schmitz and Tanja Sieber pages 8-17. This interactive quiz is interesting and varied. The results of this study are German learning media and interactive quizzes for mastering the A1 listening skill 'Introducing oneself' with the help of MtestM.

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.

Khalimatus Sya’diah; Mukhammad Hendry Ansyah; Naila Adinda Habibah; Nafisa Putri Aji; Siti Masfuah

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The aim of this research is to find out the results of the development of interactive media diorama metamorfosis against the learning results of IPAS. This research uses quantitative methods with the research method is quantitatively descriptive. The data gathering techniques used in this study include observations, interviews, and lifting. Subjects in this study are 2 teachers and 5 students of SD 2 Jurang. The analysis technique is quantitative descriptive analysis with the help of Ms. Excle data processing software. The research data obtained was carried out V Aiken test. Based on the above data, it can be known that the results of the validation test of teaching materials and media Diorama Metamorfosis carried out by the teacher as a validator obtained an average score of ≤ 0,82, which means that the data received can be said to be very valid, effective, and worthy to be a support for learning. Meanwhile, the results of the validation test conducted by 5 students obtained the same score that is about ≤ 0.88 so that it can be concluded that the results show very valid and effective data, so that can be used in the student learning process.

Lailatul Nuraini; Jalis Syarifah; Halimatus Sa’diyah; Moh Kelvin; M. Athar

Technological developments in the 21st century have had a significant impact on various fields, including education. This study examines the effectiveness of the use of Augmented Reality (AR)-based learning media integrated with neuroscience and Qur'anic values in improving students' understanding of physics and spiritual attitudes in the Society 5.0 era. The research was conducted in two Islamic-based schools, namely SMA Darussalam Blokagung and MA Al-Amiriyyah Blokagung, using quantitative methods with pre-test and post-test. The results showed that AR learning media significantly improved students' understanding of physics concepts and spiritual attitudes, as evidenced by the difference in pre-test and post-test scores as well as the results of the N-Gain test which showed the effective category, with an average N-Gain score of 77.12% at SMA Darussalam Blokagung and 76.05% at MA Al-Amiriyyah Blokagung. In addition, students' spiritual attitudes also increased with the average questionnaire score showing the category of "Very Good". This study concludes that the integration of AR technology in learning is effective in improving academic understanding and the development of students' spiritual character.

Khoirur Rozikin; Buitas Ribka Letkamang; Candra Supriadi; Nuris Dwi Setiawan; Unang Achlison

Jurnal Elektronika dan Komputer 2024 STEKOM PRESS

One effective way in the world of education, especially in teaching and learning activities, is to keep up with current developments by utilizing existing technology. At Kanisius Ungaran Vocational School in Class X MPLB there is no web-based interactive learning media for the History subject. In this regard, there is a need to develop web-based interactive learning media so that teaching and learning activities are more interesting and enjoyable, especially in the subject of History. The benefit of this research is that it can apply the knowledge possessed by researchers in developing web-based interactive learning media in the History subject in class X MPLB Kanisius Vocational School Ungaran. Apart from that, this research is also expected to increase learning creativity and innovation, as for the practical benefits of this research, it can make it easier for teachers and students in teaching and learning activities in the subject of History

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.

Tiara Febriani Harahap; Zainal Efendi Hsb

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

Students have different levels of material understanding, including in understandingmonotonous Islamic Education materials using lecture methods. Sometimes students find it difficult to capture what teachers describe, especially in complex materials such as fiqh and long materials such asislamic culturalhistory. Thepurposeofthisresearch is to conducta learning innovationto address students' problems related to material understanding. The innovation that will be discussed in this article is the development of audiovisual media for Islamic Religious Education (PAI). The research method useslibrary research collectedfrom books and journals. With the development of audiovisual media innovation, it is hoped that students can better understand islamic education materials and provide a new atmosphere in learning. As a result of this study with technological developments, accessing audivisual media in learning is easier. The most popular site that provides audiovisual media access is Youtobe. The role of educators in the playback of learning videos as mentors. So that with this medium can shape the effectiveness of student learning.

Hikmah Ayu Retno; Alifa Rizka Utami; Aufadini Bunga Firmansyah

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

This study aims to improve students' understanding skills in learning Mathematics, especially in Trigonometry material by using tic tac toe game-based learning media, which is called the Tic Tac Toe game. The Tic Tac Toe game is a type of tic tac toe game in which players mark the spaces in an 8×8 grid with their chips. The player who manages to place 5 tokens using the chips in a row in a horizontal, vertical or diagonal row will win the game. The Tic Tac Toe game is a fun and challenging game for students who play it. Students as players are required to answer the math questions listed on the question cards to be able to place chips into the chip spaces or boxes on the game board. The research conducted was in the form of R&D (Research and Development) development research. This research aims to develop a new product or perfect an existing product (Sugiyono, 2015). This research is an educational research and development study which aims to develop learning resources for educational games by utilizing the Tic Tac Toe game with trigonometry for class XI. The development model used by researchers is the ADDIE (Analysis-Design-DevelopmentImplementation-Evaluation) model which will be carried out in the ADDIE stages. ”. This game media consists of game boards, player chips, game cards and guidebooks. The game Tic Tac Toe is a development of the game Tic Tac Toe in general. Tic Tac Toe games usually only have a 3x3 grid, in contrast to Tic Tac Toe which presents a view with an 8x8 grid so that the scope of players can be even wider. In addition, this game media is also made with a size of 60x68 cm, accompanied by a magnetic plate on the board so that players can attach chips equipped with magnets to the game board. Another difference can be seen from the number of players who can play the game, where in the usual Tic Tac Toe game it can only be played by 2 people, while the Tic Tac Toe game can be played by more than 2 people or in groups.

Dewi Wulandari; Akbar Al Masjid

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

This study aims to improve the writing skills of fable stories in grade V students. The type of research used is R&D (Research and Development) or development research. This development research uses the ADDIE development model (Analysis, Design, Development, Impementation, and Evaluation). The researcher has developed a literacy portfolio book based on Tri-N teaching for students' writing skills. Data collection was conducted by observing the learning process, interviewing educators, tests in the form of pre and post tests, and questionnaires to determine student and teacher responses. Data collection is supported by documentation of the implementation of learning by applying the product. The results of research using this development product can be said to be feasible based on the assessment of media experts and linguists. Based on the results of the pre test, post test, teacher response, and student response, the use of Tri-N teaching-based literacy portfolio books can improve the writing skills of fifth grade elementary school students so that it can be said that this product is effective., 

Nur Budi Nugraha

JURNAL ILMIAH KOMPUTER GRAFIS 2024 UNIVERSITAS STEKOM

Physical Education, Sports and Health are subjects that equip students with physical skills, health understanding and healthy living habits. This subject not only emphasizes the development of physical fitness, but also the formation of character, discipline and teamwork. Traditional teaching methods often face challenges in maintaining student interest and participation. Students who are used to digital technology feel that conventional methods are less interesting and irrelevant to their digital world. This research uses the waterfall method and aims to develop interactive learning media that integrates various elements such as animation, video tutorials, motion simulations and interactive quizzes. The results of the research produced interactive learning media with validation results from material and media experts showing a high level of feasibility, with an average score of 85%, exceeding the minimum criteria of 75%. Student responses were very positive, with 87% stating that this media increased their understanding and interest in learning.