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Andika M. Faris; Damar Wisnu Saputro; Dina Rubiati

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Math Card is a card-based board game that contains questions for mathematics learning media. The purpose of the Math Card is to make it easier and more interesting for students in math lessons to make it more fun. This research uses the ADDIE method, namely analysis, design, development, implementation, and evaluation.  At the analysis stage, analysis is carried out related to material needs by following per under the syllabus/curriculum and design needs to get design results that attract the attention of students. At the design stage, the design is carried out according to the needs of the Math Card, namely by designing cards, packaging, guidebooks, and game boards. The development stage is to develop the results of the material and design, namely compiling questions according to the syllabus and printing products. The implementation stage is to conduct trials for grade 10 SMK students in the classroom. The last is the evaluation stage, namely by improving and perfecting the Math Card learning method to be more effective and efficient.    

Aufa Aufa; Ardina Khoirunnisa; Buti Sarma Sitompul; Iga Nailah Aulia Br lubis; Nur Adila +1 more

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

Education is a very important factor for the development of a country. Education helps develop and improve skills and improves the quality of life and human dignity. To date, changes have been made to the curriculum. The curriculum is considered a plan developed to facilitate the teaching and learning process which is the responsibility of the school or educational institution and its teaching staff. (Yulia, 2023). Education in Indonesia has undergone curriculum changes 11 times. Starting from after independence until the latest in 2021-2022. This research aims to compare the implementation of the 2013 Curriculum and the Merdeka Curriculum at State Elementary School 064037 and understand the differences between the two in improving the quality of education. The method used is qualitative research with a content analysis and narrative analysis approach. In-depth content analysis is carried out on written and printed information from mass media to identify message characteristics objectively and systematically. Data was collected through interviews and reviewing controversial mass media news. The research results show that the Merdeka Curriculum, which has only been implemented in grades 1 and 4, gives students greater freedom in the use of knowledge, both inside and outside school, and encourages teacher and student creativity. In contrast, the 2013 Curriculum balances soft skills and hard skills in an integrative manner but still places educators as the main assessors of student abilities. Observations show that the Merdeka Curriculum encourages students to play an active role in learning, with educators acting as facilitators. This change in curriculum leads to a more student-centric approach, where students receive active feedback regarding their self-evaluation. These findings confirm that the Merdeka Curriculum promotes more independent and participatory learning compared to the 2013 Curriculum.  

Grisma Yuli Arta; Wendrizal Wendrizal; Aulia Almeyda

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

This study examines the effectiveness of professional development programs for Indonesian language teachers at SMA 2 and SMA 9 Sijunjung in improving their teaching competence. The focus of the research includes analysis of improving teaching competence, student involvement, and creativity in teaching after participating in the program. The research method used included observation and interviews with the five teachers involved. The results of the study show that professional development programs have a significant positive impact. Teachers have experienced an increase in the application of innovative teaching methodologies and the use of educational technology. Student involvement in the learning process also increases, characterized by active participation in class discussions and assignments. The use of digital media such as learning videos and podcasts helps increase teachers' creativity in delivering more interesting and relevant material. In conclusion, professional development programs play an important role in supporting the improvement of the quality of Indonesian education, with positive implications for developing students' potential and preparing them for an increasingly complex future..

Ronald Darlly Hukubun; Hektor Dalton Hehanussa; Indra Wati Niapele; Ami Indah Marasabessy; Aprilia Tuasuun +3 more

Jurnal Pengabdian Sosial dan Kemanusiaan 2024 Lembaga Pengembangan Kinerja Dosen

Bullying has become a phenomenon in the world of education, especially education in Indonesia, bullying is not only carried out by adults but also carried out by children in the school environment and society. Nowadays there are many cases of bullying that occur in schools, communities and social media. Efforts to prevent bullying from an early age in schools and in the community can be done by socialization, increasing supervision and providing punishment and sanctions to bullies. Stop bullying can be done in many different ways. One way is to include material about bullying into learning that will have a positive impact on the personal development of students It aims to stop bullying that often occurs in schools. With this, we also conduct socialization counseling on Early Bullying Prevention Efforts. The purpose of this socialization is to educate and shape one's personality so as not to bully in the school environment or community environment.

Nik Haryanti; Endah Siswati; Dhafa Andrian Saputra

Jurnal Inovasi Sosial dan Pengabdian 2024 Lembaga Pengembangan Kinerja Dosen

This research departs from the phenomenon that occurred in Islamic boarding schools that are still not strong in developing a literacy culture in creating a generation that is waiting through educational leadership. The purpose of this research is to find out the literacy culture for students in the digital era, literacy facilitation for students and the impact of literacy culture for students at the Sirojut Tholibin Plosokandang Islamic boarding school.  The methods used in this service activity are the lecture method, question and answer method, and discussion method. The cottage-based literacy movement is carried out in three stages, namely the habituation stage, the development stage, and the learning stage.  The results of the implementation of service at Sirojut Tholibin Plosokandang related to literacy culture in this all-digital era can be held properly and smoothly in accordance with the work program that has been prepared. The purpose of this work program is so that Indonesian youth, especially students in Sirojut Tholibin Plosokandang, do not abandon the reading culture even though the times are increasingly sophisticated, especially in social media. Utilizing the technology they have for positive things for future provisions. Continue to develop a literate culture so that it can create a work that can be enjoyed by the general public. And the hope is that in the future when they become alumni students, they will be able to compete with the outside world. That is the hope of the community service implementation team and the caregivers of Sirojut Tholibin Plosokandang.

Safriyandi Barus; Jamaluddin Sufri Situmorang; Muhammad Rido; Hasrian Rudi

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

The development of TikTok social media is in line with the current digital era. This gives rise to social media which can be a learning medium because social media really attracts attention and is close to the millennial generation who are attached to the digital world. One of the social media that is currently popular is the TikTok application. TikTok can be an interesting and fun learning medium. The use of the TikTok application as a learning medium is expected to help students and educators in learning. Therefore, this research aims to show that TikTok social media can be an alternative and interactive learning media in pai learning. The method used is a qualitative case study approach and literature study by analyzing several articles that are relevant to the development of TikTok as a learning medium. The results of the study show that the use of TikTok social media as a learning medium can increase students' activeness and creativity in the learning process. Students can freely express their creativity through TikTok with a variety of features, thus making TikTok an effective learning medium in creating interactive pie learning. This research has the effect of making TikTok social media an interactive learning medium for educators and students in pai learning.  

Yuli Wahyuni; Emilia Umrotin; Shidqi Hamdi Pratama Putera

Polygon : Jurnal Ilmu Komputer dan Ilmu Pengetahuan Alam 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

One of the materials in biology subjects is Virus where the material is abstract so it is difficult to understand by students and often when carrying out practicum in the laboratory also the results of studying on viral material are still much too low less than KKM which is 75. The purpose of this development research is to develop a virtual media laboratory viral material as a learning medium that facilitates teachers and students in the learning process that is expected to improve student learning outcomes. This research uses a type of R&D research with 4D models consisting of Define, Design, Develop, Disseminate in its development procedures. This research was conducted at SMA SHafta Surabaya by grade 10 of 30 students. Virtual Media Laboratory consists of the design of learning media that will be developed in the form of story boards on Virus materials developed with Adobe Flash CS6 software.  Based on the assessment of material experts, design experts, media experts in a row by 100% , 84.28%, 87.14% which is declared very valid means that new products can be used in the field for learning activities. The results of the field trial assessment of 98.33% are declared very valid meaning that new products can be used in the field for learning activities. There was an increase in students' learning outcomes which was known by comparing the pretest and postest results of 46 and 85. The average improvement of student learning outcomes is 2.6 with high media effectiveness. In conclusion, virtual media laboratory can improve the learning outcomes of grade 10 students of SMA Shafta Surabaya on virus material.

Jusni Jusni; Arfiani Arfiani; Husnul Khatimah; Kurniati Akhfar; Tri Nur Fajri

Prosiding Seminar Nasional Ilmu Pendidikan 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

Education in Indonesia is experiencing development, students are required to compete in the era of industrial revolution 4.0 in the 21st century to be able to improve their abilities, namely collaboration, communication, creative and critical thinking and problem solving skills. So an effort is needed that can be applied to learning activities and one of them is through the application of the Project Based Learning learning model. This project-based learning is a learning strategy that empowers students to gain knowledge and understanding. The aim of this research is to increase student creativity through project-based learning to create teaching media to introduce the female reproductive organs and their functions. Classroom action research research design. The population of this research is all students taking women's health and family planning courses for the 2022-2023 academic year with a sample size of 13 odd semester (three) students. The data collection technique looks at activity during the lecture process and monitors the progress of projects carried out by students using observation assisted by instruments, namely written tests, performance tests and observation sheets. The results show an increase in learning outcomes in the category of students' thinking skills and creativity, which can be seen from the students' enthusiasm in completing the Teaching Aids for Introduction to Female Reproductive Organs project as well as presenting and publishing the results of their work. So it can be concluded that the application of the Project Based Learning (PjBL) learning model can improve the learning outcomes of thinking skills and creativity of students at the Tahirah Al Baeti Bulukumba Midwifery Academy for the 2022/2023 Academic Year.  

Fajar Setyadinawan; Faridi Faridi

Jurnal Budi Pekerti Agama Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

The purpose of this research is to find out how the application of IT-based learning media in the Muhammadiyah Digital Islamic Boarding School At-Tanwir, this is motivated by the rapid development of the digital era, and we are all required to play an active role in it so as not to be left behind. With a qualitative research approach and case study research type, researchers want to know in depth about the application of IT-based learning media in this 2-year-old pesantren. The results showed that the application of IT-based learning media was applied to some lessons, because there were some lessons that were practical and memorised. There are also several obstacles ranging from facilities, readiness of students and educators in this learning media.  

Anizak Umilatifah; Faridi Faridi

Jurnal Budi Pekerti Agama Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Today's students, often referred to as the digital generation, tend to be more interested and responsive to interactive and visual learning media. However, traditional teaching methods that tend to be monotonous are often unable to fulfil students' learning needs and interests. Therefore, innovation in learning approaches is necessary. One of the innovative solutions in learning media development is the use of graphic design applications such as Canva. With its user-friendly features, Canva allows teachers to create more dynamic and interesting teaching materials, which in turn can increase students' motivation and understanding of the values taught in Islamic Religious Education and Budi Pekerti. The development method or R&D using the ADDIE model is a learning design model that provides an organised process in the construction of teaching materials that can be used in both face-to-face and online learning. The use of learning media that suits students' needs not only increases their attention to the lesson, but also provides a comprehensive learning experience, reinforces a thorough understanding of the material, and encourages students' active involvement in the learning process. Thus, students have greater opportunities to develop their creativity and potential in a supportive learning environment. Learning media plays an important role in improving student learning outcomes by providing an engaging and efficient teaching-learning process. It allows students to understand the subject matter more easily, increases learning efficiency in accordance with the learning objectives, and improves their concentration and motivation.

Martin Alex; Tri Buana Tirta Adi Luhur; Muhammad Rifdan

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Interesting learning media can make the learning atmosphere less boring and can improve learning outcomes. The aim of this research was to develop the learning media Snakes and Ladders, which is one of the most famous types of board games throughout the world, for high school (SMA) students as a learning tool that is expected to be valid, effective and practical to use in the learning process. learning Trigonometry material. This research method uses Research Development (R&D) with the ADDIE model which is built in 5 stages: Analyze, Design, Development, Implementation, Evaluate. The subjects of this research were 40 active class X students at SMAN 93 Jakarta. This snake and ladder was developed based on student learning styles. The "Snakes and Ladders" board game was declared a valid learning medium by material and media experts, with an extraordinary category of 94% and 86%. The research results show that the practicality index obtained is in the very good category (96%) and the significance result of the paired t-test is 0.000 (less than 0.005) supported by the average posttest value being higher than the pretest. Based on this development research, it can be concluded that the "Snake and Ladder" board game media developed is valid, practical and effective for the learning process as a learning tool, especially for high school students on Trigonometry material.

Idul Adha; Faridi Faridi

Jurnal Budi Pekerti Agama Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Akhlaq education plays an important role in shaping the character and personality of students. However, challenges in learning akhlaq such as limited relevant teaching materials and interesting learning media require innovative solutions. This article discusses strategies for developing teaching materials and learning media for akhlaq that are relevant to technological developments and social changes. This research uses literature study method and implementation analysis in selected schools. The results show that the use of digital media, project-based learning, and collaboration with parents and the community can improve the effectiveness of akhlaq learning.  

Yohanes Klimaks Paskalis Barung; Kristianus Simon Hale Molan; Yasinta Palan Peten

Jurnal Nusantara Berbakti 2024 Universitas Kristen Indonesia Toraja

Literacy is the ability of learners to process and understand information when learners carry out the process of reading and writing. Lamabelawa Village in Witihama sub-district, East Flores district. This village is one of the villages chosen to carry out Merdeka Learning Campus activities, in collaboration with the Faculty of Social and Political Sciences, Widya Mandira Catholic University. Based on observations, it turns out that there is very little about the importance of literacy and about how to do learning using flash card media, so the developer uses the direct method of learning in order to build a good relationship with students. The purpose of the activity is to help students develop a better understanding delivered through image media, and enrich their understanding visually. This program started from April to June 2024. The number of students involved in the activity amounted to 12 first grade elementary school students. After evaluating the flash card media, the students became more active and easy to interact with the students. Improving Literacy at Lamabelawa Catholic Elementary School

Fadhila Eka Meyliana; Hendra Pratama

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2024 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

The purpose of this study is to determine the level of validity and effectiveness of the e-module based on book creator on the distribution of flora and fauna in the world for class XI SMA Negeri 1 Gondang. This study uses the R&D method with the Borg and Gall model. The main subjects in this study were students in class XI-1 SMA Negeri 1 Gondang with a total of 39 students. The results of this study indicate that the results of the media expert validation test were 98%, the material expert validation was 95%, the language expert validation was 98%, and the subject teacher validation was 95%. The results of the effectiveness test through the Paired Sample t-Test showed a significance value of 0.000 which is less than 0.05. Thus, the alternative hypothesis is declared accepted and shows that there is a difference in student learning outcomes before and after using the e-module. So, it can be concluded that the e-module based on book creator on the distribution of flora and fauna in the world is valid according to experts and effective in improving student learning outcomes.    

Nissa Nur Fadillah; Astri Astuti; Alfiatussyifa Alfiatussyifa

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to determine the feasibility, practicality and effectiveness of using the Canva Application as a Mathematics Learning Media for Class VII Flat Building Material at SMP Negeri 1 Citeureup.This research adopts the ADDIE model stages (analyze, design, develop, implement, and evaluate). The analyze stage includes initial analysis, student analysis, concept analysis and formulating learning objectives. The design stage includes preparing learning media in the form of selecting appropriate media and designing learning content. The development stage includes the development of data collection instruments. The data collection instrument in this research was interviews with the teachers concerned. The implementation stage includes implementing the use of the Canva application. The evaluation stage includes the form of evaluation carried out at each ADDIE stage. The data analysis technique used is the validity coefficient by Aiken's V. The research results show that the learning media that has been developed is in the very good category and can be used in the learning process.    

Shelvia Amanda; Syahira Nabila Zulkim; Adrias Adrias; Nur Azmi Alwi

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

This study aims to see the development of student learning outcomes using Wordwall-based science and technology learning media in grade IV SDN 01 Muara Panas, Solok Regency. This type of research uses a qualitative descriptive research method. Qualitative descriptive research is a series of activities carried out to obtain data that is as it is in accordance with the data in the field. The stages of data collection in this study are observation and interviews. The data collection analysis technique is to provide media, present data, and receive conclusions. The results of the study used Wordwall teaching media in improving the learning outcomes of grade IV students of SDN 01 Muara Panas, Solok Regency. Researchers use Wordwall media because this teaching media can be accessed easily and free of charge by teachers. Wordwall media also presents a variety of diverse alternative media such as Open the Box, True or False, Random Wheel, Missing Word, Find the Match, and many other types. With the presentation of various alternative media, educators can be creative in presenting fun teaching media for students. Fun teaching media will make students more active in participating in learning.

Shelvia Amanda; Syahira Nabila Zulkim; Adrias Adrias; Nur Azmi Alwi

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

This study aims to see the development of student learning outcomes using Wordwall-based science and technology learning media in grade IV SDN 01 Muara Panas, Solok Regency. This type of research uses a qualitative descriptive research method. Qualitative descriptive research is a series of activities carried out to obtain data that is as it is in accordance with the data in the field. The stages of data collection in this study are observation and interviews. The data collection analysis technique is to provide media, present data, and receive conclusions. The results of the study used Wordwall teaching media in improving the learning outcomes of grade IV students of SDN 01 Muara Panas, Solok Regency. Researchers use Wordwall media because this teaching media can be accessed easily and free of charge by teachers. Wordwall media also presents a variety of diverse alternative media such as Open the Box, True or False, Random Wheel, Missing Word, Find the Match, and many other types. With the presentation of various alternative media, educators can be creative in presenting fun teaching media for students. Fun teaching media will make students more active in participating in learning.

Nurismaya Aliatunisa; Faridi Faridi

Jurnal Manajemen dan Pendidikan Agama Islam 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

The purpose of this research is to develop interactive learning media using Wordwall applications in Akidah subjects, especially the material of faith in angels, which is motivated by learning that is still monotonous and less innovative, so that it has an impact on student motivation and understanding that is less than optimal. Qualitative research with a descriptive approach was conducted through observations, interviews, and literature studies to develop Wordwall learning media. The results showed that the use of Wordwall interactive learning media proved effective in increasing students' motivation and understanding of the material of faith in angels, and the Wordwall application is considered to be an alternative learning media that is interesting and innovative, especially in online learning. This research emphasises the importance of the teacher's role in using learning media that suits the needs and characteristics of students, as well as utilising technological developments to make learning more interesting.

Archielian Satrio Putro Pambudi; Anastasya Benny Pratama; Nensy Megawati Simanjuntak

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

This study aims to evaluate the effectiveness of using visual media, specifically flashcards, in enhancing the vocabulary of first-grade students at SDN Wonorejo 3 Surabaya. This topic was chosen due to the importance of vocabulary development in language learning and the need for innovative teaching methods. The research method involved a quantitative approach with a pre-experimental design, collecting data through pretests and posttests on 30 students. The results showed a significant increase in students' vocabulary scores after using flashcards, with the average pretest score of 59.87 rising to 84.47 in the posttest. These findings confirm that flashcards are an effective learning medium for improving students' vocabulary. The conclusion of this study is that the use of visual media like flashcards can significantly enhance vocabulary comprehension, supporting the development of students' communication skills.

Archielian Satrio Putro Pambudi; Anastasya Benny Pratama; Nensy Megawati Simanjuntak

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

This study aims to evaluate the effectiveness of using visual media, specifically flashcards, in enhancing the vocabulary of first-grade students at SDN Wonorejo 3 Surabaya. This topic was chosen due to the importance of vocabulary development in language learning and the need for innovative teaching methods. The research method involved a quantitative approach with a pre-experimental design, collecting data through pretests and posttests on 30 students. The results showed a significant increase in students' vocabulary scores after using flashcards, with the average pretest score of 59.87 rising to 84.47 in the posttest. These findings confirm that flashcards are an effective learning medium for improving students' vocabulary. The conclusion of this study is that the use of visual media like flashcards can significantly enhance vocabulary comprehension, supporting the development of students' communication skills.