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Nurlaila Nurlaila; Zaitun Qamariah; Istiyati Mahmudah; Nuril Ainularifin; Milla Anggraini +3 more

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This community service activity aims to improve the English alphabet pronunciation skills among students at MIS Miftahul Huda II in Palangka Raya City through the use of flashcard media. Students from the Elementary School Teacher Education (PGMI) program are actively involved in the planning, implementation, and evaluation of this program. The method used is a participatory approach, where PGMI students provide interactive learning using specially designed flashcards to help students recognize and correctly pronounce the alphabet. The results of this activity show a significant improvement in students' pronunciation skills and their enthusiasm for participating in the learning process. Additionally, the involvement of PGMI students in this program provides valuable practical experience in teaching and classroom management. Therefore, this activity is beneficial not only for the students but also for the professional competence development of PGMI students.

Mohamad Azhar Annawa; Wulan Feronika Maharani

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

The rapid development of technology in recent decades has had a significant impact, on the field of education. The integration of educational technology in today's era emphasizes developing skills such as problem-solving, creativity, collaboration, criticism, and systematic thinking. But with the advancement of technology, it also presents various challenges. The qualitative descriptive method is one of the research methods used to understand a phenomenon in depth by collecting non-numerical data, such as words, images, or documents. This method focuses on describing and interpreting the phenomena being studied, collecting data through observations, interviews, or study of documents. Adapting to digital learning in this technological age where students have to develop independent skills, while teachers play an important role in understanding digital tools and integrating them into the learning process. With the advancement of technology, teachers can also have more varied media choices in learning and can collaborate and develop new skills according to the materials they are taught. It involves the use of techniques such as time blocking to set a specific time for learning, setting up a learning environment that minimizes distractions, using technology wisely, disciplining in using smartphones, and using applications or learning tools that help improve concentration.

Elisabet Ledo

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

This research aims to not only make students skilled in mathematics but also provide provisions for its application in everyday life. Mathematics learning needs to use concrete objects to help students understand mathematical concepts according to the stage of student learning development, namely at the concrete operational stage. Addition and subtraction of numbers is one of the subjects of mathematics. Students often have difficulty learning addition material using saving techniques and subtraction using borrowing techniques. The use of learning media in the form of concrete objects is very helpful in learning the material of adding and subtracting numbers. One of the learning media that can be used is the decanomial bead bar box. This media is a Montessori-based media. This research aims to describe the implementation of decanomial bead bar box media for addition and subtraction of numbers in class II students at SDN Jati 03 and to describe student learning outcomes in the implementation of decanomial bead bar box media for addition and subtraction of numbers in class II students at SDN Jati 03.

Yanti Tamara Ulita Sihotang; M. Oky Fardian Gafari

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

The aim of this research is to determine the process of developing teaching materials for observation report texts in the Merdeka phase D curriculum assisted by Lectora Inspire in class VIII SMP and to determine the feasibility of the resulting product. This research uses research and development methods using the Borg and Gall procedure with stages of potential and problems, data collection, product design, product validation, product revision, and limited trials. The feasibility value is calculated using a Likert scale based on the results of material expert validation, design expert validation, and study teacher assessment. The material development process was carried out to add several contributions in developing the existing observation report text material to be better. The research results show that the product resulting from the research "Development of Teaching Materials for Writing Text Reports on Observations in the Merdeka Curriculum Phase D for Class VIII Students of SMP Negeri 1 Bintang Bayu for the 2023/2024 Academic Year" is included in the "Very Good" category. This is based on the results of validation and material experts which were carried out twice with a score of 89% in the "Very Good" category and media expert validation twice with a score of 93% in the "Very good" category. Thus, the product is said to be suitable for use in the learning process.

Khansa Hafidza; Rachel Fatma Maharani Putri; Alvin Demas Arethusa; Sri Hastuti

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

In the current era, digital learning media began to be developed along with the rapid development of information technology. Educators are indirectly required to make adjustments to the development of information technology-based learning media. Gudang Teks is a Indonesian learning media program designed through the world wide web precisely on google-sites which is a place for storage of negotiation text materials. With this, this study was conducted to analyze information technology-based learning media on the use of LMS in the form of google-sites under the name "Text Warehouse" in the negotiation text learning process at the Class X high school level. The research methods used in this study are qualitative descriptive methods based on data analysis and literature studies. The development model used in research uses the type of research and development or Research and Development (R &D) with the 4-D development method developed by S. Thiagarajan and consists of 4 main stages, namely define, design, develop, and disseminate. The Text Warehouse is also analyzed using SWOT analysis in the form of strengths and weaknesses, opportunities, and threats so that they can be further evaluated and considered in their use. The results of the analysis show that the Text Warehouse is quite feasible to be used in the negotiation text learning process, especially in grade X high school students.

Dwi Setiawan; Mufadol

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Technological advancements have significantly contributed to the robotics industry, yet mobility remains a challenge that can be addressed with mobile robots. In education, it is crucial to understand the basic principles of robotics and the use of related software and hardware. This research focuses on using a 4WD mobile robot as a learning tool. This robot offers flexibility and is easily controlled via a smartphone with built-in sensors. A smartphone application was developed using App Inventor, an open-source web-based development platform. The HC-05 Bluetooth module was used to connect the smartphone application with the 4WD robot. The goal of this research is to design innovative learning media to aid in understanding the concepts and control of the 4WD robot, as well as to increase students' interest and motivation in learning robotic systems. The results of the research demonstrated success in creating a 4WD robot prototype controllable via an Android smartphone. The distance between the Arduino and smartphone did not significantly affect the robot's movement, although communication was disrupted if the distance exceeded 10 meters. Directional control was achieved through the rotation of the right and left wheels, and sufficient power supply was needed to drive all wheels. Programming with C/C++ and Bluetooth communication functioned as planned. This innovative learning media is expected to help students understand and operate the 4WD mobile robot more effectively

Fakhira Zulfia; Muchottob Hhamzah; Muhammad Yusuf Amin Nnugroho

Student Scientific Creativity Journal 2024 Pusat Riset dan Inovasi Nasional

. This study aims to determine the implementation of taharah learning at Pelita Al-Qur'an Junior High School Krasak Wonosobo by paying attention to the development of students' behavior before and after learning. This type of research is qualitative research, with field research methods. The subjects in this study were 7th grade students of Pelita Al-Qur'an Junior High School Krasak Wonosobo. The samples taken were students in grades 7A, 7B, and 7C. Data collection using observation, interviews, and documentation. Implementation of Taharah Learning is learning about the procedures for purification, removing impurities, purifying oneself from hadats. The research that has been done concludes that there is a change between students who have never learned about taharah and those who have learned taharah. The learning that is done also seems fun because there is practice in every material. It's just that the media and facilities available are inadequate so that children cannot understand optimally.  

Allia Nur Aliffah; Achmad Ali Fikri; Setiati Hidayah

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

This research uses Research and Development (RnD) research, with a 4D development model. This research aims to find out how the product is developed and the level of feasibility through media, material and Islamic validation as well as the practicality of teachers and students. Data collection techniques for product development are through observation, interviews, questionnaires and documentation. Next, the data obtained was analyzed using quantitative descriptive analysis. This research produces a product in the form of an Instagram-based biology teaching aid integrated with Islamic values ​​in the human circulatory system material. This product meets the valid and practical criteria by obtaining a validity assessment of 88.84% in the "very valid" category, validation results by material expert lecturers, obtaining a validity assessment of 88.2% in the "very valid" category and validation results by expert lecturers Islamic, a validity assessment of 88.83% was obtained in the "very valid" category. Meanwhile, practicality was determined by the biology teacher and class XI MA students. Based on the practicality results by biology teachers, a practicality assessment of 88.05% was obtained in the "very practical" category and practicality results by class XI high school students, a practicality assessment of 84.4% was obtained in the "very practical" category. Thus, Instagram-based biology teaching aids integrated with Islamic values ​​are suitable for use as interactive learning media to test effectiveness at the next stage.

Fitakhu Khoirul Ilmiah; Duwi Andinis; Nensy Megawati Simanjuntak

Jurnal Riset sosial humaniora, dan Pendidikan (Soshumdik) 2024 LPPM Universitas 17 Agustus 1945 Semarang

Learning media plays a very important role in the learning process, namely as a means of increasing students' understanding of the subject matter. Homonym puzzles are a learning medium that can increase students' interest in learning and also creativity, because in homonym puzzles there are various activities that require students to be active and think critically in solving problems. This research aims to describe the influence of homonym puzzles as a medium for developing students' creativity in language. This research includes qualitative research using an experimental approach. The data source used is primary data, namely students of Clear IV UPT SDN 205 Gresik. Data collection methods are through observation, tests and documentation.The results of this research show that with the presence of homonym puzzles there is a significant increase in students' understanding and development of creativity in language. This can be seen from students' ability to think critically and actively, thereby helping them to develop better language skills.

Fahmi Romisa; Dewi Rosita

JURNAL ILMIAH SAINS TEKNOLOGI DAN INFORMASI (JITI) 2024 CV. ALIM'SPUBLISHING

. Design and Development of Interactive Learning Media in Graphic Design Subjects is a research that aims to develop effective and practical interactive learning media on basic graphic design topics. This research uses the ADDIE development model, which consists of five development stages: analysis, design, development, implementation, and evaluation.At the analysis stage, this research understands the problems found in the use of learning media in graphic design subjects, such as the limited use of print media and the need for more interactive and interesting media. At the design stage, this research develops a learning media design that involves multimedia elements such as text, images, graphics, sound, video, animation and comprehensive simulations. At the development stage, this research develops multimedia-based interactive learning media, which can provide certain forms of interaction that allow users to interact actively with the program. The research results show that the Basic Graphic Design interactive learning media developed is valid from the instructional and display aspects, and is practical and suitable for use for basic graphic design learning. Thus, this research contributes to the development of interactive learning media that is effective and practical in improving the quality of learning in graphic design subjects.  

Fahmi Romisa; Dewi Rosita

JURNAL ILMIAH SAINS TEKNOLOGI DAN INFORMASI (JITI) 2024 CV. ALIM'SPUBLISHING

. Design and Development of Interactive Learning Media in Graphic Design Subjects is a research that aims to develop effective and practical interactive learning media on basic graphic design topics. This research uses the ADDIE development model, which consists of five development stages: analysis, design, development, implementation, and evaluation.At the analysis stage, this research understands the problems found in the use of learning media in graphic design subjects, such as the limited use of print media and the need for more interactive and interesting media. At the design stage, this research develops a learning media design that involves multimedia elements such as text, images, graphics, sound, video, animation and comprehensive simulations. At the development stage, this research develops multimedia-based interactive learning media, which can provide certain forms of interaction that allow users to interact actively with the program. The research results show that the Basic Graphic Design interactive learning media developed is valid from the instructional and display aspects, and is practical and suitable for use for basic graphic design learning. Thus, this research contributes to the development of interactive learning media that is effective and practical in improving the quality of learning in graphic design subjects.  

Mira Susila Warni; Sri Muthia Hasan; Lili Tansliova

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

The use of social media has become an important part of our lives, including in the development of geographic science. However, we often see that there are many uses of non-standard words in conveying geographic concepts on social media which can interfere with the effectiveness of conveying information and understanding geographic concepts. The aim of this research is to increase students' understanding of the importance of learning and understanding non-standard language terms in social media. This research uses quantitative research methods by distributing questionnaires to geography education students at Medan State University. The results of the research conducted show that geography education students have a positive view of the use of non-standard words on social media because they can increase students' understanding and interest in learning about geographic concepts.

Vijen Vigel Koroh; Rolles Nixon Palilingan; Jeferson Polii; Jimmy Lolowang

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

This research aims to create or design an interactive physics learning media application using MIT App Inventor on GLB and GLBB topics. This research applies the MDLC (Multimedia Development Life Circle) method by Luther-Sutopo in the application creation process. The following stages in MDLC are concept, design, material collecting, assembly, testing, and distribution. The Android application created was tested using two stages in MDLC, namely the alpha validator and beta validator, where the alpha validator consisted of material experts and media experts. In contrast, the beta validator comprised 14 students majoring in first-semester physics education. The analytical approach used is a qualitative method and a quantitative method to assess how appropriate the learning media created is. The research shows the results, namely a) Creation of interactive physics learning media based on Android applications using MIT App Inventor on GLB and GLBB topics, b) The level of feasibility of interactive physics learning applications based on Android applications based on media experts, namely 91% or very feasible, and based on material experts. Namely 90.6% or very feasible, and c) Based on the implementation and results of trials with students, the level of feasibility of the Android-based physics interactive learning application is 84.46% or worthy of being an alternative reference source for physics learning on GLB and GLBB topics.    

Widya Nurkayatin; Rachma Hasibuan

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

This study aims to get a solution to the problem of difficulty in improving language skills in terms of early reading in early childhood in group A1 in di Negeri Bung Karno surabaya. The research method used in this study, is a research and development method or often referred to as Research and Development (R & D), The subject of this study is students of group A1 of di Negeri Bung Karno surabaya Kindergarten for the 2023-2024 academic year with a total of 12 students with an average age of 4-5 years, consisting of 4 female students and 9 male students.The results of the study conveyed data on the difference between the use of Flipchart-based Pop Up learning media with an increase in initial reading skills in the A1 group of di Negeri Bung Karno Kindergarten Surabaya. From the table above, the result tcalculate = - with a significance level of 0.000. Because the significance level is less than 0.05, Ha is accepted, and Ho is rejected.Based on the results of this study, it can be concluded that "There is an effect of the use of Pop Up learning media on improving initial reading skills in group A1 children of di Negeri Bung Karno Kindergarten Surabaya"

Muhammad Fadhil; Fera Damayanti; Sarudin, Sarudin

Bridge : Jurnal Publikasi Sistem Informasi dan Telekomunikasi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Understanding history is often hindered by various constraints, including limited engaging learning media and insufficient attention to the culture of the Kluet tribe. To overcome these obstacles, efforts such as developing engaging learning media, promoting cultural understanding programs, and creating special educational games to introduce the Kluet tribe are necessary. Educational games for history introduction serve as an interesting alternative to introduce the Kluet tribe interactively. The use of technology in education, especially educational games, has attracted attention as an effective means in the learning process. This research will explain the use of the Game Development Life Cycle (GDLC) method in developing an educational game for introducing the history of the Kluet tribe. Based on the questionnaire results provided to users, 85% of respondents stated that this educational game on the history of the Kluet tribe is engaging and interactive.

Wirnawaty Pilomango; Kasim Yahiji; Rahmin Thalib Husain; Ilyas Daud

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

This paper aims to determine educational factors from the perspective of the Al-Qur'an and Hadith. Several factors in education are Human Factors, Educator Factors, Student Factors, Islamic Education Material and Method Factors, Learning Media Factors. This research uses a library research method. Literature review is a research technique by conducting searches regarding the concept of Islamic Education factors in terms of the Al-Qur'an and Hadith. Literature reviews are an important tool in contact reviews because literature is very useful and helps provide context and meaning to the writing that is being written. One of the educational factors reviewed from the Al-Qur'an is the human factor, which includes; can be caused by a leader, especially because of his leadership style, personnel who try to maintain rigid rules and arise because of individual personality traits, namely egoistic, temperamental, fanatical and authoritarian attitudes. Then the educational factor that is viewed from the Hadith is the parental education factor, where education in the family is the first and main education for children. Meanwhile, parents are the leaders of the family who are responsible for the safety of their children both in this world and in the afterlife, because children are not born but are born in a state of nature. So parents are obliged to educate their children. Children follow the example of their family members, their father, their mother or their siblings, so parents in the family must pay attention to their children and educate them. Parents are interested in the progress and development of their children, people always hope that their sons and daughters will be better than their parents.

Usmanur Dian Iswanti; Tri Lathif Mardi Suryanto; Doddy Ridwandono

Bridge : Jurnal Publikasi Sistem Informasi dan Telekomunikasi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The development of AI is having a significant impact on education. AI applications are designed to improve student understanding, but their implementation faces challenges that affect user acceptance. Initial research with the UTAUT2 model in public high schools showed that only hedonic motivation, habit, facilitating conditions, and behavioral intention had a significant influence on application acceptance and use. Therefore, this study will use a simplification model that focuses on significant variables, namely hedonic motivation (HM) and habit (H) on behavioral intention (BI), as well as facilitating conditions (FC), habit (H), and behavioral intention (BI) on use behavior (UB). This study is expected to provide in-depth insight into the important factors that influence the acceptance and use of AI applications in learning, as well as provide practical contributions to improve the implementation of learning technology in high schools.

Briamin Marta Lenta Zega; Riste Tioma Silaen

Sepakat : Jurnal Pastoral Kateketik 2024 Sekolah Tinggi Pastoral Tahasak Danum Pambelum Keuskupan Palangkaraya

This article explores the importance of synergy between Christian Religious Education (CRE) teachers and parents in enhancing the spirituality of Generation Alpha students. This generation lives amidst rapid digital technological advancements that influence how they think, behave, and develop life values. Spiritual formation for Generation Alpha cannot be carried out separately by schools and homes; instead, it must be built through close collaboration between teachers and parents. This study employs a qualitative approach using literature review methods, analyzing various books, academic journals, and relevant data on the role of CRE teachers, parental involvement, and contextual strategies for faith development. The findings indicate that students’ spirituality can be significantly improved through collaborative approaches involving contextual learning, the use of digital media, life modeling, and effective communication between school and family. The article emphasizes that the synergy between CRE teachers and parents is a relevant and essential strategy to nurture Generation Alpha students with strong faith and character in accordance with the teachings of Christ.

Yuni Setia Ningsih

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

Learning is dynamic process following development of society over time. Learning any material, including Islamic religious learning, is required to meet the demands of society. So that Islamic religious learning continues to run well in this digital era, a good strategy is needed. This article is the result of meta-analysis research which analyzed several articles in the last five years. This research maps Islamic learning strategies in the digital era. Apart from that, this research also maps the reasons why this strategy has become a mainstay strategy according to the authors of the articles analyzed. Based on the research results, it can be mapped that the strategies presented in these articles are blended learning, participatory and social media-based learning strategies. Furthermore, it was also found that to support strategies that are directly related to learning, there needs to be supporting strategies that must be implemented. These supporting strategies are increasing human resources, developing an integrated curriculum, optimizing digital libraries, improving the quality of education, and digital media literacy. In general, the reason of the article authors presents this strategy is to make learning about Islam more interesting and attractive to the generation in this digital era.

Frinoka Meidila; Mein Kharnolis

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2024 Universitas Palan

This research aims to develop project-based learning LKPD teaching materials on packaging design. This research method is the development of the ADDIE model with three stages, namely analysis, design, development. The instrument used is a validation sheet by material experts and media experts. The data obtained was then calculated using the percentage formula which was then described in descriptive sentences. The results showed that the project-based learning LKPD based on packaging design material that had been validated by the material got a percentage value of 84% which was in the feasible category. While the results of validation by media experts received a percentage value of 81% which is in the feasible category. The conclusion of this study is that the feasibility results of developing project-based learning-based LKPD on packaging design material are in the feasible category.