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Tubagus Andri Purnama; Yohanes Firmansyah; Anna Maria Tri Anggraini‬; Elfrida Ratnawati Gultom; Imam Hartanto

Jurnal Riset Rumpun Ilmu Sosial, Politik dan Humaniora 2022 Lembaga Pengembangan Kinerja Dosen

Legal certainty can be reached by good and explicit principles in a legislation, as well as its application. Investment requires legal certainty as well. On April 26, 2007, the Investment Law No. 25 of 2007 was enacted. This legislation was enacted to replace Law No. 1 of 1967 on Foreign Investment and Law No. 6 of 1968 on Domestic Investment. There are eleven factors that serve as benchmarks for gauging a country's ease of doing business. One of the indications is related to the resolution of investment conflicts, or in this case, contract enforcement and bankruptcy proceedings. According to the Doing Business 2019 report, Indonesia ranks 73rd (seventy-three) in terms of ease of doing business. Indonesia's EoDB ranking remains distant from the aim of entering the world's top 40 (forty) ranks. This is due to the fact that, among other things, dispute resolution in Indonesia still has various issues, including basic regulations, the trial procedure, and decision implementation. Meanwhile, affordable, fast, and simple conflict resolution facilities are required in the corporate world (according to EoDB indications). The results of this descriptive analytical research utilizing a normative juridical approach reveal that there is no implementing regulation of Law Number 25 of 2007 concerning Investment, which focuses on discussing investment disputes, therefore there is no strong legal certainty in investing in Indonesia. Furthermore, there are several issues concerning the resolution of bankruptcy cases, some of which stem from regulations, namely Law Number 37 of 2004 concerning Bankruptcy and Postponement of Debt Payment Obligations, some of which can result in certain interests, the length of the bankruptcy court process, and legal certainty following the bankruptcy decision. A breakthrough or update that can support EoDB is required, one of which can be done in the field of investment dispute resolution, particularly connected to contract enforcement and bankruptcy case settlement, by creating implementing regulations and updating associated regulations.

Margiyati Margiyati; Tria Friska Ningrum; Ainnur Rahmanti; Mimin Indah Lestari

Jurnal Fisioterapi dan Ilmu Kesehatan Sisthana (JUFDIKES) 2022 Stikes Kesdam IV/Diponegoro Semarang, Indonesia

The elderly are at risk of experiencing cognitive function disorders due to the aging process. Wapuwan Puzzle (Wayang Punakawan) is a game therapy that was developed to improve cognitive function by carrying elements of the art of wayang punakawan characters that are popular with the elderly. The purpose of this study was to analyze the influence of the Wapuwan Puzzle on the cognitive function of the elderly. The design of this study was a quasi-experimental with a pre-post design with a control group. The research sample was 38 elderly people using the total sampling technique at the Posyandu Setya Manunggal III. Research instrument using MMSE. Data analysis using Mann Whitney. The results showed that the gender characteristics of the majority of the respondents were female, the average age of the respondents was in the range of 60-74 years, and the education of the respondents was on average not attending school and completing elementary school. The MMSE score of the elderly who received the Wapuwan Puzzle increased significantly than the elderly who did not receive the Wapuwan Puzzle. The results of the Mann Whiteney test obtained a significance value of 0.000 (P value < 0.05) so that it was concluded that there was an effect of the application of the Wapuwan Puzzle on the increase in cognitive function in the elderly at the Setyamanunggal Posyandu III Lempuyangan Hamlet.

Hasibuan, Halimatussya’diyah; Lingga, Jeneri Puspita Sari Br; Nurbaya, Siti; Thania, Olivia Erza; Ramadhani, Nurul Azmi +1 more

JOURNAL OF BIOLOGY LEARNING 2022 Universitas Veteran Bangun Nusantara Sukoharjo

Learning is a complex process which contains several aspects. These aspects are an increase in the amount of knowledge, the ability to remember and reproduce, there is an application of knowledge, inferring meaning, interpreting and relating to reality, and a change as a person. This research is hoped that  can give contribute for schools, teachers, and students. This researcher has led a review entitled Meta-examination of the impact of the Teams Games Tournament (TGT) learning model on science subjects on student learning outcomes using the connection test technique the Team Games Tournament (TGT) Learning Model on Student Learning Outcomes in Science Learning.  is a scalable method for consolidating the consequences of at least two comparable examinations to obtain a mix of quantitative information. This research plans to determine student learning outcomes in science learning after the Team Games Tournament (TGT) learning model is applied.  This research is uses the strategy of Meta Correlation Analysis which is an attempt to summarize various exploratory results quantitatively based on the consequences of important investigations. In this research is can find that there is an impact from the use of the learning model the fun type is Teams Games Tournament Tournament assisted by general media on student learning outcomes. Utilization of Cooperative Learning Model Types of Teams Games Tournament Assisted by Audio Visual has an impact on student learning outcomes. Likewise, TGT can also train self-confidence and all students are given the opportunity to attend classes effectively. Opening the door for students to be interested can make students more dynamic and increase their knowledge.

Ilma Atqiyak, Nila; Dwi Budi Santoso

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

Gramedia Digital application itself is a good innovation in the digital era now. Even though it has been used by users but there are still some obstacles or lack of information contained on the application, therefore it requires maturity and capability assessment of the application. The COBIT 5 framework is an IT audit standard that has been issued by ISACA, COBIT 5 itself has a total of 11 domains but this time the research only focuses on 5 domains namely EDM05, APO05, BAI04, DSS01, MEA01. The results of the maturity and capability level calculations from Gramedia Digital applications resulted in an average of EDM05 with a result of 2.7, APO05 with a result of 2.8, BAI04 with a result of 2.7, DSS01 with a result of 2.7, MEA01 with a result of 2.8. And the average capability generated by these domains is rounded to 3. The conclusion in this study gramedia Digital application has not met the targeted target of 4.

Nugroho, Setiyo Adi; Hadi, Andik Prakasa; Rudjiono, Rudjiono; Zainudin, Ahmad

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

The advances in mobile technology have created a new learning method known as mobile learning technology or mobile learning. This method utilizes the use of smartphones which have become part of the daily life of people of all ages and levels of education. in this mobile learning ,android platform is selected. The reason for choosing android is that it is the most popular mobile OS. This learning is designed to run on Android with the aim that it can be used easily and can be run at any time as long as you carry an Android cellphone and there is an internet connection. This application is addressed to the Persatuan pemuda sandya karya mandiri desa reksosari kec suruh kabupaten Semarang, which is an activity of a youth group that is trying to develop and improve their video streaming channel . they need learning to improve their digital video processing skills to improve the quality of their video output. because this youth union consists of various ages and various educational backgrounds, the making of learning videos must be easy to operate, easy to display and does not require complicated equipment. The development of this application is based on usability which is the most important aspect of an application.

Nur Asiah Ramdani; Nur Asiah Ramdani; Asriyanik, Asriyanik; Winda Apriandari

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

The Thesis is a compulsory subject that must be followed by undergraduate students to complete their study period. The Thesis is different from other courses related to the procedures in it. In the Informatics Engineering study program at Muhammadiyah University of Sukabumi, the dissemination of thesis information was spread through 5 different media, but this was not effective because it took a lot of time and made the work repeated. Therefore, to facilitate the dissemination of information, the researchers created a chatbot application that can answer questions about thesis information automatically without human supervision. To produce a smart chatbot, Microsoft Azure Cognitive Services QnA Maker service is used in its manufacture. The chatbots were tested using alpha and beta testing and concluded that making chatbot applications with Azure Cognitive Services QnA Maker made finding thesis information more accurate, effective, and efficient.

R_Soelistijadi, R_Soelistijadi; Lestariningsih , Endang; Royhans , Agung

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

The method of learning the universe at TK Pertiwi Bebengan, Kec. Boja, Kab. Kendal, Central Java is still simple, namely explaining the material by displaying a 2-dimensional still image. This makes students unable to see directly the process of rotation and movement of celestial bodies in the universe. For this reason, it is necessary to create an application that can display the process through 3D animated moving images using Augmented Reality (AR) based technology. The research method used is Prototype, while the architectural design uses UML and software applications using Unity3D, Vuforia, Photoshop CS6 and Blender. The final results of the study are 1) on testing application features made with Unity3D and Vuforia software can run well, 2) on device testing there are 2 out of 4 smartphones that cannot run the application so that a minimum specification of a smartphone is required, 3) on distance testing with a height of 20 cm, it requires the right camera tilt angle, which is between200 to 900. The conclusion of the research is that this application can run well on mobile devices registered in Google's ARCore database and minimum specifications of Android 8.0 Oreo. In addition, it is necessary to pay attention to the right camera tilt angle so that it can display 3D objects.

Nugraha, Nur Budi

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

The solar system is one of the natural science lessons taught in grade 6 elementary school. This material is abstract because in studying it children cannot directly observe the phenomena of celestial bodies in the solar system. So far, only using books or 2D images as media. This study aims to create an educational game about the introduction of the solar system. 2D animation is made with icons and audio so that it can attract students' interest in learning and remembering solar system material. The result of the research is an educational game as an effective means of entertainment and learning. Students become interested in learning because of the application of the dissertation with attractive images and audio that helps increase enthusiasm for learning about the solar system. In testing the respondents as many as 22 people, the calculation results obtained as much as 59.1% strongly agree with this educational game

Raditya Putra Suhendra; Diah Arie W. K; Nadhifah Al Indis

JUISI : Jurnal Ilmiah Sistem Informasi 2022 LPPM Universitas Sains dan Teknologi Komputer

Electric current inserted to the soil media to stimulate plant growth is called electric fertilizer (EF). There are two types of plant fertilization methods, physical & chemical fertilization (synthetic chemistry and organic chemistry). EF is an alternative physical fertilizer that can be used for enhance plant growth beside chemical and biological fertilizer. Using EF can decrease inorganic or agrochemical input which often lead to soil degradation and high production cost in the implementation. This research aims to design EF apparatus to exerting DC electric current and voltage to the soil using electrode plate as a probe to stimulate sweet corn (Zea mays L.) growth and to design an automatic irrigation system using soil moisture sensor. This research also examines the effect of electric input on sweet corn growth.  The application of EF with 12V DC (in variable C) which observed for five days show the highest measurements results, but the control variable (A) had a more stable increase in plant height. This research show that EF can stimulate sweet corn growth when it set under appropriate time and electric voltage condition. Variables C and A had the similar weigh, with a difference of 0,02 gram.

Yuwono, Nadia Renatha; Yulianto, Sri

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2022 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Abstrak – Wabah Covid 2019 adalah penyakit menular serta dapat menyerang organ pernapasan yang sangat mematikan di Negara Tiongkok. Masyarakat Indonesia yang terjangkit virus Covid 2019 ini perlu dilakukan peramalan untuk mengetahui jumlah kasus masyarakat yang terjangkit wabah Covid 2019 pada bulan berikutnya. Dengan menggunakan Metode Single Exponential Smoothing, Double Exponential Smoothing, dan Triple Exponential Smoothing ini kita gunakan pada aplikasi RStudio untuk mengetahui nilai parameter α, β, dan γ kita dapat mengetahui perbandingan dari ketiga metode tersebut. Dari ketiga metode tersebut akan menggunakan parameter nilai α, β, dan γ. Dari ketiga metode tersebut dicari nilai SSE yang terkecil. Dengan mengetahui nilai SSE yang terkecil maka akan di dapatkan hasil peramalan yang lebih akurat. Data yang saya gunakan berjumlah 30 periode. Dengan menggunakan 30 periode kita mendapatkan nilai SSE terkecil 33042318. Dengan nilai tersebut kita mendapatkan nilai coefficient 1179.6161 atau masyarakat yang terjangkit wabah covid 2019 pada hari berikutnya berjumlah 1741 orang. Dengan dilakukannya penelitian ini diharapkan untuk setiap masyarakat dapat menjaga kesehatannya dengan cara menjaga kesehatan, kebersihan, serta mengkonsumsi makanan yang sehat dan bergizi sehingga dapat terhindar dari virus covid-19. Dengan menggunakan Metode Single, Double, Triple Exponential Smoothing kita dapat meramalkan kasus covid-19 di Indonesia selama beberapa bulan kedepan.   Abstract – The 2019 Covid outbreak is an infectious disease and can attack the respiratory organs which is very deadly in China. For the Indonesian people who have been infected with the 2019 Covid virus, forecasting needs to be done to find out the number of community cases infected with the 2019 Covid outbreak in the following month. By using the Single Exponential Smoothing, Double Exponential Smoothing, and Triple Exponential Smoothing methods, we use the RStudio application to determine the value of the parameters α, β, and γ we can find out the comparison of the three methods. Of the three methods will use the parameter values ​​ α, β, and γ. From the three methods, the smallest SSE value is sought. By knowing the smallest SSE value, more accurate forecasting results will be obtained. The data that I use is 30 periods. By using 30 periods, we get the smallest SSE value of 33042318. With this value we get a coefficient value of 1179.6161 or the people who were infected with the 2019 covid outbreak on the next day amounted to 1741 people. With this research, it is hoped that every community can maintain their health by maintaining health, hygiene, and consuming healthy and nutritious food so that they can avoid the Covid-19 virus. By using the Single, Double, Triple Exponential Smoothing method, we can predict COVID-19 cases in Indonesia over the next few months.

Khristianto , Teguh; Nugroho, Isworo; Diartono , Dwi Agus; R.Soelistijadi, R.Soelistijadi

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

The growth rate of internet users in recent years has increased very rapidly and is growing rapidly. This triggers the creation of a new business model in the form of a marketplace that is used to buy and sell goods. This study aims to load an online store that is simple and lightweight but can meet the needs of sellers who use this website. Application development uses methods while the prototype in modeling the application uses use case diagrams, class diagrams, activity diagrams, and sequence diagrams. The research is expected to produce a web-based marketplace application that facilitates the transaction process of consignment providers and consumers at the Indonesian Helmet Shop. Furthermore, the design of this messaging service application prototype still needs to be developed in terms of user interface and user experience so that consumers can be more comfortable in transacting.

Hanifa Sukma, Hanifa Sukma; Trisiana, Anita; Wartoyo, Wartoyo

Jurnal Global Citizen : Jurnal Ilmiah Kajian Pendidikan Kewarganegaraan 2022 Prodi PPKn Universitas Slamet Riyadi

ABSTRACTThe purpose of this study is to know the application of the results and factors in the inventor yof cooperative learning of google meet based jigsaw type in improving the achievement oflearning outcomes of PPKn. Subjects Pancasila Class XI SMAN Gondangrejo in pandemicpomemi Covid-19 years lesson 2020/2021. The type of research in qualitative research usingdescriptive approach. The subjects studied were the mp and the study of the class of educationclass and the study of XI class. Data mining research using interviews, The observation anddocumentation. The result of the study are the Covid-19 period of the Covid-19 pandemicthat encourage learners to be particularly generous in their learning, using the google meetmethod of cooperative learning , the cooperative learning type jigsaw meet, they can beconsistent with specifically off civic education on the subject of Pancasila. Which is acomplex enough subject for students to understand.Key word : Cooperative Learning Tipe jigsaw, Google Meet, Study achievement.

Efy Lilawati; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

Learning through online that does not do face-to-face certainly has various challenges. One of the challenges is the lack of student learning motivation. Efforts to create an interesting and fun learning atmosphere require several breakthroughs, both in curriculum development, learning media innovation and fulfilling educational infrastructure. This study aims to describe the application of the quizizz educational game and the provision of rewards to increase the learning motivation of fifth grade students at SDN Tarokan 5 Kediri. The approach used in this research is a qualitative approach with the type of classroom action research. The research was carried out in two cycles. Each cycle consists of 4 stages, namely planning, implementation, observation, and reflection. The subjects of the research were the fifth grade students of SDN Tarokan 5, totaling 10 students consisting of 6 boys and 4 girls. The data in this study are the results of observations of teacher activities, student activities, and student learning motivation. Data collection techniques used by using observation, questionnaires, field notes and documentation. The results of the study by applying the quizizz educational game and giving rewards can run well and have increased. In the first cycle the average value of teacher activity was 98% in the very good category, increasing to 100% with the very good category in the second cycle. The value of student activity is 83.5% in the good category, in the second cycle it increases to 91.5% in the very good category. Meanwhile, the result of students' learning motivation in the pre-action was 53% with a very low category. In the first cycle, the results of the observation of students' learning motivation increased to 77% in the high category. Furthermore, in the second cycle, the results of the observation of students' learning motivation increased to 82% with a very high category. The conclusion of this study is that the application of the quizizz educational game and the giving of rewards to the fifth grade students of SDN Tarokan 5 Kediri, has been carried out by the teacher and students very well.

Nadia Mahza Prameswari

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

Public services are government efforts to meet needs of citizens in form of goods and services that can improve welfare of society. In context of passport making services, application of good governance principles is very important to ensure optimal service quality. Good governance includes aspects of openness, accountability, and transparency in implementation of public services. This study aims to analyze application of good governance in public services in field of immigration, especially in process of making passports in Indonesia. This research method uses normative juridical approach with qualitative data analysis. Data was collected through literature study which includes legislation, official documents, and Related Literature. Results showed that implementation of good governance in Directorate General of immigration has undergone various innovations, such as One stop service System, Easy Passport, and M-passport application, to improve efficiency and transparency in passport making process. However, there are still some obstacles, such as poor network quality and public complaints about service. However, new policies implemented, such as Easy Passport Service and One stop service, have made it easier and increased public satisfaction. In conclusion, although implementation of good governance in passport-making services has shown improvement, ongoing efforts are still needed to overcome problems and improve service quality in order to achieve better public satisfaction.

Efy Lilawati; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

Learning through online that does not do face-to-face certainly has various challenges. One of the challenges is the lack of student learning motivation. Efforts to create an interesting and fun learning atmosphere require several breakthroughs, both in curriculum development, learning media innovation and fulfilling educational infrastructure. This study aims to describe the application of the quizizz educational game and the provision of rewards to increase the learning motivation of fifth grade students at SDN Tarokan 5 Kediri. The approach used in this research is a qualitative approach with the type of classroom action research. The research was carried out in two cycles. Each cycle consists of 4 stages, namely planning, implementation, observation, and reflection. The subjects of the research were the fifth grade students of SDN Tarokan 5, totaling 10 students consisting of 6 boys and 4 girls. The data in this study are the results of observations of teacher activities, student activities, and student learning motivation. Data collection techniques used by using observation, questionnaires, field notes and documentation. The results of the study by applying the quizizz educational game and giving rewards can run well and have increased. In the first cycle the average value of teacher activity was 98% in the very good category, increasing to 100% with the very good category in the second cycle. The value of student activity is 83.5% in the good category, in the second cycle it increases to 91.5% in the very good category. Meanwhile, the result of students' learning motivation in the pre-action was 53% with a very low category. In the first cycle, the results of the observation of students' learning motivation increased to 77% in the high category. Furthermore, in the second cycle, the results of the observation of students' learning motivation increased to 82% with a very high category. The conclusion of this study is that the application of the quizizz educational game and the giving of rewards to the fifth grade students of SDN Tarokan 5 Kediri, has been carried out by the teacher and students very well.

Nadia Mahza Prameswari

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

Public services are government efforts to meet needs of citizens in form of goods and services that can improve welfare of society. In context of passport making services, application of good governance principles is very important to ensure optimal service quality. Good governance includes aspects of openness, accountability, and transparency in implementation of public services. This study aims to analyze application of good governance in public services in field of immigration, especially in process of making passports in Indonesia. This research method uses normative juridical approach with qualitative data analysis. Data was collected through literature study which includes legislation, official documents, and Related Literature. Results showed that implementation of good governance in Directorate General of immigration has undergone various innovations, such as One stop service System, Easy Passport, and M-passport application, to improve efficiency and transparency in passport making process. However, there are still some obstacles, such as poor network quality and public complaints about service. However, new policies implemented, such as Easy Passport Service and One stop service, have made it easier and increased public satisfaction. In conclusion, although implementation of good governance in passport-making services has shown improvement, ongoing efforts are still needed to overcome problems and improve service quality in order to achieve better public satisfaction.

Ninik Sulis Setiani; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

This study aims to determine the use of google form media to increase the learning motivation of grade 4 students at Kandangan 4 Elementary School, Kandangan District. The research was conducted with a qualitative approach to the type of classroom action research. The research was carried out in two cycles, each consisting of 4 stages, namely planning, implementation, observation, and reflection. The data obtained are process data and result data. Collecting data using interview techniques, observation, tests, documentation, and field notes. Data analysis was carried out with the stages of reducing data, presenting data, and drawing conclusions. The results showed that the application of google form media can increase students' learning motivation. This is evidenced by the increase in teacher activity from 81.25% in the first cycle to 93.5% in the second cycle. The student activity increased from 81.8% in the first cycle to 90.9% in the second cycle. Meanwhile, the level of student motivation also increased from 66.5% in the pre-action to 84.8% in the first cycle and 88% in the second cycle. Teachers are expected to continue to develop online learning through the right and correct google form, and add some references about online learning that are more innovative and interesting for students in achieving the expected goals.

Pipit Rahmadhany; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

The COVID-19 pandemic has had an unfavorable impact on all aspects of life, including aspects of health, economy, tourism, social and education. Students can also use learning support applications such as study houses, teacher rooms, thinglink, netboard, oodlu, quizwhizzer and other applications. In fact, not all students will be successful in online learning. This research aims to improve speaking skills through the application of online-based interactive picture media to 5th graders at SD Negeri 2 Blitaran, Nganjuk Regency. This research is a classroom action research with the research design determined are planning, implementation, observation and reflection. There are two data obtained, namely process data and result data. Process data obtained from teacher activity data and student activities in applying online-based interactive image media. Result data obtained from student learning outcomes data in the form of students' speaking skill scores through the application of online-based interactive image media. The research subjects were 31 fifth grade students at SD Negeri 2 Blitaran, Nganjuk Regency, for the 2020/2021 academic year. The results showed that the teacher's activities continued to increase starting from the pre-action cycle II. In the pre-action, the average score of students was only 63.1 with a very poor category. After taking action in cycle 1 at meeting 1, the average score of students increased to 80%. The percentage of 80% indicates that there are still activities that have not been carried out at meeting 1. The action is continued in the second friendship, where the ability of students has reached 87%. With this percentage, improvements need to be made in cycle II. The teacher must review the steps in the lesson plans that have been prepared so that learning can run according to the plan. In Cycle II meeting 1, the percentage of success was 92.8%. The thing that must be maintained in cycle II is that the teacher carries out learning according to the steps that have been planned and provides explanations to students regarding important things that must be considered when retelling a reading. The action was continued in Cycle II meeting 2 where the student success achieved reached 95.7%. This happens because the teacher carries out learning in accordance with the planned RPP based on the results of the cycle reflection. Teachers should emphasize

Ninik Sulis Setiani; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

This study aims to determine the use of google form media to increase the learning motivation of grade 4 students at Kandangan 4 Elementary School, Kandangan District. The research was conducted with a qualitative approach to the type of classroom action research. The research was carried out in two cycles, each consisting of 4 stages, namely planning, implementation, observation, and reflection. The data obtained are process data and result data. Collecting data using interview techniques, observation, tests, documentation, and field notes. Data analysis was carried out with the stages of reducing data, presenting data, and drawing conclusions. The results showed that the application of google form media can increase students' learning motivation. This is evidenced by the increase in teacher activity from 81.25% in the first cycle to 93.5% in the second cycle. The student activity increased from 81.8% in the first cycle to 90.9% in the second cycle. Meanwhile, the level of student motivation also increased from 66.5% in the pre-action to 84.8% in the first cycle and 88% in the second cycle. Teachers are expected to continue to develop online learning through the right and correct google form, and add some references about online learning that are more innovative and interesting for students in achieving the expected goals.

Pipit Rahmadhany; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

The COVID-19 pandemic has had an unfavorable impact on all aspects of life, including aspects of health, economy, tourism, social and education. Students can also use learning support applications such as study houses, teacher rooms, thinglink, netboard, oodlu, quizwhizzer and other applications. In fact, not all students will be successful in online learning. This research aims to improve speaking skills through the application of online-based interactive picture media to 5th graders at SD Negeri 2 Blitaran, Nganjuk Regency. This research is a classroom action research with the research design determined are planning, implementation, observation and reflection. There are two data obtained, namely process data and result data. Process data obtained from teacher activity data and student activities in applying online-based interactive image media. Result data obtained from student learning outcomes data in the form of students' speaking skill scores through the application of online-based interactive image media. The research subjects were 31 fifth grade students at SD Negeri 2 Blitaran, Nganjuk Regency, for the 2020/2021 academic year. The results showed that the teacher's activities continued to increase starting from the pre-action cycle II. In the pre-action, the average score of students was only 63.1 with a very poor category. After taking action in cycle 1 at meeting 1, the average score of students increased to 80%. The percentage of 80% indicates that there are still activities that have not been carried out at meeting 1. The action is continued in the second friendship, where the ability of students has reached 87%. With this percentage, improvements need to be made in cycle II. The teacher must review the steps in the lesson plans that have been prepared so that learning can run according to the plan. In Cycle II meeting 1, the percentage of success was 92.8%. The thing that must be maintained in cycle II is that the teacher carries out learning according to the steps that have been planned and provides explanations to students regarding important things that must be considered when retelling a reading. The action was continued in Cycle II meeting 2 where the student success achieved reached 95.7%. This happens because the teacher carries out learning in accordance with the planned RPP based on the results of the cycle reflection. Teachers should emphasize