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Galang Mi’raj Fatanna; Muhammad Amin; Bobbi Rahman

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

Instructional media plays a crucial role in achieving educational objectives. Educators need to develop teaching strategies using various appropriate media and learning resources. Currently, GASING mathematics instructional media only consists of modules, PowerPoint, and teaching aids. This indicates the untapped potential in utilizing instructional media such as animated videos as engaging and effective learning tools. Based on this issue, the researcher employed the GASING method in the subject of mathematics, specifically focusing on multiplying 2-digit numbers by 1-digit numbers. This study aims to ascertain the development process and feasibility of animated videos using Powtoon. These animated videos were developed using the ADDIE model. Based on validation results by language experts, an average of 98.33% was obtained, while content experts yielded an average percentage of 78.18%. Furthermore, media experts achieved an average percentage of 90.67%, and individual trials (One to One) resulted in an average percentage of 85.64%. Based on the validation results by experts, it can be concluded that animated video instructional media using Powtoon in mathematics with the GASING method as the developed instructional media is highly suitable for field use, as evidenced by the average percentage of feasibility obtained being 88.21% (very feasible).  

Sakina Sakina; Abd. Rahman Rahim; Haslinda Haslinda

Jurnal Ilmuan Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

The problem in this research is: How do reading comprehension skills improve in concluding the contents of children's stories through developing reading book handouts for class V UPT SPF SD Inpres Bontomanai Makassar City students? The objectives of this research are; to determine the increase in learning outcomes in reading comprehension skills in concluding the content of children's stories through the development of reading book handouts for class V UPT SPF SD Inpres Bontomanai Makassar City students. The type of research used in this research is Classroom Action Research which consists of two cycles where each cycle is carried out in two meetings. The research subjects were teachers and students of class V UPT SPF SD Inpres Bontomanai, Makassar City, totaling 32 students consisting of 17 male students and 15 female students. The use of handout media can improve reading skills and understanding of the contents of children's stories in reading books for class V UPT SPF SD Inpres Bontomanai Makassar City. This can be seen from the results of the analysis of teacher activity observations in cycle I, namely 79.16% and increased in cycle II to 95.83%. Student activity also increased from 78% in cycle I to 95% in cycle II. Meanwhile, the results of the mastery test results in student learning outcomes in reading comprehension skills in cycle I were 37.5%, increasing to 87.5% in cycle II. Thus, it can be concluded that the use of handout media can improve reading skills, understanding the contents of children's stories, reading books for class V UPT SPF SD Inpres Bontomanai, Makassar City.

Amrina Rosyada; Aminatul Fitroh; Erina Hidayah; Nurul Lisa Kusumaningrum; Salma Dian Ramadhan +2 more

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

Currently, many learning videos are available on various social media platforms. It is hoped that each video will achieve existing learning objectives and enable students to understand and implement the results of their learning activities well.  This research aims to examine and explain the types and forms of illocutionary speech acts found in several learning videos and evaluate whether the speech acts in these videos support the development of Indonesian language literacy and speaking skills in giving speeches.  Illocutionary speech acts relate to the power effect obtained by the audience of an utterance uttered by the speaker.  This research article uses a theoretical approach, namely a pragmatic approach with an analysis of the types and forms of illocutionary speech acts.  In this research, qualitative descriptive methods were used to analyze related data.  Data was obtained from six speech learning videos on the YouTube channel, and the data collection technique involved proficient free-involved listening (SBLC) and note-taking techniques.  Researchers watched videos about learning speech texts on the Literacy for Indonesia YouTube Channel, then took notes and recorded utterances that contained illocutionary utterances.  The data analysis technique uses matching and high techniques to study the form and type of illocutionary speech.  From the data analysis that has been carried out, it was found that there are assertive utterances giving testimony and stating, directive utterances giving advice and ordering, expressive utterances containing prayers and hopes, and commissive utterances offering and promising.  It is hoped that the results of the analysis in this article will increase deeper understanding and knowledge regarding illocutionary speech acts and their use, knowledge about their types, as well as guide educators and online learning material creators to increase learning effectiveness.

Amrina Rosyada; Aminatul Fitroh; Erina Hidayah; Nurul Lisa Kusumaningrum; Salma Dian Ramadhan +2 more

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

Currently, many learning videos are available on various social media platforms. It is hoped that each video will achieve existing learning objectives and enable students to understand and implement the results of their learning activities well.  This research aims to examine and explain the types and forms of illocutionary speech acts found in several learning videos and evaluate whether the speech acts in these videos support the development of Indonesian language literacy and speaking skills in giving speeches.  Illocutionary speech acts relate to the power effect obtained by the audience of an utterance uttered by the speaker.  This research article uses a theoretical approach, namely a pragmatic approach with an analysis of the types and forms of illocutionary speech acts.  In this research, qualitative descriptive methods were used to analyze related data.  Data was obtained from six speech learning videos on the YouTube channel, and the data collection technique involved proficient free-involved listening (SBLC) and note-taking techniques.  Researchers watched videos about learning speech texts on the Literacy for Indonesia YouTube Channel, then took notes and recorded utterances that contained illocutionary utterances.  The data analysis technique uses matching and high techniques to study the form and type of illocutionary speech.  From the data analysis that has been carried out, it was found that there are assertive utterances giving testimony and stating, directive utterances giving advice and ordering, expressive utterances containing prayers and hopes, and commissive utterances offering and promising.  It is hoped that the results of the analysis in this article will increase deeper understanding and knowledge regarding illocutionary speech acts and their use, knowledge about their types, as well as guide educators and online learning material creators to increase learning effectiveness.

Mariani, Rika; Novita, Rita; Sari, Siti Mayang

Jurnal Komunikasi Pendidikan 2024 Universitas Veteran Bangun Nusantara

This research discusses the implementation materials Of comic-based teaching. This research aims to develop teaching materials for fantasy story texts based on local wisdom in the form of digital comics to improve the learning outcomes of fifth grade elementary school students. This research is research and development (R&D). In this research and development, researchers used the ADDIE method, Analysis, Design, Development, Implementation and Evaluation. The results of the development research show that the digital comic teaching materials based on local wisdom for grade V elementary school students produced are said to be very feasible. This is proven by the media expert validation results showing a very good category (96%) from the average validator. The material expert validation results show a very good category (96%) from the average validator. Linguist validation results show a very good category (98%) from the average validator. The results of the student response product trials showed the very good category (87.5%) and the results of the teacher response product trials showed the very good category (94%). In the evaluation of the test results, students obtained an average result of 89.71 with a percentage score of 90% with very good criteria with details of 28 students completing. This comic is a good idea for language learning based on students' interests and talents to improve their learning. The research results are proof that digital comic teaching materials based on local wisdom are very feasible and can be used as learning materials that can improve student learning outcomes.

Adi Lukman Hakim; Aytan Azizli

International Journal of Management and Digital Sciences 2024 International Forum of Researchers and Lecturers

This study explores the role of sentiment analysis as a predictive tool for understanding and forecasting product launch success in the digital market. Sentiment analysis involves the classification of consumer sentiment expressed on social media platforms such as Twitter and Instagram, and it can significantly impact businesses by predicting consumer behavior and product performance. The research highlights the relationship between social media sentiment and product success, demonstrating that positive sentiment is strongly correlated with higher sales and consumer engagement, while negative sentiment can lead to declines. Machine learning models, including Support Vector Machines (SVM) and Random Forest, were employed to classify sentiment from large volumes of social media data and correlate it with product performance indicators such as sales volume and consumer interaction. The study found that sentiment analysis models were highly effective in predicting product success, with positive sentiment generally driving product profitability and negative sentiment posing a potential threat to brand reputation. Moreover, the analysis showed that social media sentiment provides real-time insights into consumer perceptions, enabling businesses to quickly adjust marketing strategies and product development plans. These findings underscore the importance of integrating sentiment analysis into product launch evaluations and strategic decision-making. Future research should explore the integration of sentiment analysis with other predictive market models and investigate the effects of fake reviews and post-purchase consumer behaviors on product success.

Haris, Muhammad; Akmaluddin; Putra, Mulia

Jurnal Komunikasi Pendidikan 2024 Universitas Veteran Bangun Nusantara

Incorporating engaging and effective teaching materials is essential for enhancing student learning in science education. This research aims to develop comic-based integrated science teaching materials tailored for fifth-grade students, employing the ADDIE (Analysis, Design, Development, Implementation, Evaluation) method. The research and development process follows these five stages to ensure comprehensive material creation and evaluation. The results indicate high validation scores: 96% for material, 98% for language, and 96% for media, categorizing the comics as highly suitable for educational use. Student and teacher responses further affirm this suitability, with 90% and 94% approval rates, respectively. Evaluation of student test results shows an average score of 90.36, with 90% of students meeting the criteria for excellence. This study concludes that comic-based teaching materials significantly enhance student engagement and understanding of science, contributing valuable insights into educational resource development.

Aliza Aliza; Annisa Damai Yanti Samoeri; Melisa Putri; Nailah Assahira; Rima Junita Putri +1 more

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

Administration is very necessary for the continuity of the teaching and learning process in the world of education. All of that cannot be separated from the activeness of those who master the administration in the school. People often underestimate the field of administration, even though if the administration is held by less skilled people then the administration will be messy and will not run properly. People who hold administration are people who have been trained in their field (people who have received knowledge or training). Administration is not only in financial terms but also in our neatness and order in bookkeeping. Administration is not only carried out within a certain time but every day systematically. The success of education in schools must be supported by orderly, directed, and planned school administration services. Where in its implementation must follow the direction of the development of an increasingly modern era and growing technological media. For this reason, there needs to be a clear and programmatic division of administrative tasks in each school to create a better school later.

Ribka Zelin Margaretha Sitepu; Pargaulan Siagian

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

This research aims to produce an LKPD product with a realistic mathematical approach that is valid, practical and effective for improving students' mathematical communication skills. This research and development is based on the stages of the 4D development model by Thiagarajan which was adapted to 3D including the definition, design and development stages. The subjects in this research were the X-Mipa 1 class of SMAN 2 Kabanjahe, totaling 30 people. Based on the research conducted, the validity of the LKPD obtained an average assessment of 89.47% by material experts and 88.15% by media experts with very valid qualifications. Through a questionnaire on the practicality of LKPD by teachers and students, an average of 90.27% was obtained by teachers and 92.12% by students with very practical qualifications. The implementation of learning by applying LKPD with RME was carried out to see the effectiveness of LKPD in obtaining results, namely achieving classical learning completeness. 86.67%, achievement of learning objectives was achieved in questions 1,2,3,4 and 5 and achievement of efficient learning time, from the effectiveness assessment reference, the LKPD developed was classified as effective. The increase in mathematical communication skills that occurred was an increase in the moderate category with an average gain score of 0.632. Based on the data obtained, it was concluded that the LKPD with RME that was developed met the qualifications of being valid, practical and effective.

Novita Kusumaning Tyas; Athiyah Salwa

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

Currently, mobile technology developments are increasing rapidly. Crompton and Burke (2018) conveyed that smartphone as one of mobile technology is is rapidly advancing. Approximately 90% of students possessed a smartphone, and a few even had multiple mobile phones. (Wong et al., 2010; Bhati & Song, 2019). This study aimed to examine how the students perceive the utilization of “Splash” as a media on learning listening skill. Splash is one of android program that developed by the English team in Stekom University. It is made for improve students’ listening skill and grammar skill. This research used quantitative descriptive. The sample consists of 50 students who taken language class. The result showed that there are positive attitudes from the students about the usage of “Splash” to improve listening skill. They can use it every time and everywhere without worried running out of internet package because this application doesn’t need internet package to use. The students also found that the content of this application is interesting. They also got post-activity activities and tasks to help them improve their skills.

Natasya Isabel Br. Siahaan; Tiur Malasari Siregar

Jurnal Mahasiswa Kreatif 2024 International Forum of Researchers and Lecturers

Based on the results of the needs analysis in the learning process, a development of learning media is needed. This research aims to create this product to be more valid, practical and effective in improving students' mathematical understanding. This research and development uses the ADDIE (Analyze, Design, Development, Implementation, and Evaluate) development model. The subjects of this research were 30 students of class X Science 1 at SMA Methodist 7 Medan. The research results show that the Android-based learning media developed has obtained a very high level of validity, with an average percentage of 90.38% according to material experts, 87.77% according to media experts, then 90.90% according to lesson plan validators and results. Validation from experts on pre-test and post-test questions showed a percentage of 92.70% and 91.67%, respectively included in the "very valid" criteria. Positive responses were also found from teachers and students during small group and large group trials, with an average score of 96% from teachers, 94.4% from small groups, and 90.2% from large groups. This shows that this media is very practical to use in the learning process. Apart from that, the results of implementing this interactive learning media also show its effectiveness with the average percentage of responses to the effectiveness of learning media by students obtained at 92.23%. The classical learning completion level reached 96.67%, and the effectiveness questionnaire obtained an average percentage of 86.67%. The increase in students' mathematical understanding can be categorized as moderate improvement. Based on this research data, it can be concluded that the Android-based learning media that we have developed has met the criteria of being valid, practical and effective in improving students' mathematical understanding.

Laura Renita; M. Dafa Ananda

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2024 Universitas Palan

This research aims to develop comics based on a communicative approach. This research is included in the research and development (R&D) model. This research uses the ADDIE model. The ADDIE model is an abbreviation for Analyze, Design, Develop, Implement, and Evaluate. This research has only reached the development stage. The research was conducted at SD Negeri 053977 Gohor Lama. The subjects in the research were 18 class III students, consisting of 12 female students and 6 male students. The object of research is comics based on a communicative approach. Data collection techniques are observation, interviews and tests. Based on the research results, it is known that the validation results carried out by material experts were 93.78% with very feasible criteria. Meanwhile, the media expert's results were 90.20% with very feasible criteria. Based on the validation results, it can be concluded that comics based on a communicative approach are very suitable for use by class III students at SD Negeri 053977 Gohor Lama.  

Iwan Mahendro; Renny Hermawati

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2024 Asosiasi Riset Ilmu Teknik Indonesia

Today's technology is experiencing very rapid development, technological development is not only in hardware but also in software. In the world of education also can not be separated from the use of technology. Formerly a teacher in teaching used the blackboard to explain learning material, with the development of technology today there are many kinds of learning media. The purpose of this study was to determine the response of cadets in the use of instructional media in Visual Cues courses. The benefits that can be obtained for lecturers can provide alternative learning media in conducting lectures. The results of this study are obtained a very good response from cadets because they have new experience in lectures on the Visual Signals course

Sarah Dalila Fitri; Rodia Rotani Rianda; Lara Dwi Alma; Revi Yulianti; Wismanto Wismanto

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

Students are slow to memorize prayer readings because the learning methods used by teachers are still conventional. As a result, students are not interested in learning prayer readings. The objectives of this research are as follows: (1) create interactive learning media that can be used, easy to use, and suitable for individual learning; and (2) find out how effective the media is in teaching prayer. The Smart App Creator application is used to provide Android-based interactive media. Education must be able to develop the potential of every child in line with current developments in science and technology (IPTEK). Student potential can be developed according to the teacher's ability to manage learning. The material provided must be interesting and not make students bored.

Muh Inal Alsyahrani; Abd Muqtadir Rapi; Nasir Nasir

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

Cultural development in Indonesia, driven by science and technology, places education as the key to achieving national goals. Focusing on the practice stage in educational technology provides practical experience at SMA Negeri 8 Maros. Informatics learning involves programming, artificial intelligence, and computer networks. Research at SMA Negeri 8 Maros involved 35 class X.5 students with a focus on Information and Communication Technology (ICT). Strengthening the Teaching Profession (P2K) from 4 September to 30 October 2023, creating innovative learning tools for the integration of office applications. Students are required to master office applications and online communication skills. The Pancasila student profile emphasizes critical thinking skills, independence and creativity. The results of implementing Informatics learning using the PBL model show a positive impact on student motivation, increasing enthusiasm, and building critical thinking skills. Students who apply PBL produce higher grades. Informatics learning classification is important for understanding computational thinking and computer systems. The application of the PBL model has a positive impact making students more creative and independent in creating projects using Microsoft Office.    

Nuramila Nuramila; Ayu Hidayanti Ali; Puspita Dian Agustin; Dakia N Djou; Eka Sartika

Jurnal Pengabdian Bersama Masyarakat Indonesia 2024 CV. Aksara Global Akademia

Currently, technological developments are increasingly rapid. There are new advances in human life, one of which is artificial intelligence or AI (Artificial Intelligence), which is a computer system created in such a way as to be able to interact with the world around it through intelligent behavior like humans. Artificial Intelligence can target various domains, including the education sector. The role of teachers will be greatly transformed by artificial intelligence, including in terms of creating learning media. Media in this case is very necessary to attract students' enthusiasm in participating in learning, as well as to create fun, meaningful, creative and interactive learning. The use of Pictory and Fliki AI makes it easier for teachers to create learning media because the Pictory and Fliki features are able to automatically visualize a text into an educational video according to a certain topic. The targets of activities in implementing this service activity are teachers at SMP Negeri 6 Gorontalo City. This activity contributes to the creation of creative and fun learning based on current developments, namely the use of technology. The implementation of this service activity uses the Training and Mentoring method.

Abdul Kosim; Rizal Nurwidhia; Arbitra Achmad Fahrezi Saputra; Choirul Anwari; Firdatul Aini +2 more

Indonesia Bergerak : Jurnal Hasil Kegiatan Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Teknik Indonesia

This learning media aims to develop and improve elementary school students' learning. This media is a development media that uses meta analysis methods. One of the problems in education is the minimum media facilities and infrastructure, so teachers are required to be creative in improving the quality of learning in the classroom, such as developing learning media in the classroom. An interesting learning media that can overcome students' boredom in learning activities is game-based learning activities, such as the application of the snakes and ladders game media. Children at the elementary level have a tendency to play. A fun and relaxed situation will help children to increase their interest in learning. The development of learning media in the form of the snakes and ladders game has the impact of providing discourse about alternative teaching media for elementary level. It is hoped that the use of this learning media can improve the quality of teaching and learning activities at the basic level.

Ni Ketut Sri Rahayuni

Jurnal Bima : Pusat Publikasi Ilmu Pendidikan Bahasa dan Sastra 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

Social media (social media) has now become a part of the life of Indonesian people who are very phenomenal. Various kinds of advantages and conveniences are offered to interact with everyone both in terms of business even from various circles. Not only that, with the development of internet use and communication technology devices such as smartphones that are increasingly advanced, it has become one of the drivers of the growth of new networking sites that offer friends and information online. Social media has also become the backbone as a means of communication in this digital century. This study aims to determine students' perceptions about the extent of the use of social media in helping them learn English. English that is expected to be understood and learned is English in hospitality and also in advertising language. English that is expected to be understood and learned is English in hospitality and also in advertising language. This research is important to find out how students perceive the effectiveness of using social media to support their learning and understanding and creativity in the field of English for Hospitality and in compiling advertising language. A total of 50 students from the English Literature study program of Udayana University will be used as data sources in conducting this research. This research will use qualitative methods with a case study design. The use of questionnaires as well as semi-structured interviews will be carried out in collecting data. In analyzing the data will use a basic statistical model of the results of questionnaires on students. Meanwhile, the results of the interview data will be analyzed with the Flow model from Miles and Huberman.

Ridho Nugroho; Edy Sulistiyo; Rina Harimurti; M. Syariffuddien Zuhrie

Venus: Jurnal Publikasi Rumpun Ilmu Teknik 2024 Asosiasi Riset Ilmu Teknik Indonesia

The absence of student textbooks in the new Creative and Entrepreneurial Project subjects in accordance with the current Merdeka Curriculum causes students to be less familiar with Creative and Entrepreneurial Project material. Therefore, researchers developed an Augmented Reality-Based Creative and Entrepreneurial Project Teaching Book. The research conducted is a type of research and development (research and development). The product development model uses the ADDIE model which consists of Analyze, Design, Development, Implementation, and Evaluation. The development of textbooks uses augmented reality as a supporting media in textbooks. This research design adapts the One Group Pretest Posttest Design, with data collection techniques using questionnaires, observations, and tests. The research subjects involved 28 students of class XI Audio Video Engineering 2 at SMK Negeri 1 Kediri and validators consisting of two lecturers in the Electrical Engineering Education Study Program, and one teacher teaching Creative Projects and Entrepreneurship subjects at SMK Negeri 1 Kediri. The results showed that the level of validity of the textbook in terms of expert assessment was 91% with very valid criteria. The level of practicality of the book in terms of students' responses was 93% with very practical criteria. Learning outcomes with multiple choice tests showed an average pretest score of 64.64, while the average posttest score was 88.04. Based on the Wilcoxon test which shows the difference or increase in pretest and posttest scores has a significance value of 0.000. The significance value of the calculated results thus falls in the H0 rejection area because the significance value of 0.00 <0.05, in other words that the pretest and posttest scores have a significant difference or increase. Based on the calculation and analysis of student learning outcomes data, it can be concluded that the Augmented Reality-Based Creative and Entrepreneurial Project Teaching Book developed is effective in improving student learning outcomes.

Vika Fatikha Rahmawati; Hariyoko Hariyoko

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2024 Universitas Palan

This study aims to develop interactive learning media based on android in physical education, sports and health subjects for class VII SMP Tamansiswa Malang with the help of Unity 3D software. This study used the Borg & Gall Research and Development method. The subjects used were all students of class VII SMP Tamansiswa Malang. For data collection instruments in the form of observation, by observing the process of learning activities directly on subjects of physical education, sports, and health on health material. This research was validated by physical education, sports and health learning experts, learning media experts, and physical education, sports and health teachers for class VII SMP Tamansiswa with a very decent category. Then the results of the overall product trial involving all VII grade students of Tamansiswa Malang Middle School were divided into two small group trials with a sample of 10 students obtaining 83.37% results and large group trials with all VII grade students obtaining 95.34% results so very worthy. Based on the data that has been obtained, it can be concluded that the android-based interactive learning media developed for class VII students of SMP Tamansiswa Malang is categorized as very feasible and can be used without revision.