Publication Search

71,387 articles from 644 journals · 2,111 citations tracked

Showing 1001-1020 of 1,128

Analytics

Nilam Sari Simarmata; Nurhasanah Siregar

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2023 Pusat riset dan Inovasi Nasional

This research aims to determine the validity, practicality, effectiveness and how the students' answers process in completing the conceptual understanding ability test of the developed Articulate Storyline. This type of research is ADDIE model development research. The subjects of this research were 15 students in class VIII-2. The research results showed that the validity of the media was 85% before revision and 98% after revision from material experts and 61.67% before revision and 98% after revision from media experts on very valid criteria. The practicality of the media has met practical criteria, based on teacher responses obtained at 100% and from student responses obtained at 92.36%. The effectiveness of the media has met the effective criteria in terms of classical student learning completeness reaching 86.67%, use of research time in accordance with the RPP, and student response of 91.67%. The N-Gain test result is 0.70 in the high category. For the student answer process on the ability test (pre-test) it was 38.89%, increasing to 46.67% on the final ability test (post-test). Increasing students' ability to understand mathematical concepts strengthens the development of Articulate Storyline mathematics learning media in the classroom learning process.

Fikriyansyah Mantau; Fatimah Djafar; Rakhmawati Rakhmawati

ARDHI : Jurnal Pengabdian Dalam Negri 2023 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Every Muslim is required to be able to read, write, and memorize the Quran and understand its contents and apply it in everyday life. Teachers as people who are handed over the responsibility by parents in educating and guiding their children to the Qur'an are also required to be able to understand the character of students and the rules of learning Qur'an literacy and even be able to create a harmonious and humanist relationship in learning so that there is involvement of students in every learning activity so that creativity from fun and meaningful learning is realized. The purpose of this service carried out by the abdimas team is to provide assistance and training for the teaching team, namely two Islamic boarding school teachers about models, methods and media as well as the learning environment. This service method is Asset Based Community Development (ABCD), an asset-based method, strength and developing community potential. The results of continuous assistance are able to realize the ability of students to read, write and memorize the Qur'an well in accordance with the targets set and even practiced in everyday life through activities to create harmonious and humanist relationships as a basis for understandin

Muhammad Fajri; Dwi Mutia Sari

Jurnal Riset Rumpun Seni, Desain dan Media 2023 Pusat Riset dan Inovasi Nasional

This study aims to develop an Android-based educational game that focuses on learning about fasting. This game is designed to provide a fun, exciting and educational interactive experience for users, especially children aged 6-12 years who want to learn about fasting in the month of Ramadan. The method used in developing this game is the Design Thinking method, which involves five stages of the process, namely (emphasize) understanding, (define) definition, (ideate) idea, (prototype) prototype and, (test) testing. In research and data collection, the authors used questionnaires, and observations as primary data, and secondary data including literature and internet reviews. Making educational games is developed using the game engine Construct 2. The games developed are only limited to prototypes so that more implementation and application is needed, therefore further research is still needed to perfect this Ramadan Adventure game. The results of this study are expected to make a positive contribution in the development of educational games that are useful for learning about fasting. This game can be used as an interesting and interactive educational tool to help users better understand and practice fasting. In addition, this research also has the potential to become a foundation for the development of other Android-based educational games that focus on religious and cultural learning.

Laniatul Mega Fiktiawati; Arya Setya Nugroho

Jurnal Pendidikan, Bahasa dan Budaya 2023 Pusat Riset dan Inovasi Nasional

This research aims to produce a learning media, namely S’BUDISA (dikker Sangkapura culture scrapbook), identify the feasibility of the media through validity test and student responses. The ADDIE model is used as a research model which includes analysis, design, development, implementation, and evaluation. The instruments used are material and media validation and student response questionnaires. S’BUDISA media was tested on class IV UPT SD NEGERI 358 GRESIK students to find out the student’ responses to the media that the researcher had made. The results of the validation test from material expert 1 obtained a score of 86% which was categorized as valid and the validation of the media expert 2 was 86% which was categorized as valid. The score of material expert 1 is 82% which is categorized as valid and material expert 2 validation is 86% which is categorized as valid. The results of the student response questionnaire obtained a score of 95.5% which is categorized as very good. S’BUDISA media can be called feasible after media validation and can be used in the learning process.

Aulia Rahmah Puteri; Junaidi Junaidi; Salmiwati Salmiwati; Al Baihaqi Anas

Ta'rim: Jurnal Pendidikan dan Anak Usia Dini 2023 Sekolah Tinggi Agama Islam Yayasan Pendidikan Ilmu Qur'an Baubau

The problem in this research is the lack of enthusiasm of students in the learning process, students are lazy to open printed books, lazy to go to the library, limited learning references. The purpose of this study was to describe the Pai learning process, the validity and practicality of developing teaching materials in the form of Reading Literacy Development in Islamic Religious Education Subjects Based on Instagram Social Media in Class X SMA N 3 Panyabung. The method used in this research is research and development. With a 4D approach (Define, Design, Developed, Disseminate). Reading Literacy in Islamic Religious Education Subjects Based on Instagram Social Media in Class X SMA N 3 Panyabung was declared valid by both validators with an overall percentage score of 82.5% being very valid from the two validators. Based on the results of the questionnaire analysis of students' responses to the practicality of using reading literacy in the Pai subject, it was found that this media was practically used in learning with an overall acquisition of 85%. The item statement obtained an average questionnaire value of 84.63%. with very practical information. Based on the results of the validity and practicality that has been carried out by researchers on reading literacy in Pai learning based on Instagram social media for class X SMA 3 Panyabungan can be used in the learning process.

Paulus Exel Poli; Dientje F. Pendong; Metilistina Sasingga

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2023 International Forum of Researchers and Lecturers

This research aims to develop Biology learning media and determine the feasibility and response of students to E-Learning learning media at SMA Negeri 1 Maesaan, Maesaan District. Data was collected using interviews and questionnaires and then analyzed using quantitative methods with a descriptive analysis approach. Based on the research results on "Development of E-Learning Assisted Biology Learning Media on Excretory Material in Class XI at SMA Negeri 1 Maesaan". It was found that the results of the feasibility test carried out by media experts obtained a result of 93% or "very feasible" to be used with 3 aspects of assessment, namely, technology, content, and media operations. As well as the results of the feasibility test by material experts, the results obtained were 89% or "feasible" to be used with 3 aspects of assessment, namely the technology, content, and material aspects, and the test results of student responses to the E-Book learning media obtained results of 86% with 3 aspects of assessment, namely: 1. Motivation to learn 2. Media effectiveness, 3. Language and communication. The conclusions in this research show that the development stages use a 4D (four-D) model. This 4D (four-D) development model has 4 stages: Define, Design, Develop. Disseminate is very suitable for use by reviewing a feasibility test from media and material experts and looking at the test results of student responses to the excretion system material.

Sonny Rohimat; Solfarina Solfarina; Samsiah Samsiah; Fajar Izza Ramdhani; Raisya Fitri +1 more

Jurnal Nusantara Berbakti 2023 Universitas Kristen Indonesia Toraja

Assessment is a process carried out to collect information related to student learning development, analyze and interpret it in deciding learning achievement based on certain criteria and aspects. The use of digital-based learning media can provide a pleasant experience for students in the assessment process, but there are still many teachers who have not used it because of the lack of information to teachers about the use of online learning applications and assessment media, especially those based on online game modes. This workshop aims to socialize Gimkit as a digital platform that can be used for learning assessment. This workshop aims to socialize Gimkit as a digital platform that can be used for learning assessment by presenting two resource persons, namely the Chair of the Untirta Chemistry Education Department and the Chair of the Indonesian Teachers Association (IGI) of Serang City. The first resource person explained the application of information technology in learning assessment, while the second resource person introduced the Gimkit platform and demonstrated and practiced the assessments created by the participants. Based on the results of reflection and evaluation, this workshop activity really helped teachers and students innovate to develop fun assessment activities in the classroom.

Yunita Maulina; Supriyono Supriyono; Dita Yuzianah

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2023 International Forum of Researchers and Lecturers

The aim of the research is to develop learning media in the form of electronic modules that are suitable for high school students to use. The development of this e-module product also aims to improve understanding of the material. This type of research is included in research and development. The research stages using the ADDIE model consist of: (1) needs analysis and material analysis stage, (2) design stage for making e-modules, (3) development stage by carrying out material validation and media validation, (4) implementation stage by carrying out tests extensive and limited testing, (5) evaluation stage. The research subjects for the limited test were 7 students of class XI IPS 2 and the broad test involved 36 students of class XI IPS 3. The data collection technique used was observation and using questionnaires and tests. The research data analysis technique goes through stages: (1) validity analysis, (2) practicality analysis, (3) effectiveness analysis, (4) gain test. The research results show that the e-module developed is suitable for use and can be said to be able to improve understanding of the material. Based on the research results, it shows that: (1) the average media expert score is 3.504 in the "very valid" category and the average material expert score is 3.22 in the "valid" category, (2) student questionnaire responses in limited trials with an average of an average of 3.14 is included in the "practical" category and the test response is broad with an average of 3.42 and is included in the "very practical" category, (3) the calculation of learning completeness reaches 75%, which is included in the "good" criteria, (4) The average gain test score was 0.5367 in the "medium" category.

Rosanti, Mita; Nur Zahrah; Nilam Permatasari; Siti Marwiyah; Nurdin K +1 more

The aim of this research is to prove the validity and practicality of the electronics modules that use KviSoft Flip Book Maker. The study was conducted at the 9th Luwu North State High School with a 4D model: (1) Phase Definition, (2) Design Phase, (3) Phase Development, and (4) Phase Distribution.After the development of electronic modules using 4D models, the next step is validity and practicality. Specifically, (1) the results of the validation of the electronic product module from the material expert show 100% presentation and belong to a very valid category; (2) the verification results from the media expert show 68% and are belonging to a good or valid Category; and (3) the validity results from a linguist show 82% and come from the category ve (4) In the electronic practicality test of the elevation module, the student's answers are based on calculations of the IF formula using Microsoft Excel. For example, the material aspect receives 3,06 with a good or valid category, the media aspect receivers 3,05 with a well or valid Category, the language aspect receiving 4, 58 with a very good or very valid Category; the illustration aspect receves 2,52 with a valid Category or Aspect, and the instruction unit receives 2,52 of a valid category or Aspects. Based on the results, it can be concluded that the electronic learning module of the Islamic educational material uses valid social media and can be used as a learning medium in practice.

Oktavia Andini Simanullang; Lustani Samosir; Baginda Sitompul; Albiner Siagian; Simion Harianja

Coram Mundo : Jurnal Teologi dan Pendidikan Agama Kristen 2023 Sekolah Tinggi Teologi Injili Arastamar (SETIA) Ngabang

The use of learning media is very important to develop efforts to increase students' knowledge, in line with current technological advances, where the learning process cannot be separated from developments in science and technology. This research aims to develop Google sites-based media on the impact of a life of faith and hope for class VIII students at SMP Negeri 3 Pakkat for the 2023/2024 academic year. This type of research is R&D, with a 4-D model modified into 3D, namely define, design and develop, with a quasi-experimental approach, namely in the form of a nonequevalent control group design. Data collection using questionnaires and pretest-posttest. Data analysis uses the Paired sample t-test formula. The results were obtained by comparing the pretest and posttest results between class VIII-A which used Google sites-based media and class VIII-B which used the lecture method. The results of data analysis show that Google Sites-based media learning can increase students' knowledge on the impact of a life of faith and hope. This can be seen from the initial average score for classes using Google Sites-based media of 67.85, increasing to 82.73 with a difference of 14.88. while the control class used the lecture method with an average score of 70.69 to 79.08 with a difference of 8.39. Based on the results, the final average score for the two classes has a difference of 3.65. It can be concluded that learning using Google sites-based media is more effective than the lecture method in increasing students' knowledge on the impact of a life of faith and hope in class VIII SMP Nwgeri 3 Pakkat for the 2023/2024 academic year.

Ailena Manalu; Lustani Samosir; Damayanti Nababan; Nisma Simorangkir; Raikhapor Raikhapor

Jurnal Teologi Injili dan Pendidikan Agama 2023 Sekolah Tinggi Pastoral Kateketik Santo Fransiskus Assisi

The research aims to develop audio visual media on the material Allah is My Savior in Christian Religious Education learning for class V elementary school with the 2013 curriculum. This research is research and development (research and development) of audio visual media which aims to produce products and test product activity. The place of research was carried out at a State Elementary School in Simanindo District, Samosir Regency.

Ahmad Latif; Okpatrioka Okpatrioka

GARUDA : Jurnal Pendidikan Kewarganegaraan dan Filsafat 2023 International Forum of Researchers and Lecturers

This research was carried out to provide support for learning that develops technology in the learning process of students in schools, especially vocational schools, in order to overcome the low effectiveness of practical learning skills that has occurred in productive subjects. The aim of this research is to prepare an electronic practical worksheet (Jobsheet) that can be proven to be practical, valid & effective in improving students' practical learning skills in vocational schools. This research uses the applied Research and Development method. The target of this research is class X students at An Nur Vocational School. Those related to this research are: material, media and language experts. This research has produced valid, practical and effective products in the development of portfolio-based problem based learning to improve critical thinking skills and democratic attitudes. to improve critical thinking skills and democratic attitudes. Validation from material experts obtained a value of 87.2, media experts 87.1 and language experts 88.3 so that the product developed was in the very valid category, with a practicality level of 83.4 classified as very practical, and effective in improving product assembly with a calculated value > ttable, namely 16.491 > 2.015 or < 0.05.

Mitra Binariang Lase; Benteng Martua Mahuraja Purba; Yuniarti Yuniarti; Damai Putra Gulo; Sepril Oskar Saroro +8 more

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

The development of technology and information has brought all students into the world generation of digital literacy, media technology or digital literacy is developing rapidly, many people are able to create new applications, technological devices that aim to provide convenience for humans. Excessive use of digital can cause problems, especially for students who are still in education, misusing technology can reduce the quality of student learning. The effort that we can do to overcome this problem is by reviving students' thinking concepts in improving the quality of learning by using digital learning media. The purpose of this research is to find out to what extent students are able to utilize technology, what efforts can help students who are addicted to technology. This research was conducted at the Anugerah Tanjungpinang Social Service Foundation Middle School using the face-to-face method from preparation to implementation. The results of this study are that each student is able to receive new insights in using technology to learn responsibly and wants to be a smart student in using technology so that students at the Anugerah Tanjungpinang Social Service Foundation Middle School said that "it turns out that learning to use technology is so much fun and can make it easier for students to access learning resources quickly, students also get new things for example such as using devices such as Microsoft Word, Excel and so on. This is one form of success for the PkM team where students can understand and receive knowledge about the responsible use of technology.

Amaris Evania Putri; Risda Lailul Yulfa Fitria; Eli Masnawati; Masfufah Masfufah ; Febriarsita Eka Sasmita +3 more

Jurnal Hasil Kegiatan Bersama Masyarakat 2023 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

The development of puemla learning media on the material of practicing the Pancasila precepts of Pancasila learning subjects in grade 2 elementary schools is intended to facilitate understanding of the material, obtain meaningful learning and increase motivation in learning. Learning media is a learning tool that helps students improve their thinking, attention, and abilities or skills. the method used is 4D which consists of define, design, develop, and dessiminate. (1) the defining stage of define is to conduct a needs analysis on students, which aims to find out the basic problems needed in the development of learning media and to find out about the advantages and disadvantages of learning media used by teachers so far, media analysis, and analysis of students, (2) the design stage of design that is done first is to choose material that suits the characteristics of students, (3) the development stage of develop is the process of creating it into reality, (4) the spread of dessiminate is a real rarity whether the learning system that is built is successful, in accordance with expectations or not. The results showed that puemla learning media can increase the motivation of students and in accordance with the characteristics of students who can be used as a means of supporting the learning process as evidenced by the evaluation of the board of teachers at SDN Klagen, Wilayut village, Sukodono District and the enthusiasm of students in grade 2.

Nova Ika Ayu Saputri; Minto Santoso; M.Iqbal Baihaqi

Intellektika : Jurnal Ilmiah Mahasiswa 2023 STIKes Ibnu Sina Ajibarang

. Based on initial research at SDN Kaligrenjeng 01, it was found that thematic learning was still considered difficult to implement due to several factors, including, educators dominated more during the learning process and learning media were rarely used during the learning process. The aim of the research is to explain the development, explain the use and learning achievements of students in using PUT3 Group learning media in elementary school thematic learning. The results of learning media validation can be seen from the percentage results by material expert validators, media experts and language experts respectively. 80.00%, 92.50%, and 96.00%, the average validator assessment is 89.36% so that the learning media is suitable for use. Educators' response to the media was 84.00% and students' response to the media was 94.89%. The increase in the average value of students before using the media and after using the media was 75.79%, this shows that there was an increase in the average value of the class, so that the PUT3 Group media was stated to be able to improve students' learning achievement. Based on the research results, it was concluded that the media PUT3 Group learning in elementary school thematic learning is suitable for use. The results of the responses from educators and students show that the PUT3 Group media is easy to use. PUT3 Group learning media in elementary school thematic learning can improve student learning achievement.    

Selvia Ayu Wardani; Desy Dwi Riana; Dwi Kameluh Agustina

Intellektika : Jurnal Ilmiah Mahasiswa 2023 STIKes Ibnu Sina Ajibarang

. Based on needs analysis and interviews, it shows that flat building material does not use innovative media and the minimal use of technology-based learning media, causes students to feel bored and less interested when learning in class. This research aims to produce LABADA Game products for feasible flat building materials. This type of RnD development research has been developed by Sugiono with seven steps, namely (1) looking for potential and problems at SDN Kepanjenlor 2, SDN Sentul 1 and SDN Sentul 3, (2) Carrying out research and collection by interviewing class IV teachers, distributing needs questionnaires students and observing mathematics learning, (3) product design is carried out by analyzing learning and planning product content, (4) Design validation is carried out by 9 validators consisting of 3 material validators each, media validator and language validator, (5) Design revision carried out based on expert advice, (6) Limited trials carried out by 10 class IV students and 5 class IV teachers, (7) product revisions based on teacher and student suggestions. The instrument in this research is a questionnaire. The feasibility results from material expert validators were 91.85%, media experts 89.44%, and language experts 86.67%. The results of the teacher's readability questionnaire for the LABADA game obtained a percentage of 91.29% and the results of the student's readability questionnaire obtained a percentage of 94.17%.    

Putri Novianti; Desy Dwi Riana; Dwi Kameluh Agustina

Intellektika : Jurnal Ilmiah Mahasiswa 2023 STIKes Ibnu Sina Ajibarang

Based on the analysis of student needs and interviews with teachers, it shows that mathematics learning, especially in fraction material, has not used innovative media and the minimal use of technology-based learning media has caused students to feel bored and less interested. The purpose of this study was to determine the feasibility and readability of KOCAH Multimedia products for learning Mathematics for fraction material. This type of development research is RnD which has been developed by Sugiono with 7 stages. This study used a questionnaire sheet instrument and interview and observation techniques. Based on the results of the validation test by 9 validators, it is known that KOCAH multimedia can conclude the feasibility of the media by obtaining results from material experts of 87.28%, 91.11%, from media experts and 88.33% from linguists. The results of the student readability questionnaire on KOCAH Multimedia obtained a percentage of 96.15% and the results from the teacher readability questionnaire obtained a percentage of 93.41%.    

Triana Ocieli Putri Br Karo; Erlinda Simanungkalit; Nurmayani Nurmayani; Apiek Gandamana; Winara Winara

Concept: Journal of Social Humanities and Education 2023 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

This study aims to design, develop, and test the feasibility, practicality and effectiveness of papan huruf geser media in the early reading skills of class I theme 3 sub-theme 1 at SDN 044845 Payanderket in Indonesian. The problem in this study is that the learning media used in reading activities are inadequate, the learning methods used in reading activities are less varied and students do not play an active role in the learning process. Researchers use development research (Research and Development) according to Thiagarajan, namely the 4D model (Define, Design, Development, Dessemination). The subjects in this research were class I students at SDN 044845 Payanderket and the research object was the papan huruf geser media. Data collection techniques use questionnaires and learning outcomes tests. The results of the media validation test for media experts obtained a percentage of 98.21% in the "Very Eligible" category, and material validation by material experts obtained a percentage of 93.75% in the "Very Eligible" category. The practicality test by educational practitioners obtained a percentage of 97.2% in the "Very Feasible" category. Media effectiveness test results were obtained through pretest and posttest. The average score of the students from the pretest was 49.67 with a completeness percentage of 19.35% in the "Not Effective" category, while the average score from the posttest results was 82.25 with a percentage of 93.54% in the "Very Effective" category. From the results obtained, it shows that the papan huruf geser media that is appropriate, practical and effective can be used as a supporting medium in learning to read beginning in elementary schools.    

Johannes Gultom; Pargaulan Siagian

Based on the analysis of needs in the learning process, it is necessary to develop interactive learning medium. This study aims to produce a product in the form of an interactive learning media based on Articulate Storyline which is valid, practical, and effective in improving students' understanding of mathematical concepts. This research and development is designed based on the stages of the ADDIE development model (Analyse, Design, Development, Implementation, and Evaluate). The subjects in this study were students of class X IPA 5 SMA Negeri 2 Kabanjahe, which consisted of 36 students. Based on the research which has been done, the validity of the interactive learning media developed obtained an average percentage of 87.26% by media experts and 87.82% by material experts with qualifications classified as very valid. Through the results of teacher responses and student responses in limited trials and field trials, an average percentage of assessment was obtained 94.5% by teachers, 85.67% by students in limited group trials and 86.07% by students in field trials with qualifications classified as very practical to be used in the learning process. The implementation of the application of interactive learning media that has been carried out to see the effectiveness with a set benchmark obtains results, namely for classical learning completeness, it reaches 80.56%, and the average percentage of effectiveness questionnaires is 94.72% with qualifications classified as effective. The increase in ability to understand mathematical concepts that occurs is a moderate increase. Based on the research acquisition data, it was concluded that the Articulate Storyline-based learning media developed in this study is valid, practical, and effective qualifications.

Dewi Meizar Mustika

This research was conducted to (1) develop flipaclip application-based teaching materials so as to produce class VII fable text teaching material products in the form of learning videos, (2) describe the feasibility of class VII flipaclip application-based fable text teaching materials. This study used the Research and Development (R&D) method based on the Borg and Garl model modified by Sugiyono with 6 research stages namely potential and problem analysis, data collection, product design, design validation, design revision, and product testing. The results of this study are class VII fable text teaching material products based on the flipaclip application with an average score of 80% from material experts in the very good category, 82.89% from media experts in the very good category, 92.3% from subject matter teachers study Indonesian with very good category. So it can be concluded that the fable text teaching material product based on the flipaclip application in class VII SMP Negeri 1 Bangko Pusako is suitable for use in the learning process in schools, especially class VII.