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Andhita Risko Faristiana; Bagas Muhyidin Abid; Ranna Anggit Melati

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

This research is research by IAIN Ponorogo students conducted by the KPM 19 group in Bungkuk village, Parang, Magetan. This KPM aims to be media for learning, practice, and society. Understanding of students in managing human resources to improve the quality and critical thinking patterns of each individual so that they become good individuals. The method used is the asset-based community development (ABCD) method. The ABCD approach involves five steps, including the processes of discovery, dreaming, planning, determining, and implementing. For this reason, it aims to provide character and activities that are beneficial to the community. Based on the potential according to initial observations, inviting Bungkuk Village youths to participate in enlivening the mosque in their respective hamlets because of the potential, to increase the sympathy of Bungkuk Tiga Village youth towards the mosque in their respective hamlets, it's not just congregational prayers, but work programs that have been prepared by the BKM Mosque Welfare Board, in order to increase youth togetherness to revive youth youth organizations that have been passive.

Anisah Anisah; Dita Yuzianah; Mujiyem Sapti

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

Anisah. 182140060. "Development of Character Education-Based Interactive Learning Media in Class VII Middle School Mathematics Learning Using Powerpoint". Thesis. Mathematics education. FKIP. Purworejo Muhammadiyah University. 2023. The aim of this research is to develop and determine the feasibility of the learning media that has been developed. The media product in this study is in the form of interactive learning media based on character education using Powerpoint in learning mathematics for seventh grade junior high school on integer material. This research uses the type of development research (Research and Development) with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Data collection techniques in this research were carried out by means of interviews, questionnaires and tests. The instruments used include media expert and material expert validation sheets, teacher response questionnaire sheets and student responses, and final test questions. The subjects in this research were class VIID students at SMP Negeri 18 Purworejo. Data analysis in this study was the validity data analysis of media experts and material experts, analysis of teacher response data and student responses, and analysis of final test completeness data. The results of the media expert's assessment obtained a total score of 66 with valid criteria and material experts obtained a total score of 29 with the validity calculation formula obtaining results with valid criteria, from the teacher response questionnaire and student responses obtained an average total score of 85.1 with practical criteria, from The results of the final question test obtained a completion percentage of 84% with effective criteria. Based on the research results, this mathematics learning media was declared valid, practical and effective. Thus it can be concluded that interactive learning media based on character education in class VII SMP mathematics learning using PowerPoint is appropriate to use as a learning medium.

Nuzla Rizkia Rahma; Umar Umar; Uus Kusnadi

Jurnal Bintang Pendidikan Indonesia 2023 Pusat Riset dan Inovasi Nasional

This research is motivated by the limited use of learning media used in the learning process, especially in the material of creative dance in learning the arts and crafts. The purpose of this study is to develop learning media flipbook creative dance art materials on SBdP subjects in elementary school. This study is a Design and Development Research, using research procedures proposed by Peffers, et al. (2007) namely identify the problems, desxribe the objectives, design & develop the artifact, test the artifact, evaluate the testing results, and communicate the testing results with data collection techniques using validation questionnaire sheets from experts and user response questionnaire sheets, namely teachers and learners. Development is done to evaluate the product on the feasibility of the media when used as a learning medium. Participants of this study involved material experts, media experts, and language experts for validation as well as teachers and students to provide responses in the use of media. The results of this study based on the validation of material experts get a percentage of 100% with the category “very decent”, assessment of media experts get a percentage of 91.88% with the category “very decent”, and linguists with a percentage of 93.75% with the category “very decent”. After testing the Learning media get an assessment of the teacher's assessment with a percentage of 100% in the category of “very good”and the assessment of students with a percentage of 95% in the category of “very good”. Based on these results, it can be concluded that the Learning media flipbook creative dance art material on SBdP subjects in elementary school is very feasible to serve as a learning media in Grade IV of elementary school.

Sohibudin Sohibudin; Desty Endrawati Subroto; Mohamad Bayi Tabrani

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

This research is motivated to reduce the boredom experienced by students when participating in the teaching and learning process of Pancasila and citizenship education in class. Students no longer only sit, stay silent and listen to stories from the teacher, but students can interact directly with learning media based on Autoplay   Media Studio 8 because in this learning media in addition to learning materials, there are also animations, images, videos, sounds and flash so that they can build new interests, arouse motivation and stimulate student learning activities.

Rotua Situmorang; Erlinda Simanungkalit; Demmu Karo-karo; Eva Betty Simanjuntak; Lidia Simanuhuruk

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2023 Pusat Riset dan Inovasi Nasional

This study focuses on analyzing the validity of developing learning media, knowing the practicality and effectiveness of developing Canva-based scrapbook learning media on the theme 8 sub-themes 1 learning 4 class V SD Negeri 16 Urat Timur T.A 2022/2023. The problem in this study is that the learning media used in the learning process are still conventional media, the lack of use of learning media that utilizes technology, students find it difficult to understand learning material, and learning is still teacher- centered so that students are less active in the learning process. This research is a development research (Research and Development) using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The subjects of this study were fifth grade students and the object of this research was Canva-based scrapbook learning media. The results of material validation by material experts obtained a percentage of 85% in the "Very Eligible" category and media validation by media experts obtained a percentage of 94% in the "Very Eligible" category. The practicality test by educational practitioners obtained a percentage of 98% in the "Very Practical" category. The results of the media effectiveness test through the pretest obtained an average of 53.3 with a completeness percentage of 22.2% in the "Not Effective" category while in the posttest obtained an average of 85.5 with a 100% completeness percentage in the "Very Effective" category. So it can be concluded that the developed Canva-based scrapbook learning media is feasible, practical, and effective for use in learning activities in elementary schools.

Kintan Vindria Salsabila; Tita Mulyati; Yayang Furi Furnamasari

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

This research aims to identify the values of mutual cooperation character found in the Adit and Sopo Jarwo animation as one of the media to be used in strengthening the national identity of elementary school students. The method used in this research is qualitative with content analysis method, and data collection techniques include literature study, documentation, and data analysis. Based on the results of the research conducted, it was found that in the Adit and Sopo Jarwo animated film, there are 7 values of mutual cooperation character, which are helping each other, appreciating teamwork, solidarity, commitment to collective decisions, empathy, anti-violence, and a voluntary attitude. These values of mutual cooperation character appear in 11 episodes of the Adit and Sopo Jarwo animation, namely in the episodes of the father's lost wallet, the father's wallet is still lost, Jarwo's theft, Adit wins, the confusing umbrella motorcycle taxi, Adit's flu, Jarwo's sadness, getting caught up in the antenna service, kite competition making everyone fly, Jarwo's surprise, Adel's whereabouts, patrol duties like courage tests, and visiting siblings making everyone feel honored. Furthermore, the Adit and Sopo Jarwo animation can be used as a learning tool in strengthening the national identity because this animation contains scenes that are in line with the development of mutual cooperation character as a way to strengthen the national identity.

Sri Astuti; Nasrun Nasrun; Ernawati Ernawati

Journal Innovation in Education (INOVED) 2023 STIKes Ibnu Sina Ajibarang

The problem in this research was the discovery of problems in the learning process, where students had minimal understanding regarding the material presented by the teacher. This research aims to determine whether concrete media development can influence students' interests, attitudes and abilities in absorbing information from the material presented by the teacher. This type of research is research and development (R&D) which aims to determine the validity and practicality of a concrete learning media in the form of congklak for fourth grade students at SD Inpres Maccini Baru, Tamalate District, Makassar City. The development model used is the ADDIE model consisting of analysis, design, development, implementation and evaluation stages. The subjects in this research were 32 grade IV students at SD Inpres Maccini Baru, Tamalate District, Makassar City. The data collection technique was carried out by means of a questionnaire. The results of the validity and practicality that were developed were a media validity percentage of 81.6% with the "Valid" criteria. The results of the analysis in the field trials of students obtained a percentage of 81.17% "Valid/Practical". So it can be concluded that the concrete learning media in the form of congklak is valid and practical. Based on the results of the research above, it can be concluded that the Congklak media for class IV of SD Inpres Maccinni Baru, Tamalate District, Makassar City uses a type of practical development research.

Heltiana Heltiana; Jefry Jack Mamangkey; Anatje Lihiang; Anatje Lihiang

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

The world of education plays a significant role in the development of students. So, to facilitate the learning process for students is the main task of a teacher. For this reason, teachers are not only required to make the learning atmosphere comfortable and exciting. However, the teacher must also be able to improve maximum learning outcomes for students. This study aims to determine whether the application of interactive PowerPoint learning media in the classroom can help improve student's learning outcomes in class VIII on the material of the human movement system as well as research. In contrast, the object used in this research is the application of learning media using interactive PowerPoint media at Arrival Junior High School Kaima. The type of research used is classroom action research by applying two cycles of data collection obtained from observations of teacher activities and observations of student activities as well as tests before and after the action and documentation. The data analysis technique used in this study is a qualitative descriptive technique. Based on the study results, the class action that the researchers had carried out found that before the action was taken, the student's learning outcomes were 0%, or the number of students who had completed was absent. At the same time, there was an increase of 83.33% in the first cycle, and in the second cycle, again experienced an increase of 100%. This means that learning using interactive PowerPoint media is proven to help teachers improve learning outcomes in Kaima Adventist Junior High School class VIII students.

Theo Morgan

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2023 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The rapid flow of scientific and technological developments requires an increase in the quality of human resources. Education has a very important function in improving the quality of human resources. In order to find quality human resources, quality education is also needed. Improving the quality of education needs to be carried out continuously and continuously. One way to improve the quality of education is to improve the curriculum.

Sulistiawati Sulistiawati; Tita Mulyati; Yayang Furi Furnamasari

Jurnal Bintang Pendidikan Indonesia 2023 Pusat Riset dan Inovasi Nasional

In research conducted at SDN Lojikobong II on learning Civics learning in elementary schools regarding diversity. In the current era, there are many problems that arise and the existing culture fades. The purpose of the research is to find out the design of teaching materials for learning PPKn, diversity material for grade IV elementary schools, the feasibility of teaching materials and user responses to kahoot teaching materials. This study uses the Design and Development model, namely D&D, with the design and development of Analysis, Design, Development, Implementation, Evaluation (ADDIE) research procedures. Media validation and kahoot learning materials use experts, namely media experts and material experts. The trials in this study were carried out by class teachers and students in class IV to obtain user responses. In this research, data collection techniques used questionnaires and interviews, research used media experts, material experts, teachers and students with instruments used questionnaires and interviews. The results of the study show that the assessment from the expert's point of view is in the very good category and the ratings from the users are very good. The recommendation from this study is that kahoot learning media can be used in the learning process with guidance on the use of teacher media and learning understanding of diversity material in students.  

Charles Charles; Delvian Yosuky; Tio Sania Rachmi; Eryc Eryc

Journal Innovation in Education (INOVED) 2023 STIKes Ibnu Sina Ajibarang

The rapid advancement of technology has brought the integration of Virtual Reality (VR) into various educational sectors worldwide, including Indonesia. The focus of this research is to evaluate the impact of using Virtual Reality on the educational development in Indonesia. Through a comprehensive literature review and empirical analysis, this study discusses the potential benefits and challenges that may arise from the implementation of VR technology in the educational context. Furthermore, this research also investigates how VR can enrich traditional teaching methods, engage students in a profound learning process, and enhance their understanding of complex concepts.This research contains an analysis of the influence of virtual reality on the development of education in Indonesia, where the researchers will distribute online questionnaires and gather samples of respondents to conclude questions related to virtual reality. This study will contribute to the existingliterature, especially on the factors that influence the adoptionof Virtual Reality for Media Learning model.

Riski Ananda; Tita Mulyati; Yayang Furi Furnamasari

Jurnal Bintang Pendidikan Indonesia 2023 Pusat Riset dan Inovasi Nasional

 This study was motivated by the lack of use of digital-based learning media in the learning process, the absence of counseling and guidance on the dangers of drugs in SDN Kalibaru 07 morning, as well as environmental factors around the school, namely Kalibaru Barat village, which is an area prone to drug abuse. To overcome these problems, efforts are needed to develop stop-motion animation video media that aim to produce stop-motion animation videos that are practical and effective. This research uses the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. The analysis phase includes an analysis of Learning media development needs and the characteristics of learners. The design phase includes the design of the GBPM and storyboard as a reference in developing stop-motion animation video media. The development phase includes product development and validity tests by experts, namely material experts with an average percentage score of 96.42% in the category "Very Decent", media experts with an average percentage score of 100% in the category "Very Decent", and linguists with an average percentage score of 96.87% in the category "Very Decent". The evaluation phase was conducted by providing a user response questionnaire, namely for teachers with an average score percentage of 95% in the category "Very Good", and learners with an average score percentage of 92.73% in the category "Very Good". The results showed that stop-motion animation videos are very good at instilling anti-drug attitudes in elementary schools.

Yemima Anastasya Br Ginting; Robenhart Tamba

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

This study aims to determine the feasibility, practicality and effectiveness of InShot application-based animated video learning media on theme 5 class II SDN 040556 Juhar. This type of research is a type of development research (Research and Development) using the 4D (Four D) development model. The instruments used are media expert validation sheets, material experts, educational practitioner assessments, student responses and tests (pre-test and post-test). The results of research related to feasibility show that the results of media expert validation fall into the "Very Feasible" category with a percentage of 93.33%.  The results of material expert validation fall into the "Very Feasible" category with a percentage of 92%. The results of the assessment of educational practitioners and student responses related to practicality fall into the "Very Practical" category with a percentage of educational practitioner assessment of 96% and student responses of 93.66%. The results of research related to effectiveness showed that the post-test results reached 80 which was included in the "Very Effective" achievement level.

Dzikraa Febry Fauzie; Komariah Komariah; Yayang Furi Furnamasari

Jurnal Bintang Pendidikan Indonesia 2023 Pusat Riset dan Inovasi Nasional

This research is motivated by the problem of corruption, which is currently still the main cause of obstruction of national development. Anti-corruption education as a preventive form of corruption eradication is attempted to build anti-corruption attitudes and understanding of students. Indications that students are infected with corruption are characterized by lying to get benefits and lack of discipline. Seeing the challenges in order to improve the character of students, the P5 program was formed, namely the profile project of strengthening Pancasila students in the independent curriculum. Thus, this research aims to create an interactive learning media in the form of an E-Book with the title "Berani Anti Korupsi" as a facilitator for students to learn anti-corruption education through P5 activities.  This research uses the ADDIE model which consists of five stages, namely Analysis (Analyze), Design (Design), Development (Development), Implementation (Implementation) and Evaluation (Evaluation). The results of the assessment obtained through experts and users indicate that the Interactive E-Book media "Brave Anti-Corruption" can be applied as a learning media that supports anti-corruption education in Fourth grade in elementary school. 

Yulio Raihan Fernando; Dwi Mutia Sari

SENIMAN: Jurnal Publikasi Desain Komunikasi Visual 2023 International Forum of Researchers and Lecturers

The design of the promotional video aims to introduce popping dance. It is hoped that it will attract the attention of dancers in the city of Padang to learn it. The problem found is that there is no next generation of popping dance in the city of Padang and no one is promoting popping dance anymore. To overcome this problem, the design method used is the 4D (four-D) method which consists of 4 stages, namely definition, design, development, and dissemination. This 4D development method and model was chosen because it aims to find the next generation of popping dance and it is hoped that dancers in the city of Padang will be interested in learning it. The results of the design of the popping dance promotional video with a duration of 4 minutes 30 seconds have been tested for its feasibility with several audiences. The main media is a popping dance promotional video as a medium to promote or introduce popping dance to the target audience. As a support, several other media such as posters, xbanners, t-shirts, stickers, lanyards, speakers, and dance floors were also designed.

Agus Priyadi; Ahmad Zainudin; Andik Prakasa Hadi; Rudjiono Rudjiono; Setiyo Adi Nugroho +3 more

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

The results of observations, efforts to improve the quality of education, SDIP Haji Muhammad Subandi need tools or media to convey lessons as a substitute for teaching aids, describe an incident, and provide examples. Computers and projectors are only used to display text using Microsoft Word and Power Point application software. Animation, sound and video are never used. Multimedia has many variations in appearance so that learning activities become more interesting, effective and efficient. The development of multimedia technology, one of which is the website, provides many tools for making various media such as images, converters, sound, animation, and video, which can be used to facilitate the creation of multimedia-based learning media. Canva on its website mentions its mission so that people can design and publish anywhere and anytime. This training was held for teachers at SDIP Haji Muhammad Subandi so that teachers have additional knowledge and alternative options for teaching students using Canva's easy-to-use and complete tools..

Aisyah Ika Shauman Ninta; Muhammad Sofian Hadi

Al-Tarbiyah: Jurnal Ilmu Pendidikan Islam 2023 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The era of digitalization is growing rapidly, including in the field of education. Educators and students need technology or platforms that support distance learning activities and still have good interaction, so that classes remain not bored or fun and productive. One platform that can answer these challenges is the Canva application. Canva has one of the special services or programs designed for education, namely Canva for Education. This service is designed for educators and students to continue to get a creative, innovative, collaborative and fun learning experience in line with the independent curriculum.The method used in this study is a development research method with a descriptive quantitative approach. This study aims to describe the use of the Canva for Education application by educators as a creative, innovative and collaborative learning medium for students in the current era    

Fatieli Halawa

Sinar Kasih: Jurnal Pendidikan Agama dan Filsafat 2023 Sekolah Tinggi Teologi Injili Arastamar (SETIA) Ngabang

The background of this research is to see teenagers who always use gadgets both in study and at other times. Apart from that, the purpose of this research is to analyze the use of devices among adolescents and see the spiritual growth of adolescents. The results of this study will take teenagers longer to play with gadgets than pray and read the Bible. More teenagers before going to bed find time to turn on the device to open social media and other applications and forget to pray and on time to wake up is the first th ing teenagers do is open the device which makes them forget to pray. The use of gadgets always has an impact on the development of adolescent behavior, because gadgets have a variety of interesting and flexible features and applications so that they can add to the attractiveness of everyone, especially among teenagers. Excessive use of gadgets is more likely to have a negative impact on adolescent behavior including irritability, lazy learning, and even immoral acts. Therefore it is hoped that parents will always supervise the use of gadgets in adolescents, where adolescents must be able to operate gadgets properly and know the benefits of gadgets so that deviant behavior does not occur. The consequence of this research is that parents play a role in helping and guiding their children in dividing their time in playing gadgets and reading and investigating God's word so that the spiritual level of youth can increase. Christian Religious Teachers also have a role in directing teenagers to increase spiritual growth.

Maria Ayu Fitri Lestari; Muchtadi Muchtadi; Wandra Irvandi

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

This study aims to produce interactive video learning media in mathematics learning to improve students' mathematical understanding that is valid, practical and effective. This research is a development research where the research procedure uses a 4D design, namely (Define, Design, Development, and Dissemination) but this research only reaches the Development stage due to limited time, costs and research subjects. The subjects in this study were 26 class X students of SMAN 1 Nanga Tayap. The instrument used by the researcher was a validation sheet to see the validity of interactive video media, a response questionnaire was used to see the practicality of interactive video media and a pilot test was used to see the practicality of interactive video media in improving students' mathematical understanding abilities. Based on the validation of the three validators on learning interactive video media, it can be declared valid with an average index percentage of 79.69% with valid criteria. Material expert validation was declared valid with an average index percentage of 78.88% with valid criteria. Meanwhile, media expert validation was declared valid with an average percentage index of 79.28% with valid criteria. The level of practicality with an average percentage of teacher responses is 80%, with very valid criteria and an average percentage of student responses is 82.66% with very practical criteria. From the results of completing the teacher and student response questionnaire, interactive video learning media for students' mathematical understanding can be stated to be very practical for students. The level of effectiveness of students after using interactive video learning media on mathematical understanding abilities is 80.76% with very effective criteria.    

Hendri Johan Tambunan; Edi Syahputra

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

This study aims to determine: Showing an interactive learning media of mathematics on students' mathematical communication skills as a whole, The magnitude of the influence of using Geogebra-based interactive learning media on mathematical communication abilities based on educational level,  the magnitude of the effect of using interactive mathematical learning media on mathematical communication skills based on previously used interactive learning media, the large influence of the use of interactive learning media plays an important role in systematic mathematical methods, the large effect of the use of interactive learning media on mathematical communication skills is imaginative to mathematical communication based on the mathematical ability that is measured. This study uses the addie model. This sampling technique is highly influential using the Addie model and obtained 20 studies that match the criteria. This data collection technique uses freetest and posttest with the help of Geogebra Classic 6 software and the help of Microsoft powerpoint. The results of this data experiment show that:  overall this interactive learning media has a major influence on students' mathematical communication abilities.