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Gregorius Sitohang; Hartutik Hartutik; Anselmus Joko Prayitno

Jurnal Filsafat dan Teologi Katolik 2023 STIKAS Santo Yohanes Salib Kalimantan Barat

The results of observations and interviews conducted showed that there were problems in Class VIII of SMP Yoannes XXIII Semarang, namely inappropriate methods and media, and the lack of student independence in learning. The main objective of this study was to examine the effectiveness of module-assisted STAD (Student Teams Achievement Division) learning in improving student learning outcomes in class VIII A, SMP Yoannes XXIII Semarang. This study used a quantitative experimental method with a pre-experimental type. From the data analysis, it was concluded that 1) there was an increase in student learning outcomes from a pre-test score of 51.35 to 84.42 in terms of student post-test data, 2). The application of the method is considered effective as seen from the N-Gain data in the experimental class of 70.2, 3) The regression test shows that student independence affects learning outcomes by 83.3%. The results of this study indicate that the application of the Student Team Achievement Division method assisted by the TTS module has proven to be successful in increasing student learning outcomes. Suggestions are that teachers are able to improve student learning outcomes using varied, appropriate methods and media and are able to follow student development according to the times.

Myta Sabrina Wijayanti; Asrul Bahar; Ita Fatkhur Romadhoni; Sri Handajani

Journal of Creative Student Research 2023 Pusat Riset dan Inovasi Nasional

This study aims to find out: 1) the results of interactive power point development on the learning outcomes of procedures for using Personal Protective Equipment (PPE); 2) the adequacy of media and interactive power point materials on procedures for using Personal Protective Equipment (PPE); 3) student responses to the results of developing interactive power point procedures for using Personal Protective Equipment (PPE). The results of the analysis of media and material feasibility data were obtained using a sheet of media and material feasibility assessment with a Likert scale. The validation sheet was assessed by UNESA PKK lecturers and Lamongan 1 State Vocational School teachers. The results of the media feasibility assessment get a value from the interpretation score scale of 91%. the results of the material feasibility assessment get a value from a 90% interpretation score scale. The results of the analysis of student response data were obtained using a questionnaire sheet with a guttman score. The questionnaire sheet was assessed by 10 students of class XI Culinary SMK Negeri 1 Lamongan. The results of the student questionnaire get a value from the interpretation score scale of 94%. In this case it shows that the development of interactive power points is stated to be very suitable for use in learning procedures for using Personal Protective Equipment (PPE).

Robenhart Tamba; Rohayati Sihotang

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

This research is a development research (R&D) using the ADDIE development model which consists of: 1.) Analysis; 2.) Design; 3.) Development; 4.) Implementation; and 5.) Evaluation. Data collection was carried out by interviews, questionnaires and tests. The results of the interviews were analyzed descriptively qualitatively, while questionnaires and tests were analyzed quantitatively. Validation was carried out by questionnaire instrument experts, material experts, media experts and practitioner experts by class IV educators. The results of the analysis show that cartoon film learning media is included in the "very feasible" category to be used as a learning medium in class IV SDN 9 Sampurtoba. Based on Validation: 1.) Questionnaire Instrument Expert with an average percentage of 90%; 2.) Learning material experts get an average percentage of 95%; 3.) Learning media experts with an average percentage of 95%; 4.) Expert Practitioner with an average percentage of 93%. And continued with the distribution of Pre-Test and Post-Test questions to class IV with a lot of 15 students, obtained an average Pre-Test score of 42 increased with an average post-test result of 80. From the data acquisition it can be concluded that the developed cartoon film learning media is effective in improving learning outcomes.

Fikri Fauzan Dzikri

Maslahah : Jurnal Manajemen dan Ekonomi Syariah 2023 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The background of this research is because there are problems that have been identified as follows. Teaching staff cannot create new innovations in learning. Teaching staff cannot collaborate on something that can create something interesting in learning. Cannot create a pleasant learning atmosphere. The low use of learning media in the teaching process. In this case, according to the results of interviews with the head of the Ciamis District education office, learning still uses a simple method. So it does not increase student enthusiasm in learning. Thus, the purpose of this study was to determine the effect of training on increasing the creativity of educators through competence development based on STEAM technology for training participants in 2021-2022, Ciamis Regency. The method used is descriptive and verification research methods. The results of the study show that training has a positive and significant effect on increasing the creativity of educators based on STEAM technology for training participants in 2021-2022 in Ciamis Regency, meaning that if the training is carried out continuously, the creativity of educators will increase. Increasing competence has a positive and significant effect on increasing the creativity of educators based on STEAM technology for training participants in 2021-2022 in Ciamis Regency, meaning that if competency improvement is carried out continuously, the creativity of educators will increase. Training has a positive and significant effect on increasing the creativity of educators through increasing competency based on STEAM technology for training participants in 2021-2022, Ciamis Regency. This means that if the training is carried out with an increase in competence, then the creativity of the teaching staff will also increase.

Mickhael P Hutagalung; Glory Indira D Purba

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

This study aims to develop and produce interactive multimedia-based mathematics learning media using Adobe Flash CS 6 software that is valid, practical, and effective. This type of research is development research which refers to the ADDIE development model. This study used research instruments, the instruments used were material validation questionnaires, media, student and teacher responses regarding practicality and regarding the effectiveness of the learning media used. This study's findings indicate that: 1) The learning media's validity score of 3.245 places it in the valid category, while the media's validity score of 3.30 places it in the very valid category. 2) In the very practical category, the practicality of learning media received a score of 3.81, and in the very practical category, student assessments received a score of 3.49. 3) Learning media have a moderate or effective effectiveness score of 0.5.

Lilis Anastasia Purba; Glory Indira D. Purba

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

The use of learning media that is less than optimal is the basis of this research with the aim of developing learning media for Android applications and knowing the process of student answers. This type of research is development research with a model adapted from Borg and Gall with a  sample of class VIII-2 students of Santa Maria Private Middle School Medan, totaling 25 people. From the results of the study, it was obtained (1) the quality of the developed learning media met the valid, practical, and effective categories with an assessment by media experts of 3.82 and material experts of 3.87, practicality from the student response with a score of 3.61 and the teacher's response with a score of 4, and the effectiveness of classical student learning completeness reaches 92% of students and an n-gain score of 0.62 which means an increase in mathematical visual abilities is included in the moderate category. (2) The process of student answers shows that students have been able to identify problems, understand problems, generalize patterns and explain what is obtained, which means that students have fulfilled each indicator of mathematical visual ability, namely looking, seeing, imagining, showing and telling.

Aulia Nida’ul Husna; Nur Rochmah Yulianita; Endang Iryanti

jurnal ABDIMAS Indonesia 2023 STIKes Ibnu Sina Ajibarang

The MBKM Thematic Real Work Lecture (KKNT) organized by the East Java "Veteran" National Development University is a form of education by providing learning experiences for students to live in the community outside the campus, which directly together with the community identify potential and handle problems so that they are expected to be able to develop village/regional potential and concoct solutions to existing problems in the village. After observing Micro, Small and Medium Enterprises (MSMEs) in the District of Bareng, most of the Micro, Small and Medium Enterprises (MSMEs) do not have brand names on their products. This is a challenge for MBKM Thematic Real Work Lectures (KKNT) how to make Micro, Small and Medium Enterprises (MSMEs) in Bareng District have a brand on their products. The introduction of this product brand is useful for the progress of Micro, Small and Medium Enterprises (MSMEs) in the Bareng District in a modern way so that they are not left behind by other cities. With a work program that organizes branding and digital marketing in Bareng District, it can help Micro, Small and Medium Enterprises (MSMEs) to expand marketing, provide logos, packaging, and can assist in creating social media and e-commerce.

Elly Nafsiah; Tiur Malasari Siregar

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

This research was conducted with the aim of producing digital learning media using the Smart Apps Creator through a Realistic Mathematics Education approach that is valid, effective, and able to improve students' mathematical problem solving abilities in the matter of a system of two-variable linear equations. This type of research is Research and Development (R&D) with the ADDIE model. From the research results, it was obtained that the media and material validity values were 93.6% and 93% with very valid categories. The practicality of the media through the results of the teacher's response questionnaire obtained a practicality value of 97.3% in the very practical category and the results of the student response questionnaire for the small group test and large group test obtained values of 90.9% and 91.4% in the very practical category. Then the value of effectiveness is seen through the mastery of classical learning and the results of the student response questionnaire obtained percentages of 87.5% and 94.05% with very effective categories. Improving problem solving abilities in students, the results obtained are that the level of students' problem solving abilities is at a percentage of 92% with a very high category, while based on the N-Gain test the average value obtained by students is 0.6473 which means there is an increase in problem solving abilities in students medium category. So based on the results obtained it can be concluded that the learning media developed in this study are valid, practical, effective, and able to improve students' mathematical problem solving abilities.

Br Sirait, Ir. Luciyana; Simatupang, Lisnawaty

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

This study aims to determine the feasibility of SETS (Science, Environment, Technology, And Society) based modules on colloidal system, determine student learning outcomes after using SETS-based modules in learning and student responses to the modules. This study uses a 4-D development model consisting of define, design, development, and dissemination. This research was conducted at SMA Negeri 11 Medan which was carried out for 7 months. The feasibility of module was seen through a feasibility questionnaire for media and material experts based on the BSNP standard with a Likert scale of 1 to 5. Validation data obtained from media and material experts on SETS-based modules obtained an average percentage of 83.58% with the category valid/worthy. Student learning outcomes were obtained through the calculation of N-Gain test, which was equal to 0.74 in the high category and the average posttest score of students was 84.67. Student responses to the SETS-based module obtained an average percentage of 91.24% with a very high questionnaire interpretation. Based on the results obtained by the researcher, it can be concluded that this SETS-based module is appropriate for use in colloidal learning with a high student learning success rate and student responses that fall into very good criteria.

Gusti Putu Devandra Yudhistira; Ugy Soebiantoro

Jurnal Pengabdian Masyarakat Indonesia Sejahtera 2023 STAI YPIQ BAUBAU, SULAWESI TENGGARA

Repetition and practice are used in Behavioristic learning methods. Group 32 Students of the East Java "Veteran" National Development University in 2023 use this theory to apply marketing knowledge through social media towards "Bintang Lestari" MSME. The ability to introduce businesses and upload products on social media is something that can help MSME achieve good business performance. Prior to receiving assistance, The"Bintang Lestari" MSME only marketed their products conventionally by word of mouth. After mentoring "Bintang Lestari" managed to use Whatsapp Business and Facebook and get orders from these applications.

Rudjiono, Daniel; Rudjiono, Daniel; Ester Dian Santoso

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

This Study aims to design interactive learning media in indonesian subjects, especially theme 2 sub-theme 4 lesson 5. Based on the identified students, that there are still students who are still not able to read and write fluently. This is due to factors from within the students themeselves such as the willingness and ability of the child. This type of research is a research and development research and development (R&D) method. This study uses six stages: (1) Potential and problems, (2) gathering information, (3) product design, (4) design validation, (5) design revision, (6) product trial, (7) product revision. Validation was carried out by media experts (lecturers) and material experts (teachers). The subjects of the research trial consisted of grade 1 students at SDN Leyangan. The trial was conducted by 5 students. Data collected by interviews, documentation, and questionnaires (questionnaires). The data are the results of an assessment of product quality and suggestions for revising the product, which are then analyzed descriptively.                 The results showed that interactive learning media for Indonesian thematic subjects as a media tool designed to be suitable for use in learning theme 2 sub-theme 4 lesson 5 class 1 SDN Leyangan. This is shown by (1) the assessment of the media expert (lecturer) included in the very good criteria with a score of 37, (2) the assessment of the material expert (teacher) included in the very good criteria with a score of 36, and (3) in the trial use included in the very good criteria with a score of 36.  

Fitro Nur Hakim; Eko Wahyu Wibowo

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

The development of information technology brought a lot of impact on education, both positive and negative impacts. One positive impact is involved the development of instructional media for school students. This study takes a case study at SMK Grafika Bakti Nusantara Semarang.Proses data collection using interviews, observation and literature study. Dsesign in this study using ADDIE method approach. Results of this research is an interactive multimedia used by students to study the structure of earth and rock interactively. The animation and music will help the students to reduce boredom in the learning process. In learning media earth and rock structure is also equipped with a quiz that can be accessed directly by students to measure the level of students' understanding of the material structure of the earth and rocks are studied. Material quiz built using database that allows administrators to update the material question.

Nuza Hery Setyani; Ida Dwijayanti; Sumarno Sumarno

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

Improving cognitive skills in early childhood is an important part of their development. An effective learning environment can be a means to that end. One type of learning media that can be used is loose parts. Looseparts is a term used to describe materials or objects that have certain properties and can be used creatively in children's play and learning. These materials are often available in a variety of sizes, shapes, textures, and flexibility, so that children can manipulate them, combine them, and use their imagination to create a variety of possibilities for play and exploration. Examples of looseparts are rocks, sand, branches, pieces of wood, leaves, paper, shells, rubber bands, rubber rings, ropes, boxes and other everyday objects. The purpose of writing this article is to find out the analysis of the needs of looseparts learning media in the implementation of improving early childhood cognitive skills, the data collection method in this study is by distributing questionnaire sheets, interviews and documentation. When children play with looseparts, they can develop various cognitive aspects such as categorization, problem solving, visualization, abstract thinking, spatial skills, and comprehension. It is important to give children time and space to freely explore the open passages so that they can develop cognitive skills in a natural and interesting way  

Nuza Hery Setyani; Ari Handayani; Dini Rahmawati

Jurnal Insan Pendidikan dan Sosial Humaniora 2023 International Forum of Researchers and Lecturers

Natural material media is everything learning media that exists in the environment around us to support learning that is very easy and economical but can be used effectively and efficiently which is directly obtained from nature, natural materials that are used as learning media include: stones, branches, seeds, leaves, wood and other natural objects. Natural media becomes something effective and efficient if it is well optimized as material in learning and adjusted to the learning goals that will be achieved by children. One of them is in the development of numeracy and cognitive abilities of children. Natural media can help children develop numeracy skills and cognitive abilities, through various activities that involve critical thinking and problem solving such as counting, comparing, sorting, building, classifying objects and so on.

Zulia Almaida Siregar; Ika Okta Kirana; Zulaini Masruroh Nasution;  , Nani Hidayati

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

The method or strategy in the learning process is something that is important to support the success of learning objectives. Some educational institutions still apply the classical learning model so that educators feel they are still in a comfortable condition in carrying out the learning process. Meanwhile, nowadays the demands of the curriculum and the development of science and technology greatly affect the learning process. Educators should use learning models that make students more creative, think critically, be active and be able to develop ideas in their own way. This of course can improve student learning outcomes. As for the results of this study, it can be concluded that the Active learning model applied at MTs Khoirotul Islamiyah, Pematangsintar City, is manifested in several components that influence each other, namely learning objectives, selection of learning methods and media that are appropriate to the content/subject matter as well as teachers and students. These components are designed so that in practice students are more active in learning. This strategy is applied to make it easy for students to know, understand, appreciate, and apply the material conveyed by the teacher in student life, so that the goals of studying economics can be realized. There are two supporting factors for the implementation of Active learning in Economics learning including; teacher professionalism, facilities and infrastructure. Meanwhile, there are two factors that hinder the realization of Active learning strategies in Economics learning, namely: the teacher's lack of preparation in planning learning scenarios and the lack of student motivation due to different backgrounds, such as the social environment, cultural environment, learning styles, economic conditions and level of intelligence.

Assyafiah Harnum; Meinarisa Meinarisa; Fadliyana Ekawati

Jurnal Mahasiswa Ilmu Kesehatan 2023 STIKes Ibnu Sina Ajibarang

The use of social media and the influence of peers can provide a lot of information to adolescents, both information that is good for adolescent development or information that has a negative impact on these adolescents. To find out the relationship between the use of social media and peers on sexual behavior in adolescents at SMA N 8 Jambi City in 2023. The method used in this study is a quantitative method. Determination of the sample using Simple Random Sampling with the Slovin formula obtained n = 77 respondents who were taken proportionally based on each class. Primary data obtained from distributing questionnaires. Data analysis was carried out using Univariate and Bivariate Analysis. 71.43% of the use of social media in adolescents at SMA N 8 Jambi City is categorized as medium, 18.18% is categorized as low, and 10.39% is categorized as high. 58.44% of peer influence on adolescents at SMA N 8 Jambi City is categorized as moderate, 37.66% is categorized as low, and 3.9% is categorized as high. 84.42% of adolescent sexual behavior at SMA N 8 Jambi City is generally categorized as not at risk and 15.58% is categorized as at risk. There is a relationship between the use of social media on sexual behavior in adolescents at SMA N 8 Jambi City in 2023 which is seen based on the p-value of 0.030 which is smaller than 0.05. There is a relationship between social media and peers on sexual behavior in adolescents at SMA N 8 Jambi City in 2023 which is seen based on a p-value of 0.034, less than 0.05. There is a relationship between social media and peers on sexual behavior in adolescents at SMA N 8 Jambi City in 2023. It is hoped that schools can provide guidance for students and provide learning related to sexual behavior so that students do not get information on wrong sexual behavior. Thus, teenagers can be more careful in socializing so as not to fall into negative things that can damage their life and future.

Dwi Suratimah; Sumarno Sumarno; Ida Dwijayanti

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

The purpose of this research is to produce a development product, namely learning Flashcard media with heat-insulating materials presented in the form of pictures and writing. Methods Data collection instruments used were observation, interviews, and documentation. the design of the development of Flashcard learning media on the hottest material can attract attention and generate interest in learning for fifth grade elementary school students in Banyumanik District, Semarang City. The eligibility of the media was also obtained from the educator's response to the Flashcard learning media on the heat locking material developed by the researcher. A score of 98% was stated in the very feasible category, which means that this Flashcard learning media received positive responses because the media can attract attention and increase interest in learning. student.

Fransiskus Dwi Anggoro

This study aims to describe the stages of developing E-LKPD based on the Wizer.me Website on fantasy story text material for class VII and the form of E-LKPD based on the Wizer.me Website on fantasy story text material for class VII. This research uses the Research and Development (R&D) method with the Borg and Gall model, which uses 6 stages according to the needs, abilities and scope of the research. The results of the study show that 1) the stages of developing E-LKPD based on the Wizer.me Website for fantasy story text material start from the potential and problem analysis stages with unstructured interviews with teachers and analysis of the LKPD used by the teacher during learning. The next stage is needs analysis, product design stage, product validation stage carried out by material expert validators and media design expert validators. The score obtained was 86.11% from the material expert validator, and 83.33% from the media design expert validator. Based on the results of this assessment, it can be concluded that the E-LKPD based on the Wizer.me Website, fantasy story text material for class VII "very feasible." ” is used in learning. The next stage is product revision, and finally the final product. The final product produced is in the form of an E-LKPD which is included on the Wizer.me Website which can be accessed using a device, laptop or computer via the link provided. 2) the form of this E-LKPD is in the form of an interactive multimedia LKPD which can be accessed via a link and will be transferred to the Wizer.me Website, this form of E-LKPD consists of the cover of the E-LKPD, KD and IPK, completion time, brief materials, work instructions -LKPD, and tasks that must be done.

Resti Wilujeng; Yulistiana Yulistiana; Inty Nahari; Peppy Mayasari

Jurnal Insan Pendidikan dan Sosial Humaniora 2023 International Forum of Researchers and Lecturers

This study aims to: (1) develop Prezi application-based learning media products on fantasy embroidery basic competencies (2) determine the feasibility of Prezi application-based learning media based on assessments from media and material experts (3) determine student responses to Prezi application-based learning media on competence basics of fantasy embroidery. The research was carried out in class XI Fashion Design at SMK Dharma Wanita Gresik. The type of research used was research and development. The development method chosen was Borg & Gall with 7 stages of development, namely data collection, planning, initial product format development, expert validation testing, revision of expert validation test results, limited field trials, revision and improvement of limited trial results. The data collection method uses a student response questionnaire, a validation test results questionnaire. Descriptive analysis techniques are used to process and analyze the results of student response questionnaires and validation questionnaires. The results of this study state that: (1) producing Prezi application-based Learning Media products on the basic competence of fantasy embroidery is good and feasible to use (2) the feasibility of Prezi application-based Learning Media products based on media experts' assessments gets a percentage of 93.75% included in the very feasible category , from material experts, an average percentage of 100% is included in the very feasible category (3) student responses to Prezi application-based learning media in the basic competence of fantasy embroidery get a percentage of 90.97% included in the very good category.

Kinanthi Nur Afifah Anastasya Rusmawan; Maharani Ikaningtyas

Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia (JPPMI) 2023 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

Current technological developments are closely related to the millennial generation learning system and from elementary schools to tertiary institutions. This phenomenon is closely related to the use of learning software based on information and communication technology. Technology development with the Quizizz application is the right choice because Quizizz makes learning fun, challenging and interactive and adds to the knowledge, education and creativity of participating educators. A paradigm shift where learning develops with the application of technology that continues to grow rapidly, so it is not outdated and boring. This learning requires active learning, interactive communication and participation between students and teachers. Learning activities must also be created to achieve learning objectives.