Publication Search

70,856 articles from 618 journals · 1,760 citations tracked

Showing 1061-1080 of 1,125

Analytics

Dewilna Helmi; Dwi Partini; Asep Asep; C. S. A Barus

Jurnal Masyarakat Mengabdi Nusantara 2023 STIPAS Tahasak Danum Pambelum Keuskupan Palangkaraya

The rapid development of technology has reached the era 5.0 where digital literacy has become extremely important, especially for teachers. One of the graphic design applications that can assist teachers in designing instructional media is Canva. The purpose of this community engagement activity is to introduce the Canva application to teachers at SMAS Plus Talang as a tool for designing instructional media. The methods used in this engagement include lectures, practice sessions, and discussions. There are several stages in this engagement activity, namely coordination and needs analysis, preparation of materials and activities, training, monitoring and evaluation, as well as data analysis and reporting. The results of this engagement show an improvement in the understanding of the teachers after participating in the training, with an average understanding categorized as very good. This Community Engagement (PKM) activity helps teachers in designing engaging instructional media, enabling students to become more aware of digital literacy and be prepared to face a digital-dominant work environment. It is hoped that the results of this research can serve as a reference for other educational institutions and introduce and train educators in the use of the Canva application.

Julia Ayu Puspita; Agung Setyawan

Journal of Creative Student Research 2023 Pusat Riset dan Inovasi Nasional

Technological developments are increasing rapidly in the world of education, therefore human skills must also go hand in hand with these technological developments.  But besides that, there are also educators or teachers who have not taken advantage of the sophistication of this technology, so that it can also affect student learning interest.  So that it requires a memorable learning process that is interesting and fun which aims to increase student learning interest.  An example of an interesting and fun learning media is the powtoon learning media, which combines interesting audio, visual and animated media elements.  So that in this study the aim was to find out whether there was an influence from the use of powtoon learning media on learning interest in fifth grade students at SDN Socah 1. The type of research used by researchers was a type of qualitative research, with descriptive quantitative and descriptive qualitative data analysis methods, in this study  also used interview techniques, tests, observation, and documentation for data collection.  Then the results will show that the powtoon-based learning media has the effect of increasing students' interest in learning, especially in science subjects, because it is considered interesting and fun so that capturing material is easy to understand.

M Iqbal Arrosyad; Fanika Yuliana; Siti Nurjannah; Marina Marina

SIMPATI: Jurnal Penelitian Pendidikan dan Bahasa 2023 CV. Alim's Publishing

The purpose of this study is to review more deeply the use of digital media kahoot: by dragon box in learning mathematics accompanied by a description of the obstacles experienced during the use of digital-based learning media: kahoot number by dragon box in learning mathematics in training children to think critically.  Qualitative description methods with interview techniques and the application of digital media include participatory observation, interviews, and documentation.  The subjects of this study were students aged 6-9 years from Kindergarten to Grade 3 Elementary School. The results of this study indicated that the implementation of digital teaching media was carried out in four stages, namely the action planning stage to develop a plan for using digital teaching media that is suitable for use in learning mathematics in training children to think critically,  the stage of carrying out the action by learning mathematics material using digital media through the educational game kahoot: numbers by dragon box, the stage of the action results as an effort to successfully use digital teaching media that is good for the development of children's thinking from the beginning to the end of use, and the stage of reflection by assessing how the process  implementation and results in the use of digital teaching media for children aged 6-9 years.  And the obstacles found in the use of digital teaching media are in the form of installing applications and registering accounts, the process of carrying out digital teaching media.

Kevin Cahya A. U.; Neta Dwi Wulandari; Rery Irmawati; Lisna Laylatul A.; Shofira A. +3 more

Learning media greatly determines the effectiveness and efficiency of achieving learning objectives. This development was carried out with the aim of making PBL-based physics worksheets on parabolic motion material and its application as an alternative medium for physics lessons. Parabolic motion is circular motion whose trajectory is a parabola. This study uses a research design methodologyResearch and Development or research and development. Based on the research results assessed by material experts and media experts that PBL-based physics worksheets on parabolic motion material and its implementation have a feasibility index of 80 and 87 which fall into the feasible category.

Yuliusman Laia

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

In the era of educational technology disruption, the role of general teachers including Christian religion teachers plays an important role in realizing learning in the era of technological disruption, by changing teaching strategies, methods and media. What is assisted by the development of digital technology with the support of the internet, remains effective in implementing learning effective. The problems faced are inseparable from the growth of the digitalization revolution in the field of education, where the use of information technology is a connecting factor. It is necessary to adjust pedagogical visualization. In this regard, the author uses library research techniques to find sources of material in various sources of literature, such as journal articles, books, published articles and other information on the internet. Teachers are required to have academic, intellectual, professional, ethical, and halal qualifications. As a result, Christian professional expertise in the field of Christian education also encourages him to consider himself a teacher, especially in his class. In conclusion, the era of disruption to the performance of PAK teachers is the impact of the Industrial Revolution 4.0 era. Currently is a period of upheaval that disrupts the comfort, peace, and welfare of PAK teachers in carrying out their teaching duties and responsibilities

Eko Subastian; Vina Zahrotun Kamila

Jurnal Sistem Informasi dan Ilmu Komputer 2023 International Forum of Researchers and Lecturers

This study aims to develop, determine the feasibility of android-based learning media. This type of research uses research and development (Research and Development) methods with the Borg & Gall development model consisting of 5 main stages which include: a) conducting preliminary research,   b) developing the initial product with Kodular Creator, c) conducting product validation, d ) conducting trials, and e) making the final product. Data collection techniques used are questionnaires and interviews  Keywords: Borg & Gall, Android-Based Learning Media, Informatics

Diaz Maulana

This study aims to, (1) describe the process of developing news text teaching materials based on the Filmorago application, (2) describe the form of developing news text teaching materials based on the Filmorago application, and (3) describe the feasibility of teaching materials for news texts based on the Filmorago application. The development of teaching materials for news texts based on the Filmorago application uses the Borg and Gall model modified by Sugiyono, with stages of potential and problem analysis, data collection, product design, design validation, revision and trial stages. The validation stage includes material expert lecturers and expert lecturers. The sample of this study was 37 grade VIII students of Dharma Patra Pangkalan Brandan Private Junior High School using the Purpossive Sample technique. Data collection techniques with interviews and questionnaires. The research instrument is in the form of a questionnaire sheet validating material experts and media experts using Likert scale calculations. Data analysis uses qualitative descriptive analysis. Research shows that products from Filmorago application-based news text teaching materials get research results with "Very Good" criteria with an average of 90%, with results from material experts of 90% with "Very Good" criteria and results from media experts of 82% with "Very Good" criteria so that teaching materials are suitable for use in the learning process. The results of the product trial received an assessment from teachers of 96% with the criteria of "Very Good" and a student assessment of 90% with the criteria of "Very Good".

Ahmad Fadhel; Muh. Arif Tarman; Ratnawati Ratnawati

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

Culture-based education has become a movement to raise public awareness to continue lifelong learning in overcoming all the changing and increasingly difficult challenges of life. In addition, education provides answers and solutions to the creation of culture based on the needs of the community in accordance with the values ​​and systems that apply in it. There are various cultures that can be used as educational media, one of which is a'rupama which is a character education medium for the younger generation, especially elementary school students in the Ammatoa customary area. The role of a'rupama as a medium for character education in the Ammatoa customary area which later became the background for this research. This study uses a mixed method research type, namely research that combines qualitative and quantitative research. This research was carried out in the Ammatoa customary area, the informants and samples in this study were the community and the younger generation, especially school students in the Ammatoa customary area. Data was collected through observation, in-depth interviews, literature study and questionnaires with a total sample of 56 of the 131 population. The data were then analyzed using spiral analysis. Based on the results of the analysis, it was found that a'rupama actually has a role as a medium of character education for the younger generation in the Ammatoa customary area in educating the younger generation through instilling positive values ​​that are considered to be able to shape the character of the younger generation to become a much better generation. The values ​​contained in A'rutama's stories are responsibility, hard work, honesty, communicative, creative, caring for the environment, discipline and curiosity. The presence of a'rupama can be an answer to the increase in educational media that can be used as a medium for character education in elementary schools. In its development, a'rupama experienced a number of obstacles which were feared to threaten the existence of a'rutama. community, indigenous peoples only focus on improving the family economy, a'rupama is not yet part of character education in elementary schools and technological development factors.      

Fajar Agus Agus Hari Firmansyah; Waspodo Tjipto Subroto; Hendratno Hendratno

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

Abstract consist of the background of the problem, The results of the interviews also explained that teachers had difficulty making teaching aids or learning media so that they experienced obstacles in providing material to students. Based on the background of the problem and needs analysis, the formulation of the problem is the validity of Exploding Box 3D Audio Visual media, practicality of Exploding Box 3D Audio Visual media, Effectiveness of Exploding Box 3D Audio Visual media. Based on data analysis and discussion of research results, then associated with the formulation of the problem and research objectives, it was concluded that the validation of the media developed by the researchers received an assessment of 94%, meaning that the reliability of the media obtained results worthy of slight revisions. Validation of the material developed by researchers received an assessment reaches 89%, meaning that the reliability of the material in the media gets decent results with a little revision, the practicality validation of the media developed by researchers gets an assessment from the teacher validator reaches 95%, it means that the practicality reliability of the media gets decent results with a little revision, the practical validation of the media developed by researchers gets an assessment From the responses of the students, it was obtained that the percentage mode was ≥ 80% with the category suitable for use. Validation of the effectiveness of the media developed by researchers. From the 10 questionnaire statements, the mode percentage was obtained ≥ 90% with the category suitable for use, and the results of critical thinking test questions from the pretest value of 54% with the value of the increase in the posttest from the value of 95%. Therefore it can be concluded that the pretest data for students' critical thinking skills is very good because they have reached the specified KKM

Felicia Azzahra Kusdinar; Ratna Dewanti; Ilza Mayuni; Dieni Nurhasanah

Problems in learning writing did not seem to find a bright spot in education. Teachers tried to find solutions by evaluating learning materials and learning media. Recently, the solution of the writing problem had become a major concern. Thus, this research aimed to design technology-based learning materials referred to interactive videos with target learner seventh graders. This methodology used design development research (DDR). Data were sourced from junior high schools in Jabodetabek. The main data for designing were the results of the analysis learning materials, learning objectives, and interview result with teacher. The design of interactive video paid attention to the main aspects including the characteristics of interactive video, learning objectives, and students' needs. In addition, time efficiency was also important to maintain students' motivation in learning. Through interactive video, students' engagement in interacting with the learning content was the key to successful learning. Therefore, the result of this design showed this media has high potential to be implemented in writing class.

Sisca Wendi Harisa; Riri Okra; Hari Antoni Musril; Sarwo Derta

JURNAL TEKNIK MESIN, INDUSTRI, ELEKTRO DAN INFORMATIKA 2023 Pusat Riset dan Inovasi Nasional

This research is based on the problems found based on the results of interviews with mathematics teachers and students at SMPN 1 Lareh Sago Halaban that the media used in the learning process only uses the blackboard with lecture and discussion methods, there is no technology-based learning media, especially educational games that are used by teachers to students related to mathematics lessons caused a lack of interest and activeness of students in mathematics subjects. Based on this, the solution given is to design a learning media. The purpose of this research is to produce learning media products in the form of educational games with the help of software Building 2 mathematics subjects at SMPN 1 Lareh Sago Halaban. The design of mathematics education games uses the construct 2 design application at SMPN 1 Lareh Sago Halaban with the Research and Development (R&D) research method using the MDLC (Multimedia Development Life Cycle) development model from Luther Sutopo the development model is explained in 6 stages, namely Concept, Design, Materials Collection, Assembly, Testing and Distribution. The product test used in the research is the validity test, practicality test, and effectiveness test. The product test results show that the educational games designed are valid, practical and effective. For the results of the validity test of three validators, the score was 0.88, the practical test by 3 practi- tators was 0.97, and the effectiveness test of twenty people was 0.92.

Muh Andis Hidayatullah; Nawung Asmoro Girindraswari; Utari Yolla Sundari

Student Scientific Creativity Journal 2023 Pusat Riset dan Inovasi Nasional

The ability to understand and utilize technology, especially for learning media, is very supportive in learning more creative Tridimensional designs. Information Technology is a method that should be used in the learning process, it is hoped that it will optimize the learning of fine arts in the Sendratasik study program. The purpose of this research is to develop references for learning the three-dimensional nirmana and increase the competence of students in the Sendratasik Study Program at the University of Palangka Raya in learning fine arts, namely the tri-dimensional nirmana. In this study used the Research and Development (R&D) method. The Research and Development stage is the development of learning references by making tridimensional nirmana infographics using the Canva application. Until a nirmana infographic design is produced. Then the Development stage is continued by presenting the results of the infographic design through a workshop to determine the level of student understanding of the three-dimensional nirmana learning references.

Nia Rachmawati; Nugrahani Astuti; Mauren Gita Miranti; Ita Fatkhur Romadhoni

Jurnal Bintang Pendidikan Indonesia 2023 Pusat Riset dan Inovasi Nasional

This research is development research that aims to find out: 1) the development of powtoon animation video learning media on egg material; 2) the feasibility of powtoon animation video learning media on egg material; and 2) students' responses to the powtoon animation video learning media on egg material. This study uses the 4D development method, but only up to the development stage. Data were obtained using validation sheets and questionnaires using a Likert scale. The validation sheet was assessed by an expert judgment which was tested with the Aiken V formula. The questionnaire sheet was assessed by students who then carried out a practicality test to see students' responses to learning media. Based on the results of the data analysis performed, the material validation results obtained an Aiken V value of 0.959. The media validation results obtained an Aiken V value of 0.954. Meanwhile, from the results of the student response questionnaire, they obtained a percentage value of 80.6% in the very practical category. This shows that the powtoon animation video learning media on egg material is feasible, very practical, and can be used in DDPK 2 learning egg material.

Arnita Niroha Halawa; Dety Mulyanti

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2023 Universitas Maritim AMNI Semarang

Improving the quality of education for an educational institution is currently a top priority. This is the most important part in building sustainable education, therefore educators/educational staff must have a management principle in carrying out the level of change or development towards quality education. The purpose of writing this scientific article is to find out and review from a theoretical point of view and conduct discussions with previous theories. The method used is a theoretical review by analyzing and comparing existing theories. The result of this theoretical review is that the factors that affect the improvement of the quality of education quality are influenced by internal and external factors and in terms of resources. It can be concluded that the factors that influence the quality of education in educational institutions are an integral part that cannot be separated. These factors support the improvement of higher quality education and become indicators or standards of education and teaching. For educational institutions, it is necessary to develop teaching materials, develop learning strategies and methods, develop learning media, assessment, evaluation and assessment systems as well as educational curricula to improve the quality of teaching quality. It is also necessary for educational institutions to conduct monitoring and evaluation in as well as a more modern development program.

Ni'mah, Simatun; Umi Uswatun; Silvia Yusiana Andarini; Tsamaratul Fuadiyah; Akhmad Khanafi +3 more

Learning media can be defined as an important element in a learning process. One example of learning media is teaching materials in the form of Emodules which in Emodules in this study use momentum and impulse material. One of the materials studied in physics is momentum and impulse. Momentum is a vector quantity so it has both magnitude and direction. Impulse itself is a force event that acts on an object in a short period. This type of research uses Research and Development (R&D) in the Tessmer development model which is also contained in the appendix. The stages are divided into two, including self-evaluation which is a determinant of the design features or specifications of the module. Prototyping where there are teaching modules will later be validated, evaluated, and revised. From the results of the module validation carried out by the examiners as experts, a review was carried out and a score was given to the module, namely, 91.2% consisting of image actualization of 75 points, in the aspect of modernity of the library, a score of 100 was obtained.

Ayu Malia; Ellinia Ika Gustiani; Dwi Ratih Puspitasari; Dhini Huda Chasanati; Asep Purwo Yudi Utomo +1 more

The educational process functions as the intellectual development and potential of students. The use of appropriate learning models or media can encourage the growth of students' enjoyment of the learning process, increasing learning motivation. This study applies the ASSURE learning model with Mentimeter media which can be accessed through each student's device. Menimeter media is used as a form of technology application in the learning process. Mentimeter can be used as an online presentation medium or presented in a quiz format to assess students' understanding of the material provided by the teacher (Zulfa & Huda, 2021). This study uses a qualitative research method with a descriptive approach method with research instruments that use test instruments and non-test instruments. The results of this study indicate that the ASSURE model with mentimeter media can be applied in learning to analyze the systematics and language of scientific work. The use of meter media in the learning process can motivate students in learning which affects the acquisition of learning outcomes.

Latifah Latifah

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

This study aims to develop scrapbook learning media to increase students' interest in learning fiqh at MI Al-Muttaqin. The problem faced is that fiqh learning tends to be boring because it uses more lecture methods, while students need interesting media to make it easier to understand fiqh material. This study uses the Research and Development (R&D) method which refers to the development steps of Borg & Gall. The study was conducted at MI Al-Muttaqin with the following results: first, the application of scrapbook learning media to fiqh subjects in grade III showed high student enthusiasm. Second, the development of this media was carried out through several development procedures with the results of the validity test showing very valid criteria, namely 96% for material validation and 84% for design validation. Third, there was a significant increase in student interest in learning, with an average value before using scrapbook media of 64.9% and increasing to 85.45% after using the media. This study concludes that the use of scrapbook media can increase students' interest and understanding of fiqh lessons.

Fahmi Romisa

JURNAL ILMIAH SAINS TEKNOLOGI DAN INFORMASI (JITI) 2023 CV. ALIM'SPUBLISHING

Technology-based learning media has become an important part of modern education. In the context of teaching informatics subjects, the use of android-based learning media can increase the effectiveness of learning. This study aims to develop learning media based on Android using iSpring Suite in informatics subjects, with a focus on computer hardware material. This study uses a multimedia development method which consists of five stages: needs analysis, design, development, evaluation, and implementation.   The results showed that the android-based learning media using the iSpring Suite in informatics subjects received positive responses from media experts who were involved in the development process. In conclusion, the development of Android-based learning media using the iSpring Suite in informatics subjects, especially in computer hardware material, can be used as a learning tool for students..

Fahmi Romisa

JURNAL ILMIAH SAINS TEKNOLOGI DAN INFORMASI (JITI) 2023 CV. ALIM'SPUBLISHING

Technology-based learning media has become an important part of modern education. In the context of teaching informatics subjects, the use of android-based learning media can increase the effectiveness of learning. This study aims to develop learning media based on Android using iSpring Suite in informatics subjects, with a focus on computer hardware material. This study uses a multimedia development method which consists of five stages: needs analysis, design, development, evaluation, and implementation.   The results showed that the android-based learning media using the iSpring Suite in informatics subjects received positive responses from media experts who were involved in the development process. In conclusion, the development of Android-based learning media using the iSpring Suite in informatics subjects, especially in computer hardware material, can be used as a learning tool for students..

Fardha Dewi Sandra; Jagar Lumbantoruan

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

This study aims to find out and describe how the implementation of learning traditional Minangkabau music material at UNP Laboratory Development High School. This type of research is qualitative research using descriptive methods. Data collection techniques are carried out through literature studies, interviews, observations, and documentation. Data analysis techniques are collecting data, classifying data, analyzing data, describing data and inferring data. The results showed that the lack of appropriate strategies and learning methods used by teachers. The strategy used by teachers in the learning process is an expository strategy, in the implementation of this expository strategy teachers use textbooks, references and other auxiliary media, but this strategy is not effectively used in learning because not all students are comfortable for learning that is only spoken. The method used in this learning is the lecture method, where learning is delivered by telling stories so as to make students feel bored and sleepy during learning, and it seems that the teacher has not been able to vary the method that is suitable for the implementation of traditional Minangkabau music learning which in fact in the delivery of learning can use several methods for the smooth achievement of the desired learning objectives.