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Paulus Nainggolan; Bornok Sinaga

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

Behind the success of successful online teaching and learning, there must be careful preparation in creating or building the system. Some complaints that are around us are that some students have difficulty in online-based mathematics learning. Some of them have difficulty signaling due to cloudy or rainy weather, not having money to buy internet quota, boredom during the teaching, and learning process, and difficulty understanding the material in online learning. Although there are examples that have been explained by the teacher, they still do not understand what their teacher teaches them. The teacher had already made learning materials using instructional video media, but it was still not enough for students to understand the polynomial material taught by the teacher, and according to the teacher the main problem was that the students' ability to memorize formulas was still lacking. The objectives of this research to see validity, effectiveness and practicality of the video development using PowerPoint and Filmora application. This research is development research that applies the Dick & Carey development model. This research focuses on developing learning videos using PowerPoint as a learning media, and Filmora as a learning video editing medium.

Resi Safira

Student Scientific Creativity Journal 2023 Pusat Riset dan Inovasi Nasional

Technology in learning is increasingly experiencing development along with the times. Often we see in the world of education a lot of use of technology as a means that can facilitate the learning process. Apart from technology education, it can also be used by the public to introduce Indonesian to foreigners. Technology can be a skill related to knowledge. This expertise can make it easier for Indonesian people to develop Indonesian. However, besides the many positive impacts that technology provides, it can also have negative impacts. The negative impact that we often encounter, for example on social media, is that many people use the Indonesian language incorrectly and not according to the rules. In fact, it is often found that young people use language immorally and ethically. Therefore this research discusses the impact of technology on language education which aims to find out what impact can be obtained from this technological development so that it can awaken many people to use Indonesian properly and according to the rules or even develop Indonesian so that it can be recognized by many. society in the world.    

Dendy Bagaskara; Dety Mulyanti

Jurnal Manajemen dan Ekonomi Kreatif 2023 Universitas Kristen Indonesia Toraja

The use of information and communication technology (ICT) in education has become an important topic in optimizing human resources in schools. This article aims to provide an overview of the benefits and challenges of utilizing ICT in education, and how ICT can improve the quality of human resources in schools. The research method used in this article is a literature review conducted by studying references related to the use of ICT in education. The results and discussion show that the use of ICT in education can provide significant benefits, such as facilitating teachers in presenting teaching materials, providing access to more diverse information and learning materials, and improving interactions between teachers and students. However, there are challenges and barriers in utilizing ICT, such as accessibility problems to ICT infrastructure and difficulties in operating ICT devices. Therefore, efforts are needed to improve the accessibility and infrastructure of ICT in schools, as well as providing training and developing the competencies of teachers and students in operating ICT devices. In conclusion, this article presents useful information for the development of education in Indonesia, especially in terms of the utilization of ICT as a means to improve the quality of human resources in schools. With appropriate efforts, the use of ICT in education can provide more optimal and sustainable benefits for the improvement of human resources in schools.

Rodia, Rindri Suci

Adi Widya: Jurnal Pengabdian Masyarakat 2023 Lembaga Penelitian dan Pengabdian Masyarakat

This activity aims to provide an overview of early childhood language development from learning stimulation activities through interactive video learning media at the Denali Development Center (DDC). Interactive video was chosen because it is considered very suitable for the characteristics of early childhood who tend to get bored easily, have low focus and concentration, and tend to be active and find it difficult to sit still. Based on the results of observations that have been made at DDC found problems where some children aged 1-3 years, experience speech delays where children cannot pronounce vocabulary correctly when communicating, the vocabulary mastered by children is still small, children cannot compose simple sentences when communicating, children have not been able to provide answers to questions that are given quickly and straightforwardly and the child has not been able to listen properly. From the results of the learning activities that have been carried out during the service period, gradually the child experiences significant language development where the child is quiet and never makes a sound or gives a slow reaction, this child begins to make sounds such as laughter or bubbling. And other children who cannot pronounce words correctly, gradually these children can say some words well and their meanings can be understood and the vocabulary they master also develops. Therefore providing stimulation to children is very important to reach this stage of development. Children who receive less stimulation tend to have problems and obstacles in their development.  

Berti Yolida; Rini Rita T. Marpaung; Median Agus Priadi; Agung Putra Wijaya

Jurnal Pengabdian Masyarakat Nusantara (Pengabmas Nusantara) 2023 Universitas Muhammadiyah Manado

The development of this thinking ability through education, with education students can make the best use of the information they have. The observation results show that most of the teachers have not used HOTS-based assessments. This is very concerning because students are only fed by learning with the old pattern, namely students are only learning objects with the lecture method. The aim of the training is to increase teachers' understanding of assessment, increase teachers' understanding of the HOTS-based assessment concept and efforts to improve teachers' skills in developing in learning evaluation. Training methods Lectures and demonstrations. The success of the implementation of this training is determined based on pre-test and post-test data using a Likert scale. The results of increasing the pre-test and post-test scores in this community service activity show the criteria of "very good" which means that there is an influence of the activity on the ability of junior high school teachers in preparing HOTS-based assessments.

Marsela Luruk Bere

Jurnal Bintang Pendidikan Indonesia 2023 Pusat Riset dan Inovasi Nasional

Education is very important for the development of children's knowledge, so it needs to be supported by effective learning media. Learning media are familiar to a teacher such as textbooks, teaching aids and other media. However, after observations were made at one of the Class V Manumuti SDKs, in the Timor Leste Border area, it was found that teachers predominantly taught using textbooks and no other learning media. The existing conditions result in students learning monotonously, students being less active, teachers not being creative and students not understanding science lessons well. So in this research, learning media will be created that are fun and not monotonous in order to arouse students' motivation to study science. In this case, the media used is Audio-Visual Technology Learning Media. This media will be elaborated in the Teams Games Tournament (TGT) model, where students will be formed into several groups, then given a science knowledge game, and students compete with their opposing groups. That way, a sense of responsibility, healthy competition, imagination, and student activity in class dominate and students will be motivated to learn science because the end of this learning model is an award or reward for students who become winners. To measure the attainment of science knowledge, observation, discussion, tests, scores and audio-visual media are used. It is hoped that the results of the research will ensure that students in the Timor Leste border areas do not miss out on technological knowledge, teachers will be more creative and students will be able to play an active role and increase their motivation to learn science.

Imam Mualim; Nuari Anisa Sivi; Najla Asyila; Oriza Panduwinata

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2023 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The development of information technology provides opportunities for educators to create more efficient and interactive learning evaluation media. This study aims to design and develop a computer-based test media using Wondershare Quiz Creator as a tool to support online learning. The research method used is Research and Development (R&D) with a waterfall model, which includes the stages of needs analysis, design, development, testing, and implementation. The results show that the developed test media is capable of providing various types of questions, such as multiple choice, short answer, true-false, and matching, and is equipped with features such as automatic feedback, time settings, and exportable test results. User testing indicates that the media is easy to use, responsive, and effective in supporting the learning evaluation process in online learning. In addition, educators can quickly create, manage, and distribute tests through digital platforms without requiring advanced technical skills. Thus, the use of Wondershare Quiz Creator has proven to be an alternative solution for providing practical and interactive computer-based test media that supports improving the quality of online learning. This research is expected to serve as a reference for educators in utilizing technology to enhance the effectiveness of learning evaluation

Felix Lafe Labaona

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

The feasibility of teaching is not only measured based on formal education but also must be measured based on how the teacher's ability in teaching and material mastery sessions, mastering, choosing and using methods, media and learning evaluation. The purpose of this study is to increase teacher performance in developing evaluation of learning outcomes through Academic Supervision at Bilal One Roof Public Middle School, East Adonara District, 2020/2021 Academic Year. The effectiveness of implementing school principal academic supervision in improving teacher performance in developing evaluations of learning outcomes at Bilal One Roof Public Middle School, Adonara Timur District for the 2020/2021 academic year. This type of research is school action research through the implementation of the Principal's academic supervision including planning, action, observation and reflection. The results of the study show (1) the increase in teacher performance by the principal through the academic supervision of the principal shows an increase in each round. (2) The activities of the school principal show that coaching activities through the academic supervision of the school principal are useful and can help teachers more easily understand the concept of the teacher's role and function so that teacher performance can increase.

Rizki Ilman Mubaroqah; Iwit Prihatin; Muhamad Firdaus

Journal of Creative Student Research 2023 Pusat Riset dan Inovasi Nasional

Penelitian ini bertujuan untuk menghasilkan media pembelajaran aplikasi dompet pintar berbasis strategi saintifik learning untuk meningkatkan kemampuan komunikasi matematis pada materi relasi dan fungsi  yang mencapai tingkat kevalidan, kepraktisan, dan keefektifan. Penelitian ini menggunakan model rancangan pengembangan 4D, yang dimodifikasi menjadi 3D, yaitu define (definisi), design (perancangan), development (pengembangan), tanpa menggunakan tahap keempat yaitu disseminate (penyebaran), karena hal ini merujuk kepada tujuan awal dari penelitian ini ialah untuk mengembangkan media yang valid, praktis dan efektif yang terdapat pada langkah  ketiga pengembangan  model ini yaitu development. Subjek dalam penelitian ini adalah siswa kelas VIII SMPN 8 Sengah Temila dengan jumlah siswa sebanyak 20 siswa. Instrumen yang digunakan dalam penelitian ini adalah lembar validasi, angket, dan soal pre-test post test. Berdasarkan hasil penelitian yang pertama adalah validasi aplikasi dompet pintar berbasis strategi saintifik learning yaitu dengan nilai rata-rata dari ketiga ahli sebesar 85,416% dalam kriteria sangat valid dengan kategori sangat baik. Yang kedua adalah nilai kepraktisan, dilihat dari nilai angket yang diisi guru dam siswa diperoleh persentase sebesar 83,93% dengan kriteria sangat praktis. Selanjutnya keefektifan, dilihat dari nilai rata-rata siswa dengan merujuk pada skala likert. Artinya, terdapat peningkatan nilai hasil belajar siswa dalam kemampuan komunikasi matematis, sehingga aplikasi dompet pintar dikatogerikan efektif. Berdasarkan hasil tersebut disimpulkan bahwa pengembangan aplikasi dompet pintar berbasis strategi saintifik learning terhadap kemampuan komunikasi matematis pada materi relasi dan fungsi di SMPN 8 Sengah Temila tergolong valid, praktis, dan efektif untuk digunakan.    

Wahyudi Yhose A Simanjuntak; Arnah Ritonga

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

The ease of using Smartphones and the many functions that help with activities, make today's teenagers very familiar with Smartphones, including students at SMP Negeri 1 Tantom Angkola. Students tend to use Smartphones for various reasons, such as just wanting to play games and being too active on social media. The impact of Smartphone dependence, especially on student development, will have a negative impact from an academic point of view. The nature of dependence does not just happen, the influence of one another is certainly interconnected or correlated and forms a causal relationship. This paper aims to see how much influence Smartphone dependency has on the learning behavior of students at SMP Negeri 1 Tantom Angkola and which variables have the most influence on the learning behavior of SMP Negeri 1 Tantom Angkola Students. The method used in this study is the Path Analysis method. Path Analysis is a technique for analyzing causal relationships that occur when exogenous variables affect endogenous variables, not only directly but also indirectly. Path Analysis is used to determine the direct and indirect effects of exogenous variables on an endogenous variable which is reflected in the path coefficient. From the research results, it is obtained that the direct influence of social media variables  on learning behavior  = 44.9%, the large direct influence of online game variables  on learning behavior  = 40.7%, the direct influence of internet data package variables  on learning behavior  = 0.4%, the direct effect of school control variables  on learning behavior  = 85.2%. Then the variable that has the greatest influence on learning behavior is the school control variable with a value of 85.2%.

Syintha Wangka; Victor R. Sulangi; Derel F. Kaunang

Student Scientific Creativity Journal 2023 Pusat Riset dan Inovasi Nasional

The availability of learning media that can stimulate interest and student learning outcomes is very important in learning. The purpose of this research was to find out the Development of Powtoon-Based Learning Media in Sets. This research was conducted at SMP Negeri 1 Remboken. The type of research used is research and development or Research and Development. The resulting media prototype was developed using the modified ADDIE development model (analysis, design, development, implementation, and development). The research results obtained from developing powtoon-based learning media in the set are expressed by an average validation score of 4.19 by media experts and 4.6 by material experts. This learning media meets valid criteria and can be used in learning.

Annisa Asra Fitria; Delvia Febrina; Zulfani Sesmiarni; Herlina Rasyid

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

Based on observations made at SMA Negeri 1 Gunuang Omeh District, the problem found was the low interest in learning of students in PAI and BP subjects due to the large number of students who did not pay attention to the teacher's explanation, and the lack of use of learning models and media used in learning , one of which is the Problem Based Learning learning model. The role of the learning model is very important, because using visual media will be able to influence students' learning interests. The purpose of this study was to find out the use of the Problem Based Learning learning model in increasing students' learning interest in PAI and BP subjects on Da'wah Strategy and Islamic Development in Indonesia Class XII.MIPA at SMA Negeri 1 Gunuang Omeh District. This type of research is Classroom Action Research (PTK). The process of implementing PTK has four main components, namely planning, action, observation and reflection carried out in 3 cycles. The results of data analysis obtained the percentage of students' learning interest using the Problem Based Learning learning model of 44.83% in cycle I. The process of applying the Problem Based Learning learning model in PAI and BP learning increased in cycle II by 65.52% and 79.31 % in cycle III. So it can be concluded that the implementation of PAI and BP learning by using the Problem Based Learning learning model can increase students' learning interest.

Sony Junaedi; Muslimah; Marya Ulfa

Jurnal Suara Pengabdian 45 2022 LPPM Universitas 17 Agustus 1945 Semarang

Current learning after the pandemic is more towards the Hybrid learning method where this method combines online learning with face-to-face learning. In this learning, interactive learning media is needed by teachers. Prezi application is a software for internet-based presentation (SaaS). In addition to presentations, it can also be used as a tool to explore and share ideas on a virtual canvas. It is superior because this program uses the en:Zooming User Interface (ZUI), which allows Prezi users to zoom in and out of presentation media. The partner problem is that teachers at Madrasah Aliyah Miftahul Huda Mijen Demak still need training and assistance in making interactive multimedia. Therefore, the community service team at the Faculty of Language and Culture, University of 17 Agustustus 1945 Semarang conducted intensive communication with the manager of the MA Madrasah Aliyah Miftahul Huda to find solutions to these problems. There are three methods applied in this service, namely Presentation, Demonstration, and Practice Method. Presentation method is applied in the introduction of the Prezi Application, its benefits, and its application in making interactive learning media, Demonstration Method regarding the operation or use of the application and Practical Method where teachers practice directly making interactive learning media according to their respective subjects. After this service, teachers can position and use learning media as a needed component of a learning process. Learning media has an important role in increasing the effectiveness and efficiency of learning. Teachers are always required to be able to develop and use learning tools available in schools in accordance with current developments.

Sabila Amalia Fitri; Teguh Khristianto; Isworo Nugroho

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

The module is a book written with the aim that students can learn independently and in the module contains the basic components of teaching materials so that students can understand easily. The advantages and disadvantages of the module are that students can learn independently using the module and the teacher is no longer the only source of learning for students. Education has used various ways in theteaching and learning process. One of the general users of website users in public schools is the use of web-based learning aplications that contain tutorials, exercises or vidios that are developed and uploaded to web. 

Ahmad Zainudin; Priyadi, Agus; Dewi Prehantini Wahyuningtyas

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

Educational game is a game which is specifically designed as a tool to accomplish educational needs. Therefore, it has to be projected in an exact precision to achieve its goal: educating, and increasing the user knowledge and skills. There are some problems which frequently happened at TK Kemala Bhayangkari 31 Salatiga, firstly, the number of props of traffic signs is limited so it is not proportional to the number of meetings in the existing curriculum and students must repeat the same material. Secondly, there isn’t suitable learning support media to add props to traffic signs that are still lacking. The software used in this game development was Adobe Flash CS6. The research was conducted through R&D; Research and Development method by processed through some stages. First, problem identification stage, then, data collection, product design, design validation, design revision, and the final step was the product trials. The validation was carried out by the expert validators and product user. Based on the research conducted, it concluded that this game has 43 signs which fulfill the number of signs that must be taught to students according to the curriculum at TK Kemala Bhayangkari 31 Salatiga, 18% which is most often found on the road from the total number of traffic signs in the Minister of Transportation Regulation No. 13 years 2014.  

Mustofa, Arif; Aryono, Budi; Hamid, Noor

Adi Widya: Jurnal Pengabdian Masyarakat 2022 Lembaga Penelitian dan Pengabdian Masyarakat

Community service based on the development of the target schools at MA Hasyim Asyari Bangsri Jepara is intended as an effort to improve learning management in partner schools. The purpose of this community service program is to build academic cooperation, develop human resource potential and improve the quality of school education through skill program innovation. The training was held in two stages, namely the theory-discussion stage and the field stage. The participants of this training were teachers, assistant teachers, and students. The class training materials are the rules of fish farming, getting to know the tools and functions of the equipment, knowing how to design aquaculture containers, the sequence of cultivation activities, caring for and feeding and monitoring fish health. While the field training includes the design of aquaculture pond containers to fish farming techniques. The result of the activity was the implementation of community service activities for the development of the target schools in the form of training on catfish cultivation techniques for students and teachers of MA Hasyim Asyari Bangsri. The training participants understand cultivation techniques, starting from preparing cultivation media, spreading seeds, managing feed and maintaining water quality so that the fish grow well.

Cristhoper Noveno Ambertaso Putra; Muchtadi , Muchtadi; Hartono, Hartono

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2022 Pusat riset dan Inovasi Nasional

This research aims to produce learning media for the Ethnomathematics Student Worksheet on Traditional Market Snacks in Pontianak City on the flat-sided building material that reaches the level of validity, practicality, and effectiveness. This study uses a 4D design model, which is modified into 3D, namely define (definition), design (design), development (development), without using the fourth stage, namely disseminate, because this refers to the initial goal of this research is to develop valid, practical and effective media contained in the third step of the development of this model, namely development. The subjects in this study were students of class VIII SMP Suster Pontianak with a total of 20 students. The instruments used in this study were validation sheets, questionnaires, and test questions. Based on the results of the first study, the validation of the Ethnomathematics Student Worksheet with an average value of 84,76% from expert activities was very valid with a very good category. The second is the value of practicality, seen from the value of the questionnaire filled in by the teacher, the percentage is 97% with very practical criteria. to see the effectiveness of the ethnomathematics-based student worksheet learning media compared to the Likert scale index, with a percentage of 81.11% in the very effective criteria.    

Sulistiyani

Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia (JPPMI) 2022 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

The use of youtube, facebook, blogging, whatsapp, and twitter for purposes of learning by creating groups on the interests of certain discussion to do in the community. As a result of the rapid social media development has downloaded the social behavioural pattern. Gradually lead to the integrations that brings learning activities to be done in multimedia and used technology in education, because media in education has important role in communication. English is one of foreign language subject which has taught at schools.English lessons apply in all forms of social relations, both at school and in association community with the structure and function of each use education as media that will be tought and be the effectiveness lesson. So the objectives specified in the use of multimedia learning can be achieved in stimulating learning, students dare to ask questions, answer questions or comment on the content being delivered also increased teacher.

Syah, Firdiyan; Tentua, Meilani Nonsi; Saputra, Nurirwan

Nusantara: Jurnal Pengabdian kepada Masyarakat 2022 Pusat Riset dan Inovasi Nasional

The Covid-19 pandemic has forced the government to enforce a physical distancing policy which is the basis for implementing learning from home. This is also something that must be applied to students at SLB Negeri 2 Bantul. The use of information technology that applies suddenly, not infrequently, makes educators and students surprised and limping in its implementation. However, the learning process must continue so that teachers at SLB Negeri 2 Bantul are challenged to create a learning media that students with special needs can understand. The limited knowledge of teachers at SLB Negeri 2 Bantul in making learning media causes the need for training and mentoring of learning media. One of the technological developments that we can use for making learning media is an application for video editing. This application can help to make videos to improve the quality and effectiveness of learning. Application users are expected to support the activities of SLB Negeri 2 Bantul to participate in competitions and promotions as routine activities that must be done every year. The two needs of these teachers are what make them collaborate to implement training programs based on the required classes. The implementation uses the Classical method and Practices using video recording applications and equipment. Community service will be carried out at SLB Negeri 2 Bantul to support improving skills in using software from basic to advanced levels. The result of this training is that the participants can make their own video creations so that they are eligible to be included in competitions and make video advertisements more professional.

Rahman, MS Khabibur; Kurniaaji, Bayu; Sudargono, Agus; Rohsulina, Pranichayudha

Jurnal Komunikasi Pendidikan 2022 Universitas Veteran Bangun Nusantara

Learning media applications are learning concepts that are carried out through electronic media networks in the form of mobile and non-mobile applications. The development of very advanced technology in the modern era and globalization allows various activities to be carried out quickly and efficiently. Technological developments have had a lot of influence on our way of life, one of which is in the field of education by using online or online learning media applications in learning activities in schools, colleges, courses and even online communities have started using concepts like this. The purpose of this study was to find out how the role of learning media applications in geography subjects in education was during the covid-19 pandemic. As we all know, the losses due to the COVID-19 virus have had a huge impact on all sectors, including the education sector. To achieve this goal, this research will use a qualitative research approach. This research is a type of qualitative descriptive research. Analysis of the data used in processing questionnaire data through google form by describing the results of the questionnaires distributed online.