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Argiyan Dwi Pritama; Gustin Setyaningsih; Muhammad Ikhsan Maulana; Rafi Rahmat Dani; Muhamad Awiet Wiedanto Prasetyo +1 more

Jurnal Pengabdian dan Keberlanjutan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

Where advances in digital science and technology make various demands for creativity and innovation must always be developed, as is done by teachers and teaching staff at SD Al Irsyad Islamiyyah 02 Purwokerto. The essence of education is the teaching and learning process. The better the teaching and learning process is implemented, the better the quality of education will be. The problem experienced by SD Al Irsyad Islamiyyah 02 Purwokerto is that students often play with gadgets without clear directions for their use and are not monitored properly. In this service activity, the team socializes the use of gadgets among students in response to the development of games which result in dependency for their users. It is hoped that students will have the awareness to reduce their use of gadgets or at least be able to make good use of them through applications and games that have educational value. Flow of program implementation from Preparation Stage, Socialization Stage, Evaluation Stage and Mentoring Stage. The conclusion of this program is an increase in students' understanding of using gadgets wisely from 60% to 90%, with an increase in student participation from 30% to 80%. The follow-up to this activity includes further mentoring sessions and integration of learning with the use of gadgets by teachers.

Damayanti, Devi; Mashudi; Fatmawati, Erma

Jurnal Komunikasi Pendidikan 2024 Universitas Veteran Bangun Nusantara

ABSTRACT This study aims to explore the implementation of child-friendly schools as an effort to prevent bullying behavior at SD Darus Sholah Jember. The research method used is qualitative with a phenomenological approach. Data collection was done through observation, interview, and documentation. The results showed that the implementation of child-friendly schools at SD Darus Sholah Jember is manifested in various aspects, including the enforcement of discipline without violence, educational affirmation, the search for children who have not been reached by education, commitment to freedom from narcotics, psychotropic substances, and addictive substances, school security from disasters, guaranteeing the protection of students' rights to worship according to their respective religions, and implementing a child-friendly curriculum. The findings confirm the important role of schools as safe, inclusive and supportive environments for children's development. The implications of this study can be used as a basis for developing more effective educational policies and practices in preventing bullying behavior and creating a conducive learning environment for all students. Further research can be in-depth on the factors that influence the successful implementation of child-friendly schools and the evaluation of their impact on students' well-being.   Keywords: Child- Friendly School, Incentive education, Preventing bullying

Muadi, Faisal; Kasmini, Lili; Sari, Siti Mayang

Jurnal Komunikasi Pendidikan 2024 Universitas Veteran Bangun Nusantara

The creative thinking skills of students have become one of the focuses currently being pursued for improvement in Indonesia. This is manifested by incorporating creative thinking skills as one of the characters to be trained in the Merdeka Curriculum. This research aims to determine the profile of creative thinking skills of elementary school students in Surakarta city, thus providing considerations for the implementation and evaluation of the Merdeka Curriculum. The research was conducted using a survey method. The sample consisted of 200 fourth-grade students from 9 elementary schools in 5 districts of Surakarta city. There were 106 (53%) female and 94 (47%) male students in the sample. Sample selection was done using purposive sampling, by selecting fourth-grade classes as they have been implementing the Merdeka Curriculum for 2 years. The instrument used was a case-based essay test. The questions referred to the elements and sub-elements of creative thinking skills from the regulations governing the Profil Pelajar Pancasila of the Merdeka Curriculum. The data were analyzed descriptively and quantitatively. The research findings indicate that the creative thinking skills of elementary school students in Surakarta City are still relatively low, with an average score of 49.87. The implementation of the Merdeka curriculum, which focuses on 6 dimensions of student character, one of which is creative thinking, has not yet been able to enhance students' creative thinking skills.

Dita Pramesti Irawan; Warman Warman; Jamil Jamil; Asnar Asnar; Marwiah Marwiah +1 more

Jurnal Inovasi Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

This research is based on the ability to collaborate which is an ability that students must have. Collaboration skills, what teachers must do to improve collaboration skills is to apply various learning models that adapt to students' needs. The Group Investigation type learning model is a learning model that focuses on students' collaboration abilities. The success of a learning process can be measured by the success of students in participating in the learning process.This research aims to explore the application of the group investigation model in an educational context and measure its impact in improving the collaboration abilities or skills of class XI students at SMA Negeri 11 Samarinda. The object of this research is all students in class XI C of SMA Negeri 11 Samarinda, totaling 36 students. This research is a qualitative descriptive type of research. The research method used in this research is a qualitative research method with a system of field observation, interviews and documentation. The data analysis technique used in this research is analysis.The concept of group investigation learning is learning that emphasizes students gaining knowledge through learning experiences. The group investigation type learning model has six stages, namely selecting topics, planning collaboration, implementing plans, analysis and synthesis, presenting work results, and evaluation.The collaboration ability of students in class And the results of interviews with students show that students have good collaboration or cooperation skills in completing the topic/material given.The advantage of the Group Investigation type Cooperative Learning learning model in class can improve students' ability to collaborate or work together and students can learn to solve problems that arise during the learning process.The weakness of the Group Investigation type Cooperative Learning learning model in class XI SMA Negeri 11 Samarinda namely, the material presented will be less because the learning time is short, the teacher will have difficulty giving individual grades, and the class atmosphere will be noisy due to discussions.

Galih Purbo Danu Kisowo

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

This study compares the performance of Convolutional Neural Network (CNN) and Support Vector Machine (SVM) algorithms in detecting and classifying smoking activities. Using an image dataset containing two classes, Smoking and Non-Smoking, this research implements transfer learning using the InceptionResNetV2 model for CNN and the SVM method. Evaluation results show that CNN has higher accuracy compared to SVM in detecting smoking activities. This research contributes to the development of surveillance systems for smoke-free areas in smart cities.

Muhamad Aditya Ananda; Wire Bagye; Sofiansyah Fadli

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Training "Dynamic Routing and Virtual LAN Simulation for Networks Using Cisco Packet Tracer" at PT. The Pangranggo Data Bridge (JDP) East Lombok aims to increase the knowledge and skills of apprentice students in the field of computer networks. In this training, participants from the Computer and Network Engineering department were introduced to the basics of networking, dynamic routing, and VLANs using Cisco Packet Tracer as a simulation tool. Through a learning method that includes preparation, implementation and evaluation for seven days, this training succeeded in strengthening theoretical understanding and increasing participants' practical abilities in network configuration. Evaluation results show significant improvements in mastery of dynamic routing and VLAN concepts, preparing participants for challenges in the world of work with relevant practical skills. This training also contributes to the development of a more efficient and integrated network infrastructure

Alda Azzahra Fadila; Putri Hermaisya Harahap; Sapna Maulini Hasibuan; Salsanabila Salsanabila; Marisa Kemala Rozi +1 more

GARUDA : Jurnal Pendidikan Kewarganegaraan dan Filsafat 2024 International Forum of Researchers and Lecturers

Human rights are a fundamental problem in every country, especially in developing countries like Indonesia. As a democratic country, Indonesia must pay attention to this. Human rights must be taught in schools to every student. This research aims to find out whether citizenship education can be used as a tool to prevent human rights violations and how it affects the evaluation of education programs in Indonesia. By using this method, it is hoped that everyone will know their rights and obligations well. Citizenship education can be an important means to achieve this goal, because citizenship education is one of the learning tools that talks about human rights and is studied in all schools. The method used in this research is literature review, the literature review aims to make an analysis and synthesis of existing knowledge related to the topic to be researched. The research results show that the quality of education services is still low due to inadequate support for facilities and teaching staff throughout Indonesia, especially in remote areas. This results in the number of students dropping out of school remaining high, so that many Indonesian students are unable to continue their education to a higher level.

Adinda Putri Nazli; Risnovita Sari

Jurnal Insan Pendidikan dan Sosial Humaniora 2024 International Forum of Researchers and Lecturers

The purpose of this research is to create learning media with the help of MtestM application about German language students' knowledge of listening skill A1 topic "Kennenlernen (sich vorstellen)". This research was conducted at the Language Laboratory of the Faculty of Languages and Arts, State University of Medan. This research uses Richey and Klein's model which consists of three stages, namely (1) research, (2) development, (3) evaluation. The data of this research are words, texts, sentences about "Kennenlernen" from the book Netzwerk Deutsch als Fremdsprache A1 Kursbuch by Stefanie Dengler, Paul Rusch, Helen Schmitz and Tanja Sieber pages 8-17. This interactive quiz is interesting and varied. The results of this study are German learning media and interactive quizzes for mastering the A1 listening skill 'Introducing oneself' with the help of MtestM.

Shela Rahmawati; Nanang Khuzaini; Monica Tita Candra Gerhana

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

This research is based on the low numeracy literacy skills of students, which are due to their unfamiliarity with solving numeracy literacy problems and the limited availability of such problems, making it difficult for teachers to provide numeracy literacy problems to students. Therefore, it is necessary to develop math problems that can measure students' numeracy literacy skills. The method applied in this research is Research and Development with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) without implementing the fourth and fifth stages. The development process starts from the analysis stage, which includes curriculum analysis, needs analysis, and material and problem analysis. After that, in the design stage, a product prototype is designed, and in the development stage, the product is consulted with three experts as validators. Next, the product is tested on students to determine its validity and reliability. The results show that all problems have a validity coefficient greater than , which means that all developed problems fall into the valid category. The developed problems are also highly reliable, with a reliability coefficient of . Therefore, it is concluded that this development research produces 36 AKM-based problems to measure students' numeracy literacy skills in statistics that are valid and reliable.

Elia Rossa; Muhammad Esa Septian; Lissa Rahmawati; Fathiyah Alifah Fitriyani; Cahaya Zulfah +5 more

Jurnal Pengabdian Masyarakat Nian Tana 2024 Fakultas Ekonomi & Bisnis, Universitas Nusa Nipa

The Real Work Lecture is a community service program that aims to practice the Tri Dharma of Higher Education. One way students can help overcome problems in the community is by devoting themselves to the community through Community Service Lectures (KKN). The purpose of this study is to learn how Real Work Lectures contribute to increasing environmental awareness and providing education to children in Mangunjaya Village, Bekasi Regency. This study uses an observation method and this study contains a description of the planning process and implementation of Real Work Lecture activities. The subject of the implementation of the Community Real Work Lecture in Mangunjaya Village RT 006/RW 003. The results of the study show that environmental awareness in Mangunjaya Village has increased significantly as a result of the Real Work Lecture, even though there are some conditions that are less than ideal, the community is still happy to participate in the KKN program designed by students, there are no obstacles in the preparation, implementation and evaluation of programs that are planned and held according to the previous plan such as reading and writing, counting, playing, saving can be carried out well. In this activity, the manufacture and installation of directional signs as well as appeal banners are carried out through cooperation, coordination and participation. The community is beginning to realize how important it is to keep the environment clean and healthy. Children also better understand the importance of saving and increasing their knowledge through educational learning provided by Real Work Lecture students. It is hoped that this program can provide insight to the community about the potential and development of the village.

Yolanda Maya Sari; Wismanto Abu Hasan; Radhiyatul Fithri

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

Reading the Qur'an with tartil or properly and correctly will not make the person reading it lose, but it will always be a good deed for him. SDIT Al-Fikri Islamic Green School, Pekanbaru City, uses the ummi method in its Al-Qur'an learning process. The method uses a mother tongue approach. The aims of this research are: (1) To find out how the Ummi method is applied in developing the ability to read the Al-Qur'an at SDIT Al-Fikri, (2) To find out how effective the Ummi method is in developing the ability to read the Al-Qur'an at SDIT Al-Fikri, (3) To find out what factors support and hinder the implementation of the ummi method in developing the ability to read the Qur'an at SDIT Al-Fikri. In this research, researchers used qualitative research with a case study approach. Data collection techniques in this research include interviews, observation and documentation. The results of this research are: (1) The implementation of the ummi method at SDIT Al-Fikri has 3 stages, namely: (There is planning, implementation and evaluation of Al-Qur'an learning using the ummi method at SDIT Al-Fikri), (2) After using the ummi method in the Al-Qur'an learning process, SDIT Al-Fikri students experienced development in their ability to read the Al-Qur'an. For more details, see the attachment. (3) The supporting factors in the learning process are: (There is support from foundations, adequate infrastructure and activeness and cooperation from parents). Meanwhile, the inhibiting factor is: teacher change.

Derrick Lim Kin Yeap; Jason Jong Sheng Tat; Jason Ng Yong Xing; Joan Sia Yuk Ting; Mildred Lim Pei Chin +1 more

International Journal of Computer Technology and Science 2024 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

The Industrial Internet of Things (IIoT) enhances the connectivity and efficiency of living lifestyles. However, it also comes with significant security vulnerabilities. Traditional authentication methods are often inadequate, leading to IIoT devices opened to security threats. This paper proposes a comprehensive security framework integrating blockchain, cryptographic techniques, smart contracts, and deep learning-based Intrusion Detection Systems (IDS) to tackle the mentioned issue. Blockchain ensures data integrity and prevents tampering through a decentralized ledger. A decentralized device identity management system enhances user verification, while secure communication protocols using Hash-based Message Authentication Codes (HMAC) safeguard data integrity. Smart contracts automate transactions, providing transparent, secure record-keeping without a central authority. The deep learning-based IDS, utilizing Contractive Sparse Autoencoder (CSAE) and Attention-Based Bidirectional Long Short-Term Memory (ABiLSTM) networks, effectively detects cyber threats. Evaluation metrics, including precision, recall, F1-score, and False Acceptance Rate (FAR), demonstrate high accuracy and low false alarm rates across datasets. This framework addresses the need for secure, efficient, and scalable authentication in IIoT, combining blockchain's security features with advanced cryptographic and anomaly detection techniques, offering robust defence against cyber threats.

Khairunnisya Khairunnisya; Radhiyatul Fithri; Salman Salman

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to determine the effect of peer teaching learning methods on students' cognitive learning outcomes in mathematics subjects in class V at SDN 167 Pekanbaru. The method used in this research is a quasi-experimental method with the dependent variable being student learning outcomes, the independent variable being the Peer Teaching method. Research was carried out through planning, action implementation, observation and evaluation stages. The subjects of this research were determined using purposive sampling, namely class Vb SDN 167 Pekanbaru, totaling 30 people. Data was collected using student activity observation sheets and knowledge tests. The collected data was analyzed using quantitative analysis. The results of the research show that the peer teaching learning method can influence the cognitive learning outcomes of class V students at SDN 167 Pekanbaru in Mathematics learning by 71.69%, namely in the high category G > 70%

Yunni Adiyantari

Modem : Jurnal Informatika dan Sains Teknologi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

This study aims to apply the K-Nearest Neighbors (KNN) algorithm to predict stunting status in young children based on height and weight data. Stunting is a growth failure condition caused by chronic malnutrition that negatively impacts children's physical and mental development. The dataset includes height, weight, and stunting status of children. The results show that the KNN model with k=3 achieved 100% accuracy on the test data. Evaluation using the confusion matrix and classification report indicates perfect precision, recall, and F1-score for each class. Data normalization with StandardScaler improved the model's performance by ensuring all features are on the same scale. The KNN algorithm proves to be a simple yet effective method for predicting stunting, demonstrating significant potential for early detection and health intervention in children. This study recommends using a larger and more diverse dataset, as well as incorporating additional relevant features to enhance model accuracy. Implementing the model in a web or mobile application is also suggested to assist healthcare professionals in the field.

Hikmah Ayu Retno; Alifa Rizka Utami; Aufadini Bunga Firmansyah

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

This study aims to improve students' understanding skills in learning Mathematics, especially in Trigonometry material by using tic tac toe game-based learning media, which is called the Tic Tac Toe game. The Tic Tac Toe game is a type of tic tac toe game in which players mark the spaces in an 8×8 grid with their chips. The player who manages to place 5 tokens using the chips in a row in a horizontal, vertical or diagonal row will win the game. The Tic Tac Toe game is a fun and challenging game for students who play it. Students as players are required to answer the math questions listed on the question cards to be able to place chips into the chip spaces or boxes on the game board. The research conducted was in the form of R&D (Research and Development) development research. This research aims to develop a new product or perfect an existing product (Sugiyono, 2015). This research is an educational research and development study which aims to develop learning resources for educational games by utilizing the Tic Tac Toe game with trigonometry for class XI. The development model used by researchers is the ADDIE (Analysis-Design-DevelopmentImplementation-Evaluation) model which will be carried out in the ADDIE stages. ”. This game media consists of game boards, player chips, game cards and guidebooks. The game Tic Tac Toe is a development of the game Tic Tac Toe in general. Tic Tac Toe games usually only have a 3x3 grid, in contrast to Tic Tac Toe which presents a view with an 8x8 grid so that the scope of players can be even wider. In addition, this game media is also made with a size of 60x68 cm, accompanied by a magnetic plate on the board so that players can attach chips equipped with magnets to the game board. Another difference can be seen from the number of players who can play the game, where in the usual Tic Tac Toe game it can only be played by 2 people, while the Tic Tac Toe game can be played by more than 2 people or in groups.

Dewi Wulandari; Akbar Al Masjid

Jurnal Pendidikan, Bahasa dan Budaya 2024 Pusat Riset dan Inovasi Nasional

This study aims to improve the writing skills of fable stories in grade V students. The type of research used is R&D (Research and Development) or development research. This development research uses the ADDIE development model (Analysis, Design, Development, Impementation, and Evaluation). The researcher has developed a literacy portfolio book based on Tri-N teaching for students' writing skills. Data collection was conducted by observing the learning process, interviewing educators, tests in the form of pre and post tests, and questionnaires to determine student and teacher responses. Data collection is supported by documentation of the implementation of learning by applying the product. The results of research using this development product can be said to be feasible based on the assessment of media experts and linguists. Based on the results of the pre test, post test, teacher response, and student response, the use of Tri-N teaching-based literacy portfolio books can improve the writing skills of fifth grade elementary school students so that it can be said that this product is effective., 

Ridho Putra Widodo Raharjo; Silo Siswanto; Feri Firmansyah

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Extracurricular music learning for school children, especially at junior high school level, aims to develop their creativity and talents. These activities include thorough planning, implementation and evaluation, not only to hone musical skills but also to stimulate their creative potential.

Yosi Manda Pratama; Fadhilah Hidayatullah; Muhsin Ilhaq

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Extracurricular music learning for school children, especially at high school level, aims to develop their creativity and talents. This activity includes comprehensive planning, implementation and evaluation, not only to hone musical skills but also to stimulate their creative potential.  

Jan Setiawan; Noni Dwi Sari; Yuniar Istiyawati

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2024 Asosiasi Periset Bahasa Sastra Indonesia

Since the introduction of ChatGPT as artificial intelligence and its massive development over the years, it has had a huge impact on various aspects of life, and it is increasingly visible in the presence of increasingly advanced features, functions, and appearances. Its use in the field of education has not escaped the advancement of artificial intelligence. For some teachers and students, the term artificial intelligence is still very new, as is its use in the teaching and learning process. Currently, Indonesia's use of artificial intelligence faces numerous unavoidable obstacles and challenges. However, in global education, it is becoming increasingly common to use artificial intelligence in the teaching and learning process. The introduction of artificial intelligence to junior high school students is considered very appropriate because students' psychology at this level is more developed, and the learning load begins to increase compared to the elementary level. Math subjects for most students are still a scourge. In this community service, artificial intelligence is introduced to students of the exchange program class at SMP Insan Rabbany, which is related to mathematics learning, so that it can help in student learning. The results of the community service evaluation showed high student enthusiasm regarding the use of artificial intelligence, both to aid learning and for other purposes.

Andika M. Faris; Damar Wisnu Saputro; Dina Rubiati

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Math Card is a card-based board game that contains questions for mathematics learning media. The purpose of the Math Card is to make it easier and more interesting for students in math lessons to make it more fun. This research uses the ADDIE method, namely analysis, design, development, implementation, and evaluation.  At the analysis stage, analysis is carried out related to material needs by following per under the syllabus/curriculum and design needs to get design results that attract the attention of students. At the design stage, the design is carried out according to the needs of the Math Card, namely by designing cards, packaging, guidebooks, and game boards. The development stage is to develop the results of the material and design, namely compiling questions according to the syllabus and printing products. The implementation stage is to conduct trials for grade 10 SMK students in the classroom. The last is the evaluation stage, namely by improving and perfecting the Math Card learning method to be more effective and efficient.