Publication Search

80,206 articles from 776 journals · 2,111 citations tracked

Showing 101-120 of 165

Analytics

Nurudin Nurudin

Sinov : Media Informasi Penelitian Kabupaten Semarang 2023 Badan Perencanaan Pembangunan, Riset dan Inovasi Daerah Kabupaten Semarang

From pre-research at Public Elementary Schools in the Sumowono District, Semarang Regency, there are problems in learning Mathematics, namely the lack of activeness and understanding of students mathematically, The teacher gives questions and emphasizes the correctness of answers without emphasizing other aspects possessed by students, The applied learning is oriented on the development of analytical thinking with monotonous and incomplete problems and teachers are still not able to improve students' numeracy literacy skills. The purpose of this study was to describe the validity and applicability as well as to analyze the effectiveness of domino card media with an active learning approach and to describe students' numeracy literacy abilities after using domino card media with an active learning approach. This type of research is Research and Development (R&D). The development model used is the ADDIE model developed by Branch which includes analysis, design, development, implementation, evaluation. The population of this study were all students of class VI at SDN Kemawi, Sumowono District, Semarang Regency, with a total of 24 students. Data collection techniques used are tests and non-tests. Data analysis techniques using product data analysis, initial data analysis and final data analysis through T and N-Gain tests. The results of the study show that the development of domino card media with an active learning approach is very feasible to use with a presentation feasibility percentage of two media experts with an average yield of 91.99% and content feasibility by material experts of 98%. This media is also used effectively as evidenced by the results of the average difference test using the t test obtained a value of 38.75 and 2.063 so that there is a significant difference between pretest and posttest learning outcomes. There was an increase in students' numeracy literacy skills through the acquisition of an average pretest and posttest through the N-Gain test of 0.82 with high criteria. In conclusion, domino card learning media with an active learning approach is very appropriate and effective for learning Mathematics on broad material and circle shapes for class VI SDN Kemawi, Semarang Regency. 

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

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

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

Aisyah Ika Shauman Ninta; Muhammad Sofian Hadi

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

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

Fatieli Halawa

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

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

Maria Ayu Fitri Lestari; Muchtadi Muchtadi; Wandra Irvandi

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

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

Hendri Johan Tambunan; Edi Syahputra

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

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

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.

Veri Ferdiansyah; Muhammad Irwan Padli Nasution

JURNAL RISET MANAJEMEN (JURMA) 2023 Institut Teknologi dan Bisnis (ITB) Semarang

Big data is a new and important technological development that allows storage and integration of very large volumes of data from various sources. Regardless of location, you can use secure, easy and timely data thanks to this technology. The Covid-19 pandemic has made the use of distance learning very important. To collect information and data in this study, which used a qualitative methodology with a literature review approach, information and data were collected from various sources in the library, including books, scientific papers, magazines, historical records, and others. The purpose of this research is to understand how big data is used in online education in general and in Indonesia. The findings of this study, based on literature and media sources, indicate that the use of big data in education has not gained wide acceptance. Therefore, policy makers have the opportunity to provide guidance to educational institutions in implementing big data for distance learning. However, there are also obstacles in implementing big data for distance learning, such as differences in data rates in various regions in Indonesia, which require efforts to accelerate the implementation of big data in each region.

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