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Reni, Reni Utami; Ari Hidayatullah

Jurnal Pengabdian Bersama Masyarakat Indonesia 2024 CV. Aksara Global Akademia

The PKM implemented aims to train high school students to use Google Classroom media for the teaching and learning process in the current hybrid era, after the Covid-19 pandemic. With this training, students and teachers can optimize their use of Google Classroom more optimally and efficiently because they have previously used it. The first stage was to explore problems related to the potential of e-learning during the Covid-19 pandemic. 3 years ago, this activity resulted in an increase in students' knowledge about e-learning and skills in using Google Class Room in the current era. Classes are an online learning medium that is interactive and fun in the teaching process and collecting assignments

Maria Ulfa

Jurnal Pengabdian Masyarakat Nusantara (Pengabmas Nusantara) 2024 Universitas Muhammadiyah Manado

Education today has increasing challenges due to the rapid development of technology and access by kindergarten children. Interest in digital media is higher than the learning process in the classroom which is monotonous or less interesting than digital media. So there is a need to reform the learning process by creating a pleasant learning atmosphere, namely teachers need to have creativity and innovation in building an active learning atmosphere. Efforts that can be made by teachers are to direct the learning process to play with the media of educational game tools by using used items such as cardboard. However, teachers at RA Darussalam have not implemented it. The purpose of this community service is to motivate and provide innovation to teachers in making APE media using used goods, namely cardboard. This research was conducted through community service research methods. The result of this service is to provide teachers with motivation and innovation and provide creative ideas in making APE media without high costs, namely through the use of used barracks around such as cardboard.

Charisma Azizah Ibrahim; Ameliana Ameliana; Hendra Saputra Philippus; Norjannah Norjannah; Gyta Krisdiana Cahyaningrum +1 more

Jurnal Pelayanan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

The campus teaching program is a form of program to build collaboration between students and teachers to support the educational process in schools. This service method is a qualitative approach. The location for community service was carried out at SDN 028 Balikpapan Tengah, participants in this activity included students and teachers. Data collection uses observation, interview and documentation techniques. The results of community service through the contribution of the 6th class of teaching campus students explained that the implementation of the program for implementing numeracy literacy included: integration of literacy, numeracy and technology adaptation (SI 3), literacy and numeracy classes, cognitive and non-cognitive assessments, adaptation technology with the theme "opening the door to the digital world", a library program with the theme "gateway to knowledge adventure", learning outside the classroom and media can improve students' literacy skills, there is an increase of 8% and numeracy has increased by 14%. So it can be concluded that the contribution of campus students to teaching can improve students' numeracy literacy at SDN 028 Balikpapan Tengah.

Malinda Ayu Dewi; Imami Arum Tri Rahayu; Ma’rifatun Nashikhah; Mita Yuniati

Jurnal Bintang Pendidikan Indonesia 2024 Pusat Riset dan Inovasi Nasional

One of the roles of technology in learning activities is to make it easier for teachers and students to access various educational resources. Technology integration in learning activities is a planned activity of using or combining technology in classroom learning activities to improve the quality of the learning process.In the era of digital transformation, conventional learning media became less practical to use. For instance, when learning how to make fashion designs, there were not many digital handouts available to study the use of drawing applications for learning activities to create fashion designs. To address this gap, this research aims to develop digital handouts based on Ibis Paint X. The research follows the ADDIE research design as part of its research and development (R&D) process. The results of the feasibility test by two media validators obtains an average score of 86.25% with very feasible criteria. The results of the feasibility test by two material validators obtains an average score of 95% with very feasible criteria. Based on the research results, it can be concluded that the digital handouts developed are very suitable for use in learning to make fashion designs.

Eka Susanti; Aisyah Hafizha; Amanda Amanda; Nursyahrina Lubis

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2024 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

The role of social media for students, namely to improve the quality of student education, has become an important focus in the development of the contemporary education system. The presence of social media has brought significant changes in the way students and educators interact, collaborate and learn. This paper investigates the impact of social media in education, considering its positive and negative aspects. On the positive side, social media provides easy access to information, enables collaboration and project-based learning, and facilitates the development of digital and professional skills. Students are recorded as having used social media before entering college. They at least have more than one social media account. This research aims to investigate the role of social media in improving the quality of student education by analyzing how the impact of social media such as social structure, culture and interactions between individuals influence the learning process. The research method used involved literature analysis and case studies to understand the impact of social structure, culture, and social interactions on the educational experiences of TBI students. By understanding the social dynamics in the classroom, educators can adopt more effective strategies to overcome the challenges faced by students in learning. Through this approach, social media has an impact as an important tool in shaping educational policies that are more inclusive and responsive to the needs of diverse students. By examining the various impacts of social media on educational opportunities, social media can encourage the adoption of policies that are inclusive and responsive to the needs of diverse students.

Mursyid Irfan; Halimatus Sadiyah; Shella Ramanda Putri; Uus Khusnia; Nyssa Salwa

Jurnal Inovasi Sosial dan Pengabdian 2024 Lembaga Pengembangan Kinerja Dosen

This study aims to describe the implementation of Google Classroom as a digital literacy learning media at Al-Khaeriyah Pengampelan Junior High School. This research used descriptive qualitative method. Data were collected through observation, interviews and documentation. The results showed that Google Classroom was effective enough to be used as a digital literacy learning media at Al-Khaeriyah Pengampelan Junior High School. This is evidenced by the increase in students' knowledge and skills in using digital technology to find information, communicate, and collaborate.

Desty Endrawati Subroto; Husna Nabilah; Inggit Eka Wahyuni; Mulyati Mulyati

Jurnal Pengabdian Masyarakat Sains dan Teknologi 2024 Fakultas Teknik Universitas Cenderawasih

In the current digital era, learning supports students' enthusiasm for learning, there is a lot of learning that can foster enthusiasm for learning, conventional learning sometimes makes students bored in following the learning process. The role of the teacher is also very important in fostering enthusiasm for learning in students, an interesting learning process and an active classroom atmosphere can be a factor in fostering enthusiasm for learning. The learning media that is widely used today is educational games. Educational games are a learning medium that describes a game designed to help the learning process. This socialization activity aims to utilize the use of technology in the field of education by using a game engine. The use of technology in the field of education has also succeeded in creating an interesting learning process, for example educational games, combining play and learning, examples of educational games that are often used are assembler edu, wordwall and Construct 2. This socialization activity took place in the Bina Bangsa IT SMP Hall involving 39 7th grade students. This activity was attended by the Principal and the Teacher Council with resource persons Mrs. Desty Endrawati Subroto M.Pd.

Muhammad Ihsan Dacholfany

International Journal of Education and Literature 2023 Lembaga Pengembangan Kinerja Dosen

Online lectures have become the wrong option in our digital age. Therefore, in this online lecture procedure, the lecturer was required to be able to produce media and lecture approaches. A favorable learning environment, student participation, lecturer performance during instruction, lecture media, and method are a few of the variables that affect the attainment of lecture skills. This study aims to investigate and characterize the efforts made by lecturers to increase student engagement in online courses. This study used a case study approach to qualitative research as its methodology. The study's findings indicate that there are numerous challenges facing online lectures in the current digital era, including a dearth of engaged students, a lack of infrastructure and resources for lecturers and students, as well as network and Internet issues and data availability quotas. All of the lectures given in online classrooms by professors have an impact. The study's findings suggest that lecturers should try to be innovative and creative during the stages of preparing, implementing, and evaluating lectures online.

Faridahtul Jannah; Shofia Hattarina

Jurnal Hasil Kegiatan Bersama Masyarakat 2023 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Training on the Use of Code.org-based Educational Games in Delivering Material in Schools is a community service activity which aims to improve teachers' skills in using video-based learning media. This activity was carried out at SDN Kedungdalem II, attended by 12 teachers. This abstract explains the reasons for choosing this topic, namely to overcome challenges in delivering material in schools and utilizing the potential of technology in the learning process. The method used is interactive training and direct practice in creating and editing educational games for learning. During the training, teachers were provided with knowledge about code.org-based educational game concepts and technical skills to create interesting and effective educational games. The results of the training show an increase in teacher skills in using code.org-based educational games and more active student participation in learning. Teachers report increased student learning motivation and better understanding of concepts after implementing code.org-based educational games in the classroom. The conclusion from this activity is that this training succeeded in providing significant benefits for teachers and students. Using educational games based on code.org can improve the quality of learning and produce a more interactive learning environment

Sonny Rohimat; Solfarina Solfarina; Samsiah Samsiah; Fajar Izza Ramdhani; Raisya Fitri +1 more

Jurnal Nusantara Berbakti 2023 Universitas Kristen Indonesia Toraja

Assessment is a process carried out to collect information related to student learning development, analyze and interpret it in deciding learning achievement based on certain criteria and aspects. The use of digital-based learning media can provide a pleasant experience for students in the assessment process, but there are still many teachers who have not used it because of the lack of information to teachers about the use of online learning applications and assessment media, especially those based on online game modes. This workshop aims to socialize Gimkit as a digital platform that can be used for learning assessment. This workshop aims to socialize Gimkit as a digital platform that can be used for learning assessment by presenting two resource persons, namely the Chair of the Untirta Chemistry Education Department and the Chair of the Indonesian Teachers Association (IGI) of Serang City. The first resource person explained the application of information technology in learning assessment, while the second resource person introduced the Gimkit platform and demonstrated and practiced the assessments created by the participants. Based on the results of reflection and evaluation, this workshop activity really helped teachers and students innovate to develop fun assessment activities in the classroom.

Elfia Nora; Sopiah Sopiah; I Nyoman Suputra; Imam Bukhori

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

E-learning media is very useful for teachers in supporting the teaching and learning process in the classroom. Apart from having to understand how to use various existing e-learning media, teachers can also design digital e-learning media that are adapted to student learning styles consisting of Visual, Audiotorial and Kinesthetic as well as Asynchronous and synchronous. E-learning media products designed from the results of teacher training are in the form of Android-based applications, consisting of Visual, audio, Kinesthetic menus, and all Materials. This application contains material and assignments on all subjects at SMP Negeri 1 Sooko, Mojokerto Regency.  

Nur Izhma Adzkia Zahra; Kairuddin Kairuddin

Journal of Student Research 2023 Pusat Riset dan Inovasi Nasional

This study aims to describe the improvement of mathematical problem-solving skills after applying the realistik mathematics learning assisted by digital media of class VIII students of SMP Dharma Patra Sei Lepan for the 2022/2023 academic year. The subjects in this study were 32 class VIII-A students of Dharma Patra Private Middle School. Data collection techniques used were teacher observation sheets, tests of mathematical problem-solving skills, and documentation. This research is a classroom action research (PTK) which consists of 2 cycles, each cycle consisting of 2 meetings. Before taking action, first given the initial test and at the end of each cycle is given a test of students' mathematical problem-solving abilities. The test results of students' mathematical problem-solving abilities increased from the initial test, cycle I, and cycle II. In the classical pre-test, 3 students (9.38%) passed and the average pre-test ability was 49.12% with a very low level of ability. In the first cycle test, there was an increase classically, 17 students (53.13%) completed and the average ability test obtained 69.01% with the ability level in the medium category. Then the second cycle test also experienced an increase in classically obtained 28 students (87.5%) completed and an average ability obtained 81.05% with a high level of ability category. Thus it can be concluded that the application of realistik mathematics learning assisted by digital media can improve the mathematical problem-solving skills of class VIII students of SMP Dharma Patra Sei Lepan.

Annisa Wahyu Palupi; Istiqbalul Fitriya; Khatim Laela; Virda Eka Pratiwi; Yun Nur Aeni +2 more

Learning Indonesian contains material regarding news texts that students need to master. Based on observations at SMP N 19 Semarang, especially in class VII F, it shows that learning carried out on news text material has not been carried out effectively, and the material has not been fully conveyed properly in the learning process resulting in learning that cannot be said according to learning outcomes. Educators need to carry out activities to improve learning and deal with problems in the classroom, one of which is by designing learning media that can help facilitate the learning process. This model needs to be integrated with something that is currently closely related to students so that it can provide an imprinted and memorable learning experience for students. One model that is relevant to the characteristics of students is the ASSURE model. Based on the research that was conducted on 32 students at SMP N 19 Semarang, in the first cycle the average student assessment score was below the average score of 69.53, while in the second cycle there was an increase in student assessment scores with an average score. -class average 81.25. This proves that the application of the ASSURE model for digital pocket book learning media to news texts for class VII SMP can be said to be effective.      

Jingga Jingga; Arfi Rinantari; Uli Laela Rahma; Vita Aprilia Kartikasari; Asep Purwo Yudi Utomo +1 more

Students in the digital era expect more learning using technology. This requires teachers to modify learning by applying technology in it. This study tries to apply the ASSURE learning model with the integration of Wordwall Games media which can be accessed on each student's device in class. The uses of Wordwall Games media match with the ASSURE model because it links technology. Wordwall Games is a game specially designed for learning. This game can improve motivation in students' learning, so that learning in the technological era become more effective and efficient. This research based on classroom action research on discussion text material using the ASSURE model using Wordwall media in class IX at SMP Negeri 9 Semarang which is targeted in 2 learning cycles. The results showed that there was an students enhancement motivation in 2 learning cycles of learning as evidenced by increased of student learning outcomes. This proves that the ASSURE model and Wordwall media are fit to be applied in Indonesian learning, especially in discussion text.                                                                

Agus Darmawan; Syamsiah Syamsiah

Jurnal Pengabdian Kepada Masyarakat 2022 Sekolah Tinggi Pastoral Kateketik Santo Fransiskus Assisi

Kemajuan Teknologi Informasi (TI) pada abad ini di dalam dunia pendidikan telah dan sangat berpengaruh mengubah hampir semua pembelajaran menggunakan internet. Sudah menjadi keharusan bagi guru untuk bisa memanfaatkan media informasi melalui internet yang disesuaikan dengan kebutuhan siswa tidak hanya ditempat sekolah, namun di tempat bimbingan belajar, khususnya di Bimbel D-LLA COURSE. Dalam hal ini Kami tim Abdimas akan melakukan penerapan kepada guru dan siswa bimbel D-LLA COURSE dengan model pembelajaran Media Digital Classroom menggunakan aplikasi Google Classroom agar kualitas pembelajaran menjadi lebih efektif, dimana guru dapat memberikan tugas kepada siswa dan siswa dapat mempelajari terlebih dahulu materi yang akan atau telah disampaikan melalui media sebagai bahan diskusi di dalam kelas atau langsung bertatap muka.