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Sopia Wulandari; Annisa Wahyuni; Syamsiah Depalina Siregar

Ta'rim: Jurnal Pendidikan dan Anak Usia Dini 2024 Sekolah Tinggi Agama Islam Yayasan Pendidikan Ilmu Qur'an Baubau

This study also aims to develop an Educational Play Tool (APE) in the form of a pop-up book, understand its characteristics, test its practicality, and ensure its effectiveness. The research method employed is Research and Development (R&D) using the ADDIE (Analyze, Design, Development, Implementation, Evaluate) development model. Data were collected through observations, interviews, and questionnaires administered to validators and educators. The results of the study indicate that: (1) The STEAM-based learning process with pop-up books developed using the ADDIE model and STEAM steps is feasible and valid for use as an instructional medium that can enhance students' creativity. (2) The characteristics of STEAM-based learning with pop-up books are simple, attractive, enjoyable, easy to use, and capable of enhancing student development. The guidebook developed also facilitates teachers in using the pop- up books. (3) The practicality of using the pop-up book is considered very valid with a percentage of 88%, while the guidebook is deemed very practical with a percentage of 90%. (4) The effectiveness of STEAM-based learning with pop-up books is proven, with a percentage score of 90%, indicating that the pop-up book is highly valid in facilitating the understanding of learning concepts for early childhood.

Arista, Intan; Sindi Rustilawati; Muhammad Hibar Pangestu; Wirasena Rukasah; Dewi Lestari +1 more

Riset Ilmu Manajemen Bisnis dan Akuntansi 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

This study aims to analyze consumer desires and satisfaction with Mochi Crackers innovation products using the Customer Satisfaction Index (CSI) and Importance Performance Analysis (IPA) approaches. Indonesia's food and beverage sector, especially snacks, continues to grow by creating innovative products such as Mochi Crackers, which adapts the traditional mochi snack into a modern product with a longer shelf life and crunchy texture. A survey was conducted involving 50 respondents from various backgrounds, using a Likert scale to measure the level of satisfaction and importance of product attributes. The results showed that the majority of consumers were attracted to this product because of its practicality, taste, and affordable price. Through the CSI analysis, a satisfaction index was obtained which shows the overall level of consumer satisfaction. Meanwhile, IPA analysis identifies product attributes that need to be improved to improve product quality and competitiveness in the market. This study provides recommendations to Mochi Crackers manufacturers to focus on improving the quality of packaging and promotion to strengthen the product's position in the market.

Tasya Yulinda; Nawawi Nawawi; Herditiya Herditiya

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Teaching materials are learning resources that are used to provide information that is prepared to support learning activities that are designed systematically and contain material on learning methods and testing or assessment options that help achieve the expected goals. The aim of this research is to determine the validity and practicality of Project Based Learning (PjBL)-based LKPD to train students' collaboration skills on environmental change material at Mas Al-Jihad Pontianak. This research uses the R&D (Research and Development) method with the ADDIE model which consists of Analyze, Design, Development, Implementation and Evaluation. The research results show that the average results from material and media experts are 91.16% with very valid criteria, the average of student and teacher response questionnaires is 95.67% with very practical criteria, so that the LKPD is based on Project Based Learning (PjBL ) to train students' collaboration skills on environmental change material, the project results were assessed at 82.85% with the criteria being very suitable for use as teaching material in the classroom learning process. Meanwhile, the collaboration questionnaire showed an average result of 63.70% with practical criteria to use.

Dwi Prasetyo; Endang Mulyani

International Journal of Studies in International Education 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This study developed a Discovery Learning model with a Meaningful Learning approach to improve students' critical thinking skills in Economics at SMAN 2 Tulang Bawang Udik. The study used the ADDIE model and produced a conceptual model, lesson plans, student worksheets, and HOTS assessment instruments. Expert validation results showed that the products were feasible, practicality tests obtained a very practical category, and effectiveness tests with a Nonequivalent Control Group design showed that the critical thinking of students in the experimental class was higher than that of the control class. These results confirm that this learning model is feasible, practical, and effective, and can be a guide for teachers for active, contextual, and high-level thinking skills-oriented learning. Additionally, the integration of Discovery Learning and Meaningful Learning provides a structured and student-centered learning process that encourages learners to construct knowledge independently while connecting concepts to real-life contexts. The resulting learning tools also support teachers in implementing systematic instruction that fosters student engagement and deeper understanding. Overall, the developed model contributes to improving instructional quality in Economics education and offers an innovative alternative for enhancing students’ cognitive abilities, particularly in critical thinking.

Ari Gunawan; Dani Kusuma

Jurnal Riset sosial humaniora, dan Pendidikan (Soshumdik) 2024 LPPM Universitas 17 Agustus 1945 Semarang

This research aims to develop an interactive web learning media called Mathventure based on Google Sites, with a focus on improving the math problem solving skills of third grade elementary school students in multiplication material. The background of this research is driven by students' low understanding of the concept of multiplication and the lack of interesting and contextual learning media. The approach used in this research is the Research and Development (R&D) method with the ADDIE model involving five stages: analysis, design, development, implementation, and evaluation. The resulting product has been validated by material and media experts with excellent results. The pilot test was conducted in two elementary schools involving pretest, posttest, and student response questionnaire. The test results showed a significant increase in problem solving ability, with an N-Gain value of 0.6612, and a practicality level of 82%. This media is considered effective in creating learning that is fun, interactive, and able to motivate students in understanding the concept of multiplication. The implication of this research shows that web-based digital media can be an innovative solution to overcome math learning difficulties in elementary schools and has the potential to be further developed for other materials and levels.

Nurul Khoiriah Hairani; Abdul Gani Jamora

JURNAL ILMIAH PENDIDIKAN KEBUDAYAAN DAN AGAMA 2024 CV. ALIM'SPUBLISHING

Development of Garuda Cardbo ard Learning Media for Student Representation in Civics Subjects in Class II MIN 7 Medan City. Learning media can be interpreted as a tool that carries messages and information between teachers and students. One of the learning media that can be applied for learning is Garuda cardboard media. Which is implemented in MIN 7 Medan City. This development research has the following problem formulation: (1). What is the validity of the Kargur learning media for the PPKn learning process for students in class 2 MIN 7, Medan City (2). What is the practicality of using Kargur media in the PPKn learning process for students in class 2 MIN 7 Medan City. (3). What is the effectiveness of kargur media on student representation after using kargur media on class 2 MIN 7 students in Medan City. The objectives of this research are: (1). How to validate the kargur learning media for the PPKn learning process for students in class 2 MIN 7 Medan City. (2). How to practically use kargur media in the PPKn learning process for class 2 MIN 7 students in Medan City. (3). What is the effectiveness of kargur media on student representation after using kargur media for class 2 MIN 7 students in Medan City. The results of this research are (1). ADDIE development model in the development of Garuda cardboard learning media: a. Analysis, which focuses on learning problems and student needs, b. Design, regarding product design in terms of Garuda cardboard learning media and preparation of rules use of media, c. development, this is based on the assessments, suggestions and comments of the validators according to their respective fields, d. implementation, in this research it was tested on 15 class II students at MIN 7 Medan City. e. Evaluation, aims to determine the success of research and development carried out on 15 students at MIN 7 Medan City. (2). The results of the feasibility of the Garuda cardboard learning media have a value of 4.5%, categorized as valid or usable but needing minor revisions from material experts, and 3.2% valid or usable but needing minor revisions.

Mawardi Mawardi; Mustafa Mustafa; Musdalifa Musdalifa

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research aims to determine the development process, level of validity and level of practicality of small Arabic dictionary media which can be used to support the Arabic language learning process, especially in vocabulary learning. The development of this small Arabic dictionary media is adapted to the learning curriculum and teaching materials for class VIII Junior High Schools. This type of research is research and development (R&D) by adapting the 4D development model which consists of four stages, namely definition, design, development and dissemination. The subjects used in this research were 18 class VIII students at Datok Sulaiman Junior High School. Data collection techniques include observation, interviews, validation sheets, practicality test sheets and student response questionnaires. The result of this development research is a small Arabic dictionary for class VIII students. The product validation test results show that: 1) the material expert validation assessment obtained a score of 96.36%; 2) media expert validation assessment obtained a score of 86.66%; 3) and the practicality test carried out by learning experts obtained a score of 80%. Based on the results of product trials by three experts, it shows that the small Arabic dictionary learning media is very valid and practical to be applied in Arabic language learning.

Sarah Iasya; Sugiyarto Sugiyarto; Nina Sulistyowati

Jurnal Ilmu Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

The demographic bonus that will occur in Indonesia in 2045 is a challenge as well as an opportunity to immediately prepare competent human resources. The effort to prepare quality human resources is to link and match vocational education with the industrial world through the application of Collaborative Work Based Learning (WBL-K) in internships. The implementation of WBL-K aims to ensure that vocational education has a high level of efficiency and relevance to the needs of the industrial world. The purpose of this study is to determine the validity, practicality, and effectiveness of the application of the WBL-K model in the form of internships to improve the competence of polytechnic students. This research is an experimental research conducted at the Jakarta State Polytechnic. The instruments used in this study are in the form of pre-test and post-test questions. The data analysis used in this study is N-Gain and N-Gain difference test using the t-test to determine the practicality and effectiveness of the WBL-K model. Based on the results of the practicality and effectiveness test of the WBL-K model developed, it can be concluded that from the practicality and effectiveness test in the experimental class, the criteria are obtained that the WBL-K model is quite practical and effective in improving student competence.

Wahyu Darpindo; Yahya Yahya

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The purpose of this research is to create fine art learning materials for Adabiah 1 Padang High School's grade X pupils using Flipbooks. The background of this study is the lack of enthusiasm among students to learn fine arts using traditional package books, which are generally seen as dull. The steps of analysis, design, development, implementation, and evaluation are all included in the 4-D model, which is the research approach utilized in development (Research and Development). The outcomes demonstrated how well Flipbook-based learning resources increased students' motivation to learn and helped them comprehend the ideas behind two- and three-dimensional fine arts.   The implication of this research shows that Flipbook can be an alternative learning media that is interesting and effective, as well as relevant to learning needs in the digital era. The conclusion of this study is that Flipbook has high validity and practicality as a learning media, which can be implemented in fine arts learning in schools.

Fiqri Haidar Ramzy; Bachtiar Bachtiar; Firman Maulana

Jurnal Bintang Pendidikan Indonesia 2024 Pusat Riset dan Inovasi Nasional

National education aims to develop the potential of students to become individuals who are faithful, devout, have noble character, knowledge and creativity. In this digital era, teachers are required to be innovative, especially in utilizing learning media such as e-modules. At SMP Negeri 6 Sukabumi City, it was found that students had difficulty learning football material and needed additional interactive learning resources, such as flipbook-based e-modules. This research aims to develop, test the validity and measure the practicality of a soccer e-module, as well as observe its impact on student learning motivation. The method used is Research and Development (R&D) with the ADDIE model, which includes the Analyze, Design, Develop, Implement and Evaluate stages. The research was conducted at SMP Negeri 6 Sukabumi City involving 35 class IX students. Data was collected through observation, interviews, questionnaires and documentation. The research results show that the football e-module developed has been assessed as very valid with a percentage of 85% from material experts, 85% from learning experts, and 82.5% from media experts. This e-module is also practical to use in learning, with an increase in practicality from 71% in the first meeting to 80% in the second meeting. This flipbook e-module has proven to be effective in supporting PJOK learning, especially regarding soccer material.

Efni, Latifa; Yerizon Yerizon; Zusti Jamaan, Elita

Jurnal Bintang Pendidikan Indonesia 2024 Pusat Riset dan Inovasi Nasional

This research aims to produce mathematics learning tools with the Guided Discovery Learning (GDL) Model which is Valid, practical, and effective to improve the mathematical problem-solving abilities of students in class VII SMP/MTsN. The Plomp model is used because it is more flexible than Plomp's other models; beside that, at each step, it contains activities development that can be adapted to the characteristics of the research. Instruments were used during the study in the form of observation sheets, interview guidelines, questionnaires, validation sheets, learning tools, and tests of mathematical problem-solving skills learners. The results of the validity test show that the GDL-based mathematics learning tool is declared valid according to the experts. The results of the practicality test show that GDL-based mathematics learning tools are practical based on teachers and students as users. The effectiveness test results show that students' learning outcomes after learning are better by showing the percentage of completeness that reaches 75.86% exceeding the specified effectiveness limit of 70%. In addition, the device is said to be effective; it can be seen from the activities of students during the learning process that it has increased. Based on the validity, practicality, and effectiveness tests, the mathematics learning tools based on GDL in the Association material for Class VII Junior High School students are valid, practical, and effective

Helsa Marsella Putri; Siti Aisyah

Imajinasi : Jurnal Ilmu Pengetahuan, Seni, dan Teknologi 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This research is a study of development of media video tutorials for learning visual arts in particular visual journal material in students of X grade State High School 5 Bukittinggi. The problem found is that learning is not optimal due to lack of use of learning media. Video tutorials can be used to support the learning process and help teachers deliver learning materials. This research uses the Research and Development method with a 4D model that consists of define, design, develop, and disseminate. Data analysis techniques use qualitative and quantitative descriptive analysis. The test subjects in this study were 42 respondents consisting of 5 experts, 1 cultural art teacher, and 37 students. The results of the study showed that the media, material, and language validation test reached a score of 80-90%. Next, the practicality test by the teacher obtained a rating of 86.67%, the student response rating of the small-scale test obtaining a 94.9% score and the large scale trial obtains a grade of 91.81%. The final stage is the test of effectiveness gained from the pre-test and post-test results. Small scales obtain t_count of 7.17 bigger than t_table of 1.894. Large scales get t_counters of 7.68 larger than tables of 1.701. It can be concluded that the video tutorial media product developed on learning visual arts in particular visual journal material has proven valid, practical and effective to use.

Fetty Setiawati; Melva Zainil

Student Scientific Creativity Journal 2024 Pusat Riset dan Inovasi Nasional

The research is motivated by the fact that not all teachers use technology-based media in teaching and learning activities, especially in learning about building cube and block spaces. Teachers use more objects around students as media. This research aims to develop learning media based on augmented reality technology on classroom building materials in grade IV elementary school using a valid, practical and effective Problem Based Learning model. The type of research used in this study is development research using the ADDIE (Analysis, Design, Develop, Implement and Evaluate) model. The subjects of product trials and research data collection were grade IV students of SDN 08 Surau Gadang. The validation instrument used in this study is in the form of a validation sheet which aims to determine the validity or not of learning media based on Augmented Reality technology on space building materials. The analysis technique in this study uses the validity of learning media and the practicality of learning media. The results of the study show that the development of learning media based on augmented reality technology on building materials for cubes, blocks and prisms with the Problem Based Learning (PbL) model has been developed using the ADDIE development model and obtained an average result from three expert validators with a percentage of 81.33% which is included in the "Very Valid" category. The practicality of teachers' response to learning media based on Augmented Reality technology in building materials for cubes, blocks and triangular prisms in grade IV of elementary school obtained a percentage result of 90% with the very practical category at SDN 09 Surau Gadang and 96% with the very practical category at SDN 08 Surau Gadang. The results of the effectiveness test at the first meeting were obtained with a learning outcome percentage of 82.16%. Then at the second meeting, the percentage of learning outcomes increased by 88.16% at SDN 09 Surau Gadang. Then at SDN 08 Surau Gadang, the results of the effectiveness test at the first meeting were 87.19% and the results of the effectiveness test increased at the second meeting by 93%.

Rara Cantika; Agariadne Dwinggo Samala; Dedy Irfan; Ika Parma Dewi

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2024 Asosiasi Riset Ilmu Teknik Indonesia

The aim of this research is to produce learning media mobile interactive on the Basics of Electronics Engineering subject which is valid and practical for class X students at SMK Negeri 2 Solok. The method used in this research is method Research and Development (R&D) with a 4D development model consisting of 4 stages, namely Define (Definition), Design (Planning), Develop (Development), and Disseminate (Dissemination). This research uses an instrument in the form of a questionnaire. This questionnaire will be filled out by material experts and media experts in the validity test and filled in by students in the practicality test. Based on data acquisition and processing, this research obtained the following results. First, the results of material validation by material experts are in the "Valid" category with a total validity value by the three material validators of 0.967 and the results of media validation by media experts are in the "Valid" category with a total validity value by the three media validators of 0.967. Second, at the practicality test stage by students involving 15 students obtained a practicality percentage of 95.67% which was categorized as "Very Practical". Based on the results of this research, it can be concluded that interactive mobile learning media using Smart App Creator is suitable for use as interactive learning media in learning because it has been proven to be valid and practical.

Dian Armanto; Vian Anotona Giawa

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

Mathematics is a universal science that underlies the development of modern technology, plays an important role in various scientific disciplines, and human thinking abilities. The view that mathematics is a science that trains thinking. The Creative Problem Solving learning model is a learning model that focuses on teaching and Problem Solving skills. Digital teaching materials are use digital devices, such as computers, smartphones. The aim of this research is to see the validity, practicality and effectiveness of the e-module being developed. This teaching material development model uses the ADDIE model. This research was carried out at SMP Negeri 21 Medan which is located on Jl. Rampe Raya flower. The time for the panel research is the even semester of the 2023/2024 academic year. The subjects of this research were class VII students at SMP Negeri 21 Medan. Meanwhile, the object of this research is learning media in the form of e-modules using flipbooks based on Creative Problem Solving. The e-module was declared very valid with a score of 3.56 and was categorized as very feasible. The e-module was declared practical with a percentage of 92.67% and was categorized as very practical. The e-module was declared effective by achieving Problem Solving indicators in indicators 1, 2, 3 and 4 with 65% of students completing the learning. The achievement of classical student indicators has met 65% of students who took part in learning with a score of 75. And there was a significant increase in indicators 1, 2, 3, and 4.

Nicolaos Crisfigo Putra; Hartono Hartono; Utin Desy Susiaty

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to determine how to produce an Android-based character calculator application on the ability to understand concepts in arithmetic sequences and series material for high school students that reaches the level of validity, practicality and. The method used in this research is the Research & Development method with the Borg and Gall model research design which consists of 7 stages, namely potential and problems, data collection, product design, design validation, design revision, product testing, and product revision. The subjects in this research were 31 students in class XI Science at SMA Negeri 9 Pontianak. This research uses indirect communication techniques and measurements with data collection tools in the form of validation sheets, questionnaires and test questions. The first research result, namely the validity, obtained from the material and media expert validation value of 89.77% with very valid criteria, the second, namely the practicality obtained from teacher and student questionnaires with a percentage of 96.64% with very valid criteria, while the practicality value was obtained from The posttest score is 83.87% of the KKM score of 76 so it is included in the very effective category. Thus, it can be concluded that the Android-based character calculator application media for the ability to understand concepts in arithmetic sequences and series material for high school students is classified as effective to use.  

Martin Alex; Tri Buana Tirta Adi Luhur; Muhammad Rifdan

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

Interesting learning media can make the learning atmosphere less boring and can improve learning outcomes. The aim of this research was to develop the learning media Snakes and Ladders, which is one of the most famous types of board games throughout the world, for high school (SMA) students as a learning tool that is expected to be valid, effective and practical to use in the learning process. learning Trigonometry material. This research method uses Research Development (R&D) with the ADDIE model which is built in 5 stages: Analyze, Design, Development, Implementation, Evaluate. The subjects of this research were 40 active class X students at SMAN 93 Jakarta. This snake and ladder was developed based on student learning styles. The "Snakes and Ladders" board game was declared a valid learning medium by material and media experts, with an extraordinary category of 94% and 86%. The research results show that the practicality index obtained is in the very good category (96%) and the significance result of the paired t-test is 0.000 (less than 0.005) supported by the average posttest value being higher than the pretest. Based on this development research, it can be concluded that the "Snake and Ladder" board game media developed is valid, practical and effective for the learning process as a learning tool, especially for high school students on Trigonometry material.

Nissa Nur Fadillah; Astri Astuti; Alfiatussyifa Alfiatussyifa

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

This research aims to determine the feasibility, practicality and effectiveness of using the Canva Application as a Mathematics Learning Media for Class VII Flat Building Material at SMP Negeri 1 Citeureup.This research adopts the ADDIE model stages (analyze, design, develop, implement, and evaluate). The analyze stage includes initial analysis, student analysis, concept analysis and formulating learning objectives. The design stage includes preparing learning media in the form of selecting appropriate media and designing learning content. The development stage includes the development of data collection instruments. The data collection instrument in this research was interviews with the teachers concerned. The implementation stage includes implementing the use of the Canva application. The evaluation stage includes the form of evaluation carried out at each ADDIE stage. The data analysis technique used is the validity coefficient by Aiken's V. The research results show that the learning media that has been developed is in the very good category and can be used in the learning process.    

Laras Ayu Lestari; Utin Desy Susiaty; Hartono Hartono

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to produce an Android-based character calculator media for mathematical problem solving abilities in vocational school students' statistics material that reaches the level of validity, practicality and effectiveness. This research uses the Borg and Gall development design model with steps consisting of potential and problems, data collection, product design, design validation, design revision, product testing, and product revision. The subjects in this research were class X students at SMK Negeri 7 Pontianak, consisting of 31 students. The data collection techniques used are indirect communication techniques and measurement techniques with the data collection tools being validation sheets, questionnaires and test questions. The first research result was validation of the calculator media, namely with an average score from the three experts of 87.27% with very valid criteria. Practicality value, seen from the questionnaire scores filled in by teachers and students which were accumulated to obtain a percentage of 96.76% with very practical criteria. Furthermore, effectiveness, seen from the results of students' posttest results, obtained a percentage of 80.64%, with reference to the school's KKM score, namely ≥75, so the average student test results have complete criteria and are classified as very effective. From the validation results, practicality and effectiveness, it can be concluded that the Android-based character calculator media for mathematical problem solving abilities in vocational school students' statistics material is classified as effective to use.  

Erwin Permana; Dela Setia Cahyani; Famita Wijayanti; Syamsurizal Syamsurizal

Jurnal Ilmiah Ekonomi, Akuntansi, dan Pajak 2024 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Generation Z is a generation that was born and developed along with the development of digital technology. Generation Z has unique preferences in online shopping with a tendency to choose convenience and affordability. This creates challenges and opportunities for e-commerce players. This research aims to analyze Generation Z's satisfaction with e-commerce services. The research was conducted using a qualitative descriptive approach. Data comes from search results on various digital bases and related official publications. The research results show that Generation Z pays attention to affordable prices as well as high ease of access, product quality, lots of discounts, varied payment method choices, guarantees and speed of delivery. Apart from that, satisfaction with service for a product for Generation Z from e-commerce is obtained because of the efficiency and practicality when shopping offered by e-commerce. With all the convenience provided, as well as efficiency and time effectiveness, e-commerce is considered the right solution in finding needs for Generation Z. Therefore, it is not surprising that more and more platforms are emerging that are used to facilitate the purchase and sale of products or services via the internet. This e-commerce trend has also caused several shops to lose competition and close. This shows that e-commerce is an option for Generation Z, and they are satisfied with the service and convenience provided.