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Bau Tiara Hasmar; Andi Husniati; Kristiawati Kristiawati

The main problem in this research is the influence of STAD type cooperative learning assisted by interactive multimedia on fourth grade Mathematics learning outcomes at Bantaeng Muhammadiyah Elementary School. This research aims to determine the effect of STAD type cooperative learning on fourth grade Mathematics learning outcomes at Muhammadiyah Bantaeng Elementary School by implementing STAD type cooperative learning assisted by interactive multimedia. This type of research is a pre-experiment with a one group pretest and posttest design consisting of one class carried out in 4 meetings. The population in this study was all fourth grade students at SD Muhammadiyah Bantaeng consisting of 18 people, with 12 female students and 6 male students. The sampling method is using a saturated sample. Saturated sampling is a sampling technique, if all members of the population are used as samples. The results of the research show that the average value of student learning outcomes before implementing STAD Type Cooperative Learning Assisted by Interactive Multimedia was obtained with a score of 36.11 from 18 students. There were 3 students who completed and 15 students who did not complete with a standard deviation value of 25,469, while the average value of student learning outcomes after implementing STAD type cooperative learning assisted by interactive multimedia was obtained with a value of 93.89 from 18 students. There were 18 students who completed with a standard deviation value of 6,978. Based on hypothesis testing using the T test, if the sig value is smaller than 0.05, then there is an influence of variable x on variable y. After carrying out the T test, research results were obtained with a value of 0.002, which means 0.002 < 0.05, which means there is an influence.

Fania Alzaira Rahma

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

This research examines the role of public relations (PR) in the digital era, focusing on the relationship between PR and social media, adaptation of communication strategies to technological advancements, and new strategies to enhance digital influence. Through a qualitative literature review approach, this study analyzes relevant literature to identify trends, challenges, and current strategies in PR practice in the digital era. The research findings indicate that social media has become the primary platform for organizations to interact directly with their audience, while adapting communication strategies to technological advancements is crucial in achieving organizational communication goals. Challenges such as the spread of misinformation and online reputation crises are also identified, while new strategies such as storytelling-based content, the use of multimedia platforms, and collaboration with digital influencers are considered crucial steps in enhancing digital influence. This research highlights the importance of openness and transparency in PR practice, as well as the need to continuously adapt communication strategies to technological advancements and user behavior. By understanding and addressing existing challenges, PR practitioners can leverage the opportunities offered by the digital era to strengthen organizational reputation and build strong relationships with their audience.

Sumardiyanto Sumardiyanto; Agusti Agusti; M Maulidan Abi A; Achmad Fawaid; Budi Purnawan +2 more

Jurnal Pengabdian dan Solidaritas Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

It is natural that science and technology are currently developing, therefore it is required to be able to determine appropriate learning methods and media to facilitate the teaching and learning process. Until now, the selection and fulfillment of technology-based learning media is still very rarely carried out and implemented. To develop learning media for PBPMD student activities in Patemon village, namely holding community service where the main program is training in making e-books or digital books using multimedia applications as learning media in elementary schools in Patemon village. To maximize the use of Information and Technology (IT)-based media in learning and the supporting facilities available, training and assistance in creating IT-based media is carried out so that education in villages, especially Petemon village, also competes in IT developments.

Andyan Anditya; Suyitno Suyitno; Adin Fauzi

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

In this research, researchers developed innovations in the use of technology-based learning media in mathematics learning. Based on searching for problems in the field, researchers found the monotony of the learning process and the lack of interest in mathematics learning, especially in class V fraction material. From the above problems, it is necessary to have learning media that can be interesting and fun for students. This research aims to determine the suitability and readability of students in the Smart App Creator mathematics learning media for class V elementary school fractions. The type of research used is Research and Development (RnD), which researchers have modified into 7 stages, namely: searching for potential and problems, data collection, product design, design validation, design revision, product testing, and product revision. In the research instrument, the researcher used a questionnaire, with test respondents on 2 class V teachers and 11 class V students. Data analysis techniques in this research used qualitative and quantitative. The results of the research developed by Android-based media applications in mathematics learning material for fractions in class V elementary school using Smart App Creator are in terms of material experts the percentage is 85.83% with a decent level of validity, in terms of media experts the percentage is 88.67% with a decent level of validity, in terms of linguist percentage 78.67% with a decent level of validity. In the media readability questionnaire, students got a percentage of 92.5% with a very decent level of validity.

Yunisa Varera

Jurnal Transformasi Bisnis Digital 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

The development of information technology in the form of social media has experienced tremendous progress throughout the world. This development has an impact on changes in social behavior. Social behavior is defined as individual behavior in relation to society, or among members of society in the context of how they communicate between its members. The use of YouTube, Facebook, blogging, WhatsApp and Twitter for learning purposes by creating groups based on certain interests to hold discussions is very widespread in society. As a result of the very rapid development of social media, social behavior patterns have changed, which has gradually led to the integration of social media applications in various types of learning and learning activities. In fact, overall it can be said that this change is a change in the education system which covers all components    

Ananda Prathama Saputra; Muhammad Hafidz Sidqi Riupassa; Amata Fami; Reneta Mega Zaskia

Jurnal Riset Rumpun Seni, Desain dan Media 2024 Pusat Riset dan Inovasi Nasional

The aim of this study is to assess the influence of subtitles in the "Affordable" motion graphics on the comprehension of 7th-grade students at SMPN 7 Bogor. This research utilizes a quantitative descriptive approach. In this study, samples are obtained through non-probability sampling, and respondents are selected using purposive sampling. Simple linear regression is employed as the data analysis technique. The results of the simple linear regression analysis reveal that the "Affordable" motion graphics have a positive and significant impact on the comprehension of 7th-grade students at SMPN 7 Bogor, accounting for 24.46%, while the remaining 75.54% is influenced by other variables.

Alfarabi Helpendi; Eko Purnomo

Jurnal Riset Rumpun Seni, Desain dan Media 2024 Pusat Riset dan Inovasi Nasional

The solar system is one of the materials from natural science lessons taught in elementary school. However, many students have difficulty understanding and memorizing material about the solar system because of the many different characteristics of each planet. This happens because of the limited learning media provided by the teacher when introducing parts of the solar system.  The delivery of material to students must be with a fun method so that students are not easily bored and easy to understand every side of learning. games have great potential in educating children about the solar system, of course, using games that are fun and fun will be more effective for children to absorb all the information contained in the games they play. The design of this game uses the Design Thimgking method, so it can be concluded that this design is a problem originating from a sense of empathy, the need for a solution to an existing problem, then continue to test for improvement. Then the game is created as the main media, then accompanied by other supporting media such as Posters, X-Banners, Game Cards, Stickers, Keychain, and Pins.

Makhrus Khalim Al Afghani

Jurnal Budi Pekerti Agama Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Education has a major role in the process of forming the character, ethics and morals of Gen-Z or the current generation. The subject that reflects several Islamic values is Fiqh. Students' understanding or interest in Fiqh subjects is still not optimal. So it is necessary to apply effective learning methods to increase student understanding. The demonstration method is one approach that is very suitable for achieving this goal. Because, students have the opportunity to see firsthand how the concepts in Fiqh can be applied in worship as well as everyday life . The process begins with a planning stage carried out with the teacher to identify various fiqh concepts that are confusing and often difficult for students to understand. Then there is a live demonstration where students actively participate in learning through observation and asking questions. Then the data was collected through interviews and observations of students, and qualitative analysis was carried out. Implementation will be greatly supported by the presence of materials or tools such as printed Fiqh of Worship books, visual presentation tools, animated videos and other multimedia support, while the instruments are still guided by interviews and observations . The demonstration method makes an important contribution to the development of students in critical thinking and solving problems, developing ethics and understanding related to worship in Fiqh. By formulating solutions, the ability to analyze problems, and also make ethical decisions. The right step in improving the development of the quality of Islamic religious education in the field of Fiqh in the context of worship is to use the demonstration method, because in this method, students will easily understand several concepts of worship in Fiqh by being more involved in learning and better.

Jamian Purba; Dian Sulistyorini Wulandari; Rustianah Rustianah; Yurman Zega

JURNAL KABAR MASYARAKAT 2024 Institut Teknologi dan Bisnis Semarang

Micro, small, and medium enterprises (MSMEs) have an important position and function that, together with state-owned or private enterprises, carry out various businesses to achieve prosperity for the community. The function of MSMEs is to unite, direct, and develop the creative power and business power of the people, especially those with limited economic capacity so that they can participate in economic activities. Accounting information is used to assess management activities in managing assets entrusted to them (the stewardship function) and is also used as a decision-making tool by those who use it. MSMEs experience problems understanding the application of accounting in their business operations. The efforts they make are to improve the ability of their accounting personnel through training that is carried out incidentally both by related agencies and through activities carried out by universities. However, their efforts have not produced optimal results, coupled with a fairly high level of employee mutation, where employees who have been trained sometimes change workplaces. This problem is latent and occurs repeatedly, so it greatly disrupts the daily operations of MSMEs. To be able to achieve the objectives of the activity, the method used was in the form of assistance to 20 MSMEs. This assistance is carried out by providing a multimedia-based accounting simulation device to MSMEs and then explaining how to use it. This mentoring activity begins with a briefing on the use of the device. After that, monitoring the simulation device's utilization was carried out. The final activity carried out was an evaluation of the usefulness of the device in improving the ability of MSMEs to prepare financial reports.

Mutiara S. Simanjuntak; Juanto Simangunsong; Aprima Matondang

Jurnal Inovasi Sosial dan Pengabdian 2024 Lembaga Pengembangan Kinerja Dosen

SMP Negeri 2 Sihotang is located in Samosir Regency, which is one of the koban schools for flash floods that occur at the end of 2023. This PKM aims to increase awareness of ethics and digital responsibility among junior high school students. With the widespread use of digital technology, especially among teenagers, it is important to introduce the concept of ethics and responsibility in its use. This PKM will adopt an educative approach that involves students directly in the understanding of digital ethics and its impact on individuals and society. The method used with the Socialization method, as well as the creation of multimedia-based educational materials. The main target of this PKM is students of SMP Negeri 2 Sihotang in Samosir Regency. Through an approach that focuses on student participation, it is expected to create a better understanding of the importance of acting responsibly in a digital environment. The expected outcome of this PKM is an increase in students' awareness of ethical and responsible practices in the use of digital technology, as well as their ability to take wise decisions in online situations. Thus, this PKM is expected to make a positive contribution to the formation of good digital character and behavior among students of SMP Negeri 2 Sihotang and the wider community.

Anselmus Djoko Prayitno; Hartutik Hartutik; FX Sugiyana; Andarweni Astuti; Nerita Setiyaningtiyas

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

PIA assistants need to have competence in outlining activity designs in the context of Catholic children's faith mentoring based on the Liturgical Year. This PkM activity raises the Gospel of Mark as an inspiration for children's faith mentoring activities. Therefore, this PkM activity comprehensively details 10 activity topics that cover various aspects of the Gospel of Mark, ensuring that each activity is in accordance with the specificities of the Liturgical Year and the ecclesiastical calendar. Each activity topic not only touches on subject matter relevant to the content of the Gospel of Mark, but also utilizes interactive and participatory learning methods such as group discussions, role simulations, and case analysis to actively engage children. Media is also a key component in this design, utilizing various learning tools such as multimedia presentations, documentary videos, audio recordings, and educational posters. This approach not only increased the attractiveness of the activity, but also provided variety in the learning approach, accounting for the diverse learning styles among participants. The main objective of this activity is to provide a holistic approach to mentoring children's faith. The emphasis is not only on theoretical understanding, but also involves the appreciation and application of the teachings of faith in children's daily lives.

Sarah Dalila Fitri; Rodia Rotani Rianda; Lara Dwi Alma; Revi Yulianti; Wismanto Wismanto

Jurnal Manajemen dan Pendidikan Agama Islam 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Students are slow to memorize prayer readings because the learning methods used by teachers are still conventional. As a result, students are not interested in learning prayer readings. The objectives of this research are as follows: (1) create interactive learning media that can be used, easy to use, and suitable for individual learning; and (2) find out how effective the media is in teaching prayer. The Smart App Creator application is used to provide Android-based interactive media. Education must be able to develop the potential of every child in line with current developments in science and technology (IPTEK). Student potential can be developed according to the teacher's ability to manage learning. The material provided must be interesting and not make students bored.

Vip Paramarta; Rheza Fasya; Khilda Fauziah Lasminingsih; Hanifah Sukmana; Ali Muhsin

Mutiara : Jurnal Penelitian dan Karya Ilmiah 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

Implementing SWOT analysis in digital marketing strategies is crucial in increasing the number of new student registrants in educational institutions. SWOT, an abbreviation of Strengths, Weaknesses, Opportunities and Threats, provides a basis for formulating effective strategies. In the context of digital marketing, power can be utilized to strengthen an institution's image and attract the attention of prospective students through online media. Identified weaknesses can be optimized with internal improvements, thereby providing a positive experience to prospective students. Opportunities in the digital world, such as the use of social media and online platforms, can be applied to increase marketing reach. Threats from competitors can be anticipated by adapting the latest technology and increasing competitiveness. Through SWOT analysis, digital marketing strategies can be formulated to be more targeted. Strengthening an institution's image through multimedia content and testimonials can utilize internal strengths. Weaknesses such as lack of online visibility can be overcome through targeted digital marketing campaigns. Opportunities to interact directly with prospective students via social media can increase engagement. By detailing each SWOT element in a digital marketing strategy, educational institutions can increase their appeal, overcome internal obstacles, take advantage of digital opportunities, and anticipate potential threats. Thus, implementing a SWOT analysis opens up great opportunities to increase new student enrollment through a targeted and effective marketing approach in the digital era.

Suci Ramadhani Herman; Andy Satria; Willy Aldo Doglas Hutabarat; Salsabila Thalia

JURNAL PENELITIAN SISTEM INFORMASI 2024 Institut Teknologi dan Bisnis (ITB) Semarang

This research explores the implications of the digital revolution on multimedia architecture as a fundamental foundation in the design of information and communication technology (ICT) learning spaces. Through a thoughtful approach to the integration of digital technologies into the concept of multimedia architecture, this research aims to determine the significant impact in innovating learning experiences and improving the effectiveness of IT learning. An in-depth analysis of the relationship between architectural elements and digital technologies provides a better understanding of the strategic role of multimedia architecture as a driver for the development of study spaces. By detailing how integrating digital technologies into multimedia architectural elements can shape cutting-edge learning experiences and improve the effectiveness of ICT learning, this research creates an in-depth understanding of the complexity of the relationship between physical space and the development of digital technologies. A comprehensive analysis of the aesthetic, functional and technological aspects of multimedia architecture provides insight into its important role in shaping a paradigm shift in environmental studies. The results of this research make an important contribution to the design of learning spaces that not only meet the development of modern technology but can also meet the complexity of learning needs in the digital era. . Design learning spaces that are adaptable and meet the demands of modern technological developments.

Dina Kurniastuti; Sutrisna Wibawa

Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

Learning media is an important learning tool to consider in the learning process. The presence of learning media can make learning more interesting and active, so that the use of media can help increase student achievement and learning motivation. The presence of learning media in citizenship learning content is considered very important to reduce the verbality of citizenship learning material. The aim of this research is to develop wordwall-based citizenship learninglearning media that can be used by teachers to transfer material and carry out learning evaluations. The type of research used in this research is development research (Research and Development). Research and development is research that aims to produce a product that comes from research and testing the product that has been developed. The development research model is the ADDIE model which consists of five stages of development research. The five stages are analysis, design, development, implementation and evaluation. In this research, the development stage will be discussed up to the ADD stage. The subjects in this research were media experts, material experts, and three 6th grade elementary school students to test the level of appropriateness of the media. Based on the validation test, it can be seen that through the two stages of validation by experts, the wordwall media was declared very suitable for use in learning. This is because wordwall media can have a positive influence on the classroom climate and student learning outcomes.

Ahmad Mukhlasin; Sri Andriani; Rismoninta Padang; Abdul Rohim Husaini Wijaya

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2023 Universitas Palan

Extracurricular activities are a series of teaching and learning activity programs outside programmed class hours, which are intended to increase students' horizons of thinking, foster students' talents and interests as well as a spirit of community service. This research uses a qualitative research method which can be understood as a research procedure that utilizes descriptive data in the form of written or spoken words from people and actors who can be observed. Based on the results of research on school policies regarding innovation in extracurricular activities at Budisatrya Middle School, the development of innovation in extracurricular activities at Budisatrya Middle School, extracurricular activities at Budisatrya Middle School increased with the presence of tahsin, tahfidz and multimedia extracurricular activities.

Prihatmoko, Setiyo; Prihatmoko, Setiyo; Sumaryanto, Sumaryanto; Anja Robbi Dini

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

Based on research conducted in SMK NU 01 Kendal, especially in fashion drawing learning in class X busana butik still uses conventional learning with blackboard media, the learning media is less effective because it requires a lot of energy and time for learning material that contains many pictures and tutorials that need to be delivered repeatedly. This study found a solution that is the design of learning media using the Computer Assisted Instruction (CAI) method, a system for delivering interactive multimedia-based learning with instructional material presented by means of a computer or computer system., so that it can help teachers deliver material effectively, and make students learn with high motivation because they are interested in multimedia systems that are able to present the appearance of text, images, videos, sounds and animations. The validation value by media experts shows that the value of 3.1 is classified as good / valid, and the validation results from material experts show a value of 3.5 which is categorized as very good / very valid, and an increase in the percentage value of effectiveness from 50.4% to 81.7%. and there is time efficiency, one of material such as collar images can save up to 18 minutes.

Chusnul Hamidiah; Agus Qowiduddin; Imamah Imamah

Populer: Jurnal Penelitian Mahasiswa 2023 Universitas Maritim AMNI Semarang

The implementation of character education in madrasah institutions has a strategic role in shaping the character of students, because these institutions not only aim to transfer knowledge, but also train students' soft skills through subjects related to Aswaja or NU at school. This study describes the implementation of Aswaja-based character education at SMK NU Lekok. This research is a type of descriptive qualitative research using the literature study method. The research was conducted on November 11, 2023 at SMK NU Lekok District, Pasuruan Regency, with the research subjects being 23 students of class XI Multimedia Department. Data collection was conducted through observation, interviews, and documentation. Data analysis used data reduction, data presentation, and conclusion drawing or data verification. The results of research related to the implementation of Aswaja-based character education in grade XI students at SMK NU Lekok show that the management of ASWAJA character education has been thoroughly integrated. In the implementation of ASWAJA character education at SMK NU Lekok Pasuruan, each teacher has full responsibility in providing character learning and being a role model. The implementation of ASWAJA character education in this school is designed to shape the character of students in accordance with the teachings of Ahlussunnah Wal Jama'ah, with the hope that they have good morals by developing and implementing as a form of routine every day.

Apriadi, Apriadi; Mitha, Mitha; Noferianto Sitompul; Salahuddin, Salahuddin

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

2D-based animated films are a medium that is liked by children to adults, through social media 2D animation can be disseminated so that anyone who sees it will get information.Helping to introduce tradition through 2D animation is the aim of this research, namely with the title “Graphic Design Of Objects In Making 2D Animation Films Of Pak Saloi Folklore “Hunting Deer” By Applying The MDLC Method using the Multimedia Development Life Cycle (MDLC) method which has 6 stages, namely, concept, design, material collecting, assembly, testing and distribution. It is hoped that the existence of this 2D-based animated film can become a medium of information about Mr.Saloi Folklore “Hunting the Deer”.

Arva Rangga Yudhistira; Masnuna Masnuna

SENIMAN: Jurnal Publikasi Desain Komunikasi Visual 2023 International Forum of Researchers and Lecturers

The use of information technology has become an integral part of modern tourism development. Interactive tourist maps have proven to be an effective tool in guiding travelers to explore tourist destinations. This research focuses on designing an innovative and appealing tourist map for the city of Sidoarjo, utilizing cheerful landmark designs. The development method involves user needs analysis, selection of representative landmarks, and the implementation of attractive and user-friendly graphic designs. This interactive tourist map is designed to be accessible through digital platforms, enabling users to plan their journeys more efficiently. The selected landmarks not only serve as location markers but are also designed with cheerful aesthetics to enhance the user experience. The map is equipped with interactive features such as detailed information about each landmark, the best travel routes, as well as reviews and recommendations from previous users. It is expected that the design of this interactive tourist map will make a positive contribution to promoting tourism in the city of Sidoarjo and enhancing traveler satisfaction through an engaging and informative experience. Furthermore, the use of cheerful landmark designs is anticipated to create a strong visual identity, setting it apart from tourist destinations in other cities.