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Raymundus Allan Nuari Putra Pratama; Sukirno Sukirno

International Journal of Management Science and Entrepreneurship 2024 International Forum of Researchers and Lecturers

The objectives of this research are: (1) Producing interactive learning media based on articulate storyline 3 in high school accounting learning subjects. (2) Producinh interactive learning media based on articulate storyline 3 which is feasible in learning high school accounting. (3) Knowing the effectiveness of interactive media development based on articulate storyline 3 in high school accounting subjects in increasing students' learning motivation.The type of the research used is research and development with the ADDIE model. The media trial design used a nonequivalent control group experimental design. The feasibility of the product was tested by media experts, material experts, learning practitioners namely teachers, and media users namely students. The media was tested on the research subjects, namely students of class XII IPS 3 SMA N 1 Seyegan. Data collection was carried out by using observation, interviews, and questionnaires. The data collection instruments used interview guidelines, expert validation questionnaire, material validation questionnaire, teacher response questionnaire, student response questionnaire, and student motivation questionnaire. The feasibility of the learning media produced was analysed by using 4 scales, namely very feasible, feasible, inappropriate, and very inappropriate. The results of the study show: (1) Interactive learning learning media based on Articulate Storyline 3 has been successfully developed to increase students‘ learning motivation in high school; (2) Interactive learning learning media based on Articulate Storyline 3 is considered feasible by media experts with a score of 3.66; material experts with a score of 3.47; teacher practitioners 3.65; and students 3.38; (3) Based on the difference in gain score of the experimental group (0.61) from the control which is (0.45), learning media can increase students’ learning motivation.

Viki Ardiansyah; Muhammad Farras Qoid Mufadhol; Kowiyah Kowiyah

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

Geoboard digital as an interactive educational tool to impart the principles of geometry in elementary school mathematics education. The primary objective of this study is to assess the efficacy of integrating geoboardDigital as an interactive learning medium for teaching geometry concepts in elementary school, while also evaluating the impact of its usage on students' comprehension and visualization skills in geometry. Additionally, it aims to compare the effectiveness of geoboardDigital with traditional methodologies in geometry education, as well as assess student response and engagement levels when utilizing geoboardDigital. Employing a qualitative descriptive approach, this research delves into how the integration of technology such as geoboardDigital enhances understanding and student engagement in geometry education. Data collection is carried out through observation, interviews, and field notes, with data triangulation methods utilized for analysis. The findings of this study demonstrate that the application of geoboardDigital effectively enhances students' visualization and comprehension of geometric concepts through its interactive functionalities. Interview results indicate that students find geoboardDigital to be easily accessible and engaging, particularly in creating geometric shapes using pins and virtual ribbons.

Nurmuti’ah Kaltsum; Risnovita Sari

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

Family well-being is very important for the lives of individuals and communities. A happy and The problem with learning German grammar at the A2 level is that many students still struggle to understand sentence structure, especially when using the perfect tense, subordinate clauses with "weil," and the genitive case. Students often find it challenging to remember grammar rules and how to apply them in sentences. The aim of this study is to develop interactive learning media in the form of Kodular-based applications to address these issues and support learning German grammar at the A2 level. The app is designed with relevant grammar materials and uses the 4D model development method (Define, Design, Develop, Disseminate), which reaches only the development stage without dissemination. The app was created on the visual platform Kodular, which enables users to develop Android apps without programming knowledge. The results show that the app is an effective learning medium, with a validation score of 90 (excellent) for the material content and 92.5 (excellent) for the media aspects. With a file size of 5.08 MB, this application enables users to learn German grammar independently anytime and anywhere.

Rayhanah Maulani Raghdah; Esti Raihana; Riyanti Nasution

Jurnal Pelayanan Hubungan Masyarakat 2024 International Forum of Researchers and Lecturers

Media for learning is a crucial part in the world of education. Well-crafted media is likely to influence classroom teaching and, ideally, improve student performance. This article discusses education on using Kahoot! as an interactive learning media to increase students' motivation and understanding in learning English. The method used is by providing socialization and increasing students' abilities in using social network-based learning media with the web and mobile-based Kahoot application which will be delivered face-to-face or offline. By holding this socialization, it is hoped that students will be able to use the application well and can take advantage of the Kahoot! as an interesting medium for learning English. The results achieved in this socialization were that students agreed that the Kahoot! can help make the atmosphere more fun and less boring.

Natasya Isabel Br. Siahaan; Tiur Malasari Siregar

Jurnal Mahasiswa Kreatif 2024 International Forum of Researchers and Lecturers

Based on the results of the needs analysis in the learning process, a development of learning media is needed. This research aims to create this product to be more valid, practical and effective in improving students' mathematical understanding. This research and development uses the ADDIE (Analyze, Design, Development, Implementation, and Evaluate) development model. The subjects of this research were 30 students of class X Science 1 at SMA Methodist 7 Medan. The research results show that the Android-based learning media developed has obtained a very high level of validity, with an average percentage of 90.38% according to material experts, 87.77% according to media experts, then 90.90% according to lesson plan validators and results. Validation from experts on pre-test and post-test questions showed a percentage of 92.70% and 91.67%, respectively included in the "very valid" criteria. Positive responses were also found from teachers and students during small group and large group trials, with an average score of 96% from teachers, 94.4% from small groups, and 90.2% from large groups. This shows that this media is very practical to use in the learning process. Apart from that, the results of implementing this interactive learning media also show its effectiveness with the average percentage of responses to the effectiveness of learning media by students obtained at 92.23%. The classical learning completion level reached 96.67%, and the effectiveness questionnaire obtained an average percentage of 86.67%. The increase in students' mathematical understanding can be categorized as moderate improvement. Based on this research data, it can be concluded that the Android-based learning media that we have developed has met the criteria of being valid, practical and effective in improving students' mathematical understanding.