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Sony Junaedi; Muslimah; Marya Ulfa

Jurnal Suara Pengabdian 45 2022 LPPM Universitas 17 Agustus 1945 Semarang

Current learning after the pandemic is more towards the Hybrid learning method where this method combines online learning with face-to-face learning. In this learning, interactive learning media is needed by teachers. Prezi application is a software for internet-based presentation (SaaS). In addition to presentations, it can also be used as a tool to explore and share ideas on a virtual canvas. It is superior because this program uses the en:Zooming User Interface (ZUI), which allows Prezi users to zoom in and out of presentation media. The partner problem is that teachers at Madrasah Aliyah Miftahul Huda Mijen Demak still need training and assistance in making interactive multimedia. Therefore, the community service team at the Faculty of Language and Culture, University of 17 Agustustus 1945 Semarang conducted intensive communication with the manager of the MA Madrasah Aliyah Miftahul Huda to find solutions to these problems. There are three methods applied in this service, namely Presentation, Demonstration, and Practice Method. Presentation method is applied in the introduction of the Prezi Application, its benefits, and its application in making interactive learning media, Demonstration Method regarding the operation or use of the application and Practical Method where teachers practice directly making interactive learning media according to their respective subjects. After this service, teachers can position and use learning media as a needed component of a learning process. Learning media has an important role in increasing the effectiveness and efficiency of learning. Teachers are always required to be able to develop and use learning tools available in schools in accordance with current developments.

Sabila Amalia Fitri; Teguh Khristianto; Isworo Nugroho

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

The module is a book written with the aim that students can learn independently and in the module contains the basic components of teaching materials so that students can understand easily. The advantages and disadvantages of the module are that students can learn independently using the module and the teacher is no longer the only source of learning for students. Education has used various ways in theteaching and learning process. One of the general users of website users in public schools is the use of web-based learning aplications that contain tutorials, exercises or vidios that are developed and uploaded to web. 

Ahmad Zainudin; Priyadi, Agus; Dewi Prehantini Wahyuningtyas

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

Educational game is a game which is specifically designed as a tool to accomplish educational needs. Therefore, it has to be projected in an exact precision to achieve its goal: educating, and increasing the user knowledge and skills. There are some problems which frequently happened at TK Kemala Bhayangkari 31 Salatiga, firstly, the number of props of traffic signs is limited so it is not proportional to the number of meetings in the existing curriculum and students must repeat the same material. Secondly, there isn’t suitable learning support media to add props to traffic signs that are still lacking. The software used in this game development was Adobe Flash CS6. The research was conducted through R&D; Research and Development method by processed through some stages. First, problem identification stage, then, data collection, product design, design validation, design revision, and the final step was the product trials. The validation was carried out by the expert validators and product user. Based on the research conducted, it concluded that this game has 43 signs which fulfill the number of signs that must be taught to students according to the curriculum at TK Kemala Bhayangkari 31 Salatiga, 18% which is most often found on the road from the total number of traffic signs in the Minister of Transportation Regulation No. 13 years 2014.  

Mustofa, Arif; Aryono, Budi; Hamid, Noor

Adi Widya: Jurnal Pengabdian Masyarakat 2022 Lembaga Penelitian dan Pengabdian Masyarakat

Community service based on the development of the target schools at MA Hasyim Asyari Bangsri Jepara is intended as an effort to improve learning management in partner schools. The purpose of this community service program is to build academic cooperation, develop human resource potential and improve the quality of school education through skill program innovation. The training was held in two stages, namely the theory-discussion stage and the field stage. The participants of this training were teachers, assistant teachers, and students. The class training materials are the rules of fish farming, getting to know the tools and functions of the equipment, knowing how to design aquaculture containers, the sequence of cultivation activities, caring for and feeding and monitoring fish health. While the field training includes the design of aquaculture pond containers to fish farming techniques. The result of the activity was the implementation of community service activities for the development of the target schools in the form of training on catfish cultivation techniques for students and teachers of MA Hasyim Asyari Bangsri. The training participants understand cultivation techniques, starting from preparing cultivation media, spreading seeds, managing feed and maintaining water quality so that the fish grow well.

Cristhoper Noveno Ambertaso Putra; Muchtadi , Muchtadi; Hartono, Hartono

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2022 Pusat riset dan Inovasi Nasional

This research aims to produce learning media for the Ethnomathematics Student Worksheet on Traditional Market Snacks in Pontianak City on the flat-sided building material that reaches the level of validity, practicality, and effectiveness. This study uses a 4D design model, which is modified into 3D, namely define (definition), design (design), development (development), without using the fourth stage, namely disseminate, because this refers to the initial goal of this research is to develop valid, practical and effective media contained in the third step of the development of this model, namely development. The subjects in this study were students of class VIII SMP Suster Pontianak with a total of 20 students. The instruments used in this study were validation sheets, questionnaires, and test questions. Based on the results of the first study, the validation of the Ethnomathematics Student Worksheet with an average value of 84,76% from expert activities was very valid with a very good category. The second is the value of practicality, seen from the value of the questionnaire filled in by the teacher, the percentage is 97% with very practical criteria. to see the effectiveness of the ethnomathematics-based student worksheet learning media compared to the Likert scale index, with a percentage of 81.11% in the very effective criteria.    

Sulistiyani

Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia (JPPMI) 2022 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

The use of youtube, facebook, blogging, whatsapp, and twitter for purposes of learning by creating groups on the interests of certain discussion to do in the community. As a result of the rapid social media development has downloaded the social behavioural pattern. Gradually lead to the integrations that brings learning activities to be done in multimedia and used technology in education, because media in education has important role in communication. English is one of foreign language subject which has taught at schools.English lessons apply in all forms of social relations, both at school and in association community with the structure and function of each use education as media that will be tought and be the effectiveness lesson. So the objectives specified in the use of multimedia learning can be achieved in stimulating learning, students dare to ask questions, answer questions or comment on the content being delivered also increased teacher.

Syah, Firdiyan; Tentua, Meilani Nonsi; Saputra, Nurirwan

Nusantara: Jurnal Pengabdian kepada Masyarakat 2022 Pusat Riset dan Inovasi Nasional

The Covid-19 pandemic has forced the government to enforce a physical distancing policy which is the basis for implementing learning from home. This is also something that must be applied to students at SLB Negeri 2 Bantul. The use of information technology that applies suddenly, not infrequently, makes educators and students surprised and limping in its implementation. However, the learning process must continue so that teachers at SLB Negeri 2 Bantul are challenged to create a learning media that students with special needs can understand. The limited knowledge of teachers at SLB Negeri 2 Bantul in making learning media causes the need for training and mentoring of learning media. One of the technological developments that we can use for making learning media is an application for video editing. This application can help to make videos to improve the quality and effectiveness of learning. Application users are expected to support the activities of SLB Negeri 2 Bantul to participate in competitions and promotions as routine activities that must be done every year. The two needs of these teachers are what make them collaborate to implement training programs based on the required classes. The implementation uses the Classical method and Practices using video recording applications and equipment. Community service will be carried out at SLB Negeri 2 Bantul to support improving skills in using software from basic to advanced levels. The result of this training is that the participants can make their own video creations so that they are eligible to be included in competitions and make video advertisements more professional.

Rahman, MS Khabibur; Kurniaaji, Bayu; Sudargono, Agus; Rohsulina, Pranichayudha

Jurnal Komunikasi Pendidikan 2022 Universitas Veteran Bangun Nusantara

Learning media applications are learning concepts that are carried out through electronic media networks in the form of mobile and non-mobile applications. The development of very advanced technology in the modern era and globalization allows various activities to be carried out quickly and efficiently. Technological developments have had a lot of influence on our way of life, one of which is in the field of education by using online or online learning media applications in learning activities in schools, colleges, courses and even online communities have started using concepts like this. The purpose of this study was to find out how the role of learning media applications in geography subjects in education was during the covid-19 pandemic. As we all know, the losses due to the COVID-19 virus have had a huge impact on all sectors, including the education sector. To achieve this goal, this research will use a qualitative research approach. This research is a type of qualitative descriptive research. Analysis of the data used in processing questionnaire data through google form by describing the results of the questionnaires distributed online.

Prihatmoko, Setiyo; Prihatmoko, Setiyo; Sumaryanto, Sumaryanto; Herlansyah, Langga Jaya

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

This research is motivated by the problem of lack of motivation and attention of students in following the teaching and learning process in the classroom because teaching and learning activities still use conventional methods. This makes students have difficulty in understanding the material being studied so that basic competencies and KKM are not achieved. This study uses the Research and Development (RnD) product development method, using 6 out of 10 research stages, namely potential and problems, data collection, product design, design validation, design improvement and product testing. In this study, researchers used multimedia with the Mind Map method as an interesting learning medium by using a computer that can display text, images, video, and audio so that the learning process is more enjoyable for students. The results of this study are multimedia-based learning media using the Mind Map method. The validity value of media experts is 3.6 which is declared feasible, while the validity value of material experts is 3.8 which is declared feasible, and increases students' understanding and interest as users from 61% initially to increase to 86.11%.

Ima Ismail; Wa Ode Rizka Fauziah Ali

Jurnal Pengabdian Masyarakat Indonesia Sejahtera 2022 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This study aims to develop and test the feasibility of the “Colorful Science Kit” as a colorful-based learning media to improve early childhood science literacy. The study used the Research and Development (R&D) method with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of 20 children aged 5–6 years at an early childhood education institution. Data collection was carried out through observation, interviews, documentation, and expert validation using a Likert scale instrument. The validation results showed that the media obtained a very feasible category with an average percentage of 91%. The implementation of the media showed an increase in children’s scientific literacy skills, especially in the skills of observing, grouping, predicting, and communicating the results of simple experiments. Children showed high enthusiasm during the color exploration activities and were able to work actively together in small groups. The use of color-based media also helped improve children’s attention, creativity, and communication skills during the learning process. The results of the study showed that the “Colorful Science Kit” was effectively used as an interactive and fun science learning media in early childhood education. This media is recommended as a contextual learning innovation to support the development of scientific literacy in early childhood education (PAUD).

Imam Tabroni; Ikah Farihatunnisa; Novi Siti Fatimah; Muammira Idris; Rini Purnama Sari

jurnal Riset Rumpun Agama dan Filsafat 2022 Pusat Riset dan Inovasi Nasional

The development of science and technology is increasingly encouraging reform efforts in the use of technological results in the teaching and learning process. One of the results of technology that can be used in the teaching and learning process is educational media. The educational media used must be adapted to the developments and demands of the times. The use of appropriate educational media in the teaching and learning process will facilitate the achievement of learning objectives. The purpose of this paper is to describe that educational media have been known and used in the Islamic education system since the beginning of Islam. The discussion method used is descriptive method. The results of this study are that at the beginning of the spread of Islam, teaching and learning activities were known, at that time educational media already existed and had been applied by the Prophet Muhammad SAW in teaching science and Islamic religious law to his friends. In addition, in the hadith there are several terms used to indicate the use of educational media in learning, such as pictures, pebbles, and fingers. The conclusion of this paper is that educational media will affect whether or not a learning information is complete and on target, as well as affect the final result of the learning process that is carried out. implemented.

Ima Ismail; Wa Ode Rizka Fauziah Ali

Jurnal Pengabdian Masyarakat Indonesia Sejahtera 2022 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This study aims to develop and determine the effectiveness of the "Rainbow Learning Box" learning media in fostering scientific literacy in early childhood. This media is designed as a simple, experiment-based science learning tool using colorful colors to help children understand the concepts of color, color mixing, and simple changes through play-and-learning activities. The study employed the Research and Development (R&D) method with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The study subjects consisted of 20 children aged 5–6 years at a pre-school (PAUD) institution. Data collection techniques included observation, interviews, documentation, and child development assessment sheets. The results showed that the use of the "Rainbow Learning Box" increased children's engagement in learning, curiosity, observation skills, and simple communication skills related to experimental results. Children appeared more active and enthusiastic during learning activities because the media was engaging, interactive, and suited to the learning characteristics of early childhood. Furthermore, teachers responded positively to the media's use, citing its ease of use, safety, and affordability. Therefore, the "Rainbow Learning Box" can be an alternative, innovative science learning media to optimally support the development of scientific literacy in early childhood. 

Nofri Yudi Arifin

Jurnal Pengabdian Masyarakat Nusantara (Pengabmas Nusantara) 2022 Universitas Muhammadiyah Manado

The implementation of learning at this time needs to be supported by technology-based learning media. Technology-based media can make people adapt to the current developments in technology. One of the technology-based information media that can be used as a support for existing media is in the application. There are various types of applications such as smart farmer and fisherman applications. In this community service the author will introduce one technology-based application, namely the application of smart farmers and fishermen. The purpose of this activity is that participants are expected to help facilitate access for farmers and fishermen to obtain or exchange information.

Hasan, Said; Mas’ud, Abdu; Haerullah, Ade; Sundari, Sundari

JOURNAL OF BIOLOGY LEARNING 2022 Universitas Veteran Bangun Nusantara Sukoharjo

During the COVID-19 pandemic and the new normal, teacher innovation is urgently needed to make their students not bored and stressed in the learning process, either virtual or face-to-face. In North Maluku, face-to-face learning has been carried out with simulations and strict protocols. Learning variations using Blended Learning become a general solution that is applied. Infographics are information graphics which are visual representations of a collection of data, information and designs. Infographics require a large amount of information in the form of writing or numbers and then converted into a simpler form, namely a combination of images and text that allows readers to quickly understand the meaning of a message or image itself. Various efforts to educate covid 19 both non-formally and formally have been carried out to prevent infection, social restrictions and the provision of social and medical assistance have been carried out by the government, but the public still does not have good awareness and discipline towards covid 19. This study aims to educate about the virus and its dangers, especially covid 19 through the development of infographic-based science teaching aids in elementary schools. Research Development with reference to 4D models with modifications. The results of the study indicate that infographic media is suitable for use as media material or science teaching aids, especially virus education for elementary school students. The use of infographics related to viruses and infection mechanisms can be used in various ways in online and offline learning for elementary school students