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Analytics

Melda Agnes; Sherly Gaspersz; Lulu Jola Uktolseja; Adika Adika; Gio Gio +3 more

Jurnal Pengabdian dan Keberlanjutan Masyarakat 2026 Lembaga Pengembangan Kinerja Dosen

Perkembangan teknologi digital membawa inovasi signifikan dalam dunia pendidikan, salah satunya melalui pemanfaatan Augmented Reality (AR) dan Virtual Reality (VR) untuk menciptakan pengalaman belajar yang interaktif dan imersif. Program Kemitraan Masyarakat (PKM) ini dilaksanakan di SMA Negeri 2 Kota Sorong dengan tujuan memperkenalkan serta melatih siswa dalam penggunaan aplikasi Assembler Studio untuk membuat media pembelajaran berbasis AR. Metode kegiatan mengadopsi pendekatan partisipatif melalui tahapan persiapan, sosialisasi, pelatihan, pendampingan intensif, dan evaluasi, sehingga siswa terlibat secara aktif dan mampu mengembangkan keterampilan digital secara mandiri. Hasil kegiatan menunjukkan bahwa siswa mampu membuat konten AR sederhana yang relevan dengan materi pelajaran, meningkatkan motivasi, keterlibatan, dan kreativitas belajar. Penerapan media AR terbukti efektif dalam memvisualisasikan konsep-konsep yang kompleks, memberikan pengalaman belajar yang menyenangkan, dan mendukung kompetensi abad ke-21. Kegiatan ini membuktikan bahwa teknologi digital dapat menjadi strategi inovatif untuk meningkatkan kualitas pembelajaran di sekolah menengah.

Wisnu Wahyu Widayat; Sulastri Rini Rindrayani

Jurnal Inovasi Sosial dan Pengabdian 2025 Lembaga Pengembangan Kinerja Dosen

The purpose of this study was to understand the effect of using Canva-based learning media on the creativity of eleventh-grade students in economics. The background of this study stems from the low level of student learning creativity caused by the minimal use of innovative and engaging media in the learning process. Creativity is an important aspect in economics learning because it encourages students to think critically, create solutions, and understand abstract concepts more contextually. Static and monotonous learning media such as blackboards and textbooks often do not sufficiently stimulate student interest and participation. Therefore, a more interactive and visual approach is needed, one of which is using Canva. Canva is an online graphic design platform that allows teachers and students to easily create presentations, infographics, and other visual materials. Using Canva in learning can provide a more enjoyable learning experience and motivate students to be actively involved. This study used a quantitative method with a one-group pretest-posttest pre-experimental design. Data analysis was carried out by comparing creativity scores before and after treatment. Student creativity was measured using a test instrument that included aspects of fluency, flexibility, originality, and elaboration. The study subjects were 34 11th-grade students at SMAN 1 Tulungagung. The results showed a significant difference in scores between the pretest and posttest results, indicating that the use of Canva-based learning media had a positive impact on increasing student creativity. Students became more active in expressing ideas, more daring to experiment with concepts, and better able to present learning outcomes visually and attractively. These findings support constructivism theory, which states that effective learning occurs when students actively construct knowledge through meaningful experiences.

Melpa Sintauli Hasibuan; Rida Gultom; Damayanti Nababan; Tiurma Barasa; Lasmaria Lumbantobing

Tri Tunggal: Jurnal Pendidikan Kristen dan Katolik 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

The purpose of this study was to determine the significant positive influence between the Sociodrama Method on the Creativity of Class VIII students of SMP Negeri 3 Paranginan, Humbang Hasundutan Regency, Academic Year 2024/2025. The method used in this study is a quantitative research method and the type of research is a pre-experimental design with the form of "One group pretest-posttest". The population is all students of class VIII of SMP Negeri 3 Paranginan who are Protestant Christians consisting of 2 classes totaling 47 people and a sample of 47 people was determined using the Nonprobability Sampling technique, namely Purposive Sampling. Data were collected with a closed questionnaire of 30 items. The results of the data analysis show that there is an influence of sociodrama on students' learning creativity as expected, as evidenced by the significant test obtained a calculated t value> t table (α = 0.05; dk = n-1 = 46) which is 9.524> 2.021, thus there is a significant influence between variable X and variable Y. Thus, H0 is rejected and Ha, namely there is a positive and significant influence between the Sociodrama Method on the Learning Creativity of Class VIII Students in the 2023/2024 Academic Year, is accepted.

Nehemia Kamakaula; Didik Iswahyudi; Romadhon Romadhon

GARUDA : Jurnal Pendidikan Kewarganegaraan dan Filsafat 2023 International Forum of Researchers and Lecturers

The low learning creativity of class VIIIA students in PPKn subjects is due to the difficulty of being invited to work together and the learning method is still monotonous. This condition seeks to use learning methods that emphasize aspects of cooperation. This research uses a qualitative approach and an interactive qualitative type of research. Data collection techniques used are observation, interviews and documentation, analysis techniques use triangulation to obtain the validity of data, while data analysis used in research is Reduction, Display and Verification. Based on the results of research in the field that: (1) the application of the community learning method at SMP PGRI Malang to class VIIIA students is said to run quite well because students are able to carry out discussions and work together in doing group assignments. (2) The teacher supervises the course of learning and provides direction during the lesson. To overcome various existing things, students expect various efforts from teachers so that the application of the learning community method can run even better so that it can foster and develop student learning creativity.

Natasya Silaban; Tianggur Napitupulu; Rida Gultom; Malani Simanungkalit; Limmarten Simatupang

Jurnal Bima : Pusat Publikasi Ilmu Pendidikan Bahasa dan Sastra 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

The aim of this research is to determine the positive and significant influence of the Merdeka Belajar Curriculum on the creativity of PAK learning of students in class VII of SMP Negeri 4 Laguboti, Toba Regency for the 2022/2023 academic year. The research method used in this research is a quantitative method with a descriptive statistical approach. The population is all class VII of SMP Negeri 4 Laguboti, Toba Regency, 2022/2023 academic year, totaling 190 people and a sample of 57 people was determined using random sampling technique. Data was collected using a positive closed questionnaire with 32 items. The results of data analysis show that there is a positive and significant influence of the Merdeka Belajar Curriculum on PAK learning creativity of students in class VII of SMP Negeri 4 Laguboti, Toba Regency for the 2022/2023 Academic Year: 1) Test the analysis requirements: a) positive relationship test obtained by the value rxy = 0.422> rtable(α = 0.05, IK=95%, n=57) = 0.254, thus it is known that there is a positive relationship between variable α=0.05,dk=n-2=55)=2,000, thus there is a significant relationship between variable b) Regression coefficient of determination test (r²)=17.8%. Thus Ha is accepted and H0 is rejected.

Didik Lestari

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

Tujuan penelitiannya adalah  untuk mengetahui penerapan metode pembelajaran problem solving untuk meningkatkan Kreativitas belajar siswa pada materi hubungan antara manusia dengan lingkungan sebagai akibat dari dinamika atmosfer Mata Pelajaran  Geografi di Kelas X  SMAN 1 Ngrayun Ponorogo. Metode yang dipakai untuk melakukan penelitian adalah penelitian Tindakan Kelas (PTK) pendekatan yang digunakan adalah pendekatan kualitatif.  Prosedur pengumpulan datanya adalah metode tes, observasi dan wawancara. Dari penelitian ini data tes diperoleh dari nilai prestasi belajar siswa dari siklus 1 dan siklus 2, digunakan sebagai ukuran meningkatnya kreativitas belajar siswa. Data observasi diperoleh melalui hasil aktivitas guru dan aktivitas siswa, Data  wawancara dilaksanakan untuk mengetahui pengetahuan prasyarat siswa dan untuk interaksi antara guru dan siswa selama pembelajaran dengan penggunaan metode pembelajaran problem solving.   Hasil penelitian dalam skripsi ini dapat dilihat setelah dilakukan tindakan dengan menerapkan metode pembelajaran problem solving siswa  Kelas X  SMAN 1 Ngrayun Ponorogo. Perubahan kreativitas belajar siswa dapat dilihat dari hasil belajarnya yang cenderung meningkat dan hasil observasi aktivitas siswa yang juga meningkatkan. Aktivitas siswa pada siklus I sebesar 66%, sedangkan pada siklus II sebesar 82.87%. Dengan demikian, berarti pada siklus II kreativitas belajar siswa sudah meningkat dibanding dengan siklus I. Selanjutnya, dibuktikan lagi dengan perolehan hasil belajar siswa pada tes pra tindakan, siklus I dan siklus II. Nilai taraf keberhasilan mengalami perubahan yang cenderung meningkat dari 70 pada pra tindakan, meningkat 78.6 pada siklus I dan meningkat lagi menjadi 87.6 pada siklus II. Dengan demikian, penerapan metode pembelajaran problem solving dapat meningkatkan kreativitas belajar siswa di  Kelas X  SMAN 1 Ngrayun Ponorogo.

Dika Ningsi Siregar; Wesly Nababan; Daulat Nathanael Banjarnahor

Jurnal Riset Rumpun Ilmu Pendidikan 2022 Lembaga Pengembangan Kinerja Dosen

This study aims to determine whether there is an influence of learning creativity and learning discipline on Students Achievement in Class XI SMA Negeri 2 Pematangsiantar for the Academic Year 2022/2023. The problem in this study is how the influence of learning creativity and learning discipline on student achievement in class XI SMA Negeri 2 Pematangsiantar 2022/2023. The population and sample in this study were class X as many as 26 people. To obtain data on learning creativity and learning discipline, researchers used a questionnaire as a data collection tool and used a closed questionnaire structured in a structured manner where the question items were followed by answers consisting of four choices. The quality of the research instrument for the questionnaire was assessed through validity and reliability tests. The next step is to test the hypothesis by calculating the linear regression equation, namely Y over X1 is = 83.60 + 0.06 X1 meaning that between the variables X1 is linear with Y and Y over X2 is = 74,37+(0.8) X2 means that between variables X2 is linear with Y and Y over X1 and X2 is = 1.33 + 0.53 X1 + 0.69 X2, meaning that between variables X1 and X2 is linear with Y.

Nurhayati Nurhayati

Jurnal Manajemen dan Ekonomi Bisnis 2021 Pusat Riset dan Inovasi Nasional

The purpose of this study was to analyze the effect of learning creativity and emotional intelligence on economic mathematics learning achievement of students at Stie Ganesah Jakarta. This research is a quantitative survey research with a correlation approach. The respondents in this study were first semester students of the STIE Ganesha Economics study program. The data were obtained by giving the students' learning creativity and emotional intelligence questionnaires. This is evidenced by the value of Sig = 0.011 <0.05 and t count = 2.696. The magnitude of the correlation number is 0.389 with a determination of 0.151. This means that the magnitude of the relationship between X1 and X2 variables to Y is 0.389 with a medium category. The magnitude of the effect of X1, X2 on Y is 15.1% where the variables of learning creativity and emotional intelligence together affect the variable of student achievement in mathematics economics by 15.1% while the rest is influenced by other variables.