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Sugiarto, Sugiarto; Santi Widiastuti

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

Main Objective: This study checks the different intersections of film and Artificial Intelligence (AI), and trial and error is needed to re-check the state of “new media” (NM). This study’s purpose is to identify of subversion of the creator duty, the media and instrument of creative activities, and the aesthetics subsequent from the identity of the developing Artificial Intelligence film. Background problem: AI is composed to take the film industry by the cyclone, its application helps streamline production practices, and its increasing work in film scripting and visuals convolutes the notion and function of creations and the aesthetics of NM. Novelty: By analyzing how three films were co-written with Artificial Intelligence arranged with “Foucault's theory” of the duty of the creator or producer, and the aesthetics and state of current NM, this research establishes an identity for the cinema form of Artificial Intelligence films. Research Method: This study uses a qualitative exploratory methodology to combine various perspectives that are developing on new media streams where this research is crossing 2 major areas in Film & Media, and Artificial Intelligence & Machine Learning. Finding/Result: Patterns discovered as curated data sets reveal trends in cinematic narratives, opening the door for a more creative agency. Artificial Intelligence films transcend the boundaries of technological convergence, offering a more essential way to recognize the special behavior and opportunity of NM forms as self-reflective and demonstrating the versatility of film. Conclusion: This research makes Artificial Intelligence films an emerging media with a different tendency from the media and is directly related to its contribution. By involving the theorization of NM technology and its developmental tuff simultaneously, Artificial Intelligence films are presented as an inventive design of film in phrases of digital production, virtual placement, historical preoccupation, and producer duty.

Welly Desriyati; Welly Desriyati

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

Rapid technological advances make print communication media begin to be shifted by information media that utilizes computer technology as a means of delivery. Technological developments change the teacher's task from being a teacher to a facilitator who provides convenience in learning. SD Negeri 004 Bangsal Aceh is one of the schools that still applies the mathematics learning process using textbooks so that students do not understand the lesson. Teachers are required to make changes in teaching patterns in the classroom, one of which is with animated videos. This study uses the Multimedia Development Life Cycle (MDLC) method covering concept, design, collecting material, assembly, testing and distribution. The final result of this research is an animated video of mathematics learning about the material of flat shapes. Animated videos are used as an interesting and effective means of information and learning media. Besides that, it can also improve students' understanding and skills in learning mathematics, especially the material of flat shapes

Nur Budi Nugraha; Tri Yuliati

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

The development of technology is currently growing very rapidly making it easier for the community to convey information. 2D animation can be a means of socialization for the sake of interesting and efficient information. In the midst of the widespread Covid-19 outbreak in Indonesia, the government took several steps to minimize the spread of Covid-19 by socializing including to schools. The school always reminds its students to comply with health protocols. However, less interesting socialization makes children less enthusiastic in understanding the purpose of socialization. The purpose of this research is to make a 2D animated video about Covid-19. This 2D animated video is made as attractive as possible with characters and sound effects that children like so that children become interested in learning and understanding about covid-19. Based on the results of this educational media test, it has been tested on children and helps children in the process of delivering information about covid 19 more effectively and interestingly. Of the 20 respondents, 60% (12 people) agreed that animated videos help children understand covid 19

Rudjiono, Daniel; Rozikin, Khoirur; setiawan, nuris

Jurnal Elektronika dan Komputer 2021 STEKOM PRESS

Perkembangan ilmu pengetahuan dan teknologi semakin mendorong upaya-upaya pembaruan dalam proses belajar mengajar, guru dituntut agar mampu menggunakan maupun membuat media pembelajaran yang lebih inovatif. SMP IT Cahaya Ummat Karangjati merupakan salah satu lembaga pendidikan Islam yang dalam proses pembelajaran masih menggunakan metode konvensional. Hal ini menyebabakan siswa mengalami kebosanan dan kurang aktif dalam proses pembelajaran, sehingga perlu dibuatnya inovasi baru dalam hal media pembelajaran. Solusi yang ditawarkan pada penelitian ini adalah sebuah media pembelajaran interaktif dengan metode Joyfull Learning. Metode Joyfull Learning adalah metode yang sangat baik di gunakan untuk melibatkan peserta didik dalam mempelajari materi yang telah disampaikan mengingat siswa kurang aktif dalam proses pembelajaran. Hasil penelitian ini dirancang untuk memberikan inovasi pembelajaran khususnya mata pelajaran Bahasa Inggris kelas VII semester 2 SMP IT Cahaya Ummat Karangjati. Selain itu, dengan adanya media pembelajaran interaktif diharapkan peserta didik menjadi lebih aktif dalam proses pembelajaran dan dapat meningkatkan motivasi belajar sehingga membuat hasil belajar meningkat.

Suprapti Suprapti; Hendri Rasminto

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

This study used a classroom action research design which was carried out in three stages, namely the pre-cycle stage, cycle I, and cycle II with the research subjects being grade III students at SDN Kaliwungu 1. This study used two variables, namely intensive reading skills and intensive reading learning using the KWL strategy. . Pre-cycle data collection was done by using the test technique, while in the first cycle and the second cycle using the test and non-test technique. Non-test instruments in the form of observations, journals, interviews, and documentation. Data analysis includes quantitative and qualitative data. The results showed that after participating in intensive reading learning using the KWL strategy, the average value of intensive reading skills of third grade students at SDN Kaliwungu 1 increased. The average value of intensive reading using the KWL strategy achieved by students in the pre-cycle was 56 and in the first cycle it increased to 65 or 9% then in the second cycle it increased to 76 or 11%. Changes in attitudes and behavior of third grade students at SDN Kaliwungu 1 Kaliwungu District, Semarang Regency have increased towards a better direction, namely students are more active and enthusiastic in learning, because students are starting to enjoy and enjoy intensive reading learning using the KWL strategy.

Syahid Faturrojak; Dewi Septiani Kurniasih

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2021 Pusat Riset dan Inovasi Nasional

Information and Communication Technology is one of the new developments in the world of education which is currently being felt in every line of life. The purpose of this study is to describe the use of information and communication technology or ICT on students' perceptions of the application of Project Based Learning in the concept of acid and base indicators. The type of research used in this study is a quantitative research with a descriptive survey method. Based on the results of data processing and discussion, it is known that the use of information and communication technology affects students' perceptions of the application of project-based learning models.    

Sulaiman Kurdi, Musyarrafah

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2021 Pusat Riset dan Inovasi Nasional

This research explores the utilization of virtual reality (VR) in educational settings and examines current trends, future directions, benefits, and challenges associated with its implementation. The purpose of this library research is to provide an overview of the existing literature on VR and educational research, highlighting the potential of VR technology to enhance traditional teaching methods and improve student engagement, motivation, and learning outcomes. The method used for this research is a comprehensive review and analysis of relevant scholarly articles, books, and reports from academic databases and libraries. The results indicate that VR has been utilized in educational research to create immersive and interactive learning experiences, personalize instruction, bridge the gap between abstract concepts and concrete understanding, and foster critical thinking and problem-solving skills. VR also presents challenges such as cost, accessibility, curriculum integration, teacher training, technical limitations, health and safety concerns, privacy, and ethics. However, the research concludes that with careful planning, adequate resources, and proper support, VR has the potential to revolutionize education and prepare students for a technologically advanced future. Further research and innovation in areas such as immersion, AI integration, collaboration, assessment, accessibility, and ethics are recommended to fully leverage the benefits of VR in educational settings.

Hartini, Sri; Suryanti, Hera Heru Sri; Utami, Ferisa Prasetyaning; Wiharko, Triyarsi

Adi Widya: Jurnal Pengabdian Masyarakat 2021 Lembaga Penelitian dan Pengabdian Masyarakat

Adanya covid-19 mengubah strategi pembelajaran yang awalnya dilakukan secara tatap muka di sekolah berubah menjadi program pembelajaran secara daring. Tugas orang tua di masa pandemi ini memiliki peran penting dalam memberikan pendampingan belajar kepada anak. Orang tua akan berperan seperti halnya guru disekolah untuk mengontrol dan mengawasi anak dalam proses pembelajaran dirumah. Kondisi orang tua di SDN Kestalan No.5 Surakarta memiliki kendala terkait strategi efektif untuk melakukan pendampingan belajar bagi anak dirumah. Metode yang digunakan pada kegiatan ini adalah pendekatan Individual Learning-Centered (ILC). Pendekatan ini berfokusi pada aktivitas belajar anak yang memahami keunikan dan potensi anak dalam belajar. Metode yang dapat digunakan pada pendekatan ini adalah sharing information, experience based dan problem-solving based. Kesimpulan dari kegiatan ini adalah orang tua telah memahami cara untuk melakukan pendampingan pembelajaran secara efektif ditinjau dari gaya belajar anak, kedekatan emosi anak, pemahaman kemampuan dan potensi anak dan komunikasi efektif.Kata kunci:Pendampingan belajar, invidividual learning centered

Khasanah, Ismatul -

Adi Widya: Jurnal Pengabdian Masyarakat 2021 Lembaga Penelitian dan Pengabdian Masyarakat

Art education in kindergarten is part of the process of forming a whole individual in accordance with the goals of national education. Art education includes dance, music, visuals and drama. This activity aims to provide assistance to kindergarten / early childhood teachers in artistic creativity and creativity, especially painting activities using local wisdom-based media so that they can be applied in teaching and learning activities in kindergarten / early childhood education. As for art and reativity, what is meant is not only to form skilled students at imagination through fine arts, but also to form appreciative and creative personalities through the experience of art processing. This activity can contribute not only to the development of teaching materials, but also to the ability of kindergarten / early childhood teachers to create art, especially art and creativity which can have a positive effect on the development of teacher skills by packaging teaching materials based on art and creativity according to the needs of garden children childhood and early childhood education. This PKM activity was attended by Kindergarten / Early Childhood Teachers who are members of the entire West Semarang District, Semarang City.

Ulfi Eka Fatur Rohmah; Agus Hariyanto

JURNAL EKONOMI MANAJEMEN AKUNTANSI 2021 sekolah Tinggi Ilmu Ekonomi Dharma Putra Semarang

This study aims to explore the extent to which PP 71 of 2010 has been implemented in the accounting process at the BLUD of Tugurejo Hospital, Semarang. Associated with a change in the government accounting system from a cash basis to an accrual basis in accordance with PP 71 of 2010. The research method used is a qualitative descriptive method with the triagulai method using 2 triagulation techniques which combine data from various sources, techniques and time so that data is obtained in the form of interviews with the head of the accounting department and sub-section, as well as obtaining the financial report documents of the 2020 Tugurejo Hospital Semarang. The results of this study show that Tugurejo Semarang Hospital has implemented the Accrual Basis SAP well, which can be seen from the results of interviews such as implementation readiness, training and learning, facilities, staff understanding and education and internal control. It is hoped that even though the Accrual Base SAP has been running well, the management of the Tugurejo Semarang Hospital and the Srmarang City Government can immediately digitize applications that are still manual, especially in reporting fixed assets

Syukur, Nurainun; Bahtiar, Bahtiar; Sundari, Sundari

JOURNAL OF BIOLOGY LEARNING 2021 Universitas Veteran Bangun Nusantara Sukoharjo

Model pembelajaran Inquiry Learning merupakan model pembelajaran yang menekankan pada siswa untuk menemukan sendiri permasalahan yang diberikan oleh guru. Penelitian ini bertujuan: (1) untuk mengetahui ada tidaknya pengaruh penerapan model pembelajaran inkuiri terhadap kemampuan metakognitif siswa kelas VII SMP Negeri 4 Kota Ternate (2) untuk mengetahui ada tidaknya pengaruh penerapan model pembelajaran inkuiri terhadap kemampuan metakognitif siswa kelas VII SMP. model pembelajaran inkuiri terhadap hasil belajar (3) untuk mengetahui pengaruh metakognisi terhadap hasil belajar. Penelitian ini merupakan penelitian eksperimen semu. Sampel penelitian ini terdiri dari dua kelas yaitu kelas VII-4 dan kelas VII-5 dengan jumlah siswa 62 orang. Instrumen yang digunakan adalah angket metakognisi dan tes hasil belajar. Analisis data menggunakan uji normalitas dan homogenitas berbantuan SPSS, sedangkan pengujian hipotesis menggunakan uji Anacova dan regresi. Hasil penelitian menunjukkan bahwa (1) terdapat pengaruh model pembelajaran inkuiri terhadap kemampuan kognitif dengan taraf signifikansi 0,000 > 0,05 (2) terdapat pengaruh model pembelajaran inkuiri terhadap hasil belajar dengan taraf signifikansi nilai 0,000 > 0,05 dan (3) terdapat pengaruh metakognisi terhadap hasil belajar dengan nilai taraf signifikan 0,001 > 0,05.

Winatun, Istilah

JOURNAL OF BIOLOGY LEARNING 2021 Universitas Veteran Bangun Nusantara Sukoharjo

Tujuan penelitian ini adalah untuk meningkatkan hasil belajar Biologi siswa keles VII A SMP Negeri 1 Prambanan tahun pelajaran 2019/ 2020 melalui model pembelajaran discovery learning. Penelitian tindakan kelas ini terdiri dari tiga siklus, setiap siklus terdiri tahapan perencanaan, pelaksanaan, observasi, dan refleksi. Subyek dalam penelitian ini adalah siswa kelas VII A SMP Negeri 1 Prambanan sebanyak 32 siswa. Teknik pengumpulan data yang digunakan yaitu tes untuk hasil belajar kognitif dan observasi untuk mengamati aktivitas belajar. Teknik analisis data yang digunakan adalah deskriptif komparatif. Pada penelitian ini indikator kinerjanya adalah 85% dan siswa dapat mencapai nilai KKM 70. Hasil penelitian menunjukkan bahwa setelah diterapkan model pembelajaran discovery learning persentase ketuntasan hasil belajar IPA biologi siswa meningkat. Pada siklus I sebanyak 65,62%, siklus II sebanyak 81,25% dan pada siklus III 93,75%. Sedangkan untuk persentase aktivitas belajar biologi siswa juga meningkat pada setiap siklus, pada siklus I sebesar 59,37%, pada siklus II sebesar 65,62% dan pada siklus III 81,25%. Berdasarkan hasil yang diperoleh, model pembelajaran discovery learning dapat meningkatkan aktifitas dan hasil belajar IPA biologi siswa kelas VII A SMP Negeri 1 Prambanan tahun pelajaran 2019/ 2020.

Maulidya, Hilda Zulfi; Aprilia, Nani; Hanafi, Yahya

JOURNAL OF BIOLOGY LEARNING 2021 Universitas Veteran Bangun Nusantara Sukoharjo

Penelitian studi literatur ini bertujuan untuk mengkaji berbagai literatur tentang model pembelajaran yang dapat meningkatkan kemampuan analisis siswa. Kajian literatur yang dilakukan bahwa model PBL (Problem based learning)  dapat meningkatkan kemampuan analisis. Penelitian studi literature menggunakan desain penelitian narrative review. Artikel ilmiah yang digunakan sebanyak 17 artikel yang berasal dari jurnal internasional, jurnal nasional. Kriteria validasi artikel ilmiah meliputi kriteria kredibilitas sumber, kualitas metodologi riset, kualitas penyajian data dan pembahasan, kecukupan data, kemutakhiran 10 tahun terakhir. Teknik penyajian data dalam bentuk tabel. Teknik analisis data berupa analisis kualitatif model Miles dan Huberman yang mencakup reduksi data, penyajian data, kesimpulan. Hasil penelitian studi literatur menunjukkan bahwa model PBL  terutama yang dikombinasikan dengan mind map dapat meningkatkan kemampuan analisis siswa sekolah menengah pada pembelajaran biologi. Sintaks model pembelajaran PBL yang dapat meningkatkan kemampuan analisis siswa  meliputi mengorientasikan siswa pada masalah, membantu siswa untuk investigasi mandiri dan kelompok, menganalisis dan mengevaluasi proses.

Fatya Nia Rahmawati

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2021 Pusat Riset dan Inovasi Nasional

Sometimes in some educational institutions they use handbooks in the learning process, but it is different in MA SA Darul istqamah, handbooks are only available for teachers. From this statement, the researcher concludes that the media has an important role in learning, so the researcher wants to know how the implementation of media, especially audio lingual media, in increasing maharah istima' at the institution.This study uses a qualitative research type using a descriptive approach. About the results of the study of the implementation of audio lingual media in increasing the special mahrah of class XI science students at MA SA Darul Istiqamah Woro Kepohbaru. In collecting the data, the researcher used observation and interview techniques, including interviews with the teacher in charge of the subject. And researchers used data analysis that was carried out continuously during the research process by reducing data, presenting data, and drawing conclusions.According to the observations that the researchers got, there are several kinds of media used in learning. Especially for istima' skills in Arabic the teacher gives an incomplete text, and later students are given the task of completing the text by listening to the audio that is played. Thus students can train especially in the ability to express words according to what is heard or commonly called maharah istima'.  

Fictor S. Misssa; Edwer Y. Dethan; Yanto Tefa; Petrus Pareira; Angelita Meneses

Jurnal Pengabdian kepada Masyarakat 2021 Pusat Riset dan Inovasi Nasional

This community service project aims to enhance Sunday School teachers’ ability to use digital media as a tool for children’s faith formation in local churches. The rapid development of information technology requires churches to adapt their educational ministries, including children’s spiritual learning. The training was conducted at the Christian Evangelical Church in Timor (GMIT) Sion Noelbaki Congregation, involving 25 Sunday School teachers. The implementation methods included needs observation, interactive workshops, practical sessions on creating digital Bible content, and direct mentoring in using media such as spiritual videos, PowerPoint, and online platforms (YouTube, Canva, and WhatsApp Groups). Evaluation was carried out through pretest-posttest and participant satisfaction questionnaires. The results showed a 78% increase in teachers’ competence in using digital media after the training. Participants also demonstrated high enthusiasm and commitment to applying digital media in their children’s ministry. This activity had a positive impact on improving the quality of faith education, making Sunday School learning more engaging, contextual, and relevant to children’s lives in the digital era.

Burhan Noerdin

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2021 Pusat Riset dan Inovasi Nasional

. Based on the results of observations, learning subjects Basic Knowledge of Mechanical Engineering in Vocational High Schools showed low learning outcomes. The purpose of this study is to improve student learning outcomes by using audio-visual media in the student facilitator and explaining learning model. This research is a class action research consisting of two cycles, each cycle consisting of planning, action, observation, and reflection activities. The research subjects were 35 male students in class X Machining at SMK Negeri 1 Cibeber for the 2020/2021 academic year. Based on the results of the written test conducted at the end of cycle I, an average value of 69.92 was obtained with 72% classical completeness. Implementation of improvements in cycle II increased student learning outcomes, with an average score of 78.30 and 76.92% classical completeness.    

Leny Ali; Nur Uyuun I. Biahimo; Rahmawati Ibrahim; Nazli Alamri

Jurnal Rumpun Ilmu Kesehatan 2021 Pusat Riset dan Inovasi Nasional

Online learning is carried out as a form of health protocol in order to inhibit the spread of the corona virus. The method is descriptive correlation type, cross sectional study approach. The populations were all the students in grades V and VI of SDN 2 Kota Barat, amounting to 66 people. With the Total Sampling technique. The results showed most of the school-age children at SDN 2 Kota Barat had a high category of online learning adaptation and experienced mild anxiety. The relationship between online learning adaptation and anxiety levels in school-age children during the pandemic at SDN 2 Kota Barat. Children who have been able to adapt well have also indirectly succeeded in reducing the anxiety they face during the teaching and learning process. It is recommended for nursing students not only to focus on studies related to health and nursing, but also to examine the world of education which of course is related to health problems

Daniel Rudjiono; Setyo Adi Nugroho; Kharolina Arifianti

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

Mathematics is an applicable science and very close to human life, so mathematics is very important to learn from elementary school. However, the mathematics competence of elementary school students in Indonesia is relatively low. One of them is SD IT Cahaya Ummat which is located in Karangjati, Kecamatan Bergas, Kabupaten Semarang, the grade 6 students' average mathematics score is lower than other subjects. So far, learning is still conventional in nature with learning resources in the form of printed books, thus it is necessary to have learning innovations to increase students' interest in learning mathematics.The design of interactive media as a learning aid can be a solution to attract students' attention to be more focused when the teacher explains math material in class. When students feel interested and focused on learning, learning will be more effective so that students' understanding of the material presented by the teacher will also increase.Interactive learning media made with Adobe Flash CS5.5 to combine text, images, sound, and animation will make the application more attractive, so that students are more interested in learning mathematics with statistics material. The results of the validation score obtained from media experts are 34, material experts 39, and users 35, so this learning media product is classified as a very good category, so it is valid to be used.  

Setiyo Prihatmoko; Setiyo Prihatmoko; Sumaryanto; Daniel Novianto

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

ABSTRACT The use of mobile devices with the Android operating system which are used as supporting media and supplements in improving learning outcomes combined with demonstration methods and discovery learning or demon-disco learning is needed to help students improve learning outcomes in hydroponic plant cultivation vocational competency subjects at SMK. Kristen Terang Bangsa, because the use of android-based applications can provide new experiences regarding the use of information and communication technology, as well as provide opportunities for students to be able to learn more independently. The concept chosen as a learning medium is to present material about understanding, introduction to parts, types, and quizzes containing questions about hydroponic cultivation of plants. This research uses the Research and Development (RnD) product development method, using 6 out of 10 research stages, namely potentials and problems, data collection, product design, design validation, design improvement, product testing. The result of this research is to produce learning media in the form of android-based applications. The validity value of the media expert is 2.6 which is declared feasible, while the validity value of the material expert is 3.6 which is declared feasible, and is able to increase the average value in the hydroponic plant cultivation vocational competency subject at the Terang Bangsa Christian Vocational School which Initially 67 (with 13 students who had not reached the KKM) to 80 (with 4 students who had not reached the KKM).

Priyatni, Endah Tri

Jurnal Global Citizen : Jurnal Ilmiah Kajian Pendidikan Kewarganegaraan 2021 Prodi PPKn Universitas Slamet Riyadi

Fostering students’ creativity in learning is not effortless because the average learning activity is usually less challenging. Authentic problem-based learning is a learning model that is expected to foster students' creativity in education. This study aimed to examine expert and practitioner validation on authentic problem-based learning tasks prototype in promoting student creativity. The prototype product was displayed and simulated in virtual zoom and validated by 14 learning experts and 18 practitioners/teachers. The initial data were collected through self-evaluation using a questionnaire. The results showed that the use of real experiences as a learning stimulus could foster creative solutions, which are marked by the emergence of new, unusual ideas, imaginative ideas, new creations that have an impact on the development of student creativity.