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Faridahtul Jannah; Shofia Hattarina

Jurnal Hasil Kegiatan Bersama Masyarakat 2023 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Training on the Use of Code.org-based Educational Games in Delivering Material in Schools is a community service activity which aims to improve teachers' skills in using video-based learning media. This activity was carried out at SDN Kedungdalem II, attended by 12 teachers. This abstract explains the reasons for choosing this topic, namely to overcome challenges in delivering material in schools and utilizing the potential of technology in the learning process. The method used is interactive training and direct practice in creating and editing educational games for learning. During the training, teachers were provided with knowledge about code.org-based educational game concepts and technical skills to create interesting and effective educational games. The results of the training show an increase in teacher skills in using code.org-based educational games and more active student participation in learning. Teachers report increased student learning motivation and better understanding of concepts after implementing code.org-based educational games in the classroom. The conclusion from this activity is that this training succeeded in providing significant benefits for teachers and students. Using educational games based on code.org can improve the quality of learning and produce a more interactive learning environment

Rudjiono, Daniel; Rudjiono, Daniel; Setyo Adi Nugroho; Agus priyadi; Krisna Danu Aji Saputra

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

The aim of this research is to create flash-based animation learning media for students at Kanaan Ungaran Vocational School, as well as increasing students' interest in learning animation. The method used is Research and Development, namely a method that develops a particular product such as animation-based learning media. This research was motivated by the discovery of a lack of media for learning animation at Kanaan Ungaran Vocational School, especially in class XI Multimedia animation lessons. Due to the lack of learning media, this creates students' interest and motivation in learning animation, so the author can conclude that students need a media that can generate learning motivation. The result of this research is an application from Adobe Flash CS6 which is an application that contains interactive animations that can be played by

Arip Wira Utama; Fatimah Nur Rohiim; Efrida Qurotul A’yun; Khansa Hafidza; Kundharu Saddhono

Jurnal Ilmuan Bahasa dan Sastra Inggris 2023 Asosiasi Periset Bahasa Sastra Indonesia

Merdeka Belajar encourages students to actively utilize technology and get used to digital literacy. Digital literacy includes the ability to use and understand information and communication technology, including the ability to access, evaluate, and use information critically, as well as the ability to communicate and collaborate using technology. The purpose of this research is to describe the condition of teaching materials, explore the need for developing teaching materials, and disseminate Indonesian teaching materials based on virtual tours that can be used in Karaganyar Regency High Schools. This research uses a qualitative descriptive approach. Data collection techniques were carried out by means of active observation, interviews, documentation, and using questionnaires. The results showed that students of SMK Negeri Matesih had an interest in EdLink learning media. The ease of access gives students a high enthusiasm for learning. EdLink learning media provides a positive response, namely: (1) students utilize devices for learning, (2) students can understand the material independently, (3) students are active in asking questions about the material, and (4) students are careful, focused, and effective in utilizing time to do the assessment. From the data obtained, it can be concluded that learning media using EdLink can help students' interest in learning. 

Haslinda Haslinda; Nurlia Nurlia; Nurhikma Nurhikma

Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya 2023 Asosiasi Periset Bahasa Sastra Indonesia

This research aims to improve students' speaking skills through group discussion-based learning media in class I UPTD SDN 145 Inpres Pampangan. This research is Classroom Action Research, the subject of this research is class 1 consisting of 23 students, of which the total number of students is 11 girls and 12 boys. The implementation of P2K is carried out in 2 cycles, each cycle lasts for 2 teaching and learning process meetings and every second meeting there is a learning evaluation results test. This research was carried out in the Teaching Profession Strengthening (P2K) activities which started on October 4-November 13 in the 2023/2024 academic year. The results of the research show that during the learning process there is a change in students' attitudes during the learning process in accordance with the results of observations, namely by implementing the Talking Stick type cooperative learning model assisted by picture media, it can increase students' self-confidence to ask both the teacher and their friends about material they don't know. understandable and can increase student attendance. So, Talking Stick type cooperative learning assisted by picture media in thematic learning is suitable for use in this class. This can be seen from the increase in learning outcomes for class 1 students at UPTD SDN 145 Inpres Pampangan after improving speaking skills for class 1 students through group discussion-based learning media.    

Gracia M. N. Otta

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2023 Asosiasi Periset Bahasa Sastra Indonesia

As an effort to increase enthusiasm and English learning in non-formal institutions, the Sunday School teachers embrace new methods containing organizing Community Service programs in collaboration with the universities. It is hoped that the method applied will increase children's motivation to join the learning process in a creative and fun way. Several things that are considered priority problems that must be resolved include: (1) Implementing Fun English Activities, (2) Increasing English vocabulary, (3) Pronunciation of English vocabulary and (4) Increasing enthusiasm and motivation for learning English. The solution offered is in the form of creative and fun English learning through games and songs as well as learning media with a Biblical theme. The activities were divided into two groups, first to fourth graders, and the fifth to sixth graders. The first group learned colors in various ways, vocabulary, and pronunciation in English. Meanwhile, the other group learned the Lord’s prayers and important vocabularies related to salvation. Both activities are equipped with interesting learning media. As the implementation, evaluation was conducted in the form of a quiz.

Mahmudi Mahmudi

Jurnal Budi Pekerti Agama Islam 2023 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to describe the process of learning the subject of fiqh in class I MI Miftahul Huda Karangturi in the 2022/2023 academic year. This study uses a qualitative approach with a type of field research, where researchers directly collect data at the research location. Data collection techniques include observation, interviews, and documentation. Data analysis is carried out through the stages of data collection, data reduction, data presentation, and drawing conclusions. The results of the study indicate that the fiqh learning process at MI Miftahul Huda Karangturi has been carried out systematically including planning, implementation, and evaluation. However, several obstacles were found in the learning process, such as the dominant use of the lecture method, low class management by teachers, low student interest in learning, limited teaching materials, and minimal use of learning media. The recommended efforts to overcome these obstacles include: the application of varied learning methods, improving teachers' abilities in managing classes and building emotional closeness with students, giving educational sanctions to students who are less focused, using interesting learning media, providing capable learning aids, and utilizing technology to support fiqh learning more optimally.

Prita Puspita; Mettadewi Wong; Adriana Venny Ariani; Linawati Suwito; Mulyadi Mulyadi

Jurnal Budi Pekerti Agama Buddha 2023 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This research aims to determine the extent of the quality of the teaching materials used and develop teaching materials that are adapted to the characteristics of learners, due to the limitations of the teaching materials that have been used and create new teaching materials that are more appropriate and appropriate for student education in West Kalimantan Province. This research method uses a qualitative approach with R&D research methods. The subjects in this research were 42 students in West Kalimantan Province. The research and development procedure for the R& model consists of five steps, namely; (1) Analysis (analysis), (2) Design (design), (3) Development (development), (4) Implementation (implementation) and (5) Evaluation (evaluation). The results of the analysis show that the Buddhist Vihara Graha Sailendra Sunday School learning conditions at this week's school are still teacher-centered using printed books and limited use of learning media. It was found from the results of post-test data from 42 students that only 39 reached the KKM on Buddhist religious holiday material, while 3 did not reach the KKM.      

Rotua Situmorang; Erlinda Simanungkalit; Demmu Karo-karo; Eva Betty Simanjuntak; Lidia Simanuhuruk

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2023 Pusat Riset dan Inovasi Nasional

This study focuses on analyzing the validity of developing learning media, knowing the practicality and effectiveness of developing Canva-based scrapbook learning media on the theme 8 sub-themes 1 learning 4 class V SD Negeri 16 Urat Timur T.A 2022/2023. The problem in this study is that the learning media used in the learning process are still conventional media, the lack of use of learning media that utilizes technology, students find it difficult to understand learning material, and learning is still teacher- centered so that students are less active in the learning process. This research is a development research (Research and Development) using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The subjects of this study were fifth grade students and the object of this research was Canva-based scrapbook learning media. The results of material validation by material experts obtained a percentage of 85% in the "Very Eligible" category and media validation by media experts obtained a percentage of 94% in the "Very Eligible" category. The practicality test by educational practitioners obtained a percentage of 98% in the "Very Practical" category. The results of the media effectiveness test through the pretest obtained an average of 53.3 with a completeness percentage of 22.2% in the "Not Effective" category while in the posttest obtained an average of 85.5 with a 100% completeness percentage in the "Very Effective" category. So it can be concluded that the developed Canva-based scrapbook learning media is feasible, practical, and effective for use in learning activities in elementary schools.

Zuhriah Umi Kalsum; Khairil Ansari

Jurnal Pendidikan, Bahasa dan Budaya 2023 Pusat Riset dan Inovasi Nasional

This study aims to, (1) To describe the ability to write official letters of VII grade students of SMP Muhammadiyah 1 Medan in the academic year 2022/2023 before using flashcards learning media. (2) To describe the ability to write official letters of VII grade students of SMP Muhammadiyah 1 Medan in the academic year 2022/2023 after using flashcard learning media. (3) To describe the impact of using flashcard learning media in improving the ability to write official letters of VII grade students of SMP Muhammadiyah 1 Medan in the academic year 2022/2023. The population in this study were all VII grade students of SMP Muhammadiyah 1 Medan with a research sample of 37 students of VII-T2 grade students of SMP Muhammadiyah 1 Medan. The instruments used in this study are the accuracy of letter content, completeness of letter content, appropriateness of letter format, word accuracy, sentence accuracy, and spelling and writing. The method used in this research was one group pretest-posttest. The data analysis technique used the analysis requirement test, normality test, and hypothesis testing. The results of pretest research obtained an average of 57.75, and fell into the category of less. However, the posttest research results obtained an average of 79.29 and included in the good category. Through hypothesis testing, namely 6.20057 > 2.02809, it can be concluded that there is a significant effect of flashcard learning media on the ability to write official letters of VII grade students of SMP Muhammadiyah 1 Medan.

Julia Ayu Puspita; Agung Setyawan

Journal of Creative Student Research 2023 Pusat Riset dan Inovasi Nasional

Technological developments are increasing rapidly in the world of education, therefore human skills must also go hand in hand with these technological developments.  But besides that, there are also educators or teachers who have not taken advantage of the sophistication of this technology, so that it can also affect student learning interest.  So that it requires a memorable learning process that is interesting and fun which aims to increase student learning interest.  An example of an interesting and fun learning media is the powtoon learning media, which combines interesting audio, visual and animated media elements.  So that in this study the aim was to find out whether there was an influence from the use of powtoon learning media on learning interest in fifth grade students at SDN Socah 1. The type of research used by researchers was a type of qualitative research, with descriptive quantitative and descriptive qualitative data analysis methods, in this study  also used interview techniques, tests, observation, and documentation for data collection.  Then the results will show that the powtoon-based learning media has the effect of increasing students' interest in learning, especially in science subjects, because it is considered interesting and fun so that capturing material is easy to understand.

Sisca Wendi Harisa; Riri Okra; Hari Antoni Musril; Sarwo Derta

JURNAL TEKNIK MESIN, INDUSTRI, ELEKTRO DAN INFORMATIKA 2023 Pusat Riset dan Inovasi Nasional

This research is based on the problems found based on the results of interviews with mathematics teachers and students at SMPN 1 Lareh Sago Halaban that the media used in the learning process only uses the blackboard with lecture and discussion methods, there is no technology-based learning media, especially educational games that are used by teachers to students related to mathematics lessons caused a lack of interest and activeness of students in mathematics subjects. Based on this, the solution given is to design a learning media. The purpose of this research is to produce learning media products in the form of educational games with the help of software Building 2 mathematics subjects at SMPN 1 Lareh Sago Halaban. The design of mathematics education games uses the construct 2 design application at SMPN 1 Lareh Sago Halaban with the Research and Development (R&D) research method using the MDLC (Multimedia Development Life Cycle) development model from Luther Sutopo the development model is explained in 6 stages, namely Concept, Design, Materials Collection, Assembly, Testing and Distribution. The product test used in the research is the validity test, practicality test, and effectiveness test. The product test results show that the educational games designed are valid, practical and effective. For the results of the validity test of three validators, the score was 0.88, the practical test by 3 practi- tators was 0.97, and the effectiveness test of twenty people was 0.92.

Sri Heneng Prasastono; Mohammad Hidayatul Holili

Jurnal Manuhara : Pusat Penelitian Ilmu Manajemen dan Bisnis 2023 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Physics is a branch of science that requires more cognitive abilities, while the ability to receive information from each person is different. One effective way to deliver information is to use simulations.This research was conducted at SMA Veteran Purwokerto, research participants were students of class X, a case study that explored a group of students, with the method of observation and literature study. This study aims to find out the increase in students' understanding of concepts that are specifically related to Regular Straight Motion and Straight Changed Irregular Motion through learning media, and to determine student involvement in the learning process. To find out whether or not there was an increase in students 'understanding of the concept of Straight Motion Straight Motion Irregularly Changed, researchers compared students' understanding before and after learning with learning media.The results showed that overall there was an increase in understanding of the concepts of Irregular Straight Motion and Irregularly Changed Straight Motion, overall student involvement was very active.