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Syilla Fhadlilla Fharhah; Dena Aulia Yolanda; Nisrina Aura Andisa; Muhammad Nofan Zulfahmi

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Mathematics is one of the main skills taught from elementary school to college, playing a role in developing critical and logical thinking patterns of students. However, many elementary school students have difficulty understanding mathematical concepts, especially spatial figures, due to the lack of supporting learning media. This study aims to explore the effectiveness of using Trimatra (three-dimensional) media in mathematics learning in elementary schools. Trimatra media, such as three-dimensional models of spatial figures, allows students to visualize and understand the characteristics and relationships between spatial figures in a concrete manner. The results of the literature study show that Trimatra media not only increases students' knowledge of mathematical concepts, but also motivates students to be actively involved in learning, increases critical thinking skills, and overall learning outcomes.  

Elvi Raziana; Sri Yamtinah; Djono Djono

Proceeding of the International Conference on Global Education and Learning 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to identify the problems faced by students in implementing learning. This study used a quantitative approach with a survey method, involving 30 students from two high schools in Yogyakarta. Data were collected through questionnaires about students' learning difficulties, interests, and needs for learning media. The results showed that 96% of the students considered chemistry as a difficult subject to understand because of the abstract nature of the material. As many as 64% of the students felt bored due to the uninteresting presentation of the material, while 72% of the students indicated the need for varied learning methods and interactive learning media to facilitate understanding. The results of the study showed that an innovation was needed to support chemistry learning activities to make learning more active and enjoyable so that it does not lead to student boredom. The developed virtual laboratory media provides flexible, safe and economical simulation of chemical experiments. This application is designed to be accessible without an internet connection using an Android device, allowing students to learn anytime and anywhere. The use of this virtual lab is expected to increase students' motivation, understanding of concepts, and learning experience.

Suci Amalia Putri; Herawati Purba; Zikra Anastasya Az-Zahra; Victory Bangun; Elvi Mailani +1 more

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research discusses the analysis of students' learning difficulties in understanding cube building material. Mathematics is a basic science that must be studied from an early age because it is closely related to other sciences in order to advance to the next level. The research was created to solve students' learning difficulties at SD Negeri 104208 Cinta Rakyat. This research uses a qualitative approach with descriptive research type. The results obtained are that students still lack understanding of the material that has been presented by the teacher in the process of teaching and learning activities, there are many students who do not understand the material explained by the teacher. It can be seen that students' learning difficulties are also determined by low interest in learning and Lack of understanding of the material taught. Several factors include disinterest in mathematics and ineffective use of learning media. This research suggests that schools are expected to innovate in the use of learning media and learning methods that are changed and adapted to students' learning needs and interests.

Dian Nova Dinda; Supriadi Supriadi; Afrinaldi Afrinaldi; Ulva Rahmi

Reflection : Islamic Education Journal 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Advances in information and communication technology have had a significant impact on the world of education, especially in improving the effectiveness and efficiency of the learning process. One technology that is often used is Microsoft PowerPoint as learning media. This study aims to analyze the effect of using PowerPoint media on student learning interest in Islamic Religious Education and Ethics subjects at SMKN 3 Solok City. This research uses a quantitative approach with a quasi-experimental method using a nonequivalent control group design. Data were collected through tests, questionnaires, and observations, and analyzed using normality, homogeneity, and t-test. The results showed that the use of PowerPoint media had a positive and significant effect on students' interest in learning. The experimental group that used PowerPoint had a higher level of interest in learning than the control group. This is due to the presentation of material that is more interactive, interesting, and systematic, so as to motivate students to be actively involved in the learning process. The t-test value shows that there is a significant difference between the experimental and control groups, with a t-count value of 5.384 (p < 0.05). This study concludes that PowerPoint learning media is effective in increasing students' interest in learning Islamic Religious Education and Ethics subjects. Hopefully, this finding can be a reference for educators in developing technology-based learning models that are more innovative and relevant to modern learning needs.

Taufik Afandi; Umi Mahmudah

Jurnal Pendidikan dan Kewarganegara Indonesia 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The aim of this research is to explore the effectiveness of using Augmented Reality (AR) technology as an innovative medium in learning Natural and Social Sciences (IPAS) to increase elementary school students' awareness and understanding of preserving natural resources. This research uses a quasi-experimental research method with a pretest-posttest control group design. The research subjects were fifth grade students at an elementary school in Indonesia, who were divided into an experimental group that used AR media and a control group that used conventional learning media. The research results show that the use of AR media significantly increases students' understanding of the concept of preserving natural resources compared to traditional learning methods. In addition, students in the experimental group showed higher levels of learning motivation as well as active participation in class discussions. The implication of this research is that AR technology can be an effective and interesting learning tool in teaching complex environmental topics. The use of AR not only helps students understand concepts visually and interactively, but also motivates them to be more actively involved in efforts to conserve natural resources. The results of this research provide a basis for the development of technology-based learning media that can be applied in various educational contexts, especially to support sustainable education at the elementary school level.

Ria Sivti Fendi; Ahmad Syafifuddin; Tri Olan Dari; Azizah Azizah; Dessy Kurnia Mulyani

Karakter : Jurnal Riset Ilmu Pendidikan Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

To increase efficiency, productivity and wider access to information in teaching and learning activities, the use of technology in the learning process is currently a top priority. However, problems arise when schools lack sufficient technological devices to support technology-based learning. Therefore, there is a need for innovation in creating appropriate and useful learning media. The use of video-based learning media combined with a digital story approach is an alternative to overcome this problem. The question now is whether this learning method is successful in increasing students' interest and knowledge of arts and culture? What learning methods are used to teach using story-based digital media? This research was conducted at MTS Misbahul Khair. Data was collected through questionnaires and observations. The study results show: 1) Digital video-based learning design has been used well. 2) The questionnaire shows that this media is effective; 80% of students say that video-based digital stories increase their interest, focus and understanding. However, there are several obstacles, such as limited specifications for students' digital devices and the need for quite large storage space and internet quota.

Kumala, Siti Ayu; Sumarni, Ria Asep

Jurnal Inovasi Sosial dan Pengabdian 2024 Lembaga Pengembangan Kinerja Dosen

In today's digital era, teachers are faced with increasingly greater learning challenges. The ability to create interesting, innovative and creative learning media must be possessed by teachers at all levels of education. However, not all teachers have the facilities to learn hpw to create learning media. Various tools and applications have been developed to support the learning process. Some of these applications are Canva, crossword puzzle and Assemblr Edu. These three applications are very helpful in creating learning media to attract students' interest in learning. Community service activities have been carried out at SDN 01 Duren Seribu which is located in Depok City, West Java. The activities carried out were in the form of training in creating learning media by utilizing the Canva, crossword and Assemblr Edu applications for teachers of SDN Duren Seribu 01. The teachers were asked to practice directly creating learning media according to their respective subject areas. After this training, the teachers stated that this training was very useful and made them more proficient in the application in creating learning media so that they could create interesting and creative learning media

Ayouvi Poerna Wardhanie; Endra Rahmawati

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

SMA Dr. Soetomo Surabaya is one of the private high schools in Surabaya that has a vision to create a school with a religious, nationalistic, independent, high-achieving and global perspective. SMA Dr. Soetomo Surabaya has around 50 teachers and education personnel and 654 active students in the odd semester of 2024/2025. To improve the quality of teachers and the learning process at school, SMA Dr. Soetomo sent 33 teachers to learn about creating learning media using the Canva application. This application is a platform for creativity in managing learning content in various forms, such as power points. There are many templates from power points that have been provided in the Canva application that can be selected by teachers to support the creation of learning media. Teachers can innovate in arranging power point components, inserting supporting components such as images/audio/video/ animation to attract students' attention. The results of participant feedback at the end of the training showed that 97,8% Teachers can understand the material given and trainers can provide innovative learning media solutions according to the current needs of students.

Lilik Muji Hastutik; Kusmiyati Kusmiyati

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

One of the tools that can help students learn better is learning media. This study aims to determine how the use of learning media affects students' mathematics learning outcomes. The data used in this research were collected from relevant journals. This study employed the Systematic Literature Review (SLR) method. Researchers utilized the Google Scholar database and the Publish or Perish application to gather nationally accredited journal articles from Sinta 1 to 4. The results indicate that the use of learning media in mathematics instruction has a significant impact on students' interest, motivation, and learning outcomes.

Lilik Muji Hastutik; Kusmiyati Kusmiyati

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

One of the tools that can help students learn better is learning media. This study aims to determine how the use of learning media affects students' mathematics learning outcomes. The data used in this research were collected from relevant journals. This study employed the Systematic Literature Review (SLR) method. Researchers utilized the Google Scholar database and the Publish or Perish application to gather nationally accredited journal articles from Sinta 1 to 4. The results indicate that the use of learning media in mathematics instruction has a significant impact on students' interest, motivation, and learning outcomes.

Lestari Lestari; Ince Wattimury; Sefanya Sairiltiata

FUNDAMENTUM : Jurnal Pengabdian Multidisiplin 2024 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

One of the educational learning media uses a smart board. This media is one of the learning media that can be used by teachers in carrying out learning in the classroom. This media is an innovative media in the world of education so that training is needed for teachers to be able to create and apply it to learning materials in schools. This community service aims to improve the skills and creativity of elementary school teachers in teaching through training in making educational media. This media is effective in attracting interest and facilitating students' understanding of the subject matter, this community service program is expected to facilitate more interactive and interesting learning. This training consists of delivering material related to educational learning media, training in making learning media and questions and answers. This activity was carried out on July 20, 2024 at SD Inpres Werwaru. The results of this activity are increased understanding of the material, increased skills in making creative media, and skills in using learning media. The evaluation results show that training in making educational learning media can improve understanding of the material, skills in making creative media, and skills in using learning media.

Nurma Fitri Handayani; Sri Endang Maruti; Suprihatin Suprihatin

Populer: Jurnal Penelitian Mahasiswa 2024 Universitas Maritim AMNI Semarang

This study aims to determine the improvement of the quality of the process and results of learning the material me and my needs of class IV SDN Munggut 01 through the use of Microsoft Sway learning media. This study was conducted because of the low interest in learning and the learning outcomes of students who did not reach the maximum in the subject of science for class IV material me and my needs. The cause of the low interest in learning and learning outcomes is because the teacher does not use more effective learning media. This study is a Classroom Action Research (CAR) consisting of two cycles. The findings of the study indicate that the use of Microsoft Sway website-based media can improve the process and learning outcomes of class IV students of SDN Munggut 01. This increase can be seen from the learning outcomes in cycle I to cycle II, as well as the increase in the value of learning completeness classically, where in cycle I it only reached 33.33% while in cycle II it increased to 86.66%. Microsoft Sway media in class IV SDN Munggut 01 can improve students' ability to understand the material and improve learning outcomes.

Fahmy Syahputra; Teuku Naufal; Echon Haqnizo; Wahyu Ramadhi; Naomi Pranatasyah +2 more

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Advances in augmented reality (AR) technology have opened up new possibilities in learning, such as help with mathematics. The aim of this research is to develop a simple interactive learning application for building rooms based on AR technology using Unity and Vuforia Engine. This application is designed to help students understand spatial geometry concepts visually and interactively so as to increase interest and understanding of the subject matter. This application development uses Unity as a development platform and Vuforia Engine as an SDK to facilitate AR integration.  This application creates a more interesting learning experience and supports the visualization of geometric objects such as cones, cubes, tubes, balls and pyramids. AR technology allows students to interact with these objects in a 3D environment, which can be very helpful in clarifying concepts and formulas that are difficult to understand using traditional learning media. It is hoped that this research can provide innovative solutions to improve the quality of geometry learning in schools.

Kamal, Angelina Gabriella; Wahyono, Teguh

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2024 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Distance learning has become a supporting tool in education in the digital era. Improving the quality of education requires changing new, more efficient learning methods by designing E-Learning applications for learning media. The Manado State Christian Institute already has an Information System platform which aims to facilitate student registration and administration. To improve the quality of education, an E-Learning application is needed. The aim of this research is to design an E-Learning application as a distance learning platform that facilitates communication between students and lecturers in accessing material, assignments, challenges and exams. System design is carried out using Unified Modeling Language (UML) based modeling. Based on the results of usability testing, a score of 95.2% was obtained, which means that the E-Learning application is very good to use based on the experience of 5 respondents representing the Manado State Christian Institute.

Sabda Bagus Baswara

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2024 Asosiasi Periset Bahasa Sastra Indonesia

Education plays an important role in shaping learners' competencies, including cognitive, affective and psychomotor aspects to face the challenges of the times. In Indonesia, education should look at holistic aspects that include character development, life skills and social abilities as mandated in Law No. 20/2003. However, challenges in classroom management and learning boredom often become obstacles. For this reason, innovative approaches are needed, such as the use of interactive learning media. This study aims to examine the effect of using Fun Learning Card media on the learning outcomes of grade XI students at SMA Negeri 21 Surabaya. This media is expected to significantly increase student participation and understanding, overcome boredom, and create more meaningful learning. By using descriptive statistical analysis techniques, standard deviation, and learning outcome categories, the following results were found before using the learning media in cycle 1 with an average score of 49.6. The score was obtained from the lowest score of 35 and the highest score of 70, then also obtained a standard deviation score (P) of 10.2. In cycle 2 using Fun Learning Card media, the highest score was 97 while the lowest score was 76 with an average score of 85.4 and a standard deviation of 6.3.

Fuspa Esika Manik; Hasudungan Simatupang; Johari Manik; Risden Anakampu; Nisma Simorangkir

Tri Tunggal: Jurnal Pendidikan Kristen dan Katolik 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

The purpose of this study was to develop and produce effective image media on the material of loving others like loving oneself in Christian Religious Education and Character Education learning for grade IV elementary school Merdeka Curriculum. This study uses a development method with the ADDIE approach model. The research location in North Tapanuli Regency consists of Elementary School 173290 Butar, Pagaran District, Elementary School 173291 Butar, Pagaran District, Elementary School 173292 Butar, Pagaran District, Elementary School 178492 Pagarbatu, Elementary School 174573 Hutaraja. The study was conducted in May - August 2024. Data collection used a validation questionnaire and a response questionnaire. The validation questionnaire was used for language expert lecturers, media experts, and material experts. The response questionnaire was used for PAK teachers for grade IV elementary school and grade IV elementary school students totaling 11 elementary school students for small groups and 76 students for large groups. The data analysis used in this study is qualitative descriptive analysis and quantitative descriptive analysis. The results of this study are in the form of image media products of loving others like loving oneself in the subject of Christian Religious Education and Character Education for grade IV of elementary school, Merdeka curriculum. The results of the study indicate that the products made are valid and suitable to be used as learning media. The assessment is based on validation experts, teachers, and students, namely language experts obtained an assessment percentage of 100% (very valid), material experts 100% (very valid), media experts 100% (very valid), religious teachers 96% (very valid) and finally students in small groups obtained results of 96.9% (very good) and large groups 96.36% (very good).

Asyif Faozi; Rina Ariyani; Ilham Dhiya Ul Haq Ramadhan

Jurnal Pengabdian kepada Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

Bullying cases in Indonesia often occur in educational settings. In recent years, incidents of bullying among children in schools, ranging from elementary to college levels, have become more frequent. This phenomenon shows a decline in morality among children today. This socialization activity is carried out by observation, namely direct observation to the field (field research), where after that, preparation and planning are carried out and prepare materials for presentation as well as the use of film media as one of the learning media. Bullying is a form of abuse of power, with various forms such as verbal, physical, and social actions that aim to humiliate and hurt their victims. The consequences can be severe and long-lasting, affecting mental and emotional health. Bullying can be influenced by various conditions including physical, psychological, economic, social, cultural and gender differences

Aulia Fitri Syalsabillah

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This research aims to evaluate the effectiveness of implementing Google Site as a learning media in enhancing students' learning outcomes in a specific subject. Against the backdrop of rapid technological advancement, the integration of technology in education is crucial to improve the quality of education. The research method employed is classroom action research with two cycles, where observations of teacher and student activities and evaluations of student learning outcomes were conducted in each cycle. The research findings indicate a significant improvement in student learning outcomes following the implementation of Google Site as a learning media. The average student grades increased from 75 in cycle I to 90 in cycle II, with all students achieving a "very good" criteria. The implications of this research underscore the importance of utilizing technology in the learning process to achieve optimal learning outcomes.

Annisa Hananiyah

Jurnal Manajemen dan Pendidikan Agama Islam 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This research aims to determine the effectiveness of the use of learning media starting from the use of effective learning media, supporting and inhibiting factors in the use of learning media, and the efforts made by schools to increase the effectiveness of the use of learning media at Tritech Informatics Vocational School, Medan. There are some teachers who still lack the ability to use school facilities to develop learning media. Teachers are not effective in utilizing existing learning media, making students less motivated to learn and not effective in designing interesting learning media. Apart from that, the audiovisual learning media that has been provided by the school in the podcast room is very rarely used or used and there are still some teachers who are not effective in using and choosing learning media. This research uses a type of qualitative descriptive research, namely by using a detailed approach to research objects sourced from primary and secondary data. In this study, the research subjects were school principals, teachers and students. The data collection technique used is first observation, then interviews and finally documentation. The instrument in this research uses interviews in the form of guidelines consisting of several questions. The data analysis technique in this research uses source triangulation, technique triangulation, and time triangulation. Based on the results of the research and discussion, it can be concluded that the effectiveness of using learning media is going well. Effective use of learning media has been implemented in the procedures for procuring learning media, maintaining learning media and using various learning media. Supporting factors are the completeness of learning media and designing learning media, inhibiting factors are media that depend on electricity which will become an obstacle if the lights go out. Efforts to effectively use learning media at Tritech Informatics Vocational School in Medan are carried out by paying attention to choosing the right use of learning media and effective and efficient management of learning media.

Titis Ardyasti; Hana SilmaHadana; Nurus Sa’adah; Asep Purwo Yudi Utomo; Ngabiyanto Ngabiyanto +2 more

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

Educating the nation's life is one of the goals of the Indonesian state which is included in the Preamble to the 1945 Constitution of the Republic of Indonesia in the fourth paragraph. Through education, everyone can learn to develop their potential to realize their happiness and perfection in life to become more qualified. Learning Indonesian has an important role in the process of teaching students about good and correct Indonesian language skills according to their goals and functions. The use of the TikTok application is one way to integrate technology in learning in class X SMA Negeri 11 Semarang negotiation text material. This study aims to find out whether the TikTok application can be used as an alternative learning medium that is effective in improving language skills and increasing students' interest in learning. This research also aims to motivate educators to create interesting learning media. This research uses qualitative descriptive method. Its data collection techniques use observation, interviews, and documentation. The results of the use of the TikTok application in learning negotiation texts with the research objects of class X students of SMA Negeri 11 Semarang can be well received. Monotonous and boring learning can be resolved using TikTok media