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Muhammad Ihsan Dacholfany

International Journal of Education and Literature 2023 Lembaga Pengembangan Kinerja Dosen

Online lectures have become the wrong option in our digital age. Therefore, in this online lecture procedure, the lecturer was required to be able to produce media and lecture approaches. A favorable learning environment, student participation, lecturer performance during instruction, lecture media, and method are a few of the variables that affect the attainment of lecture skills. This study aims to investigate and characterize the efforts made by lecturers to increase student engagement in online courses. This study used a case study approach to qualitative research as its methodology. The study's findings indicate that there are numerous challenges facing online lectures in the current digital era, including a dearth of engaged students, a lack of infrastructure and resources for lecturers and students, as well as network and Internet issues and data availability quotas. All of the lectures given in online classrooms by professors have an impact. The study's findings suggest that lecturers should try to be innovative and creative during the stages of preparing, implementing, and evaluating lectures online.

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

Sonny Rohimat; Solfarina Solfarina; Samsiah Samsiah; Fajar Izza Ramdhani; Raisya Fitri +1 more

Jurnal Nusantara Berbakti 2023 Universitas Kristen Indonesia Toraja

Assessment is a process carried out to collect information related to student learning development, analyze and interpret it in deciding learning achievement based on certain criteria and aspects. The use of digital-based learning media can provide a pleasant experience for students in the assessment process, but there are still many teachers who have not used it because of the lack of information to teachers about the use of online learning applications and assessment media, especially those based on online game modes. This workshop aims to socialize Gimkit as a digital platform that can be used for learning assessment. This workshop aims to socialize Gimkit as a digital platform that can be used for learning assessment by presenting two resource persons, namely the Chair of the Untirta Chemistry Education Department and the Chair of the Indonesian Teachers Association (IGI) of Serang City. The first resource person explained the application of information technology in learning assessment, while the second resource person introduced the Gimkit platform and demonstrated and practiced the assessments created by the participants. Based on the results of reflection and evaluation, this workshop activity really helped teachers and students innovate to develop fun assessment activities in the classroom.

Elfia Nora; Sopiah Sopiah; I Nyoman Suputra; Imam Bukhori

Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia (JPPMI) 2023 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

E-learning media is very useful for teachers in supporting the teaching and learning process in the classroom. Apart from having to understand how to use various existing e-learning media, teachers can also design digital e-learning media that are adapted to student learning styles consisting of Visual, Audiotorial and Kinesthetic as well as Asynchronous and synchronous. E-learning media products designed from the results of teacher training are in the form of Android-based applications, consisting of Visual, audio, Kinesthetic menus, and all Materials. This application contains material and assignments on all subjects at SMP Negeri 1 Sooko, Mojokerto Regency.  

Nur Izhma Adzkia Zahra; Kairuddin Kairuddin

Journal of Student Research 2023 Pusat Riset dan Inovasi Nasional

This study aims to describe the improvement of mathematical problem-solving skills after applying the realistik mathematics learning assisted by digital media of class VIII students of SMP Dharma Patra Sei Lepan for the 2022/2023 academic year. The subjects in this study were 32 class VIII-A students of Dharma Patra Private Middle School. Data collection techniques used were teacher observation sheets, tests of mathematical problem-solving skills, and documentation. This research is a classroom action research (PTK) which consists of 2 cycles, each cycle consisting of 2 meetings. Before taking action, first given the initial test and at the end of each cycle is given a test of students' mathematical problem-solving abilities. The test results of students' mathematical problem-solving abilities increased from the initial test, cycle I, and cycle II. In the classical pre-test, 3 students (9.38%) passed and the average pre-test ability was 49.12% with a very low level of ability. In the first cycle test, there was an increase classically, 17 students (53.13%) completed and the average ability test obtained 69.01% with the ability level in the medium category. Then the second cycle test also experienced an increase in classically obtained 28 students (87.5%) completed and an average ability obtained 81.05% with a high level of ability category. Thus it can be concluded that the application of realistik mathematics learning assisted by digital media can improve the mathematical problem-solving skills of class VIII students of SMP Dharma Patra Sei Lepan.

Annisa Wahyu Palupi; Istiqbalul Fitriya; Khatim Laela; Virda Eka Pratiwi; Yun Nur Aeni +2 more

Learning Indonesian contains material regarding news texts that students need to master. Based on observations at SMP N 19 Semarang, especially in class VII F, it shows that learning carried out on news text material has not been carried out effectively, and the material has not been fully conveyed properly in the learning process resulting in learning that cannot be said according to learning outcomes. Educators need to carry out activities to improve learning and deal with problems in the classroom, one of which is by designing learning media that can help facilitate the learning process. This model needs to be integrated with something that is currently closely related to students so that it can provide an imprinted and memorable learning experience for students. One model that is relevant to the characteristics of students is the ASSURE model. Based on the research that was conducted on 32 students at SMP N 19 Semarang, in the first cycle the average student assessment score was below the average score of 69.53, while in the second cycle there was an increase in student assessment scores with an average score. -class average 81.25. This proves that the application of the ASSURE model for digital pocket book learning media to news texts for class VII SMP can be said to be effective.      

Jingga Jingga; Arfi Rinantari; Uli Laela Rahma; Vita Aprilia Kartikasari; Asep Purwo Yudi Utomo +1 more

Students in the digital era expect more learning using technology. This requires teachers to modify learning by applying technology in it. This study tries to apply the ASSURE learning model with the integration of Wordwall Games media which can be accessed on each student's device in class. The uses of Wordwall Games media match with the ASSURE model because it links technology. Wordwall Games is a game specially designed for learning. This game can improve motivation in students' learning, so that learning in the technological era become more effective and efficient. This research based on classroom action research on discussion text material using the ASSURE model using Wordwall media in class IX at SMP Negeri 9 Semarang which is targeted in 2 learning cycles. The results showed that there was an students enhancement motivation in 2 learning cycles of learning as evidenced by increased of student learning outcomes. This proves that the ASSURE model and Wordwall media are fit to be applied in Indonesian learning, especially in discussion text.