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Hariana Gultom, Febrina; Saida Ulfa; Henry Praherdiono

International Journal of Education and Literature 2022 Lembaga Pengembangan Kinerja Dosen

This study aims to find out whether there is an influence of the Problem Based Learning-Computational Thinking (PBL-CT) model on analytical thinking skills in terms of students' interest in Natural Sciences subjects. This research was conducted at the Kalam Kudus Christian Middle School in Malang in the 2022/2023 academic year. The design used in this study was a non-equivalent group design quasi-experiment. Retrieval of data using ten essay questions which are made according to indicators of analytical thinking ability and students' interest in science is measured by using a questionnaire.  Data analysis was carried out by the Two Way Anova parametric test. Based on the results of the analysis carried out, the results were obtained: (1) there were differences in analytical thinking skills between students who were taught using the Problem Based Learning and Problem Based Learning - Computational Thinking (PBL-CT) learning models with a significance <0.05. (2) there is no difference in the ability to think analytically between students who have a high, medium, and low interest in learning science as shown by a significance value of 0.748 > 0.05. (3) there is an interaction between Problem Based Learning - Computational Thinking (PBL-CT) on students' analytical thinking skills in terms of students' interest in natural science subjects with a significance value of <0.05

Ahmad Zainudin; Priyadi, Agus; Dewi Prehantini Wahyuningtyas

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

Educational game is a game which is specifically designed as a tool to accomplish educational needs. Therefore, it has to be projected in an exact precision to achieve its goal: educating, and increasing the user knowledge and skills. There are some problems which frequently happened at TK Kemala Bhayangkari 31 Salatiga, firstly, the number of props of traffic signs is limited so it is not proportional to the number of meetings in the existing curriculum and students must repeat the same material. Secondly, there isn’t suitable learning support media to add props to traffic signs that are still lacking. The software used in this game development was Adobe Flash CS6. The research was conducted through R&D; Research and Development method by processed through some stages. First, problem identification stage, then, data collection, product design, design validation, design revision, and the final step was the product trials. The validation was carried out by the expert validators and product user. Based on the research conducted, it concluded that this game has 43 signs which fulfill the number of signs that must be taught to students according to the curriculum at TK Kemala Bhayangkari 31 Salatiga, 18% which is most often found on the road from the total number of traffic signs in the Minister of Transportation Regulation No. 13 years 2014.  

noviani, amallia; Adha, Muhammad Mona; Rohma, Rohman

Jurnal Global Citizen : Jurnal Ilmiah Kajian Pendidikan Kewarganegaraan 2022 Prodi PPKn Universitas Slamet Riyadi

The country of Indonesia is currently undergoing rapid changes, namely the Covid-19 virus. The changes that occur are certainly very influential on the order of life, especially technology among the world of education. The educational environment has changed, where previously the learning process was carried out face-to-face, but now uses online learning media. Schools are one of the main factors in shaping the character of students, so that they can support the good use of technology, which is called digital citizenship. But in reality today, the reason is partly the lack of bad attitudes in the use of technology by students. The problem that will be discussed in this study is how the influence of online learning media in strengthening the Digital Citizenship attitude of students in Civics subjects. The research method used is a descriptive method with a quantitative approach. The data collection technique used the main technique, namely a questionnaire. The data analysis tool in this study uses SPSS version 20. Based on the results of the research conducted, it shows that there is an influence of online learning media in strengthening students' digital citizenship attitudes in Civics subjects with a large percentage of the effect, which is 56,5%.   Keywords: Online Learning Media, Digital Citizenship, and Students

Musfira Musfira

Concept: Journal of Social Humanities and Education 2022 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

This research aims to improve student learning outcomes in class I at SD Cordova Indonesia through the application of the trade a problem learning model assisted by concrete media. The problem in this research is the low mathematics ability of students in class I at SD Cordova Indonesia. The method used in this research is the classroom action research method (PTK). The subjects in this research were all 27 class I students at SD Cordova Indonesia. The indicator of success in implementing the action is that students achieve a minimum of 70% completeness with an average learning outcome score of at least 70 from the total number of students. Based on data processing from research results, the average value of student learning outcomes in the pre-cycle was 54.44, then after the first cycle actions were carried out it increased to 63.70. The first cycle action was then continued to the second cycle action and obtained an average score of 71.85 with student completion reaching 74.10% of the total students who took the learning outcomes test. Based on the results in cycle II, it shows that the application of the trade a problem learning model assisted by concrete media is effective in improving students' mathematics learning outcomes in class I at SD Cordova Indonesia.

Rino, Rino; Reni Astuti; Muchtadi , Muchtadi

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2022 Pusat riset dan Inovasi Nasional

The purpose of this study was to develop a valid, practical and effective E-Book learning media of E-Flip PDF with Guided Self-Learning on student learning outcomes on matrix material in class XI of SMA Negeri 1 Nanga Mahap. The method used is a 4D research method which is limited to Define, Design and Develo. The subjects in this study were 29 students of class XI SMA Negeri 1 Nanga Mahap, 3 material and media experts. The instruments used in this research are in the form of material expert validation sheets and media expert validation sheets, teacher response questionnaires, student response questionnaires and posttest questions based on the results of research that have been carried out, the results of the validation of the E-Book learning media are E-Flip PDF with Independent Learning. Supervised has a level of validity of 93.66% with very valid criteria, the level of practicality of learning media is 89.93% with very practical criteria and the effectiveness level of learning media is 82.75% with very effective criteria.    

Manek, Fransiska; Prasetyo, Nugroho Aji; Mitasari, Zuni

JOURNAL OF BIOLOGY LEARNING 2022 Universitas Veteran Bangun Nusantara Sukoharjo

This study aims to determine the effect of a combination of Discovery Learning and Problem Based Learning on the problem solving abilities of class X students at SMA Negeri 9 Malang. The method used in this research is quasi-experimental with a quantitative approach. Data collection techniques used were interviews, problem-solving ability tests, sheet validation and documentation. The results showed that there was a significant influence on the problem solving abilities of students using a combination of Discovery Learning and Problem Based Learning models in biology class X IPA Malang State High School which can be seen from the sig (2tailed) value of 0.002<0.05. The combination of the Discovery Learning model with Problem Based Learning provides opportunities for students to be actively involved in the learning process to solve problems that occur in everyday life starting from finding problems, analyzing problems to drawing conclusions

Hendri Rasminto; Fujiama Diapoldo Silalahi; Budi Hartono

EBISNIS : JURNAL ILMIAH EKONOMI DAN BISNIS 2022 LPPM Universitas Sains dan Teknologi Komputer

Analysis of E-Learning Information Systems is certainly one of the efforts that can be made to overcome problems that arise in the process of implementing teaching and learning activities (KBM) in each school. Soft System Methodology (SSM) analysis is a method used to help model unstructured problems. The SSM methodology is suitable for assisting an organization in defining their goals and then building a human activity system to achieve those goals. The relationship between the internal and external academic community involves teachers, parents of students, students and school administrators to develop information for supervision and student Development approaches. E-Learning analysis using the Soft Systems Methodology (SSM) approach is expected that the E-Learning information system will be able to answer existing challenges and problems. This study carried out a CATWOE analysis of the holons and elements (Client, Actor, Transformation, World View, Owner, Environment) found in case studies, building E-Learning models by applying the roles of humans, processes and technology as knowledge-forming elements, then analysis. holons based on the modeling of the resulting Knowledge. The analysis of E-Learning needs is answered by the need between the internal staff of teachers, employees, counseling and external students and parents to improve the quality of teaching and learning activities and student development.

Hermanto, Mahdiyah; Hujjatusnaini, Noor; Nirmalasari, Ridha

JOURNAL OF BIOLOGY LEARNING 2022 Universitas Veteran Bangun Nusantara Sukoharjo

This study aims (1) to determine whether the guided inquiry learning model has an effect on the students' science process skills, (2) to find out whether the PBL learning model affects the students' science process skills, (3) to find out the differences in the students' science process skills. VII SMPN 5 Dusun Selatan which uses the guided inquiry learning model and the PBL learning model. The method in this research is comparative quantitative. The research design used was the Nondomized Control Group Pretest-Posttest Design. The instrument used was a test in the form of multiple choice questions totaling 25 questions and an observation sheet for students' science process skills. The research sample was students of class VII A and class VII B at SMPN 5 Dusun Selatan. The data collection technique was carried out using the observation method of students' science process skills and learning outcomes tests. The data were analyzed descriptively. The results of this study show that (1) the value of the science process skills of students using the guided inquiry learning model has an average value of 92%, (2) the value of the science process skills of students using the PBL learning model has an average value of 96 %, (3) the difference in the science process skills of students who are taught using the guided inquiry learning model and the PBL learning model, it can be seen from the results of the average value obtained that there are differences, where the PBL learning model has a higher average value than the learning model. guided inquiry. The learning outcomes of the guided inquiry class had an average score of 39 on the pretest and 68 on the posttest. Meanwhile, the average value of the pretest in the PBL class was 40.4 and the posttest score was 69.3. These results indicate that the guided inquiry learning model and the PBL learning model can improve students' learning outcomes and science process skills.

Prihatmoko, Setiyo; Prihatmoko, Setiyo; Sumaryanto, Sumaryanto; Herlansyah, Langga Jaya

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

This research is motivated by the problem of lack of motivation and attention of students in following the teaching and learning process in the classroom because teaching and learning activities still use conventional methods. This makes students have difficulty in understanding the material being studied so that basic competencies and KKM are not achieved. This study uses the Research and Development (RnD) product development method, using 6 out of 10 research stages, namely potential and problems, data collection, product design, design validation, design improvement and product testing. In this study, researchers used multimedia with the Mind Map method as an interesting learning medium by using a computer that can display text, images, video, and audio so that the learning process is more enjoyable for students. The results of this study are multimedia-based learning media using the Mind Map method. The validity value of media experts is 3.6 which is declared feasible, while the validity value of material experts is 3.8 which is declared feasible, and increases students' understanding and interest as users from 61% initially to increase to 86.11%.

Sri Kuntari

Jurnal Riset Rumpun Ilmu Pendidikan 2022 Lembaga Pengembangan Kinerja Dosen

The problem in this study is the low quality of learning Business Economics class X Office Automation and Governance, which is known from the average student learning outcomes in the subject of Business Economics only reaching 67.43, in other words it has not reached the specified KKM, which is equal to 78, this is due to the lack of use of media images with learning models in the teaching and learning process, lack of student interest, and low student learning outcomes in learning Business Economics. Therefore, this research discusses the use of media images with the Examples Non Examples learning model to improve student learning outcomes in class X Business Economics Automation and Office Management at SMK Negeri 8 Samarinda. This study uses the Classroom Action Research (PTK) method, the research procedure used is in the form of cycles and each cycle is carried out through four stages, namely: planning, implementing, observing, and reflecting. The data collection technique was carried out using qualitative techniques, while the data collection tool used was a question instrument. The subjects of this study were class X students of Office Automation and Governance at SMK Negeri 8 Samarinda with a total of 35 students. The results showed that the use of media images with the Examples Non Examples learning model can improve student learning outcomes in learning Business Economics. This can be seen from the completeness of student learning outcomes in the pre-cycle, namely 18 students (51.43%), there was an increase in cycle I, namely 27 students (77.14%) and in cycle II it increased to 35 students (100%). Based on the results of the study, it can be concluded that the use of media images with the Examples Non Examples learning model can improve student learning outcomes in the subject of Business Economics class X Office Automation and Management at SMK Negeri 8 Samarinda.

Rodiyah, Siti Kholidatur

jurnal Riset Rumpun Agama dan Filsafat 2022 Pusat Riset dan Inovasi Nasional

In choosing the right learning model, a teacher must pay attention to students' abilities and choose a learning model that can motivate them to learn and develop their potential so they can overcome problems in life. Problem-Based Learning is considered a learning model that can help students maximize their potential and develop skills in solving problems in everyday life. This study aims to critically analyze the application of problem-based learning models in the field of study of Islamic Religious Education. Through a literature study approach, this study focuses on a critical analysis of the basic concepts, principles, and procedures for applying the Problem-Based Learning method in learning Islamic Religious Education. The results of the research show that in order to implement PBL in the learning process, teachers should follow the procedures or implementation stages. The procedure for implementing PBL is divided into several steps, namely: problem orientation, organizing students to study (in groups), investigation or data collection, developing and presenting work results, and finally; evaluation and reflection.

rusliadi; Azhar A.

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2022 Pusat riset dan Inovasi Nasional

Research has been carried out on the implementation of the gasing method on the ability to understand students' physics concepts where before the gasing method was implemented into the learning process, physics subjects did not receive a positive response from students and still considered that physics mostly had formulas that had to be memorized, as well as symbols and calculations used. quite complicated for students. Those are some of the factors that cause physics learning to be less than optimal which can be seen from the lack of understanding of students' physics concepts on the material. To overcome this problem, the top method is implemented in learning which can create a fun and enjoyable learning atmosphere in the teaching and learning process. This method can also help explain a natural phenomenon that cannot be witnessed or studied directly. Based on the results of research that has been carried out, students who are taught using the gasing method have a better understanding of physics concepts, namely 67.65% with a variance of 6.08 compared to students who are taught by conventional methods of 54.84% with a variance of 5.26.

Syahid Faturrojak; Dewi Septiani Kurniasih

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2022 Pusat Riset dan Inovasi Nasional

  Underachieving students are not caused by their lack of ability, but can be caused by a lack of motivation to learn. The purpose of this research is to increase students' learning motivation through the application of the Problem Based Learning model. The research was conducted quantitatively using a descriptive survey method. The results of this study indicate that efforts to apply the Problem Based Learning learning model which is supported by giving appreciation or awards to students have been able to stimulate students' learning motivation.    

Eko Nursanty; Rahmawaty Abu Hasan; Thazin Htet

SARGA: Journal of Architecture and Urbanism 2022 Universitas 17 Agustus 1945

This paper focuses on unlocking the creative potential of architecture students through an exploration of the Four C model of creativity. This model extends the traditional understanding of creativity and offers a comprehensive framework for fostering innovation in architecture. It introduces "mini-c" and "Pro-c" dimensions, highlighting creativity within the learning process and the attainment of professional expertise. Architecture demands a blend of technical skills and artistic expression for effective communication of ideas. However, nurturing creative thinking among architecture students faces challenges, including fear of experimentation and traditional teaching methods. To address these obstacles, the paper suggests integrating problem-based learning (PBL) and mind mapping techniques. PBL encourages collaboration and critical thinking, while mind mapping stimulates visual and associative thinking, aiding idea generation and organization. Additionally, the role of technology in architecture education is explored, emphasizing the benefits of mixed learning environments that enhance collaboration and creativity. Embracing technology readiness equips students with tools to tackle real-world challenges and create innovative designs. In conclusion, this paper underscores the importance of creative thinking in architectural design and its implications for the discipline's future. By adopting the Four C model, implementing PBL with mind mapping, and leveraging technology, educators can revolutionize architecture education, nurturing a new generation of architects prepared to shape the evolving world with imaginative and visionary designs.