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Zuhairina Firdaus; Erlita Umi Masytoh; Naila Amalia; Wido Rahayu Gondoarum; Fitriyah Amaliyah

The aim of this research is to identify whether there are differences in students' mathematical problem-solving abilities before and after the implementation of the Student Teams Achievement Divisions (STAD) Learning Model. The study was conducted on 14 fifth-grade students at SD 1 Karangmalang. Data were collected using a multiple-choice test to measure students' mathematical understanding. The research method used was a quasi-experimental design. Data analysis was performed using a paired sample t-test. The results of the study showed that the average score in the posttest was higher compared to the average score in the pretest, indicating an improvement in students' mathematical problem-solving abilities after the implementation of the STAD learning model. Furthermore, the research results also showed that the obtained significance value was 0.000, which is smaller than 0.05. Therefore, the null hypothesis (Ho) is rejected. This indicates that there is a significant difference between the mathematical problem-solving abilities before and after the use of the STAD learning model

Ayu Ramadia Sali; Dwi Mutia Sari

Jurnal Riset Rumpun Seni, Desain dan Media 2023 Pusat Riset dan Inovasi Nasional

Technological developments are currently widely used by some people to commit cyber crimes, especially in this case using the .apk file. Android Package Kit / APK is an application format for Android-based smartphones. The number of victims arising from the phenomenon of file.apk fraud, so understandably there are still many who don't know about file.apk fraud. Therefore the designer makes a design for a media campaign as a means of preventing the phenomenon of file.apk fraud. The design method used is Design Thinking which is based on data obtained through questionnaires, documentation, and literature studies regarding the phenomenon of file.apk fraud. In the problem solving process, apply the 5W+1H analysis (what, who, when, why, where, and how). This design produces prevention media in the form of infographic posters.  

Hendriko Yanmil Yoas Tumangger; Erlinawaty Simanjuntak

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2023 Pusat riset dan Inovasi Nasional

This study aims to improve mathematical problem solving through the inquiry learning model assisted by the kahoot! in SMA Negeri 1 Pahae Julu students T.A.2022/2023. The subjects in this study were 34 students of SMA Negeri 1 Pahae Julu T.A.2022/2023 and the object of this study was an increase in mathematical problem solving through the inquiry learning model assisted by the kahoot! application. Before conducting the research, the researcher first gave a pre-test on 2 the initial observation, which was carried out in 1 meeting. From the results of data analysis, it was obtained that the average mathematical problem solving was 65.176 with the percentage of students who completed 52.94%. Therefore, an effort is needed to improve mathematical problem solving through an inquiry learning model assisted by the kahoot! in SMA Negeri 1 Pahae Julu students T.A.2022/2023. An effort made is called research. This type of research is classroom action research conducted in 2 cycles, each cycle consisting of 2 meetings. The results of data analysis in cycle I obtained an average of 71.941 mathematical problem solving with a percentage of students who completed 76.47% experienced an increase in cycle II obtained an average of 76.059 mathematical problem solving with the percentage of students who completed 79.41%. The class has completely solved the problem in cycle II research. Thus it can be concluded that the research objectives have been achieved, namely to improve mathematical problem solving through the inquiry learning model assisted by the kahoot! in SMA Negeri 1 Pahae Julu students T.A.2022/2023.

Sabrina Ratih Kusumaningrum; Muhammad Nailul Furqon; Wafna Jannata Ulya; Fitriyah Amaliyah

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2023 Pusat riset dan Inovasi Nasional

Problem solving skills are important for students to overcome various problems related to learning and community life. This involves students actively exploring, observing, trying, and investigating using the knowledge and abilities they have. Problem solving is the main focus of developing students' higher order thinking skills in mathematics. This research was conducted by means of observation, interviews, and post-test methods on the 4th grade students of SD Negeri 7 Gondosari. In the results of the discussion, there are 10 data from 31 students which can describe a good level of problem solving. Some students experienced difficulties in implementing the problem and re-examining the results of the solution. Therefore, it is important for students to continue to hone their problem solving abilities using the Polya procedure and to re-check the correctness of the solutions that have been done.

Erni Desi Hasibuan; Damayanti Nababan; Malani Simanungkalit; Betty AS Pakpahan; Rawatri Sitanggang

Journal of Creative Student Research 2023 Pusat Riset dan Inovasi Nasional

As is known, students' active learning will grow and be visible if the classroom conditions are enjoyable for them. Furthermore, the class atmosphere will be pleasant if students are active in class. Students' active learning in class can be stimulated through the use of appropriate teaching strategies by teachers. One strategy that is appropriate to use is the Discovery Learning learning strategy, which is a strategy that involves students playing an active role in learning by training students to think critically through problem solving by formulating hypotheses, searching for information, analyzing, and arriving at conclusions. Through this strategy, the problem of students often not doing assignments, and others will be resolved. The research method used in writing this journal is the library study method, namely by collecting some information through books, journals, magazines, newspapers, and also through other sources that are relevant to the title of this journal. Keywords: active learning of students, Discovery Learning Strategy.

Vidya Arisandi; Ajat Sudrajat

Jurnal Pengabdian kepada Masyarakat 2023 Pusat Riset dan Inovasi Nasional

The issue discussed in this service is to promote community service in literacy learning for children in the community in Kalangsurya village, Karawang district, West Java, Indonesia. The focus in this service is literacy in the form of tutoring for children in the Kalangsurya village environment, Karawang. The limitations discussed in this community service are the literacy of children in the village of Kalangsurya, Karawang in learning. The approach in this service is implementive and 'problem solving'. The purpose of this Community Service activity is to increase children's ability to learn so that children can be assisted and at the same time experience an increase in understanding the content of learning that they are not yet capable of. The benefit of this service is to help children learn subjects that children do in understanding subjects that children have not been able to solve in working on issues or subject topics that children have not been able to solve when studying. The result of this service is that the children are very enthusiastic and experience an increase in learning. The conclusions in this service show that this service with tutoring is very helpful for children in understanding the content of lessons in the village of Kalangsurya, Karawang.

Saluat Siahaan

International Journal of Education and Literature 2023 Lembaga Pengembangan Kinerja Dosen

This study was to find out how the application of the Problem Based Learning (PBL) model to the topic of Colligative Properties in the science program at SMA Negeri 1 Babalan Class XII academic year 2021–2022 would increase students' problem-solving skills and learning activities. Three cycles of action research were used in this study. 32 SMA Negeri 1 Babalan students from the first semester of the academic year 2021–2022 served as the study's subjects. The findings came from watching students engage in learning activities and testing their capacity to solve problems at each stage of the Cycle. The results demonstrated that 1) college students' problem-solving skills improved by implementing the PBL model on the Colligative Properties subject, with average values from Cycles I to II and III of 56, 77, and 87, respectively, while the percentage of classical completion from Cycles I to II and III was 44%, 62,5%, and 87%, with gains from Cycles I to II of 0,083 and from Cycles II to II equal to 0,35; 2). Applying the PBL model to the topic of Colligative Properties resulted in an increase in the students' learning activities, with an average value of 75 in sufficient criteria, 77 in sufficient criteria, and 85 in good criteria from Cycle I to Cycle II and Cycle III, respectively.

Lalu Saparwadi

Sejahtera: Jurnal Inspirasi Mengabdi Untuk Negeri 2023 Universitas Maritim AMNI Semarang

Gadgets have an important role in human life. In addition, the gadget also has a negative impact on its users. This negative impact is caused by use not in accordance with the actual function, especially children. The purpose of this service activity is 1) to provide information about children's cognitive development, 2) to provide information regarding technological developments and their impact on child development, and 3) to provide information on the impact of gadgets on children's development and solutions for dealing with children who are addicted to gadgets. The methods used in this dedication are lectures, discussions, problem solving solutions. This dedication activity was carried out at Plus Muhammadiyah Pancor Elementary School. The results of this dedication show that the participants were enthusiastic and active in discussion activities during the activity.

Qatrun Nada; Ariusmedi Ariusmedi

Jurnal Riset Rumpun Seni, Desain dan Media 2023 Pusat Riset dan Inovasi Nasional

The illustrated story book The Legend of Harau Valley is a book designed by bringing folklore from Harau. This comic book was created to preserve local folklore and become a medium for introducing folklore to the younger generation. Currently, the younger generation's interest in culture is decreasing, so many people don't know the story about this legend. With this design, it is hoped that the Legend of Harau Valley will be increasingly recognized by the wider community so that it becomes a regional identity and its sustainability is maintained. The illustrations in this design use a semi-realist and full color illustration style to make it more easily accepted and liked by the younger generation. The method used in designing this picture book is the glass box method based on data obtained through observation, interviews, literature studies and documentation of the folklore The Legend of Harau Valley. In the problem solving process, 5W+1H analysis is used. This design resulted in a main media in the form of a picture story book entitled "The Legend of the Creation of the Harau Valley". Supporting media options used are bookmarks, e-books, x-banners, hand fans, mini notebooks, posters and tote bags.  

Syamsir Adam

International Journal of Education and Literature 2023 Lembaga Pengembangan Kinerja Dosen

This research focuses on developing a game-based learning model to improve students' mathematical problem-solving abilities of class XI students at SMK Pratidina Makassar. This model was designed to make the learning process more interesting and interactive while increasing students' understanding of mathematical concepts. Through a game approach, students are invited to think critically and analytically in solving mathematical problems, so that their problem-solving abilities can develop. The research results show that this game-based learning model is effective in improving students' mathematical problem-solving abilities. Apart from that, this model also succeeds in creating a more enjoyable learning atmosphere and students' learning motivation is higher. Therefore, this research recommends implementing a game-based learning model in teaching mathematics.

Atika Kumala Dewi; Nur Mukminatien

International Journal of Education and Literature 2023 Lembaga Pengembangan Kinerja Dosen

This article defines the process for developing a speaking syllabus for flight attendant school in a Flipped Learning Network (FLN), which increases student engagement and learning by assigning watching videos at home followed up in pre-teaching discussions, and requiring the students to work on live practices in face-to-face classroom activities. Considering that the syllabus is designed to develop the students' oral competence, the target speaking skill is aimed toward developing students' ability to engage in procedural communication in the workplace. Therefore, the topics/themes are chosen to meet the needs of flight attendants consistent with Project-Based Learning (PBL) by Forum Group Discussions (FGDs). In order to achieve this objective, the development of a syllabus begins with a need analysis, topic selection, syllabus prototype production, expert evaluation, and revision for the final product. The syllabus is organized such that the learning experience is explicitly stated for two formats: online meeting (through Google Classroom for the video analysis) as the lecture homework for pre-discussions followed by classroom face-to-face meeting (through FGDs with peers, individual work, and the teacher) to comprehend students' understanding though some units. Each unit has 2 (two) topics. Each topic consists of 60 (sixteen) minutes or 1 (one) meeting. This syllabus development is considered to be implemented in terms of  FLN for instructional activities in flight attendant school resulting higher-order thinking skills such as collaboration, design and problem solving as students tackle difficult problems, work in groups, research, and construct knowledge with the help of the teacher and peers.

Syumneri Syumneri; Syarifah Fadillah; Reni Astuti

Student Scientific Creativity Journal 2023 Pusat Riset dan Inovasi Nasional

This study aims to determine the application of problem based learning learning models with lottery game media in improving junior high school students' problem solving abilities. This research is an experimental research in the form of Pre-Experimental Designs. The design used is One Group Pretest-Postest Design. The population in this study were class VIII A and class VIII B. The sample in this study was students of class VIII B consisting of 20 students with the selection of subjects based on the cluster random sampling technique. The data collection technique used is a measurement technique with a data collection tool in the form of test questions in essay form. The data analysis technique used was anava one line of dissimilar cells, with further testing using the Scheffe method. The research results obtained were that there was a significant increase in students' mathematical problem solving abilities before and after being given treatment through the problem based learning model using lottery media with high categories.  

Winda Winarti; Muhamad Firdaus; Hartono Hartono

Student Scientific Creativity Journal 2023 Pusat Riset dan Inovasi Nasional

This study aims to describe students' learning barriers in solving SPLDV questions based on problem solving abilities. This research uses descriptive qualitative research, and the sampling technique uses purposive sampling technique. This research was conducted at Sungai Kakap 1 Public Middle School, the data used were the results of researchers to clarify students' obstacles in answering questions based on problem-solving abilities with data sources, namely class VIII students of SMP 1 Sungai Kakap. Data collection techniques used measurement techniques, direct communication techniques and indirect communication techniques with data collection tools in the form of test questions, interview guides and documentation. The data analysis techniques used are data reduction, data presentation, and drawing conclusions. In this study it was concluded that the students' barriers in the high group were wrong in determining the formula and wrong in the concept of completion, the students' barriers in the medium group were wrong in determining the formula, discrepancies in using the formula to answer a problem and did not re-examine the answers, and student barriers in the low group were unable to determine the formula and solve the problem on the question then also did not re-check the answer after completing the given question.    

Anis Fatihatul Madaniah; Infadzah Al Shidqi; Torik Mabruri; Sahlani Sahlani; Meity Suryandari

Student Scientific Creativity Journal 2023 Pusat Riset dan Inovasi Nasional

Berpikir adalah aktivitas kebiasaan manusia yang memungkinkan manusia mengatasi keterbatasan nya sehingga manusia dapat mengarahkan dirinya dan tindakannya ke arah yang lebih baik di masa depan. metode penelitian yang digunakan peneliti dalam penelitian ini menggunakan penelitian kualitatif melalui studi pustaka, penelitian buku, majalah artikel ilmiah yang diperoleh dari media elektronik seperti internet dan google scholar. peran pendidikan karakter dalam membentuk kemampuan befikir kritis generasi muda di Indonesia sangat lah penting untuk dibahas. aspek perilaku yang mentargetkan perubahan adalah perubahan cara berpikir, berperilaku, dan bertindak lebih baik mengembangkan keterampilan inovatif generasi muda. hal ini tidak terlepas dari kesadaran setia negara akan potensi generasi mudanya. untuk meningkatkan kecerdikan dan harmoni teknologi dan industrialisasi dalam kehidupan sehari-hari. pengembangan soft skill generasi muda di setiap negara memiliki metode dan indikasi yang berbeda. “Soft skills merupakan keterampilan dan kecakapan hidup, baik untuk sendiri, berkelompok, atau bermasyarakat, serta dengan sang pencipta. dengan mempunyai soft skills membuat keberadaan seseorang akan semakin terasa di tengah masyarakat. keterampilan akan berkomunikasi, keterampilan emosional, keterampilan berbahasa, keterampilan berkelompok, memiliki etika dan moral, santun dan keterampilan spiritual”. dunia kerja tidak hanya memprioritaskan pada kemampuan akademik (hard skills) yang tinggi saja, tetapi juga memperhatikan kecakapan dalam hal nilai-nilai yang melekat pada seseorang atau sering dikenal dengan aspek soft skills. oleh karena itu, generasi milenial saat ini harus meningkatkan keterampilan mereka dan menyadari pentingnya mengembangkan soft skill agar lebih kompetitif baik di tempat kerja, di dunia akademis maupun di dunia lingkungan masyarakat nya.  

Alimatul Fitri Assholekhah; Anisa Fitriani; Sarwono Sarwono; Sidiq Ali Fatoni; Meity Suryandari

Student Scientific Creativity Journal 2023 Pusat Riset dan Inovasi Nasional

Mahasiswa sering disebut sebagai kaum intelektual karena keistimewaannya dalam mengenyam pendidikan tinggi. Sebagai kaum intelektual, tentunya mahasiswa dituntut untuk memiliki kualitas intelektual yang memadai. Baik dari Hard skill dan soft skill sebagai keterampilan nilai-nilai spiritualnya. Namun, disamping itu terdapat suatu tantangan ataupun masalah yang seringkali disebut orang sebagai kesulitan, hambatan, gangguan, ketidakpuasan, atau kesenjangan. Dalam dunia kerja, mahasiswa akan mengalami suatu tantangan dalam proses kuliah dan kerjanya. Mahasiswa harus mampu untuk mengatur dan mengelola waktunya dengan baik. sehingga diantara keduanya dapat berjalan dan tidak mengganggu aktivitas atau kegiatan yang lainya. Maka dari itu pemecahan masalah adalah suatu proses ilmiah seseorang yang melalui sebuah fase dari pemahaman masalah untuk kemudian mencari informasi yang diperlukan untuk diputuskan solusi pemecahannya dan dievaluasi solusinya. Artinya bahwa seseorang yang menghadapi suatu masalah harus mencari sumber informasi dari akar permasalahan tersebut terlebih dahulu. Sehingga seseorang itu akan dengan mudah memutuskan sebuah solusi yang akan dipakainya dalam memecahkan suatu masalah.

Umaysy Sabillah; Hasratuddin Hasratuddin

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2023 Pusat riset dan Inovasi Nasional

This study aims to obtain teaching materials based on a valid, practical, and effective realistic mathematical approach, so as to improve students' mathematical reasoning abilities on the material of a three-variable linear equation system. The research instruments used were questionnaire validation sheets, lesson plans validation sheets, teaching material validation sheets, test instrument validation sheets, mathematical reasoning ability tests, and teacher and student response questionnaires to teaching materials. After all instruments, lesson plans, and teaching materials were declared valid by the validator, then readability tests and field trials were carried out. The results showed that: (1) the teaching materials based on the realistic mathematical approach developed had met the criteria of validity based on the validator's assessment with the average validity of the teaching materials for the material being 3.13 and 3.29 for media with a very feasible category; (2) the teaching materials based on the realistic mathematical approach that have been developed have met the practicality criteria through: a) the results of the questionnaire student responses to teaching materials show the percentage of practicality of 81.19% with a very practical category, b) the results of the questionnaire responses of teachers to teaching materials show the percentage of practicality 88.75% with very practical category; (3) The teaching materials based on the realistic mathematics approach developed meet the effective criteria with: a) classical student learning mastery of 88%, b) more than 65% of students have achieved 75% of learning objectives for each indicator, c) increased mathematical reasoning ability students after using teaching materials seen through the average score of students increased from 50 in the pretest to 85.33 in the posttest and the results of the N-Gain analysis which showed students' mathematical problem solving abilities increased by 0.712, meaning in the high category.