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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

Prihatmoko, Setiyo; Prihatmoko, Setiyo; Sumaryanto, Sumaryanto; Anja Robbi Dini

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

Based on research conducted in SMK NU 01 Kendal, especially in fashion drawing learning in class X busana butik still uses conventional learning with blackboard media, the learning media is less effective because it requires a lot of energy and time for learning material that contains many pictures and tutorials that need to be delivered repeatedly. This study found a solution that is the design of learning media using the Computer Assisted Instruction (CAI) method, a system for delivering interactive multimedia-based learning with instructional material presented by means of a computer or computer system., so that it can help teachers deliver material effectively, and make students learn with high motivation because they are interested in multimedia systems that are able to present the appearance of text, images, videos, sounds and animations. The validation value by media experts shows that the value of 3.1 is classified as good / valid, and the validation results from material experts show a value of 3.5 which is categorized as very good / very valid, and an increase in the percentage value of effectiveness from 50.4% to 81.7%. and there is time efficiency, one of material such as collar images can save up to 18 minutes.

Shafira, Shafira Yolanda Furi

Jurnal Global Citizen : Jurnal Ilmiah Kajian Pendidikan Kewarganegaraan 2023 Prodi PPKn Universitas Slamet Riyadi

Low student learning motivation causes low learning outcomes. Learning models that are less interactive and innovative are one of the reasons students have low learning motivation. This study aims to analyze the use of learning media with the mentimeter application in Pancasila and Citizenship Education Subjects at SMA Plus Merdeka Soreang on student motivation. The research sample was taken from 30 students of Merdeka Soreang Plus High School who took Pancasila and Citizenship Education Subjects. Data collection techniques used are observation, interviews, tests, questionnaires, and documentation. The results showed changes in the increase in results and learning motivation between before and after treatment. The average learning outcomes increased from 46.87 to 70.62 with a percentage increase of 50.67%. In addition, an increase also occurred in indicators of student motivation during the learning process. The application of the meter application provides a more interactive and enjoyable learning atmosphere. This research is expected to improve the learning process by using digital media.Keyword : Mentimeter Media, Interactive Learning, Motivation

U.Usep; Imelda Susila Wirahardja; Winda Safarin; Sri Rahmawat; Budi Susetyo

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2023 Universitas Maritim AMNI Semarang

The aim of this research is to determine the results of cooperative learning strategies through experiments in learning to count for slow learner children. We combined quantitative and qualitative methods in analyzing the data collected during the research. The profile of a Slow Learner student concluded through assessments is used as the basis for creating a Learning Program Plan that uses cooperative learning strategies through experimentation. The research results show that cooperative learning increases the motivation and active learning of regular and special students while improving the learning outcomes of children with special needs, and all students in general. This can be seen from the scores obtained by both groups which were above average and the attitudes shown in learning. We hope that the results of this research can provide information about creative ways of cooperative mathematics learning for Slow Learner students in an inclusive context.

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.

Ayundari , Sella; Annisa, Annisa; Armiati , Rika

JOURNAL OF BIOLOGY LEARNING 2023 Universitas Veteran Bangun Nusantara Sukoharjo

Active learning is optimizing the use of all the potential possessed by students, so that all students can achieve satisfactory learning outcomes according to their personal characteristics. In this mini-research task, the author discusses active learning strategies using the card short method. The purpose of this study was to determine the effect of active learning strategies using the card short method on student learning outcomes. The method used in this study is the method of direct observation or survey in Class XI IPA 3 SMAN 2 Percut Sei Tuan. Data collection techniques used pretest and posttest and the results showed that there were differences in the effect of active learning strategies using the cardhort method with the blood circulatory system material. The card sort learning method with the technique of the games is expected to help students understand the lesson and understand the classification of the circulatory system material. Based on the results of research conducted at SMA Negeri 2 Percut Sei Tuan, there are differences in the influence of active learning strategies using the cardshort method with blood circulatory system material.

Muhammad Sayuti; Sofwatul Marfiyah

Jurnal Anestesi: Jurnal Ilmu Kesehatan dan Kedokteran, 2023 Stikes Kesdam IV/Diponegoro Semarang, Indonesia

The application of problem based learning methods requires students to have active learning and critical thinking skills, where these abilities are factors that can affect students' GPA. This study aims to determine the relationship between active learning and critical thinking with the GPA of students of the Medical Study Program, Faculty of Medicine, University of Malikussaleh. This study was an observational analytic study using a cross sectional approach. Statistical analysis using the Spearman test. Sampling in this study using total sampling with a total of 274 students who have met the inclusion and exclusion requirements. The results of the univariate analysis of ability active learning and critical thinking of all respondents at the most at the ambivalent level of 262 respondents (95.6%), followed by high measurement results of 8 respondents (2.9%) and low measurement results of 4 respondents (1.5%). Icumulative achievement indexAll respondents were found at a very satisfactory level of 209 respondents (76.6%). GPA with praise of 50 respondents (18.3%). Satisfactory GPA of 14 respondents (5.1%). Bivariate statistical analysis get p value <0.05. The conclusion of this studythere is a relationship between active learning and critical thinking with the GPA of students of the Medical Study Program, Faculty of Medicine, University of Malikussaleh.

Rudjiono, Daniel; Rudjiono, Daniel; Ester Dian Santoso

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

This Study aims to design interactive learning media in indonesian subjects, especially theme 2 sub-theme 4 lesson 5. Based on the identified students, that there are still students who are still not able to read and write fluently. This is due to factors from within the students themeselves such as the willingness and ability of the child. This type of research is a research and development research and development (R&D) method. This study uses six stages: (1) Potential and problems, (2) gathering information, (3) product design, (4) design validation, (5) design revision, (6) product trial, (7) product revision. Validation was carried out by media experts (lecturers) and material experts (teachers). The subjects of the research trial consisted of grade 1 students at SDN Leyangan. The trial was conducted by 5 students. Data collected by interviews, documentation, and questionnaires (questionnaires). The data are the results of an assessment of product quality and suggestions for revising the product, which are then analyzed descriptively.                 The results showed that interactive learning media for Indonesian thematic subjects as a media tool designed to be suitable for use in learning theme 2 sub-theme 4 lesson 5 class 1 SDN Leyangan. This is shown by (1) the assessment of the media expert (lecturer) included in the very good criteria with a score of 37, (2) the assessment of the material expert (teacher) included in the very good criteria with a score of 36, and (3) in the trial use included in the very good criteria with a score of 36.  

Indah Indria Sari; Supriadi Supriadi; Khairuddin Khairuddin; Riri Okra

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

This research is motivated by the importance of implementing an effective and fun creative active learning model in class X SMK N 1 Ampek Angkek. Various questions are raised with learning that is still far from the criteria of being active, creative, effective, and fun. This can also be seen from the learning which is still centered on the teacher and students are still busy listening to the lesson. Then the teacher also does not optimize the potential that exists in students. The type of research used is Quasi Experimental Design. The population in this study were class X students of SMK N 1 Ampek Angkek for the 2020/2021 Academic Year. Sampling was carried out using the Nonprobability Sampling technique, namely by taking non-random samples. The first sample consisted of 25 students in the experimental class using the PAKEM model and the second sample consisted of 23 students in the control class using the conventional learning model. The research data was obtained by giving student responses as many as 22 items that have been tested. Based on the results obtained from the mean of the experimental class is 71.76 and the control class is 71.52. The results of the hypothesis using the t-test at a significance level of 0.05 obtained a Sig (2-tailed) of 0.041. So that H0 is rejected and H1 is accepted because 0.041 <0.05. This shows that there is a significant difference between the application of effective and fun creative active learning models in information technology and computer subjects with conventional learning models.

Imam Mualim; Nuari Anisa Sivi; Najla Asyila; Oriza Panduwinata

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2023 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The development of information technology provides opportunities for educators to create more efficient and interactive learning evaluation media. This study aims to design and develop a computer-based test media using Wondershare Quiz Creator as a tool to support online learning. The research method used is Research and Development (R&D) with a waterfall model, which includes the stages of needs analysis, design, development, testing, and implementation. The results show that the developed test media is capable of providing various types of questions, such as multiple choice, short answer, true-false, and matching, and is equipped with features such as automatic feedback, time settings, and exportable test results. User testing indicates that the media is easy to use, responsive, and effective in supporting the learning evaluation process in online learning. In addition, educators can quickly create, manage, and distribute tests through digital platforms without requiring advanced technical skills. Thus, the use of Wondershare Quiz Creator has proven to be an alternative solution for providing practical and interactive computer-based test media that supports improving the quality of online learning. This research is expected to serve as a reference for educators in utilizing technology to enhance the effectiveness of learning evaluation

Anas Anas; Akhmad Zaenul Ibad; Nova Khairul Anam; Fitri Hariwahyuni

Journal of Creative Student Research 2023 Pusat Riset dan Inovasi Nasional

 The Independent Curriculum was determined by the Ministry of Education and Culture and the Minister of Religion of the Republic of Indonesia has issued a decree number 347 of 2022 regarding guidelines for implementing the Independent Curriculum in madrasah. So the implementation of the Independent Curriculum at Madrasah Ibtidaiyah becomes a demand for madrasah. The research uses a library research. The data research related to the Independent Curriculum and the Decree of the Minister of Religion of the Republic of Indonesia number 347 of 2022 concerning the Independent Curriculum. The Analyzing data of this research using a way to describe the data in the study (content analysis). The Independent Madrasah Ibtidaiyah curriculum implements learning according to the abilities of students which gives more space to develop student’s basic character and competence. The Character abilities that support interactive learning is by developing abilities and having characters in the form of noble character, diversity, independence, critical and creative reasoning. Have a focus on essential learning and adapts to the abilities of the students. The Independent Curriculum at Madrasah Ibtidaiyah was developed in Indonesia with the aim to improve the quality of education. Its implementation is adjusted to the needs and characteristics of students which can facilitate the learning process without feeling burdened in the implementation of learning in Madrasahs. It is because the process of implementing the Independent Madrasah Ibtidaiyah Curriculum is more profound, fun and independent. Implementation of the Independent Madrasah Ibrtidaiyah Curriculum in accordance with KMA RI No. 347 Year 2022 is supported by the existence of the Independent Learning platform which is easily accessible. The Independent Curriculum application contains teaching tools needed by students and teachers to facilitate the learning process.    

Zhilal Mustadh’afin; Yayat Suharyat

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

This service aims to implement the Focus Group Discussion (FGD) teaching method on PAI material at the high school level. This service uses a qualitative descriptive method which is carried out in class XI, totaling 35 students which is carried out through the preparation, implementation and evaluation stages. The problems faced by students when learning tend to use the lecture method, especially in PAI lessons, students are only listeners without having to express students' opinions, this results in a decrease in student interest and activity when receiving lessons. The results of this service prove that students have empathy during the learning process and can express creativity in explaining material, hone students' confidence in expressing opinions and train students' cohesiveness with other students which makes the method effective. This model can be a stimulus for educators who want to apply the PAI learning method in the classroom.