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Nurlela Syafrian Oematan

REDOMINATE : Jurnal Teologi dan Pendidikan Agama Kristiani 2020 Sekolah Tinggi Teologia Kerusso Indonesia

The development of information and communication technology in the current digital era is growing very rapidly and affects many aspects of human life, including aspects of children's education. The influence of these technological developments also brings changes to modern lifestyles that have both positive and negative impacts on all levels of society, including the lives of children. The COVID-19 pandemic that has occurred since 2020 also affected the life of the education world, namely changing learning methods of the teaching and learning process in schools. The online learning method is starting to be applied for schools that are ready with this online learning system, which requires a lot of media, such as cellphones, laptops, computers and of course the availability of a good internet network. This government policy came into effect in several provinces in Indonesia on Monday, March 16, 2020, which was also followed by other provincial areas. The changing era and the influence of the development of technology and information can affect children's lives. These are a challenge for a teacher because the teacher's role is very important in the child's education process. This role can be interpreted as individual behavior that is important for the social structure of society. While facing all challenges, the teacher has important role to instill the right character values for students to anticipate all negative influences that can be caused and affect their lives, especially for PAK teachers in carrying out their main duties.

Muhammad Sholikhan; Eko Siswanto; Muhammad Sholikhan; Eko Siswanto

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

Learning media is a medium used in teaching and learning activities. As is known, the world is currently experiencing a Covid-19 pandemic so teaching and learning activities are carried out online. One of the media that can be used as distance learning is a web blog. Web blogs are chosen because they do not require a lot of money to create and can be combined with other media such as YouTube. This study aims to produce a web blog as a distance learning media for graphic design study programs. Because the lecture material uses more application practice, the web blog and YouTube media are very appropriate to use. This is in accordance with the results of the questionnaire distributed to graphic design students in semester 3 and 5 of STEKOM University regarding the use of a web blog. From 38 respondents and after being calculated based on existing references, the final score was 88.42% so that this web blog was in the "very good" category and could be used as a reference.

Setiyo Adi Nugroho; Risti Wulandari

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

SD Mardi Rahayu 01 Ungaran is an elementary school. The learning process still uses conventional methods which make students less enthusiastic in participating in learning and tend to get bored with the material presented. The purpose of this research is to develop interactive Javanese script learning media based on multimedia. The development method in this study uses the Research and Development method. Multimedia-based interactive Javanese script learning media is an alternative in the learning process. Based on the results of the validation, the learning media got a feasibility percentage of 92.5% from internal validator, 90% from external validator, and 81% from the results of user trials, so it can be concluded that the learning media developed was categorized as very feasible to use.

Setiyo Prihatmoko; Fajar Kurniawan

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

This research produces Artificial Fiber Spinning Learning Media that applies Augmented Reality (AR) for Class XI Students of TPSB SMK Texmaco Semarang as a learning aid. so that it can be used as a modern, effective, and interactive learning medium. This application was made with the aim of completing the limitations of depicting objects in existing learning media, helping students to more easily learn the material, improving student learning outcomes, and increasing the variety of media in learning. This study uses the Research and Development (RnD) method, using 6 out of 10 research stages, namely potentials and problems, data collection, product design, design validation, design improvement and product testing. The final result of making this learning media is an application in the format android application, used on every android-based mobile phone. The validity value of the media expert obtained a value of 3.2 which was declared feasible, the results of the material expert validation test obtained a value of 3.6 which was declared very feasible, and was able to increase the average value of the artificial fiber spinning subject class XI TPSB SMK Texmaco Semarang which Initially 61.5% with 17 students who had not reached the KKM to 80.5% with 4 students who had not reached the KKM.

Nur Budi Nugraha; Soni fajar Mahmud

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

Learning is a process of communication between students, teachers and teaching materials. The delivery of learning messages from teachers to students is currently still using teaching aids in the form of books. This makes students less interested and feel bored when absorbing lessons, so that it gives the effect of being lazy to learn. This study designed mobile based 2D animation as an interactive learning tool for learning materials for human organs based on mobile android. This study uses the waterfall method in conducting research which includes the stages of planning, analysis, design, implementation and testing. Based on the research results, this 2D animation learning media makes it easy for students to study material about human organs that cannot be seen directly. This animation has several elements such as text, audio, video and animated images so that it attracts students' attention to feel happy in learning compared to conventional ways

Fadhlianto, Ibnu

JOURNAL OF BIOLOGY LEARNING 2020 Universitas Veteran Bangun Nusantara Sukoharjo

The purpose of this study was to identify Vertebrate animals of the Mammal class, order artiodactyla, family Cervidae in the Jurug Surakarta taru Animal Park, develop interactive video media as a result of identification of vetebrata animals into learning media, know the quality of interactive video media based on assessment by material experts, media experts and biology teachers, and applications in learning. The research method uses an observation method by making direct observations of vertebrate species. The instrument for assessing the quality of interactive video media is based on material aspects and presentation aspects, with a qualitative descriptive analysis design. The results of this study indicate that in Taru Jurug Animal Park Surakarta there are 3 species of animals namely Cervus unicolor, Cervus timorensis, Axis-axis and all three have been identified. Research on the identification of vertebrate animals, especially the mammalian class, order artiodactyla, and the cervidae family can be used for the preparation of interactive video media with material on Biodiversity at the level of genes and species. The quality of interactive video media in terms of material aspects, presentation, and language. Assessment of material experts obtained a percentage of 90.9% so that it was categorized as very valid, media experts obtained a percentage of 88.5% so it was categorized as very valid, biology teacher Veteran 1 Sukoharjo High School obtained a percentage of 92.5% so it was categorized as very valid and biology teacher Nguter 1 Public High School obtained a percentage of 97.5% so it is categorized as very valid. Based on this, it can be concluded that this interactive video media is worthy of being used by teachers as one of the learning media about Biodiversity at the level of genes and species.

Aprilia, Lidia; Lestariningsih, Nanik; Ayatusa'adah, Ayatusa'adah

JOURNAL OF BIOLOGY LEARNING 2020 Universitas Veteran Bangun Nusantara Sukoharjo

The aim of this research was to develop a practical guide based on guided inquiry on the interaction material of living things. This type of research was Research and Development with the ADDIE development model (Analyze, Design, Development, Implement and Evaluation). Practicum guides were validated by 2 media experts and 2 material experts. The research was carried out until a small scale test with the research subjects were 5 grade students of MTs Darul Amin Palangkaraya. The results of the study were a practical guide with 3 topics whose activities were designed according to the guided inquiry learning model. The practicum guide developed was declared feasible by material and media experts with a very valid category. Based on small-scale trials, the practicality value was produced with a percentage of 83.00% which was categorized as very good. These results showed that the practicum guide was declared valid and practical after a small-scale trial was carried out. The practicum guide still needs to be refined for further trials on a large scale

Fujiama Diapoldo Silalahi; Moh Muthohir; Mukhoyyarotul Jannah

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

This research, in general, aims to improve the learning outcomes of class X MIPA 4 students of MAN 1 Grobogan in the 2018/2019 academic year by implementing multimedia learning. And specifically it aims to make students able to achieve the learning objectives by producing a minimum KKM score of 70 and at least 80% of the total students are able to reach this minimum limit. The research method used in this research is the Classroom Action Research Method or better known as the Classroom Action Research (PTK) method. The PTK method is a process of assessing learning problems in the classroom through self-reflection in an effort to solve these problems by taking planned actions in real situations and analyzing any effects of these treatments. The results of research conducted on class X MIPA 4 MAN 1 Grobogan, the application of multimedia presentation learning media on the basic laws of chemistry and stoichiometry with the concept of enjoyful learning can improve student learning outcomes. That the application of multimedia presentation learning media can improve student learning outcomes in chemistry, especially in the material of the basic laws of chemistry and stoichiometry

Wiwid Wahyudi; Khoirur Rozikin; Afriliawan Indra Permana

Jurnal Elektronika dan Komputer 2020 STEKOM PRESS

The recruitment of new mechanics at Mataram Sakti is no longer through the training process at the head office, but new mechanics are placed at the dealership accompanied by the chief mechanic as a supervisor, with the aim of providing training to new mechanics in order to be able to service or periodically repair Yamaha products especially the latest motorbikes namely Yamaha NMAX, because of the flurry sometimes the mechanical head is not in place so that when the mechanic is experiencing problems it cannot directly ask the mechanical head causing the handling of repairs to be less effective and efficient. One way to overcome this is to create a web-based expert system application with a forward chaining method so that the chief mechanic can transfer the knowledge he has into the computer. Forward chaining method is a search technique that starts with known facts and then matches these facts with the IF part of the IF-Then rules, so that conclusions can be drawn. This expert system was built using supporting software including, Macromedia Dreamweaver MX, PHP script language, MySQL database and WAMP server. The expert system for diagnosing damage to Yamaha NMAX motorcycles using the forward chaining method can be used as a new mechanical learning media in diagnosing damage to NMAX motorcycles and as a means of chief mechanics transferring their knowledge. 

Sari, Alfonsa Maria; Betri, Tigus Juni

Adi Widya: Jurnal Pengabdian Masyarakat 2020 Lembaga Penelitian dan Pengabdian Masyarakat

E Learning atau pembelajaran elektronik adalah konsep pembelajaran yang menggunakan media elektronik. Dewasa ini hampir semua lembaga pendidikan menggunakan perangkat pembelajaran elektronik dalam kegiatan belajar mengajar setiap harinya. Akan tetapi masih ada lembaga yang belum menerapkannya dikarenakan beberapa macam hal.            Madrasah Tsanawiyah Negeri Waru Sukoharjo sebagai mitra kami dalam kegiatan pengabdian masyarakat ini dalam kesehariannya telah memiliki perangkat  pembelajaran elektronik akan tetapi belum sepenuhnya dilaksanakan. Hal ini dikarenakan tidak sesuainya perangkat tersebut dengan kebutuhan dalmam belajar mengajar di sekolah.            Dengan kegiatan pengabdian ini diharapakan dapat menjadi alternatif baru bagi sekolah untuk menerapkan pembelajaran elektronik menggunakan perangkat pembelajaran elektronik yang sebelumnya digunakan Universitas Slamet Riyadi Surakarta. Kegiatan presentasi berupa sosialisasi perangkat pembelajaran dibutuhkan untuk memberikan pemahaman pada siswa mengenai perangkat lunak yang ditawarkan ini.

Ismail, Syarof Nursyah

Penelitian ini bertujuan untuk mengetahui pemanfaatan peta tematik untuk meningkatkan aktifitas siswa dan hasil belajar peserta didik kelas XI IPS MA Raudlotul Huffadz Kediri Tabanan Tahun Pelajaran 2014/2015. Metode penelitian yang digunakan yakni metode penelitian tindakan kelas dengan pendekatan kualitatif deskriptif dengan menggunakan metode pembelajaran tematik pada siswa XI IPS MA Raudlotul Huffadz Kediri Tabanan. Pembelajaran tematik menekankan pada penerapan konsep belajar sambil melakukan sesuatu (learning by doing).Manfaat penelitian yang akar permasalahannya muncul di kelas dan dirasakan langsung oleh pendidik yang bersangkutan dan dapat mengukur aktifitas dan hasil belajar siswa secara langsung. Manfaat yang dirasakan siswa dengan pembelajaran tematik yakni siswa lebih antusias karena yang ditampilkan adalah tema dan gambar yang menarik tidak hanya tulisan dan ceramah.

Fadhillah, Dhesti Nurul

JOURNAL OF BIOLOGY LEARNING 2020 Universitas Veteran Bangun Nusantara Sukoharjo

The purpose of this study is To determine the types of Birds (Aves) which can be used for the preparation of the learning media in the form of Interactive Multimedia Area of the National Park of Merbabu Mountain, Selo district, Boyolali Regency, The form of this research is RnD interactive multimedia, research Methods using point count method by applying random sampling in the taking of the shooting point. Data collection with the point count through the 4 replications. Large population is the entire Aves in the Area of Merbabu Mountain National Park.Results and conclusion the types of Aves found in the Area of Merbabu Mountain National Park as many as 12 Family 17 species and 156 individuals.Assessment of the third expert stated that the learning media in the form of interactive multimedia is Very Feasible to used as media of learning are valid. The application of learning media in the classroom by utilizing interactive multimedia as a teaching material at the time of learning according to the material or KD that have been written on the syllabus.          Keywords: identification aves, interactive multimedia, merbabu mountain national park.

Rahardian, Dimas; Adi Putra, Toni Wijanarko; Hakim, Fitro Nur

Jurnal Elektronika dan Komputer 2020 STEKOM PRESS

Based on the results of observation, the learning method used in SMP Muhammadiyah 3 Kaliwungu is in the form of discourse, discussions, question and answer with the book media. Learning methods that have been applied so far have not had enough impact on students' level of understanding. The method used is less successful, so students feel bored and bored. This study offers a solution for multimedia utilization with the Mind Map method as an interesting learning media, where computers can display text, images, videos and audio so that students can have a pleasant impression in the learning process. The validity value of media experts is 2.9 which is declared feasible, while the validity value of material experts is 3.3, which is declared feasible, and increases students' understanding and interest as users from 58.5% up to 80.5%.