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Pengembangan Media Pembelajaran Interaktif Berbasis Android pada Mata Pelajaran Informatika Kelas VII di SMP Negeri 2 Kota Pontianak

Ferry Marlianto, Henny Puspitasari, Meli Hawani Septiani, Nia Naniati, Feronika Mila, Mursidarti, Kiki Rianti
Abstract: The media act as a go-between for the person sending the word and the person receiving it. “Media” refers to the people, things, or events that work together to create a setting that helps students learn facts, skills, or… s, or attitudes. A Research and Development (R&D) methodology was used for this study. An R&D methodology is a set of activities or procedures that are used to make a new product or improve a current product so that it will persist in the future. The ADDIE development approach was used for the study, which combines the research and development (R&D) stages. To make learning plans for things, the ADDIE method is used. ADDIE stands for Analysis, Design, Development, Implementation, and Evaluation. What the study found the goal of making Android-based engaging learning materials for class VII Informatics topics at SMP Negeri 2 Pontianak City is to give students an interesting and useful way to learn. The Android operating system is based on a Graphical User Interface (GUI), which makes it easy for students to see how the system works on the outside. This makes using Android smartphones as teaching tools very helpful. Additionally, the portability and wide availability of Android tablets make it easy for students to access educational materials without being limited by time or space. The goal of making engaging learning materials about informatics for high school students in the seventh grade at SMP Negeri 2 Pontianak City is to make learning fun and useful. The Android operating system is based on a Graphical User Interface (GUI), which makes it easy for students to see how the system works on the outside. This makes using Android smartphones as teaching tools very helpful.

Analisis Penggunaan Media Pembelajaran PhET pada Materi Gelombang Berjalan dan Stasioner: A Review Literatur

Lia Koryataini, Maimon Sumo, Lutfiyatul Minnah, Sunariatus Solehah, Anni Rop Atun Khoiroh
Abstract: Students can understand and master learning materials if the learning process uses tools and materials called learning media. The tool can be in the form of physical objects, technology or a combination of the two things… that are made to communicate information effectively and provide good understanding facilities. Teachers will find it easier to teach when they are able to use learning media as a means when teaching, because the function of learning media is not only as a means of teaching, but also as a way for teachers to make students active and happy to learn. This study aims to describe the use of PhET simulation as a learning medium in traveling and stationary wave theory. This article uses the literature study methodology. The stages in using the literature method include observing, analyzing, then identifying, then providing interpretation, and finally in the form of some evaluation of the research that has been done. There are 25 publication articles obtained from various domestic sources analyzed in this article. The articles used were reported from 2018 to 2024. By using PhET simulation, it feels easier to practice compared to real practicum, because visible media allows users to be more active in presenting subjects that are mastered, especially in traveling and stationary wave material. And by using this PhET virtual media makes students tend to be active and very enthusiastic in the learning process because the appearance of the PhET media is very different from other media. Based on this research, it can be concluded that learning stationary wave and traveling wave material can improve learning outcomes and improve critical thinking skills.

Pengembangan Media Pembelajaran Game Berbasis Android pada Materi Sistem Komputer Kelas X SMAN 1 Sungai Raya Kepulauan

Arya Karza, Ferry Andriyanto, Apra Andika, Indra Cahyadi, Dayang Guan Lestari
Abstract: The objective of this research is to provide engaging and tailored learning materials that cater to the needs of students, facilitating comprehension and playing a vital part in achieving academic achievement. This study… employs the Research and Development (R&D) methodology. Through the utilization of research and development (R&D), the primary focus of investigation can be directed towards the creation, advancement, and assessment of learning media in terms of design and viability. The end result is an Android game that serves as a learning tool for computer system topics. The assessment findings indicate that the storyboard design has achieved a validity score of 4.91 out of 5, placing it in the “Very Good” category. The score was derived from the evaluation of two design professionals. The initial design expert assigned a validity score of 4.88, while the second design expert assigned a validity score of 4.94 on a 5-point scale. These scores indicate that the research results fall into the “Very Good” category. According to the assessment conducted by linguists, the language employed in creating the tale has been given a validity score of 4.73 out of 5, placing it in the “Very Good” category. The score was derived from two linguists. The initial linguist assigned a validity score of 4.5, while the second linguist assigned a validity score of 4.7 on a 5-point scale. These scores placed the results of the study in the “Very Good” category. The study has reached its conclusion. The development step use the RPG Maker MV program. The development results include the creation of various maps such as the devil's palace map (for the purpose of kidnapping the royal princess), prologues 1 and 2, the map inside the king's palace, the map outside the king's palace, the village map, the library map, the sword shop map, the armor shop map, the forest map, the bridge map, the desert map, the cave map, the magma map, the devil's palace outer map, the devil's palace inside map, the king's palace page map, and the epilogue.

Analisis Percobaan Melde dalam Pembelajaran Fisika untuk Menentukan Gelombang pada Dawai: Studi Literatur

Firdatus Solehah, Maimon Sumo, Siska, Moh. Farhan Fuad, Fariq Alamsyah Hidayat
Abstract: Students can recognize gaining knowledge of material if in the mastering manner they use gear and substances referred to as getting to know media. This tool can take the shape of a physical item, inclusive of sporting out… out experiments to understand standards in actual terms, along with melting experiments to search for string wavves. Waves are also known as vibration phenomena that propagate via a medium or maybe without a medium, these vibrations may be idea of as oscillations that pass from one factor to another, because the characteristic of an test is real and additionally uses teaching equipment, as well as an approach for educators to make college students lively and satisfied in studying. This observe ambitions to analyze the Melde experiment that's usedto decide the traits of waves in strings. The test become accomplished by using striking a string and growing waves with a certain frequency. The analysis effects display that Melde's experiment is powerful in figuring out the properties of waves in strings, the results of those findings may be utilized in various fields together with physics and engineering. This research utilized literature as a method, examine methodology. The ranges in the use of the literature technique are looking at, analyzing, then figuring out, then ultimately several opinions of the research that has been achieved. There are 25 published articles acquired from various domestic assets analyzed in this article. via wearing out a Melde test to determine a wave on a string, students can discover the primary concepts of mechanical waves and college students begin to have direct enjoy the use of the Melde experiment. And by means of sporting out the Melde experiment students can be encouraged to recognize the role of tension, string density, and string duration within the formation of status waves via statistics evaluation from their personal experiments and are capable of increase students' talents in facts collection, information evaluation, and the software of bodily principles to waves on strings in context, experimental.

Pengembangan Media Pembelajaran Berbasis Augmented Reality pada Materi Pengenalan Perangkat Lunak Kelas VIII di SMP Negeri 4 Singkawang

Ferry Marlianto, Dini Oktarika, Bagus Rasyid, Ray Fajar Friandi, Adrian Mardinata, Desvian Ananto Putra, Egi saputra
Abstract: The objective of this study is to create augmented reality educational tools for teaching software introduction topics at Singkawang 4 State Middle School. Evaluating the viability and user reception of educational content… nt delivered through augmented reality technology. Methods of data collection involving interviews and questionnaires. The data analysis technique employs descriptive statistics. The ADDIE paradigm is employed in the research and development process. This learning media is developed through a sequential process consisting of five stages: analysis, design, development, implementation, and evaluation. The participants in this study were eighth-grade students from Singkawang 4 State Middle School. The product feasibility testing step was conducted by a pair of media specialists and one material specialist. The research findings indicated that the feasibility evaluation conducted by media specialists obtained a score of 155 out of a total possible score of 168, placing it in the “very feasible” category. The examination conducted by material experts achieved a score of 71 out of a possible 80, placing it in the “very feasible” category. The mean score attained from the extensive evaluation of 33 eighth-grade students at Singkawang State Middle School 4 was 2550 out of a possible maximum score of 3036. The assessment categorized the score as “highly appropriate” for utilization as a learning tool.

Analisis Organisasi Kegiatan Ekstrakurikuler sebagai Wadah Pendukung Motivasi Berprestasi di Bidang Non-akademik pada Siswa

Devi Mayanti Magdalena Manullang, Desy Safitri, Sujarwo
Abstract: Extracurricular activity organizations are student communities at school that run outside of class hours. This organization focuses on non-academic activities that usually capture student’s interests and talents. Through… gh this platform, students need to develop their abilities and improve these abilities with valuable results. Through the organization of extracurricular activities, students can get a supportive environment to support student motivation to achieve. Achievements are not only in the academic field, but can be found in non-academic fields. Therefore, the results of this research show that internal roles and external roles are very important factors in building a supportive platform for achievement. Thus, it can be concluded that the organization of extracurricular activities can be a forum for supporting achievement motivation in the non-academic field for students if the internal and external organizations can build each other and establish good relationships, especially focusing on the target of developing student motivation to excel in the extracurricular field which is carried out.

Analisis Penyebab Maraknya Cyberbullying di Era Digital pada Remaja

Audrey Afralia, Desy Safitri, Sujarwo
Abstract: The development of increasingly sophisticated social media has made the phenomenon of cyberbullying a serious problem in affecting adolescents' mental and emotional health.  It is through these social media platforms that… at individuals can easily intimidate, belittle or emotionally harm others. As a result, incidents of cyberbullying are becoming more widespread and have a serious impact on adolescents' emotional and mental well-being. The purpose of this paper is to find out the causes of cyberbullying in the digital era in adolescents. The method used is literature review by collecting and taking the essence of previous research and analyzing several sources relevant to the research topic. The results of research conducted by various experts show that the causes of rampant cyberbullying in adolescents in the digital era are caused by several factors, namely anonymity online, indifference to consequences, group pressure, lack of awareness of the negative impact as well as lack of parental supervision and lack of digital literacy.

Pemanfaatan Media Pembelajaran Komik untuk Meningkatkan Hasil Belajar pada Mata Pelajaran IPS Jenjang SMP

Erliana Dwi Mutiara, Desy Safitri, Sujarwo
Abstract: Abstract To improve Social Sciences (IPS) learning outcomes, interesting learning media such as comics are needed which are the focus of research. The research will examine how the use of comics as learning media can influence… fluence student learning outcomes. This research uses literature studies to collect and analyze various appropriate data related to the use of comics in social studies learning in junior high schools. The research results show that the use of comic media improves student learning outcomes, especially in social studies learning compared to the use of other learning media. Apart from learning outcomes, student motivation also increases significantly in social studies learning because comics make it easier for students to understand the information in them.

Pentingnya Konservasi Preventif Pada Benda-Benda Koleksi di Museum Kasunanan Keraton Surakarta

Made Prasta Yostitia Pradipta
Abstract: Surakarta Kasunanan Palace Museum is a private museum which contains the Palace's private collections. Many of them are now damaged, dusty, and even destroyed by age. Preventive conservation is used to prevent and minimize… ze damage to museum collections. This research aims to discuss damage to museum collections and preventive conservation management that has been taking place at the Surakarta Kasunanan Palace Museum. Method used in this research is descriptive with kualitatif aproach method with interviews, observation and literature studies to collect data and use simple analysis. The results found that many collections in the Surakarta Kasunanan Palace Museum were unkempt and dusty. The preventive conservation carried out so far has only been less than optimal in terms of cleaning. The lack of available resources is also a factor in preventing preventive conservation efforts from running well.

Analisis Penggunaan Perangkat Internet of Things (IoT) pada Novel Hujan Karya Tere Liye

Khairil Hamdi, Abdul Khaliq, Eva Dwi Kurniawan
Abstract: This study aims to analyze the use of Internet of Things (IoT) technology in the novel "Hujan" by Tere Liye. This novel shows how the love story and life struggle of the main character, Lail, are connected to the development… ment of IoT technology. This research aims to understand how IoT technology shapes the story from the aspect of the situation to the characteristics of the related IoT devices. Through the hermeneutic method, this research identifies the use of IoT in several contexts. The findings obtained in the novel are 1) Smart Buildings, 2) Smart Farming, 3) Smart Home, 4) Smart City, and 5) Smart Healthcare. The results show that IoT technology is a key element in achieving a more advanced and connected digital society, bringing positive impacts in daily life and providing smart solutions to various global challenges.