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Showing 40 articles found for "Addie"

Development of A Website-Based Library Information System at LKIA Pontianak School

Nikolaus Deskon, Ade Restu Juliansyah, Muhammad Ihsan Kamil, Gabriel Arsenius Sandria Umbing, Yulio Andre Rian Kristian Nitbani
Abstract: This research intends to develop a website-based library information system that is expected to increase the reading interest of Sekoah residents and also make it easier for library staff to work more effectively so that… it can improve the literacy skills of LKIA Pontianak school residents. This research is a type of Research and Development or Research and Development (R&D). The purpose of this Research and Development is to produce media in the form of a website. The product developed is then tested for feasibility by validating and testing the website product. The design of the development of a website-based library information system at LKIA Pontianak school uses the ADDIE development model. Validation is carried out to determine the feasibility of the library website before it is implemented in the implementation of digital libraries. The validation was carried out by a validator consisting of one system and media expert at the LKIA Pontianak school.The result of the research is the development of a library information system made in the form of a website to make it easier for librarians and students to find books such as package books, fiction books and nonfiction books. With this library information system, students can borrow books, be it fiction books, nonfiction books and package books. Where currently LKIA Pontianak School does not have a website-based school library information system. For this reason, LKIA Pontianak School needs to implement the School Library Information System.

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.

Pelatihan Media Pembelajaran Interaktif Berbasis AI Dan H5P Bagi Guru MAN Surabaya

Sutarso, Yudi, Iramani, Rr., Nasution, Zubaidah, Lestari, Wiwik, Karyawan, M. Anang, Al Hafidz, Muhammad
Abstract: Abstract : The rapid advancement of Artificial Intelligence (AI) in secondary education demands teachers to enhance their digital competence to design adaptive and interactive learning experiences. However, preliminary observation… bservation at MAN Surabaya indicated limited AI literacy and minimal exposure to H5P-based interactive tools.This training aimed to enhance the digital competence of MAN Surabaya teachers in utilizing Artificial Intelligence (AI) and H5P platform for developing interactive learning media. Using an ADDIE model-based capacity building approach, the training consisted of four phases: (1) needs assessment through pre-test, (2) conceptual training and hands-on practice, (3) mentoring for media development, and (4) outcome evaluation. Participants included 72 teachers from various subject backgrounds. Results demonstrated significant technological proficiency improvement: AI understanding increased by 11% (from 56% to 67%), while H5P awareness surged 58% (from 8% to 66%). Teachers successfully produced diverse interactive media including physics quizzes with instant feedback, visual-based 4P marketing materials, and psychology content using storytelling techniques. Keywords: AI; digital literacy; H5P; interactive learning media, teacher   Abstrak : Perkembangan pesat Artificial Intelligence (AI) dalam pendidikan menengah menuntut guru untuk meningkatkan kompetensi digital mereka guna merancang pengalaman pembelajaran yang adaptif dan interaktif. Namun, observasi awal di MAN Surabaya menunjukkan bahwa literasi AI masih terbatas serta paparan terhadap perangkat pembelajaran interaktif berbasis H5P masih minimal. Pelatihan ini bertujuan meningkatkan kompetensi digital guru MAN Surabaya dalam memanfaatkan Artificial Intelligence (AI) dan platform H5P untuk pengembangan media pembelajaran interaktif. Melalui pendekatan capacity building berbasis model ADDIE, pelatihan meliputi empat tahap: (1) asesmen kebutuhan melalui pre-test, (2) pelatihan konseptual dan praktik, (3) pendampingan pengembangan media, dan (4) evaluasi hasil. Peserta terdiri dari 72 guru dengan beragam latar belakang mata pelajaran. Hasil menunjukkan peningkatan signifikan dalam penguasaan teknologi: pemahaman AI meningkat 11% (dari 56% menjadi 67%), sedangkan pengenalan H5P melonjak 58% (dari 8% menjadi 66%). Guru berhasil memproduksi berbagai media interaktif seperti kuis fisika dengan umpan balik instan, materi strategi pemasaran 4P berbasis visual, dan konten psikologi dengan pendekatan storytelling. Kata kunci: AI;  H5P; guru;  literasi digital; media pembelajaran interaktif,

Pelatihan Remaja “Peduli” Sebagai Upaya Preventif Terjadinya Perilaku Bullying Pada Remaja

Rina, Amherstia Pasca, Kusumandari, Rahma, Martin, Ricky Alejandro, Imron, Mohammad Fais
Abstract: Abstract: The large number of bullying cases involving teenagers both as perpetrators and victims shows that intervention is needed to prevent the increasing number of cases. The education process for adolescents will be&#8230; effective if it is carried out by their peers. Therefore, a module is needed to provide education for adolescents so that they can act as counselors for their peers in order to prevent bullying from occurring. The purpose of the community service activities carried out is to implement the Remaja “PEDULI” (Peka, Dukung, Lindungi) program to increase participants' knowledge of bullying and the skills needed as peer counselors.This training was conducted online for 2 meetings and post training assignments. The Remaja “PEDULI” module was developed using the ADDIE approach which consist of analisys, design, develop, implement, and evaluate. The impact of the module implementation was tested using a quasi-experimental method used a single group with a pretest and postest design. Result of data analysis showed that there was differences between mean test scores of participants before and after the training with value of t = -2.921 and value of p = 0.005 (p <0.01). It can be concluded that the Remaja “PEDULI” program is effective in increasing adolescents' knowledge about bullying and skills required as peer counselors.   Keywords: adolescents; bullying; online training             Abstrak: Banyaknya kasus bullying yang banyak melibatkan remaja baik sebagai pelaku maupun korban menunjukkan bahwa dibutuhkan intervensi untuk mencegah meningkatnya jumlah kasus tersebut. Proses edukasi bagi remaja akan efektif apabila dilakukan oleh sebayanya, oleh karena itu diperlukan modul untuk memberikan edukasi berupa pelatihan kepada remaja agar dapat berperan sebagai konselor bagi sebayanya agar dapat mencegah terjadinya bullying.  Tujuan dari kegiatan pengabdian yang dilakukan adalah untuk mengimplementasikan program remaja “PEDULI” (Peka, Dukung, Lindungi) untuk meningkatkan pengetahuan peserta tentang bullying dan ketrampilan yang dibutuhkan sebagai konselor sebaya. Program pelatihan ini dilakukan secara daring selama 2 kali pertemuan dan penugasan pasca pelatihan. Modul pelatihan remaja PEDULI ini disusun menggunakan pendekatan ADDIE, yang terdiri dari 5 tahap, yaitu: analisis, desain, develop, implement, dan evaluate. Media yang digunakan dalam pelatihan ini adalah presentasi, video, dan komik. Dampak dari implementasi modul diuji menggunakan metode eksperimen quasi dengan desain single group with pretest and postest design. Hasil uji beda skor tes pengetahuan pada peserta sebelum dan sesudah pelatihan menghasilkan nilai t = -2,921 dengan nilai p = 0,005 (p<0,01). Dapat disimpulkan bahwa program remaja “PEDULI” efektif untuk meningkatkan pengetahuan remaja rentang bullying dan ketrampilan yang diperlukan sebagai konselor sebaya.   Kata kunci: bullying; pelatihan daring; remaja

Electronics Module Development Using Heyzine Flipbook on Materials that Change Energy Form

Lutfia Alfina Iskandar, Yuyun Elizabeth Patras, Tustiyana Windiyani
Abstract: This research aims to create teaching materials on energy conversion for fourth graders at SDN Cilangkap 08 Elementary School in Depok. The development of these materials uses the ADDIE model (Analysis, Design, Development,&#8230; nt, Implementation, Evaluation). It started with analyzing the needs, studying the students, designing the product, developing the e-module, getting expert validation, and then testing the e-module on energy transformation. The results from the experts in media, language, and subject matter showed that the e-module using Heyzine flipbooks was valid for use, with an average percentage of 96%. In the testing phase, 32 students provided responses that were highly suitable for use, with an average percentage of 96%. Based on the research results, it can be concluded that the e-module learning material using Heyzine flipbooks on the topic of energy transformation developed in this study is proven to be valid, easy, and engaging for students to use, and highly suitable for study.

Development of Powtoon-Based Video Learning Media on Understanding Angles and Various Angles

Hidayat, Deri, Yuyun Elizabeth Patras, Hari Susanto, Lutfy
Abstract: Research on the development of PowToon-based video learning media on the material on the definition of angles and various angles. The purpose is to discover the development of Powtoon-based video learning media and the feasibility&#8230; easibility of Powtoon-based video learning media developed for grade III students of SDN Singajaya 01 through the learning process carried out at school. The method used in this study is the ADDIE method which consists of 5 stages, namely Analysis, Design, Development, Implementation, and Evaluation. In this study, a validation test was carried out on experts, namely media, language experts, and material experts. The results of the validation of media experts obtained as many as 96% with very feasible criteria. The results of the validation of the language experts obtained 100% with the feasible criteria, and the results of the validation of the material experts obtained 90% with very feasible criteria. The results of the student response questionnaire obtained as much as 92% with very feasible criteria. These results show that powtoon-based video learning media on the understanding of angles and various angles has proven to be valid, interesting, innovative and very feasible to be used in the learning process. This study recommends the development of PowToon-based video learning media that can be used in classroom learning.

Liveworksheet: E-LKPD Based On Project-Based Learning On Science And Science Learning To Improve Critical Thinking Skills

Resyi Abdul Gani, Windiyani, Tustiyana, Liah, Rina, Chika Heryanti, Aldila
Abstract: The purpose of this research is to develop E-LKPD based on project-based learning assisted by live worksheet science learning to improve understanding of concepts in elementary schools and the effectiveness of E-LKPD based&#8230; ed on project-based learning assisted by live worksheet, as well as to find out the response of teachers and students in grade V of SDN Dewi Sartika 2 Aut The implementation of E-LKPD single substance material plays a role in improving thinking skills through classroom learning. The type of research is the ADDIE model approach, (Analysis, Design, Development, Implementation, and Evaluation). The product validation test was conducted by computer science media experts, Indonesian language experts, and science material experts. The validation results by media experts were 89.0% of the criteria were very feasible, linguists 96.0% of the requirements were very doable, and science materials experts 90.3% were very feasible. The results of the student response questionnaire were 91.5%, the response of class teachers was 90% in the appropriate category, and the average effectiveness score of using E-LKPD was 89.6% of the criteria as expected. The results show that project-based learning E-LKPD using live worksheets is feasible to use in the learning process and is effective in improving the thinking skills of elementary school students.

Development Of E-LKPD Based On Science Literacy Using Liveworksheet On Learning IPAS In Elementary School Students

Resyi A. Gani, Siti Sundari, Fitri, Suryanti, Yanti
Abstract: The purpose of this study is to develop a science literacy-based E-LKPD for elementary school students and to determine the feasibility of Science Literacy-based E-LKPD using Livework in science learning to improve the understanding&#8230; nderstanding of science concepts in grade V elementary school students of SDN Panaragan 2 Bogor City. The method used in this study is the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) method. This research begins with a needs analysis, making an E-LKPD design, validation by experts, and revising the E-LKPD, after which the E-LKPD is tested on a limited basis and evaluated. The study results show that the effectiveness of E-LKPD based on science literacy has met the criteria very feasible by obtaining a percentage of media experts of 88%, 95% from linguists, and 94% from material experts. Meanwhile, a limited trial conducted on 30 students in class V received a response with a percentage of 93% and a teacher response with a percentage of 92%. Based on these data, it can be concluded that science literacy-based E-LKPD is very feasible to be used by students and teachers as teaching materials on water cycle materials in grade V of Elementary School.

Powtoon-Based Animated Video Media Development on Subtheme 3 Humans And Objects In Their Environment

Ikbal Aldian Tawakal, Nurlinda Safitri, Rini Sri Indriani, Resyi A. Gani
Abstract: The development of this animated video media is based on the problems found at SD Negeri Singajaya 01 Bogor Regency. Starting from students not getting innovative learning media, and still using conventional methods in the&#8230; he learning process so that technology in learning is still very lacking. The purpose of this research is to develop powtoon-based animated video media in class V subtheme 3 humans and objects in their environment and determine the feasibility of powtoon-based animated video media with validation tests by material experts, media experts, and linguists, as well as student responses. The experimental subjects were fifth-grade elementary school students. The development of this video media uses the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The results of the validation test by material experts showed a percentage value of 88% in the very feasible category, media experts gave a percentage value of 100% in the very feasible category, and linguists gave a percentage value of 60% in the feasible category with revisions. The student response based on the questionnaire shows a positive response with a percentage score obtained of 91% in the category of very feasible, student response. The results can be concluded that the development of powtoon-based animated video media on subtheme 3 of humans and objects in their environment is suitable for use and motivates teachers and students in the learning process.

Kvisoft Flipbook Maker Aids In Developing Digital Teaching Materials For Single And Mixed Object Materials

Resyi A. Gani, Rini Sri Indriani, Herfina Herfina
Abstract: Penelitian ini bertujuan untuk mengetahui kelayakan penggunaan Kvisoft Flipbook Maker untuk membuat sumber belajar elektronik pada subtema 1 benda tunggal dan campuran pada tema 9 “Benda di Sekitar Kita” di kelas V SDN Loji&#8230; DN Loji 2 Kota Bogor. Teknik yang digunakan dalam penelitian ini adalah penelitian pengembangan (Research and Development) dengan model ADDIE (Examine, Plan, Development, Implementation, Assessment), namun konsentrasi ini sama dengan execution. Penelitian ini menghasilkan buku digital penyajian materi pokok dengan menggunakan Kvisoft Flipbook Maker dengan responden sebanyak 19 siswa. Untuk menguji kepraktisan digunakan lembar validasi oleh ahli media, ahli bahasa, dan ahli materi dengan hasil yang diperoleh kelas layak untuk digunakan dalam pembelajaran. Hasil review dari instrumen validator ahli media, ahli bahasa, dan ahli materi memperoleh rata-rata 92,45% dan hasil angket tanggapan siswa memperoleh rata-rata 90,63%. Mengingat konsekuensi dari tinjauan tersebut, peningkatan materi pertunjukan buku digital yang memanfaatkan produsen flipbook kvisoft dapat diatur agar sesuai untuk digunakan oleh mahasiswa dalam pengalaman yang berkembang.