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Showing 155 articles found for "Tools"

PENGARUH IDEALISME DAN REALISME TERHADAP PENDIDIKAN

Ari, Ari Wawan Dermawan, Siti Fadjarajani
Abstract: Idealism and realism are two opposing philosophies that have shaped the field of education for centuries. These two philosophies have significantly influenced educational practices and curriculum development, with educators… ors often incorporating elements of both idealism and realism into their teaching methods. The method used in this study is a literature review, which involves searching for literature from both international and national sources using tools like QuillBot. This literature study examines the relationship between relevant writings and supporting literature, such as books, journals, articles, theses, and other relevant sources found on the internet. The results of this study show that the integration of idealism and realism in education is crucial to providing students with a comprehensive and effective learning experience. By balancing a focus on ethical values and practical skills, educators can help students develop the tools they need to thrive in both academic settings and the real world.

EVALUASI APLIKASI ARAHKAN (Ayo Realisasikan Administrasi Harmonis Perikanan) DI UPT PELAYANAN USAHA PERIKANAN KECAMATAN KUNDUR

Muhayat, Asrul, Winarti, Novi, Putra, Ardi
Abstract: The Karimun Regency Government is improving fisheries business services through the Fisheries Service creating an online-based service innovation in the form of the ARAHKAN (Let's Realize Harmonious Fisheries) Application… n in realizing fisheries administration services that are fast, cheap, efficient and transparent. This research discusses matters related to the implementation of fisheries business services using technology and obstacles in application services. The aim of this research is to find out how application-based fisheries business services are at the Fisheries Business Services UPT, Kundur District, Karimun Regency. The method used in this research is a qualitative descriptive method with informants consisting of elements from the Fisheries Service, UPT and the community and using data collection techniques and tools in the form of observation, interviews and documentation. The overall research results of this application have been said to meet expectations based on the following 4 indicators: a) input: human resources, finances, adequate facilities and infrastructure. b). Process: easy procedure, more time and cost efficient. c). Output: service levels increase, such as Kube, fuel recommendations, benefits received by fisheries business actors increase. d). Outcome: fisheries business services are more effective and efficient. However, in terms of the implementation process it cannot be said to have met expectations because there are still obstacles or obstacles such as network problems, the community is not yet technologically independent. Keywords : Services, Policy Evaluation, Electronic Services

ANALISIS TATA KELOLA CAGAR BUDAYA DI KABUPATEN LINGGA

Chahyadi Anugrah, Febry, Winarti , Novi, Riyadi , Sayed Fauzan
Abstract: Cultural Heritage in Lingga Regency is spread in several areas, which requires attention. The Cultural Heritage is managed by the Lingga Regency Cultural Office by involving programs, activities sub-activities and at the… same time coordinating with other related parties to succeed the management of Cultural Heritage in Lingga Regency. The purpose of this study is to analyze the Governance of Cultural Heritage in Lingga Regency using the theory of governance from Widyananda (2008) with four indicators. The method used is qualitative descriptive with 10 informants and uses data collection techniques and tools in the form of observation, interviews, and documentation. The results of the study found that in the management of Cultural Heritage in Lingga Regency that the Cultural Office involved related parties, namely the Cultural Preservation Agency, cultural activists and regional and provincial apparatus organizations to succeed in management, in its management the Lingga Regency Cultural Office encountered problems regarding geographical location, lack of budget and weak human resources owned, knowing this, the Cultural Office carries out policies to overcome these problems by submitting proposals to the National Research and Development Agency for Culture, collaborating with other related agencies and by conducting routine mutual assistance to Cultural Heritage. In the process of Cultural Heritage Governance in Lingga Regency, it can be said that there is less role in technology in the media social sector. Keywords: Lingga Regency, Governance, Cultural Heritage

Transformasi Metode Pembelajaran di Era Digital

Siddik, Mohd, Nasution, Akmal, Lubis, Adi Prijuna, Handoko, Wiwin
Abstract: The educational approach in Indonesia, especially at Madrasah Tsanawiyah (MTs) Daarussalam, must respond to the challenges of globalization and rapid advances in information technology. This change requires a transformation… ion of the learning system from conventional methods that are oriented toward memorization to an educational model that is more interactive and relevant to the needs of the times. Critical, creative, and adaptable skills are a must for graduates to compete in the dynamic world of work. Integrating digital technology in learning, such as the use of AI-based learning tools and digital platforms such as ChatGPT, has the potential to increase student participation and provide a more individualized approach to teaching. In this context, MTs Darussalam is committed to carrying out transformation by increasing teachers' understanding of educational technology and implementing professional training. By implementing a collaborative and creative digital learning model, it is hoped that students can develop into critical thinkers and problem solvers ready to face future challenges. This transformation is not just a change in methods but an educational investment aimed at building competitive human resources in the global era.

Pemanfaatan Google Tools Untuk Peningkatan Kinerja Guru Brainfor Kindergarten School

Nasution, Akmal, Siregar, Iqbal Kamil, Handoko, Wiwin
Abstract: The use of technology in education has become a necessity to improve the performance and effectiveness of the teaching and learning process. This article aims to explore the utilization of Google Tools by teachers at Brainfor… infor Kindergarten School to enhance their performance. The methods used include observation and interviews with teachers as well as analysis of the use of Google tools such as Google Classroom, Google Drive, and Google Meet. The results of this study indicate that the use of Google Tools can improve efficiency in lesson planning, task management, and communication between teachers and parents. Additionally, Google Tools assist in the professional development of teachers by providing easier access to resources and online training. Therefore, the implementation of this technology is expected to be continuously supported and developed to enhance the quality of education at Brainfor Kindergarten School

Kajian Kualitatif Deskriptif tentang Pendidikan Teknologi Informasi dalam Era Digital

Muh. Wahyu Suryandi Adam
Abstract: Information Technology (IT) education has become a crucial component in the global education system in the current digital era. With the rapid development of technology, the world of education has also undergone significant… ant changes, particularly in teaching methodologies. Information Technology is not only seen as a field of study but also as a powerful tool that supports the learning process across various disciplines, including social sciences, science, and humanities. The use of IT in education enables the creation of more interactive, dynamic, and easily accessible learning experiences for people from various backgrounds. This study aims to provide a comprehensive overview of the important role of Information Technology education in improving the quality of education, as well as the challenges and opportunities faced in its implementation. This research adopts a descriptive qualitative approach with a literature study to gather and analyze various relevant sources related to this topic. The data obtained indicate that despite significant challenges, such as the lack of adequate infrastructure and the readiness of educators to use technology, the implementation of IT in education has a significant positive impact on the quality of learning. The implementation of IT opens up great opportunities, particularly in terms of learning accessibility, which can be accessed by anyone, anytime, and anywhere. Technology also provides flexibility in teaching methods, both online and offline, allowing students to learn according to their needs and abilities. On the other hand, the use of IT can enhance the quality of learning through various innovations such as e-learning, simulations, and interactive learning tools that support a deeper and more enjoyable understanding of the material. Therefore, IT has become one of the key elements in advancing the world of education towards a more advanced and inclusive digital era.

Pentingnya Pengenalan Permainan Tradisional dalam Menanamkan Nilai Karakter dan Budaya

Dinar Ayu Mirunggan Sari, Dwi Kurniawan
Abstract: Traditional games play a crucial role in enriching character values and culture among children. In this paper, the involvement of traditional games in fostering social interaction, strengthening cultural identity, and shaping… aping children's characters is explored extensively. Despite the rapid advancement of technology shifting the popularity of modern games, traditional games still hold irreplaceable values. Through the analysis of various traditional games such as hide and seek, tag, hopscotch, stilts, and fortresses, values like honesty, teamwork, responsibility, and patriotism are identified as integral parts of children's play experiences. This research emphasizes the importance of introducing traditional games in the context of character education, considering their role in shaping personalities and reinforcing cultural identities. Through a descriptive qualitative approach, this study delves into the depth of values embedded in traditional games and highlights the urgency of preserving this cultural heritage amidst globalization. The research findings indicate that traditional games not only provide entertainment but also serve as effective learning tools in shaping children's characters. Therefore, efforts to promote and introduce traditional games to children are crucial in maintaining the continuity of cultural heritage and fostering positive values in society.

Mengembangkan Kognitif Anak Usia 4-5 Tahun dengan Permainan Gerbong Angka

Ahmad Fachrurrazi, Rizka Dwi Kurniawati
Abstract: Number carriage game which is a simple math learning activity that is easy to play and can solve or find the sum of the results provided by the educator. The purpose of this study is to describe the results of cognitive… development in totaling to group A PAUD KIA-KIRA Sedati Sidoarjo. The data analysis technique uses 3 stages, namely data reduction; data presentation; and conclusions or verification. Then triagulation and validity are carried out. The group studied was Group A (ages 4-5 years) totaling 14 students. Data was collected from the results of observation sheets and field notes.The results showed that the cognitive development of group A PAUD KIA-KIRA in adding up with the numbers carriage game at the stage of development as expected (BSH) but on the indicator symbol of numbers at the stage began to develop (MB). Factors that support the implementation of the number car play activities, namely students who are enthusiastic to play even though there are some who are not familiar with numbers and homeroom teacher support is always helpful while the inhibiting factor is the cognitive ability to read the symbols of student numbers is still lacking, because the media at school is lacking inadequate as well as the lack of creativities educator makes educational props tools (APE).

Pengaruh Teknologi Digital terhadap Budaya dan Identitas Global

Hadi Wijaya Halim, Chita Pradnya Paramitha, Karina Putri Adita, Arryan Jibril, Andi Faisal Bakti
Abstract: The development of digital technology over the past two decades has revolutionized human communication, social interaction, and the formation of both individual and collective identities in a global context. Digital media… a no longer merely function as communication tools but have become socio-cultural spaces that actively shape values, norms, symbols, and everyday practices. This phenomenon raises research questions regarding how cultural transformation and identity construction are influenced by the dominance of digital technology, as well as how social media and platform algorithms shape cultural visibility and digital identities. This study employs a qualitative approach through a critical narrative literature review, synthesizing theories of network society, mediatization, cultural globalization, digital capitalism, and digital identity. The analysis focuses on four key issues: cultural digitalization, the role of social media in identity formation, the emergence of hybrid identities, and platform power in determining cultural representation. Findings indicate that digital technology has ambivalent effects: it expands spaces for cultural expression, enhances public participation, and provides opportunities for marginalized groups to represent their identities; however, global platform dominance drives cultural homogenization, identity commodification, and inequitable symbolic representation. The novelty of this study lies in integrating a critical perspective on the influence of algorithms and digital capitalism in identity formation, which has rarely been addressed comprehensively in digital cultural studies. These findings offer theoretical contributions to media and cultural research as well as practical implications for understanding identity representation in the global digital era.

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.