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Showing 923 articles found for "Earning"

Perancangan Aplikasi Interaktif Pembelajaran Cara Perawatan Kesehatan Gigi dan Mulut Berbasis Multimedia

Manurung, Nuriadi
Abstract: Abstract: Education plays an important role in the intellectual life of the nation. So in this case the need of a technology to improve the quality of a school. In addition, it also needs a new and more effective teaching… g and learning system that is very supportive in the quality and quality of teaching and learning in schools, considering the increasingly sophisticated and the development of science and computerized technology. This study discusses about learning media of oral and dental health. This app is designed using Adobe Flash CS3. This application will simplify the learning process and with this application also the learning process become more interesting, fun, and effective and can help the students / i can learn well and fast and can shorten the learning process that has been submitted manually with guide book.The main purpose of designing this learning media is to make new innovations in teaching and learning process in schools, especially primary school students to be more interesting.   Keywords:   learning media, learning, innovation, interesting, fun, adobe flash, multimedia.     Abstrak: Pendidikan sangat berperanan penting dalam mencerdaskan kehidupan bangsa.Sehingga dalam hal ini diperlukannya suatu teknologi untuk meningkatkan mutu suatu sekolah. Selain itu juga dibutuhkannya suatu sistem cara belajar mengajar yang baru yang lebih menarik dan efektif yang sangat mendukung dalam kualitas serta mutu belajar mengajar di sekolah, mengingat sudah semakin canggih dan berkembangnya ilmu pengetahuan dan teknologi komputerisasi. Penelitian ini membahas mengenai media pembelajaran kesehatan gigi dan mulut. Aplikasi ini dirancang dengan menggunakan Adobe Flash CS3. Aplikasi ini akan mempermudah dalam proses belajar mengajar dan dengan aplikasi ini juga proses belajar mengajar jadi lebih menarik, fun, dan efektif serta dapat membantu siswa/i bisa belajar dengan baik dan cepat serta dapat menyingkat waktu proses belajar yang selama ini disampaikan secara manual dengan panduan buku.Tujuan utama perancangan media pembelajaran ini adalah untuk membuat inovasi baru dalam proses belajar mengajar di sekolah khususnya siswa/i sekolah dasar agar lebih menarik.   Kata kunci:  media pembelajaran, belajar, inovasi baru, menarik, menyenangkan, adobe flash, multimedia.

Rancang bangun Aplikasi Education Module Menggunakan Macromedia Flash Sebagai Alat Bantu Ajar materi Fantasy Untuk Anak Playgroup Berbasis Local Aren Network

Suryadi, Agus
Abstract: Abstract: Introduce computer technology as a medium of learning the child wisely early on the potential to improve learning ability in children and child develop self-confidence about the future. The reality of child loved… ed the games and television entertainment programs not only viewed negatively, but rather as learning modalities. Provide educational type programs that can be done with a computer as a device supporting a new power of learning media. Children not only learn computer skills, but also utilize the computer as a means or medium for learning. To get optimum benefit Teachers can integrate the use of computers as a medium in the learning process and focus on high-order thingking skill. Fantasy Drafting module aims to develop the potential and effectiveness of learning in early childhood or playgroup, where the module is designed as an education module to read and write the material fauna and flora, coloring and coloring as well. Module proram also implemented into the Local Area Network networking technology to be applied easily and efficiently.   Keywords: education module application, tool, fantasy     Abstrak: Mengenalkan teknologi komputer sebagai media pembelajaran kepada anak sejak dini secara bijaksana berpotensi untuk meningkatkan kemampuan belajar pada anak dan mengembangkan rasa percaya diri anak akan masa depannya. Realitas anak sangat menyukai games dan program-program hiburan televisi tidak seharusya hanya dipandang negatif, namun lebih sebagai modalitas belajar. Menyediakan program sejenis yang edukatif  bisa dilakukan dengan komputer sebagai perangkat pendukungnya menjadi kekuatan baru media pembelajaran. Anak bukan saja belajar ketrampilan komputer, namun juga memanfaatkan komputer sebagai sarana atau media untuk belajar. Guna mendapatkan manfaat optimal Guru bisa mengintegrasikan penggunaan komputer sebagai media di dalam proses pembelajaran dan fokus kepada high order thingking skill. Perancangan modul fantasy bertujuan untuk mengembangkan potensi dan keefektifan cara belajar pada anak usia dini atau playgroup, dimana modul dirancang sebagai education module dengan materi baca dan tulis fauna serta flora, mewarnai dan juga mewarnai. Modul proram diimplementasikan pula ke dalam teknologi jaringan Local Area Network agar dapat di aplikasikan dengan mudah dan efisien.   Kata Kunci : aplikasi education module, alat bantu, fantasy

Perancangan Antarmuka Aplikasi Berbasis Web Menggunakan User Centered Design Dalam Pembelajaran Keragaman Budaya

Lubis, Rizky Fauziah
Abstract: Abstract: An interface design for learning application is designed based on the user need. User Centered Design (UCD) purposed for help the design process match with the user need which is user usability oriented. After… arranging based on that need, so the application is modelled using Unified Modelling Language (UML) to describe the systematic and how the application works from the designed application. The use of UCD can be used in designing an application for cultural diversity learning in Asahan with the Web-based. The element in the information system explained graphically and expose the close relationship of each element. So by the detail design dan user need oriented, the youth attracted and willing to learn their culture by the comprehensive information system.   Keywords: User Centered Design, Unified Modelling Language, culture diversity of Asahan     Abstrak: Sebuah perancangan antarmuka aplikasi pembelajaran disusun dan dibuat berdasarkan kebutuhan penggunanya. User Centered Design (UCD) bertujuan untuk membantu perancangan sesuai dengan kebutuhan yang berorientasi pada usability pengguna. Setelah disusun sesuai kebutuhan tersebut, maka aplikasi dimodelkan dengan menggunakan Unified Modelling Language (UML) sehingga terlihat jelas seperti apa sistematika dan operasi penggunaan dari aplikasi yang dirancang. Penggunaan UCD dapat digunakan dalam merancang suatu aplikasi pembelajaran keragaman budaya di Asahan berbasis Web. Elemen yang ada pada aplikasi ini digambarkan secara grafis dan dapat memperlihatkan hubungan yang erat antar elemennya. Sehingga melalui perancangan yang detail dan berorientasi pada kebutuhan pengguna, generasi muda tertarik dan mau mempelajari kebudayaannya sendiri melalui sistem informasi yang komprehensif.   Kata kunci:  User Centered Design, Unified Modelling Language, keberagaman budaya Asahan.

Analisis Konten Kemampuan Berpikir Tingkat Tinggi (HOTS) Dalam Buku Matematika Kelas VII Kurikulum Merdeka

Juwita, Nazwa Alyanda Putri, Luri Nursucita, Nita Kurnia Sari, Hera Azhari Bangun, Maisahara Dalimunthe, Elfira Ramhadani
Abstract: Penelitian ini bertujuan untuk menganalisis konten latihan dan soal yang merepresentasikan kemampuan berpikir tingkat tinggi (HOTS) pada buku teks Matematika kelas VII SMP terbitan Kementerian Pendidikan, Kebudayaan, Riset,… et, dan Teknologi sebagai bahan ajar Kurikulum Merdeka. Anifarka & Rosnawati (2023) menyatakan bahwa buku teks yang berkualitas seyogianya mampu memfasilitasi perkembangan kognitif peserta didik selaras dengan capaian pembelajaran yang ditetapkan. Metode yang diterapkan dalam kajian ini adalah analisis isi dengan pendekatan deskriptif kualitatif. Instrumen analisis merujuk pada dimensi kognitif C4 (Menganalisis), C5 (Mengevaluasi), dan C6 (Menciptakan) berdasarkan revisi taksonomi Bloom oleh Anderson & Krathwohl (2001). Temuan penelitian mengindikasikan bahwa dari total 485 butir soal dan aktivitas yang tersebar pada enam bab, sebanyak 147 butir (30,31%) tergolong dalam kategori HOTS. Distribusi HOTS tertinggi ditemukan pada Bab 5 tentang Persamaan dan Pertidaksamaan Linear Satu Variabel (38,46%), sedangkan terendah pada Bab 1 tentang Bilangan (22,80%). Level kognitif yang paling dominan adalah C4-Menganalisis (58,50%), diikuti C5-Mengevaluasi (28,57%), dan C6-Mencipta (12,93%). Temuan ini mengindikasikan bahwa buku teks Kurikulum Merdeka telah mengintegrasikan HOTS secara lebih sistematis dibandingkan kurikulum sebelumnya (Fanani, 2018)meskipun proporsinya perlu ditingkatkan untuk memenuhi tuntutan pembelajaran abad ke-21. This study aims to analyze the content of exercises and questions representing higher-order thinking skills (HOTS) in the Mathematics textbook for grade VII junior high school published by the Ministry of Education, Culture, Research, and Technology as teaching materials for the Independent Curriculum. Anifarka & Rosnawati (2023) stated that a quality textbook should be able to facilitate students' cognitive development in line with the established learning outcomes. The method applied in this study is content analysis with a qualitative descriptive approach. The analysis instrument refers to the cognitive dimensions C4 (Analyzing), C5 (Evaluating), and C6 (Creating) based on the revised Bloom's taxonomy by Anderson & Krathwohl (2001). The research findings indicate that of a total of 485 questions and activities spread across six chapters, 147 items (30.31%) are classified as HOTS. The highest HOTS distribution was found in Chapter 5 on Linear Equations and Inequalities with One Variable (38.46%), while the lowest was in Chapter 1 on Numbers (22.80%). The most dominant cognitive level is C4-Analyzing (58.50%), followed by C5-Evaluating (28.57%), and C6-Creating (12.93%). This finding indicates that the Independent Curriculum textbooks have integrated HOTS more systematically than the previous curriculum (Fanani, 2018), although the proportion needs to be increased to meet the demands of 21st-century learning. 

Analisis Pemahaman Konsep Pecahan Pada Siswa Kelas IV SD Negeri 010091 Kisaran Baru

Fiqih Andrian Nasution, Sakila Azria Fitri, Khairunisa, Resi Azzahra Natasya Asmadita, Juliyani Safika Dewi, Elfira Rahmadani
Abstract: Pecahan merupakan salah satu materi matematika yang penerapannya sering dijumpai dalam kegiatan sehari-hari. Penelitian ini bertujuan mengukur sejauh mana siswa kelas IV SD Negeri 010091 Kisaran Baru memahami konsep pecahan.… han. Metode yang digunakan berbentuk deskriptif kualitatif dengan melibatkan 26 siswa sebagai subjek kajian. Data dihimpun melalui empat cara, yakni tes, pengamatan, wawancara, dan penelusuran dokumen. Hasil kajian memperlihatkan bahwa pemahaman siswa atas konsep pecahan tergolong masih rendah, dibuktikan oleh angka ketuntasan belajar yang hanya menyentuh 23,07%. Kondisi tersebut dipengaruhi oleh sejumlah hal, di antaranya lemahnya penguasaan dasar pecahan, rendahnya keterlibatan siswa saat belajar, serta metode pengajaran yang belum diterapkan secara maksimal. Mengacu pada hasil tersebut, diperlukan strategi pembelajaran yang lebih interaktif untuk mendorong peningkatan pemahaman siswa terhadap pecahan. Fraction is a fundamental mathematical topic that frequently appears in everyday situations. This study set out to examine how well fourth-grade students at SD Negeri 010091 Kisaran Baru grasp the concept of fractions. A qualitative descriptive design was employed, with 26 students taking part as participants. Four data-gathering techniques were used: testing, observation, interviews, and document review. Findings revealed that students’ grasp of fraction concepts was still limited, shown by a completion rate of only 23,07%. Several factors contributed to this outcome, among them a weak foundation in basic fraction concepts, low student involvement during lessons, and teaching methods that had not been optimally applied. Based on these findings, more interactive learning strategies are needed to help strengthen students’ conceptual grasp of fractions.

Perancangan Sistem Informasi Absensi Magang Berbasis Web HADIR.in Pada Sekretariat DPRD Provinsi Jambi

Yayan Agusdi, Intan Rhamadani, Rifqi Ziyad Fulvian.H, Nova Wijaya, Achmad Reza Dzurryyatul Asy’ari, Naila Zuhrotul Hapsari, Soli Amalia Rahmadhani
Abstract: Pecahan merupakan salah satu materi matematika yang penerapannya sering dijumpai dalam kegiatan sehari-hari. Penelitian ini bertujuan mengukur sejauh mana siswa kelas IV SD Negeri 010091 Kisaran Baru memahami konsep pecahan.… han. Metode yang digunakan berbentuk deskriptif kualitatif dengan melibatkan 26 siswa sebagai subjek kajian. Data dihimpun melalui empat cara, yakni tes, pengamatan, wawancara, dan penelusuran dokumen. Hasil kajian memperlihatkan bahwa pemahaman siswa atas konsep pecahan tergolong masih rendah, dibuktikan oleh angka ketuntasan belajar yang hanya menyentuh 23,07%. Kondisi tersebut dipengaruhi oleh sejumlah hal, di antaranya lemahnya penguasaan dasar pecahan, rendahnya keterlibatan siswa saat belajar, serta metode pengajaran yang belum diterapkan secara maksimal. Mengacu pada hasil tersebut, diperlukan strategi pembelajaran yang lebih interaktif untuk mendorong peningkatan pemahaman siswa terhadap pecahan. Fraction is a fundamental mathematical topic that frequently appears in everyday situations. This study set out to examine how well fourth-grade students at SD Negeri 010091 Kisaran Baru grasp the concept of fractions. A qualitative descriptive design was employed, with 26 students taking part as participants. Four data-gathering techniques were used: testing, observation, interviews, and document review. Findings revealed that students’ grasp of fraction concepts was still limited, shown by a completion rate of only 23,07%. Several factors contributed to this outcome, among them a weak foundation in basic fraction concepts, low student involvement during lessons, and teaching methods that had not been optimally applied. Based on these findings, more interactive learning strategies are needed to help strengthen students’ conceptual grasp of fractions. 

The Effect of Using Wordwall Application on 11th Graders' Speaking Skill at SMAN 1 Ciruas

Ghina Fadhila, Syafrizal, Eri Rahmawati
Abstract: This research was undertaken to analyze the influence of the Wordwall application on the speaking skills of eleventh-grade students at SMAN 1 Ciruas. Consequently, Wordwalluantitative methodology and a quasi-experimental&#8230; design involving 82 participants, organized into two equally sized groups, namely the experimental and control groups. Data collection was conducted through speaking assessments administered prior to and following the treatment. The findings showed that students who received the treatment achieved better improvement in speaking skills than those in the control group. The average score achieved by the experimental group increased from 63.90 to 83.12, whereas the control group’s mean score rose from 66.15 to 74.34. The hypothesis test results revealed a significance value below 0.05 (p < 0.001), providing evidence of a statistically significant difference between the groups. The results point to the fact that the Wordwall application was effective in enhancing students’ speaking skills.. Consequently, Wordwall can be considered an effective technology-based learning tool for promoting speaking skill development in English language learning.

Pemberdayaan Guru Sekolah Dasar melalui Pengembangan Modul Ajar Interaktif Berbasis Artificial Intelligence dengan Pendekatan Deep Learning untuk Meningkatkan Kapasitas Pengajaran Berkelanjutan

Tustiyana Windiyani, Resyi Abdul Gani, Deddy Sofyan S, M.Zainal Arifin, Septiani, Khayla Shafia Abdillah
Abstract: Pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi guru sekolah dasar dalam mengembangkan modul ajar interaktif berbasis Artificial Intelligence (AI) dengan pendekatan deep learning guna mendukung kapasitas&#8230; apasitas pengajaran berkelanjutan di era Society 5.0. Kegiatan dilaksanakan melalui workshop menggunakan model pengembangan 4D (Define–Design–Develop–Disseminate) yang melibatkan 11 guru SDN Selakopi, Bogor Barat sebagai peserta. Tahap define dilakukan melalui analisis kebutuhan dan literasi AI guru; tahap design berupa perancangan modul ajar berbasis TPACK dan pendekatan deep learning; tahap develop melalui validasi, uji coba workshop, serta evaluasi menggunakan angket skala Likert empat poin; dan tahap disseminate diarahkan pada potensi replikasi program. Hasil evaluasi menunjukkan rata-rata skor kepuasan sebesar 3,72 dengan persentase capaian 93% dalam kategori sangat puas. Skor tertinggi terdapat pada aspek kejelasan materi (3,9), sedangkan skor terendah pada aspek keberlanjutan program (3,4). Temuan ini menunjukkan bahwa workshop efektif meningkatkan literasi AI, kepercayaan diri, dan kemampuan desain pembelajaran guru. Kebaruan penelitian ini terletak pada integrasi pendekatan deep learning dalam desain bahan ajar interaktif berbasis AI melalui model 4D yang sistematis dan kontekstual pada level sekolah dasar. Implikasinya, model pemberdayaan ini berpotensi direplikasi untuk memperkuat pengembangan profesional guru secara berkelanjutan.

The Effect of Manure Dosage and Types of Plant Growth Regulators (PGRs) on the Generative Phase of Bird’s Eye Chili (Capsicum frutescens L)

Putri Rizkia, Hilda Pratiwi, Mizan Maulana
Abstract: This study aims to determine the effect of manure dosage and types of plant growth regulators (PGRs), as well as their interaction, on the generative phase of bird’s eye chili plants (Capsicum frutescens L.) in order to&#8230; o improve productivity, which remains fluctuating due to suboptimal cultivation practices. The research was conducted from February to March 2026 at the experimental field of the Pusat Riset Bisnis Kopbun Suka Tani Sejahtera, Kota Juang District, Bireuen Regency, using a factorial Randomized Block Design (RBD) of 4 × 3 with three replications. The first factor was the dosage of manure (control, 1 kg/plant, 1.5 kg/plant, and 2 kg/plant), while the second factor was the type of natural PGR (onion extract, rice water, and coconut water). Data were collected through direct observations on several parameters, including number of fruits, fruit weight, fresh biomass weight, root fresh weight, and root length, and were then analyzed to determine the effects of treatments and their interactions.          The results showed that certain doses of manure had a significant effect on increasing yield and root growth, while natural PGRs were able to enhance flowering, reduce flower drop, and accelerate fruit formation. The interaction between both treatments indicated that the optimal combination produced higher results compared to single treatments. The novelty of this study lies in the use of a combination of manure and natural PGRs based on local materials as a strategy to improve the generative phase. The implications of this research are expected to serve as a scientific reference for the development of sustainable cultivation techniques, as well as learning material and further research in the fields of agronomy and horticulture.

Principles of Emotions Affecting Learning and Social Learning in Elementary School

Resyi Abdul Gani, Asep Supena
Abstract: This study aims to develop a comprehensive constellation model and identify optimal strategies for strengthening lecturers’ professional commitment in the largest private universities in Bogor. Penelitian ini mengkaji secara&#8230; secara mendalam bagaimana emosi dan belajar sosial memengaruhi proses pembelajaran di sekolah dasar melalui perspektif neuropedagogik dan brain‑based learning. A mixed methods approach was used by combining quantitative analysis (meta-analysis of 173 respondents and 47 indicators of NP, EC, OB, MS, BS) and descriptive qualitative analysis using thematic analysis techniques on semi-structured interviews with five elementary school teachers. The meta-analysis results showed a very strong average effect of the latent construct relationship (t(128) = 12.92; p < 0.001; r ≈ 1.00) with almost zero heterogeneity (Qₑ(128) = 1.67; τ² = 0; I² = 0%), and no significant moderating effects were found for all indicators; the partial meta-regression coefficients for all items were very close to zero and the R² value was 0.000. Qualitatively, three main themes emerged: (1) positive emotions as the foundation of learning readiness, (2) social interaction as a reinforcement of meaning formation, and (3) contextual learning that integrates cognitive, emotional, and social dimensions. Although most teachers have not yet mastered the concepts of neuropedagogy and brain-based learning theoretically, they have intuitively implemented its principles through motivation, praise, humor, group work, collaborative projects, and learning experiences relevant to students' real lives. These findings support the latest theory that places emotions and social interactions as the main drivers of brain function in learning (Immordino Yang, 2016; Tyng et al., 2017; Vygotsky, 1978; Jensen, 2008), and emphasizes the importance of strengthening teachers' competence in understanding and designing brain- and emotion-based learning to support the holistic development of elementary school students.