Abstract:The purpose of this study was to determine the effect of quiziz-based interactive media on Civics learning outcomes in class III of UPTD SD Negeri 124392 Pematangsiantar. This study was quantitative with a one-group pretest-posttest…
est-posttest design. The sample of this study was all students of class III of UPTD SD Negeri 124392 Pematangsiantar in the 2025/2026 academic year, totaling 25 people. The research instrument used in this study was a learning outcome test instrument, the data obtained were analyzed using statistical analysis techniques. Data from the initial conditions before the treatment was carried out until after the treatment was carried out showed an increase in student learning outcomes. Before the treatment, the average score was 68 and after the treatment, the average score was 84. It can be concluded that the student learning outcomes before the treatment were given were still not reaching the KKTP, namely 25 students (100%) and after the treatment, student learning outcomes increased, namely 26 students (100%) had scores above the KKTP. Based on the results of the hypothesis test with a significance level of 0.05 and a t table of 2.060, the calculated t is 11.238. Thus, t count > t table 11.238 > 2.060, it can be concluded that there is an influence of Quiziz-based interactive media on Civics learning outcomes in grade III at the UPTD of SD Negeri 124392 Pematangsiantar
Abstract:Penelitian ini bertujuan untuk meningkatkan hasil belajar Ilmu Pengetahuan Alam dan Sosial (IPAS) melalui penerapan model pembelajaran Problem Based Learning (PBL) pada siswa kelas V UPT SD Negeri 74 Bontorita II Kabupaten…
en Takalar. Jenis penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus dengan tahapan perencanaan, pelaksanaan, observasi, dan refleksi. Subjek penelitian adalah 25 siswa kelas V, terdiri atas 8 siswa laki-laki dan 17 siswa perempuan pada tahun ajaran 2025/2026. Teknik pengumpulan data menggunakan observasi, tes hasil belajar, dan dokumentasi. Hasil penelitian menunjukkan adanya peningkatan signifikan pada aktivitas dan hasil belajar siswa setelah diterapkannya model PBL. Rata- rata hasil belajar siswa meningkat dari 59,00 pada siklus I menjadi 85,00 pada siklus II, dengan ketuntasan belajar meningkat dari kategori rendah (40%) menjadi tinggi (85%). Aktivitas siswa juga mengalami peningkatan dari 40,00% pada siklus I menjadi 71,11% pada siklus II. Dengan demikian, penerapan model Problem Based Learning terbukti efektif dalam meningkatkan aktivitas dan hasil belajar IPAS siswa kelas V di UPT SD Negeri 74 Bontorita II Kabupaten Takalar
Abstract:This classroom action research aims to improve students’ understanding of norms and rules in everyday life through the use of picture-based learning media in Grade II UPT SD Negeri 74 Bontorita II during the 2025/2026 academic…
academic year. The study was conducted in two cycles consisting of planning, action, observation, and reflection. The participants were 22 students who were involved in learning activities using instructional pictures and number-pocket media to strengthen conceptual understanding. Data were collected through observation sheets, learning outcomes tests, and teacher reflections. The findings indicate a significant improvement in students’ learning outcomes and participation. Initial observations showed low understanding of norms and rules, reflected in students’ low discipline, responsibility, and adherence to class regulations. After the implementation of picture media in Cycle I, students’ average score increased from the pre-cycle score of 46.2% to 71.1%. In Cycle II, after using more varied and engaging visual media, students’ average score further improved to 79,36%, surpassing the minimum completeness criteria. The use of picture media was effective because it facilitated concrete understanding, increased motivation, and encouraged active engagement. The study concludes that picture-based media enhances students’ cognitive, affective, and behavioral competencies in learning. It is recommended that teachers integrate more innovative visual media to create meaningful, interactive, and enjoyable learning experiences in civics education and other subjects
Abstract:The background of this study was to examine how big the role of Bloom's taxonomy is in the curriculum approach as a work tool that functions to clarify learning objectives, to develop an education system in a more efficient…
ent direction. This research uses the Library Research method, this method was chosen because with the Library Research method researchers can clearly analyze various conceptual information as well as qualitative and quantitative data from previous research. The conclusion obtained is that with the progress of the times, education must also develop and one of the education systems used in learning is the curriculum. With an efficient curriculum and in accordance with the needs of students in his day, the curriculum can be said to have succeeded in achieving its goals. Bloom's Taxonomy is present as a framework to help and also as evaluation material to revise or update the existing curriculum.
Abstract:Perkembangan teknologi informasi mendorong pemanfaatan machine learning dalam analisis data penjualan untuk mendukung pengambilan keputusan bisnis. Minimarket Mardi memiliki beragam produk dengan pola pembelian yang bervariasi,…
ariasi, sehingga diperlukan metode analisis yang mampu mengelompokkan data penjualan secara lebih terstruktur. Penelitian ini menerapkan algoritma K-Means Clustering untuk melakukan segmentasi penjualan berdasarkan atribut tertentu, seperti kategori produk, jumlah penjualan, serta frekuensi transaksi. Tahapan penelitian meliputi pengumpulan data, pra-pemrosesan, penentuan jumlah klaster optimal dengan metode Elbow, serta implementasi algoritma K-Means. Hasil analisis menunjukkan terbentuknya beberapa klaster yang merepresentasikan pola penjualan produk di Minimarket Mardi, mulai dari produk dengan tingkat penjualan tinggi, sedang, hingga rendah. Segmentasi ini dapat membantu manajemen minimarket dalam merancang strategi pemasaran yang lebih tepat sasaran, pengelolaan stok yang lebih efisien, serta peningkatan pelayanan kepada konsumen. Dengan demikian, penerapan K-Means Clustering terbukti efektif dalam mendukung pengambilan keputusan berbasis data di sektor ritel.
Abstract:Pendidikan berperan penting dalam membentuk kualitas sumber daya manusia di era digitalisasi. Tantangan yang ada pada era digitalisasi adalah bagaimana meningkatkan motivasi belajar mahasiswa dengan solusi digitalisasi pembelajaran…
embelajaran melalui teknologi. Fakultas Teknik Universitas Negeri Yogyakarta memerlukan cara untuk meningkatkan dan mempersiapkan kompetensi mahasiswa terkait keterampilan yang dibutuhkan dalam dunia kerja. Hal itu dikarenakan kurangnya skill yang dimiliki oleh mahasiswa tidak memenuhi kualifikasi yang dibutuhkan sehingga terdapat ketidaksesuaian antara link and match. Untuk mengatasi hal tersebut, penulis memberikan inovasi pembuatan aplikasi ERIN (Engineering Ready Industry). Aplikasi ini merupakan digitalisasi platform yang dirancang berbasis artificial intellegence. Metode penelitian yang digunakan adalah campuran dengan kuantitatif melalui survey pengisian angket dan deskriptif kualitatif dengan studi literatur. Hasil dari survey uji kepuasan didapat nilai 87,2% dari aspek kinerja dan 85,6% dari aspek manfaat. Diharapkan gagasan inovasi ini dapat memberikan bekal dalam mempersiapkan diri untuk meraih kesuksesan karir bagi mahasiswa, alumni, dan industri, tidak hanya di UNY melainkan di universitas lain juga.
Education plays an important role in shaping the quality of human resources in the digitalization era. The challenge in the digitalization era is how to increase student learning motivation with digital learning solutions through technology. The Faculty of Engineering, Yogyakarta State University, needs a way to improve and prepare student competencies related to the skills needed in the world of work. This is because the lack of skills possessed by students does not meet the required qualifications so that there is a mismatch between link and match. To overcome this, the author provides an innovation in creating the ERIN (Engineering Ready Industry) application. This application is a digitalization platform designed based on artificial intelligence. The research method used is a mixture of quantitative through a questionnaire survey and qualitative descriptive with literature studies. The results of the satisfaction test survey obtained a value of 87.2% from the performance aspect and 85.6% from the benefit aspect. It is hoped that this innovation idea can provide provisions in preparing themselves to achieve career success for students, alumni, and industry, not only at UNY but also at other universities.
Abstract:Information technology-based learning has become important in the world of modern education. In this digital era, Google has become a service that almost everyone must have. However, in practice, there is a problem with…
the various conveniences that Google offers, which are open source and should be used as a solution in the transformation of conventional learning environments to digital learning. This research aims to develop Google Site-based digital learning media as a solution to the transformation of conventional learning to digital learning. The R&D method involves needs analysis, media development, UI/UX evaluation, and increasing learning
efficiency. The study population consisted of 30 lecturers and students from the Plantation Management Study Program, with 27 people as samples using the random sampling method and Krejcie and Morgan table calculations. The results of the study show the high need for digital media in the post-pandemic era, where online learning is dominant. The development and implementation of open-source Google site-based learning media increases learning efficiency compared to the direct presentation of material through online presentations. The accessibility and features provided by the Google site add value to the UI and UX evaluation for users.