Showing 7 articles found for "Education"

The Role of Bloom’s Taxonomy in Curriculum Approach

Hidayat, Syarif, Qamariah, Zaitun
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.

Performance Analysis of Lecturers of Computer Science Study, FMIPA, HKBP Nommensen University Pematangsiantar

Natasya Agustina Girsang, Nirma Sintina, Yosia Parapat, Mastiur Verawaty Silalahi, Masni Veronika Situmorang
Abstract: This study aims to assess the performance of lecturers in the Computer Science Study Program at HKBP Nommensen University Pematangsiantar from the perspective of students and identify areas that need improvement to enhance… ce the academic quality of the study program. The study uses a quantitative approach through a survey. The researchers collected data using a five-point Likert scale questionnaire distributed to 103 students of the Computer Science Study Program who had attended lectures. The researchers analyzed five aspects: teaching readiness, teaching materials, teaching discipline, teaching evaluation, and lecturer personality. We analyzed the data using descriptive statistics, calculating the percentage of student responses for each aspect of the assessment. The results of the study show that the performance of lecturers in the Computer Science Study Program at HKBP Nommensen University Pematangsiantar is generally in the good to very good category. The aspects of teaching readiness, teaching materials, teaching discipline, and teaching evaluation received very good ratings. The aspect of lecturer personality was in the good category. However, we must improve lecturer performance in the aspect of research. We must improve productivity, continuity of research activities, and scientific publications. The results of this study are expected to be used as evaluation material and a basis for policy-making for institutions in their efforts to improve the quality of lecturers and higher education in a sustainable manner.

Penerapan Media Belajar Berbasis Digital Google Site Dalam Pembelajaran Lingkungan

Novfirman, Novfirman, Romy Aulia
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.

Aplikasi Artificial Intelligence Untuk Meningkatkan Kompetensi Dan Kesiapan Kerja Mahasiswa FT UNY

Siti Nursipa Wulida, Arya Yusuf
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.  

Utilization Of Traditional Games As Educational Game Tools For Early Childhood

Elisabeth Nevi
Abstract: This study aims to examine the utilization of traditional games as educational play tools (EPT) in early childhood learning. The rapid development of technology has reduced children's interest in traditional games, making… g it necessary to preserve and utilize them as learning media. This research employs a descriptive qualitative approach with data collection techniques including interviews and observations. The results show that traditional games have significant potential in developing children's cognitive, motor, social-emotional, and character values. Furthermore, the integration of local wisdom into educational play tools can foster children's cultural awareness and identity from an early age. However, several challenges remain, such as limited references, teacher competence, and the influence of modern culture. Therefore, collaboration among various stakeholders is needed to optimally develop and implement local wisdom-based educational play tools

Application Of Picture Media In Project-Based Learning To Improve Student Discipline And Activeness In PPKN Learning

Rezkya Annisaa, Muh Sharim Haqqani, Nadrah
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  

The Effect Of Quiz-Based Interactive Media On Civic Education Learning Outcomes In Third Grade

Rolita Dolok Saribu, Janwar Tambunan, Emelda Thesalonika
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