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Penerapan Metode Pembelajaran Resitasi dalam Pembelajaran Matematika Dasar Kholida Ismatullah
Jurnal Pendidikan Informatika (EDUMATIC) Vol 1, No 1 (2017): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v1i1.734

Abstract

The purpose of this study is to describe: (1) Application of recitation methods on learning mathematics; (2) Positive impact of using recitation method on learning mathematics; (3) The disadvantages of recitation methods in mathematics learning. This research uses qualitative approach of descriptive type. Research location at Hamzanwadi University. The study was conducted in October until November 2017. Population in this research is student of study program of Informatics, while the sample is student of study program of Informatics which amounted to 39 people. The techniques of data collection used are observation, interview and document analysis. The results of this study show that: (1) The application of recitation method in mathematics learning starts from the phase of assignment, assignment and accountability of tasks that have been made; (2) Positive impact of recitation method on learning mathematics among others: improving student creativity, fostering student responsibilities, improving students' mathematical communication skills, and providing new experiences to students; (3) The disadvantages of recitation methods in learning mathematics include: the lack of student participation, the difficulty of controlling and supervising the tasks undertaken by students, different levels of student intelligence, and the limited carrying capacity or available facilities.
Pengembangan Media Pembelajaran CD Tutorial Interaktif Pada Mata Pelajaran Simulasi Digital Baiq Hartina Maisiswati; Kholida Ismatulloh; Muhammad Zamroni Uska
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 2 (2018): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v2i2.923

Abstract

The purpose of this study is (1) to determine the development of instructional CD learning media on digital simulation subjects in class X at 1 Sakra Vocational High School; (2) to find out the feasibility of media experts and material experts on learning CD tutorial media products; (3) to find out the students' response to the development of tutorial CD learning media on digital simulation subjects in class X at Sakra Vocational High School 1. This type of research uses R D (Reseach and Development) development methods. The subjects of this study were class X TKJ as many as 20 students. Data collection in the form of interviews, questionnaires, and observations. Data analysis techniques use quantitative and qualitative data. The results showed that the learning media tutorial CD developed was very valid for use in the learning process. From the media expert validation for the media, the tutorial CD was declared to be very feasible because it had an average percentage of 92%, while the validation of material experts had an average percentage of 91%, and for students' responses it was said to be very good because it had an average percentage of 90%, so that it can be said that the Tutorial CD learning media is effectively used in the learning process at SMK 1 Sakra
Pengaruh Model Pembelajaran Group Investigasi Berbantuan Media Flashcard Terhadap Minat Dan Hasil Belajar Dinda Fitri Febriyanti; Kholida Ismatulloh
Jurnal Pendidikan Informatika (EDUMATIC) Vol 3, No 2 (2019): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v3i2.1660

Abstract

This study aims to determinan the influence of the learning model group investigation combined with flashcard  media on student interest and learning outcomes in the subject of multimedia x graphic class design in SMK Negeri 1 praya. This type of research is quantitative whit Pre-Experimental Design methos. The population of this study was all students of class x multimedia SMK  Negeri 1 Praya totaling 30 student, with samples using the saturation sampling technique (sensus). Multimedia class x as an ekperimental class with 30 a total dtudents. Research design used of One-Group Pretest Posttest. Data collection userd questionnaires and learning tests. Data analysis techniques using Paired Sample T Test. The results showed that 1) there was an influence  of the learning group investigation model combined with the flashcard media on students interest in learning (with a significance value of p 0,05) (0,0000,05). 2) there was an influence  of the learning group investigation model combined with the flashcard  media on students in learning outcomes (with a significance value of p 0,05) (0,0000,05). Thus it was concluded that there was an influence of the cooperative learning type group investigation model combined with the flashcard learning media students interest and student learning outcomes in the basic subjects of graphic x grade multimedia design at SMK Negeri 1 Praya shcool year 2019/2020.
Pengembangan Software Fisika Berbasis Android sebagai Media Belajar pada Materi Asas Black Kholida Ismatullah; Ahmad Fathoni
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 2 (2018): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v2i2.1092

Abstract

               This study aims to determine the influence in the Development of Android-Based Physics Software as a Learning Media in Black Basic Material Against the Achievement of Learning for Middle School Students in Selong District. The research method was used R D by Sugiyono (2010). The research results used were 4 schools in Selong, there were SMPN 4 Selong, SMPN 1 Selong, SMP Lab. Hamzanwadi, and SMP Rekat Lauq, with a total sample of 175 people. Data collection techniques using questionnaires with Likert scale and data analysis techniques using feasibility tests. The results of this study indicate that android-based physics learning media are feasible to use with a percentage of 81.11%. Data analysis techniques to measure percentages using the calculation of the class average obtained from the pre test before being treated with the average post test after being given treatment, from the results seen an increase in student achievement in the four schools used as research samples. It is seen that the use of android-based learning media in physics lessons has an effect on improving students' physics learning achievements in Selong Junior Hight School.
Pengembangan Media Pembelajaran Berbasis Multimedia Interaktif Pada Mata Pelajaran Simulasi Digital Kelas X TKJ Widia Kurniawati; Kholida Ismatulloh; Yosi Nur Kholisho
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 2 (2018): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v2i2.922

Abstract

The purpose of this study is (1) to find out the development of interactive multimedia-based learning media on digital simulation subjects of class X TKJ at SMK 3 Selong; (2) knowing the feasibility of media experts and material experts on interactive multimedia-based learning media products; (3) knowing students responses to interactive multimedia-based learning media. The research method used is the Research and Development (RD) method. The development model used in the research is Sugiyono's research and development model. Data collection used is observation, interview, and questionnaire. Data analysis techniques use qualitative and quantitative data. The results showed that the interactive multimedia-based learning media developed were very feasible to be used in the learning process. From the feasibility media experts, interactive multimedia-based learning media obtained a feasibility percentage from media experts by 89% with very decent criteria. Meanwhile, the material feasibility experts obtained a percentage of eligibility from material experts by 91% with very feasible criteria. From the students response to media feasibility in product trials obtaining a percentage of student response values by 95% with very high criteria and in the trial of usage obtaining a percentage of student response values by 94% with very high criteria.
PEMANFAATAN MEDIA PEMBELAJARAN 4.0 PADA MAHASISWA UNIVERSITAS HAMZANWADI Kholida Ismatulloh; Yosi Nur Kholisho; Baiq Desi Dwi Arianti; Rasyid Hardi Wirasamita
SWARNA: Jurnal Pengabdian Kepada Masyarakat Vol. 2 No. 2 (2023): SWARNA: Jurnal Pengabdian Kepada Masyarakat, Februari 2023
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi 45 Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/swarna.v2i2.296

Abstract

Era revolusi industri 4.0 merupakan era dimana perubahan semua sistem manual menjadi sistem digital. Teknologi memegang peranan penting dalam pembelajaran di era revolusi industri 4.0. Pemanfaatan teknologi pembelajaran yang mana tidak terbatas oleh ruang dan waktu selain itu juga pembelajaran menjadi lebih efektif dan efisien dengan menggunakan berbagai macam sistem teknologi dan informasi. Tujuan penelitan ini adalah untuk mengetahui bagaimana pemanfaatan teknologi dan informasi dalam pembelajaran era revolusi industri 4.0. Penelitian ini adalah penelitian deskriptif kualitatif yang mana tidak ada penilaian berbentuk angka sebagai tolak ukur kesuksesan dalam pembelajaran. Penelitian ini dilakukan pada mahasiswa pendidikan sosiologi Universitas Hamzanwadi. Hasil wawancara secara daring dengan beberapa mahasiswa sosiologi menunjukkan bahwa pemanfaatan teknologi dan informasi di era revolusi industri 4.0 sangat penting dan memudahkan dalam menggali informasi dan ilmu pengetahuan. Teknologi dan informasi sebagai salah satu media pembelajaran yang dapat menjadi sumber utama dalam kegiatan pembelajaran. Sebagian besar mahasiswa memanfaatkan teknologi dan informasi adalah untuk komunikasi, hiburan dan pembelajaran. Dalam komunikasi mahasiswa dapat memanfaatkan berbagai aplikasi dalam menjalin komunikasi dengan orang lain.Untuk hiburan, mahasiswa biasanya menggunakan teknologi dan informasi untuk bermain berbagai macam game dan menonton youtobe yang mana didalamnya terdapat drama, kuliner, dan musik. Dalam pembelajaran mahasiswa dapat menggunakan berbagai aplikasi pembelajaran yang dapat memudahkan kegiatan pembelajaran dan memeperluas pengetahuan.
PEMANFAATAN MEDIA PEMBELAJARAN 4.0 PADA MAHASISWA UNIVERSITAS HAMZANWADI Kholida Ismatulloh; Yosi Nur Kholisho; Baiq Desi Dwi Arianti; Rasyid Hardi Wirasamita
SWARNA: Jurnal Pengabdian Kepada Masyarakat Vol. 2 No. 2 (2023): SWARNA: Jurnal Pengabdian Kepada Masyarakat, Februari 2023
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi 45 Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/swarna.v2i2.296

Abstract

Era revolusi industri 4.0 merupakan era dimana perubahan semua sistem manual menjadi sistem digital. Teknologi memegang peranan penting dalam pembelajaran di era revolusi industri 4.0. Pemanfaatan teknologi pembelajaran yang mana tidak terbatas oleh ruang dan waktu selain itu juga pembelajaran menjadi lebih efektif dan efisien dengan menggunakan berbagai macam sistem teknologi dan informasi. Tujuan penelitan ini adalah untuk mengetahui bagaimana pemanfaatan teknologi dan informasi dalam pembelajaran era revolusi industri 4.0. Penelitian ini adalah penelitian deskriptif kualitatif yang mana tidak ada penilaian berbentuk angka sebagai tolak ukur kesuksesan dalam pembelajaran. Penelitian ini dilakukan pada mahasiswa pendidikan sosiologi Universitas Hamzanwadi. Hasil wawancara secara daring dengan beberapa mahasiswa sosiologi menunjukkan bahwa pemanfaatan teknologi dan informasi di era revolusi industri 4.0 sangat penting dan memudahkan dalam menggali informasi dan ilmu pengetahuan. Teknologi dan informasi sebagai salah satu media pembelajaran yang dapat menjadi sumber utama dalam kegiatan pembelajaran. Sebagian besar mahasiswa memanfaatkan teknologi dan informasi adalah untuk komunikasi, hiburan dan pembelajaran. Dalam komunikasi mahasiswa dapat memanfaatkan berbagai aplikasi dalam menjalin komunikasi dengan orang lain.Untuk hiburan, mahasiswa biasanya menggunakan teknologi dan informasi untuk bermain berbagai macam game dan menonton youtobe yang mana didalamnya terdapat drama, kuliner, dan musik. Dalam pembelajaran mahasiswa dapat menggunakan berbagai aplikasi pembelajaran yang dapat memudahkan kegiatan pembelajaran dan memeperluas pengetahuan.
Pengaruh Wawasan Kevokasionalan Siswa SMP di Kecamatan Selong Terhadap Minat Melanjutkan di SMK Fathoni, Ahmad; Ismatulloh, Kholida
Teknologi dan Kejuruan: Jurnal Teknologi, Kejuruan, dan Pengajarannya Vol 43, No 1: Februari 2020
Publisher : Fakultas Teknik Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v43i12020p20-27

Abstract

This research aimed to describe (1) how much vocationalization insight that junior high school students had on vocational high school as a working world education (X1), understanding the types of skills (X2), and understanding of the working world (X3) on the interest to continue to vocational high school (Y); (2) how much is the vocationalization insight influence in junior high school students year IX comprised of vocational high school as a working world education (X1), understanding the types of skills (X2), and understanding of the working world (X3) on the interest to continue to vocational high school (Y). This research was survey research using a quantitative approach. The samples were 197 students that were determined using a proportionate random sampling technique. The sample size determination referred to the Isaac & Michael table with 5 percent error rate. The data collection used questionnaire, document, and observation. The data were analyzed using descriptive statistic. The results showed that (1) X1, X2, and X3 variables entered the high category with the percentage values of 60 percent, 57 percent, and 51.2 percent or good variables for the interest to continue to vocational high school; (2) the X1, X2, X3 variables influenced the Y variable with the correlation coefficient of 0.580, 0.564, and 0.479 respectively, and together, X1, X2, and X3 variables influenced the Y variable with the correlation coefficient of 0.727. 
Penguatan Kesiapan IKM Informatika Melalui Pelatihan Jaringan MAN dan SMK di Lombok Timur: Strengthening Readiness for Informatics IKM through Network Training at MAN and Vocational Schools in East Lombok Arianti, Baiq Desi Dwi; Jamaluddin, Jamaluddin; Ismatulloh, Kholida; Kholisho, Yosi Nur; Wirasasmita, Rasyid Hardi; Haritani, Hartini; Marfuatun, Marfuatun
ABSYARA: Jurnal Pengabdian Pada Masayarakat Vol 5 No 1 (2024): ABSYARA: Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/ab.v5i1.27187

Abstract

The advancement of science and technology in the era of the Industrial Revolution 4.0 and Society 5.0 has impacted various aspects of life, including education. In response, the Indonesian government, through the Ministry of Education and Culture Regulation Number 36 and 37 of 2018, reintegrated informatics subjects into the Merdeka Belajar curriculum. However, the readiness of schools to implement this curriculum remains a challenge, particularly due to the lack of competent teachers in informatics and limited facilities. This Community Service activity aims to enhance students' understanding and skills in basic computer networks through training and mentoring at MAN 1 Selong and SMK-Qurrota’ayun. The training involved lecturers and students from the Informatics Education Study Program and was conducted over three intensive sessions. The methods used included theoretical material delivery, practical simulations, and small group mentoring to ensure that each participant could understand and apply the given material. Pretest results indicated that the majority of participants had a low understanding of computer networks. However, after the training, there was a significant improvement in participants' understanding and skills, as shown by the posttest results. The "very-understanding" level increased from 0% to 5%, "understanding" from 2% to 40%, while "less understanding" decreased from 11% to 45%, and "not understanding at all" from 87% to 10%. The conclusion from this activity is that hands-on training methods and intensive mentoring effectively enhance students' technical competencies in computer networks. This training model can serve as a reference for other skill development programs in the field of education
Efektivitas Model Pembelajaran TPS (Think Pair Share) Terhadap Hasil Belajar Pada Materi Animasi 3 Dimensi Kholisho, Yosi Nur; Ismatulloh, Kholida; Sukandi
Lamda: Jurnal Ilmiah Pendidikan MIPA dan Aplikasinya Vol. 4 No. 2 (2024): Agustus
Publisher : Lembaga Bale Literasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58218/lambda.v4i2.899

Abstract

This research aims to determine the learning outcomes of students at SMKN 3 Selong in the 3 Dimensional Animation Subject for class XI Multimedia. The TPS (Think Pair Share) Learning Model is considered appropriate for contributing to improving student learning outcomes in animation learning, because in this learning model students are encouraged to work in teams with their classmates to solve problems given by the teacher. The research was carried out by looking at students' performance in completing animation assignments in accordance with the learning being taught. This research is experimental research where there is a control class as a comparison class and an experimental class which will be given treatment using the TPS learning model. The results of this research were that the initial hypothesis was accepted with students' average scores increasing compared to the previous learning model. Even though the average score increase only reached 20%, the practice of using the TPS learning model has achieved the target of improving student learning outcomes and student effectiveness in thinking to solve problems given in the LKPD distributed by the teacher.