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PELATIHAN PERANCANGAN BLOG MENINGKATKAN KOMPETENSI GURU SMKN 5 SURABAYA DALAM PEMBELAJARAN ABAD 21 Retno Danu Rusmawati; Achmad Noor Fatirul
JPM17: Jurnal Pengabdian Masyarakat Vol 5 No 01 (2020)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30996/jpm17.v5i01.3250

Abstract

Blog  memuat beragam informasi yang dipublikasikan  dalam jaringan  World Wide Web (Wikipedia) karena  merupakan sebuah sistem dokumen hypertext  saling mengkait satu sama lainnya dapat diakses dari jaringan internet, blog sangat diperlukan oleh Guru-guru untuk   meningkatkan kompetensinya dalam pembelajaran, hasil observasi menunjukkan bahwa tidak semua guru terampil dan memiliki blog sehingga  diperlukan  usaha bekerjasama antara PPS TEP UNIPA SURABAYA dengan lembaga sekolah guna mewujudkan pelatihan bagi guru-guru SMKN 5 Surabaya merancang blog. Metode aktivitas dengan  survey (observasi), wawancara, kesepakatan kesepahaman diadakannya pelatihan perancangan  blog untuk guru SMKN 5 Surabaya oleh Prodi Pascasarjana Teknologi Pendidikan Universitas PGRI Adi Buana Surabaya.Kata kunci: Perancangan Blog. Kompetensi Guru. Pembelajaran. Abad- 21
MENINGKATKAN KEMAMPUAN MENULIS CERPEN SISWA SMP NEGERI 1 DRIYOREJO MENGGUNAKAN MEDIA KOMIK PADA VIDEO POWTOON: MENINGKATKAN KEMAMPUAN MENULIS CERPEN SISWA SMP NEGERI 1 DRIYOREJO MENGGUNAKAN MEDIA KOMIK PADA VIDEO POWTOON Diana Fatmawati; Retno Danu Rusmawati
Buana Bastra Vol 2 No 1 (2015): JURNAL ILMIAH BUANA BASTRA
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/bastra.vol2.no1.a4984

Abstract

This research is motivated by the low ability of grade 7 A students of SMP Negeri 1 Driyorejo in learning Indonesian, especially in the Basic Competence of "writing short stories". This study uses video powtoon as a solution to improve short story writing skills. Powtoon videos can also be used for various learning fields other than Indonesian. In this study, the data collection techniques used by the author include interview techniques, documentation techniques, observation techniques, questionnaire or test techniques. Data analysis in this study used a qualitative descriptive technique. The population in this study were students of SMP Negeri 1 Driyorejo and the sample consisted of 9 students. The results of the acquisition of the ability to write short stories for the seventh grade students of SMP Negeri 1 Driyorejo in the first cycle were below average, while the scores in the second cycle were above the average. The results of this study indicate that the ability to write short stories for seventh grade students of SMP Negri 1 Driyorejo can improve after applying comics media to video powtoon. Based on the presentation and the results of the discussion, educators can use video powtoon media to improve the ability to write short stories for class VII students of SMP Negeri 1 Driyorejo in particular and others in general.
MENERAPKAN METODE SNOWBALL THROWING UNTUK MENINGKATKAN KEMAMPUAN MEMBACA PEMAHAMAN SISWA KELAS VII-E SMPN 3 WARU: MENERAPKAN METODE SNOWBALL THROWING UNTUK MENINGKATKAN KEMAMPUAN MEMBACA PEMAHAMAN SISWA KELAS VII-E SMPN 3 WARU Linda Anisa; Retno Danu Rusmawati
Buana Bastra Vol 2 No 1 (2015): JURNAL ILMIAH BUANA BASTRA
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/bastra.vol2.no1.a4986

Abstract

The subject of this research was the seventh grade students 2014/2015 academic year. The number of participants in this research was 36 students, there are 16 boy students and 20 girl students. In completing the research, the researcher used the observation,teacher and students activity, written test and field note as the instruments of collecting the data. The result of this research on pre-cycle or first reading skill comprehension condition of students acquire three students can be done with 8,32% on the class that consist 50,05. On the second cycle in the teacher activity was 83,3%; and students activity was showed 85,4%; the result test of students reading skill comprehension was 27,78% and the average was 74,78. The second cycle result was 16,7% which is higher than first cycle. In the teaching activity that shows has improved about 6,96% to 92,36%; the result of reading skill comprehension test based on SKL was 94,44% improve about 66,66%. In other hand, the average of study reading skill comprehension higher than before was 9,41% improve to 84,19. This research was improving students reading skill of Junior High School 3 Waru. Through reading comprehension, students were indirectly recognize and memorize learning material.
BENTUK DAN FUNGSI WACANA SMS HUMOR PADA KETAWA.COM: BENTUK DAN FUNGSI WACANA SMS HUMOR PADA KETAWA.COM Nur Indah Fitriani; Retno Danu Rusmawati
Buana Bastra Vol 2 No 1 (2015): JURNAL ILMIAH BUANA BASTRA
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/bastra.vol2.no1.a4990

Abstract

SMS (Short Message Service is one of the written discourse form which is developing now. SMS (Short Message Service) is short message in text form which is on the cell phones media. Now, SMS is not Short Message Service anymore, but it has turned into Smile Message Service because SMS which is currently available now not only contains short message that is used to convey information but also as a means to convey humor ideas among the users. Therefore, now the SMS may be called as a form of humor discourse. Ketawa.com is one of the media on the internet that contains various kinds of humor SMS, in the form of words, sentences and discourse containing ideas of humor. The researchers used a qualitative methodology for generating descriptive data about the form and function of WSH on ketawa.com. The data was WSH in the form of words, sentences and discourse on ketawa.com edition June, 20th 2014 and the data source was ketawa.com. Data collection techniques which was used was a method of documentation by means of documenting data WSH on ketawa.com edition June, 20th 2014 by means copied into Microsoft Word document on the computer first, and then transferred to the thumb drive (USB). The results of data analysis in this research was discourse’s form of humor SMS on ketawa.com consists of forms of narrative discourse, expository discourse, hortatory discourse, exposition discourse, description discourse and the discourse of the puzzle. The most dominant of WSH form was discourse’e form of hortatory and descriptive. The function of humor SMS discourse on ketawa.com consisted of a function as a means of entertainment, education, social protest and as a media to edify or morals. The most dominant function of WSH was as a means of entertainment.
"TERSEMBUNYI", TAPI MENARIK Eko Prastiyanto; Marianus Subandowo; Retno Danu Rusmawati
Jurnal Education and Development Vol 8 No 2 (2020): Vol.8.No.2.2020
Publisher : Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1377.244 KB) | DOI: 10.37081/ed.v8i2.1632

Abstract

Student interest in English subjects, especially in class VII is still very low. This is caused by various factors, one of which is interest in teaching materials. This study aims to develop teaching materials by utilizing QR code technology as a link between printed books and digital multimedia by means of digital multimedia learning materials in the form of "hiding" in the form of QR codes then students can open them using smartphones. This development research approach model adapts the development procedure developed by Walter Dick and Lou Carey. The results of this study are 1). 89% of students stated that subject teachers used appropriate teaching materials, 2). 91% of students stated that subject teachers used appropriate learning media, 3). 88% of students stated that QR code technology integrated into teaching materials was very interesting and motivating to learn, 4). 88% of students stated that QR code technology that was integrated into teaching materials was well suited to the needs and learning styles of students, 5). 86% of students stated that they were enthusiastic about using QR code technology in learning activities, 6). 88% of students state that QR code technology makes it easy for them to learn independently, 7). 90% of students state that QR code technology facilitates interaction between teachers and them
PENGEMBANGAN BAHAN AJAR BERBASIS MULTIMEDIA INTERAKTIF PADA MATERI ANIMASI STOP MOTION MULTIMEDIA UNTUK SMK KELAS XI Muhammad Arief Santoso; Marianus Subandowo; Retno Danu Rusmawati
Jurnal Education and Development Vol 8 No 2 (2020): Vol.8.No.2.2020
Publisher : Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1294.185 KB) | DOI: 10.37081/ed.v8i2.1637

Abstract

The development of this teaching material research for students can learn independently, actively and creatively in exploring learning resources. This research develops interactive learning multimedia products on stop motion animation material class XI skill competencies of multimedia at SMK Negeri 1 Pungging Mojokerto. The model of developing instructional materials used is the ADDIE Model that is (1) analysis, make a needs analysis; (2) design, made layout of media, instrument preparation, and materials preparation; (3) development, developing interactive multimedia product and formative validation; (4) implementation, apply the product to students and student’s assessment of the product; (5) evaluation, evaluate product that have been given advice by validators by fixing the product according to suggestions. From the analysis of the data, it can be concluded that The Development of learning materials Based of Interactive Multimedia on Stop motion Animation Material is feasible to use with an assessment of the feasibility of the media based on aspects of cognition content is 80%, information presentation is 80%, ease of navigation is 80%, artistic and aesthetic is 80%, and overall function is 80%. And for the total average percentage of the 5 aspects is 80%. For all aspects of the material is 80% and for all aspects of quality by respondents consisting of 34 students of class XI is an average percentage is 83.29%.
APLIKASI BERBASIS ANDROID UNTUK MENINGKATKAN KEMAMPUAN BERBAHASA PADA ANAK TUNARUNGU SISWA TKLB Hanes Hery Pujianto; Marianus Subandowo; Retno Danu Rusmawati
Jurnal Education and Development Vol 8 No 2 (2020): Vol.8.No.2.2020
Publisher : Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1148.962 KB)

Abstract

Tujuan Pengembangan adalah menghasilkan produk pengembangan media pembelajaran berbasis android yang akan digunakan sebagai strategi pembelajaran penyampaian pesan pembelajaran yang efektif dan inovatif yang dapat menumbuhkan ekspresi positif pada siswa TKLB Tunarungu pada tema Binatang.Perkembangan teknologi terkini yang pesat dengan semakin seringnya penggunaan gadget, khususnya smartphone dalam kehidupan kita sehari-hari, terutama dalam bidang pendidikan, tetapi masih kurangnya media pembelajaran yang berbasis aplikasi smartphone android untuk penyampaian sebagai bahan ajar di sekolah khususnya untuk siswa TKLB Tunarungu yang mengambil materi tentang tema binatang untuk TKLB kelas A, B, dan C, agar siswa termotivasi dalam belajar serta lebih mudah untuk memahami tema yang dipelajari, maka perlu dikembangkan media pembelajaran berbasis aplikasi Tutorial yang menggunakan android. Dengan aplikasi ini siswa TKLB bisa mengenal bermacam-macam binatang serta jumlah kaki binatang, dan makanan binatang, dari bahan ajar yang dikembangkan ini kualitas media pembelajaran dapat ditinjau dari aspek kemenarikan, kemudahan, serta kesesuaian.Hasil penelitian pengembangan berupa media pembelajaran aplikasi tutorial berbasis android menunjukkan hasil yang sangat baik dan layak digunakan sebagai bahan ajar media pembelajaran di TKLB tunarungu maupun digunakan secara mandiri di rumah dengan pendampingan oleh orang tua menurut ahli materi, ahli desan pembelajaran, dan ahli media, dan validasi guru serta orang tua siswa. Respon guru siswa serta orang tua terhadap penggunaan bahan ajar ini dalam pembelajaran sangat baik, siswa bersemangat dalam mengikuti pembelajaran dan membangkitkan rasa keingin tahuan siswa.
PENGEMBANGAN PERMAINAN KARTU HURUF UNTUK MENINGKATKAN KEMAMPUAN MENGENAL HURUF ANAK KELOMPOK A Emi Tiningsih; Marianus Subandowo; Retno Danu Rusmawati
Jurnal Education and Development Vol 8 No 2 (2020): Vol.8.No.2.2020
Publisher : Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (884.83 KB)

Abstract

Penelitian ini dilatar belakangi kegiatan pembelajaran di TK yang penyusun lihat pola pembelajarannya masih bersifat berpedoman pada buku . Dari pembelajaran sedemikian itu, mengakibatkan lemahnya daya imajinasi dalam menerapkan lima aspek perkembangan yaitu perkembangan fisik, perkembangan moral, sosial-emosional, kognitif, bahasa, dan seni ,sangat terlambat, sehingga prestasi belajar yang dicapai tidak optimal dan kurangnya pembelajaran dengan permainan menggunakan kartu huruf, meningkatkan kemampuan mengenal huruf pada TK DWP Grogol. Penelitian ini merupakan penelitian pengembangan. Populasi penelitian ini adalah seluruh anak Kelompok A di TK DWP Grogol Kecamatan Tulangan Kabupaten Sidoarjo dengan jumlah 23 anak. Dan uji coba juga dilakukan oleh 3 Ahli yaitu Uji Ahli Desain, Uji Ahli isi/materi, dan Uji ahli Media. Dari hasil penelitian dan pembahasan, dapat disimpulkan: (1) kegunaan : media kartu huruf berdasarkan validasi dari ahli materi, dan ahli media terbukti efektif dan layak dipakai untuk kegiatan pembelajaran di TK . Oleh karena itu, media kartu huruf perlu diterapkan tidak hanya digunakan di TK DWP Grogol saja tetapi juga digunakan diseluruh Indonesia, sehingga mendapat hasil belajar yang maksimal. (2) pengembangan produk : diharapkan produk media kartu huruf di Kelompok A di Taman Kanak-kanak dapat dikembangkan lagi oleh penyusun yang tertarik untuk pengembangan produk media kartu huruf.
Development of Playing Card Learning Media Using Team Games Tournament Model on Volleyball Passing Materials in Grade 5 of Elementary School Suhud Iswahyudi; Ibut Priono Leksono; Retno Danu Rusmawati
JOURNAL OF TEACHING AND LEARNING IN ELEMENTARY EDUCATION (JTLEE) Vol 5, No 1 (2022)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, FKIP, Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jtlee.v5i1.7909

Abstract

The This research aims to develop a learning media with the teams games tournament (TGT) model using playing cards as a medium in the learning of Sports and Health Physical Education (SHPE) with volleyball game passing materials in elementary school. This research is research and development (R&D) by adopting the 4D development model (Define, Design, Development, and Dissemination) proposed by Thiagarajan in 1974. This study was conducted in the 5th grade of public elementary school, Lamongan, East Java. The data collection technique in this study is in the form of validity questionnaires and practicality of teacher response and student response given to media experts, material experts, teachers and students. The data analysis technique used in this study is to calculate the average percentage score that can be seen from the results of media and material validation and the practical results of teacher and student responses. Results obtained from the media validity test showed that playing card learning using the TGT model on 5th grade volleyball passing material got a very valid category with a percentage score of 90.28%. Practicality got a very practical category with a percentage score of 94.89%. Playing card learning using the TGT model on 5th grade of volleyball passing material is said to be valid and practical because it has met the assessment criteria seen from the media presentation, aspects of media content, aspects of image illustration, material aspects as well as the response of teachers and students. This shows that playing card learning using the TGT model on 5th grade elementary school volleyball passing material is feasible for the use by teachers and students in the SHPE learning process. This research is expected to help educators in using learning media in elementary schools, especially SHPE subjects of volleyball passing materials and can be a reference for researchers who will carry out research with the same study in elementary school.
Rekonstruksi Manajemen Perpustakaan Polimedia Ke Arah Perpustakaan Elektronik Di Program Pascasarjana UNIPA Surabaya Retno Danu Rusmawati; Achmad Noor Fatirul; Andri Kurniawan
SNHRP Vol. 2 (2019): Seminar Nasional Hasil Riset dan Pengabdian (SNHRP) Ke 2 Tahun 2019
Publisher : LPPM Universitas PGRI Adi Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (138.801 KB)

Abstract

Desain Sistem Manajemen Perpustakaan Elektronik telah direalisasikan sebagai hasil dari penelitian 2018 oleh hibah UNIPA Surabaya, yang menghasilkan desain pengembangan sistem perpustakaan manual menuju perpustakaan elektronik Program Pascasarjana UNIPA Surabaya. Untuk menerapkan ini, manajemen data profesional diperlukan dalam pengelolaan Perpustakaan, serta mendapatkan dukungan keuangan yang memadai sebagai proses mengubah perpustakaan manual / polimedia ke perpustakaan elektronik. yang meliputi perubahan dalam manajemen, pemrosesan, dan sirkulasi. Mempersiapkan data profesional perpustakaan dimulai dari yang pertama: 1. Meningkatkan Manajemen Pengembangan Koleksi (Collection Processing) yang mengacu pada Dewey Decimal Classification (DDC), 2. Meningkatkan Manajemen Pengembangan Peredaran Darah (Pengembangan Layanan Baca), 3. Meningkatkan Manajemen Administrasi Perpustakaan di Perpustakaan Program Pascasarjana UNIPA Surabaya. Proses perubahan perlu perhatian khusus dalam pembiayaan implementasi sistem jaringan desain perpustakaan elektronik, juga membutuhkan waktu, dan itu membutuhkan pustakawan yang memadai. Metode penelitian menggunakan metode studi kasus fenomenologis deskriptif kualitatif. Dan sumber datanya adalah perpustakaan Program Pascasarjana UNIPA Surabaya sebagai salah satu sumber belajar siswa sarjana. Kata kunci: Pengembangan, Sistem Manajemen, Pengembangan Masyarakat, Elektronik Perpustakaan
Co-Authors Abd Rozid Abdul Malik Achmad Noor Fatirul Achmad Noor Fatirul Agretta Ertifari Hermawan Agus Dwi Pamungkas Ahmad Firman Sidiq Andi Yuliyanto Andri Kurniawan ANDRI KURNIAWAN Ari Susanto ARI SUSANTO Arif Yachya Atiqoh Atiqoh, Atiqoh Atti Yudiernawati, Atti Bandono, Adi Boy Firmansyah Christanto, Benny Dhanurendri, Cintya Silmi Diana Fatmawati Diantoro, Karno Didiek Wahyu Wijayanto Didiek Wahyu Wijayanto Dita Nindiawati Dwi Nur Jayanti Eko Prastiyanto Eko Sulistiono Emi Tiningsih Erdiyavita, Naili Zakiyah Erma Handayani Ermadyah Retnowati Etikasari, Riris Eva Relieffia Evi Kurniasari Fanani, Moh Alfian Fatirul, Ach. Noor Finawati, Ari H. Rufi'i Hanes Hery Pujianto Hartono Hartono Hartono Hartono Hartono Hartono Hartono Hartono Harwanto Harwanto Harwanto Harwanto Harwanto Harwanto Himmatusy Syarifah I Nyoman Sudana Degeng Ibut Priono Leksono Ibut Priono Leksono Ibut Priono Leksono Imawati Imawati, Imawati Indrawati, Siti Iswahyudi, Suhud Jannah, Farotul Jayawarsa, A.A. Ketut Jujuk Ferdianto July Kurniawati Junianengrum Junianengrum Kasmudin Mustapa Kuncoro Luhur Waskito Leksono, Ibud Priono Leksono, Ibut Priono Leni Widiastuti Leony Eka Pratiwi Pratiwi Linda Anisa Mardiany, Erlyna Masruchi Adyningsih Muhammad Arief Santoso Mulik Cholilah Mustaji Mustaji Mustaji Mustaji, Mustaji Nugraheni Widiastuti Nunung Nurjati Nunung Nurjati Nur Indah Fitriani Nurjati, Nunung Nurmida Chaterine Sitompul Pamungkas, Agus Dwi Pertiwi, Esti Indyah Puspitasari, R. Diyah Puspitasari, R. Diyah Rahman, Ujang Renny Andriyani Rini, Atik Puspita Rufi'i, Rufi'i Rufi’i, Rufi’i Rufii Rufii Rufi’i Sabariah Sabariah Sabariah Salim Salim Samhah Samhah Siti Sangiddah Soetam Rizky Wicaksono Subandowo, Marianus Sugeng Santoso Suhari Suhari Suharti Suharti suhartik Suhud Iswahyudi Sumilah Sumilah Sumilah Sumilah, Sumilah Sunah Suryaman Suryaman Tasu'ah Tasu'ah Tino Joosetha D.A Ujang Rohman, Ujang Wawan Gunawan Wawan Gunawan Wawan Gunawan Wawan Gunawan Wijayanto, Didiek Wahyu Wiyarno, Yoso Yoso Wiyarno Yunitha Ike Christyowati