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PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID “CHEMBIRD” PADA MATERI KIMIA KELAS XI DI SMAN 17 MAKASSAR Rusdi, Hikmah; -, Sudding; Yunus, Muhammad
Jurnal Ilmiah Ecosystem Vol. 16 No. 2 (2016): Ecosystem Vol. 16 No 2, Mei - Agustus 2016
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat Universitas Bosowa

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to determine the quality of android based learning media "ChemBird" on chemical material in class XI SMAN 17 Makassar. Android-based instructional media development "ChemBird" based on the key steps in the development of learning model 4-D Thiagarajan. The results of analysis of media-based learning keterlaksanaan android "ChemBird" at high category with an average value of 3.32 and meet practical criteria. The level of success in field trials showed that mastery learning IPA3 class XI student of SMAN 17 Makassar is 83.33%. The activities and student responses, as well as the ability to manage learning teacher at the high category meets the criteria of effectiveness. Based on the criteria used to assess the media-based learning android "ChemBird" is valid criteria, practical, and effective
Pengaruh Virtual Laboratorium yang Terintegrasi dengan Mobile Game Edukasi Smartphone pada Praktikum Penentuan Senyawa Asam dan Basa Rusdi, Hikmah; Lestari, Pertiwi Indah
Chemistry Education Review (CER) Volume 7 Nomor 1 September 2023
Publisher : Program Pasca Sarjana UNM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/cer.v7i1.47949

Abstract

This study aims to determine the effect of Virtual Laboratories Integrated with Mobile Educational Smartphone Games integrated virtual laboratories on learning outcomes in the practice of determining acid and base compounds. This type of research is a quasi-experimental with one group pretest posttest experimental design. The sample of this study were 10 semester 1 students who were determined by the simple total technique. The instrument used in this research is the learning achievement test. The results of data analysis can be concluded that there is an effect of virtual laboratories on student learning outcomes with a sig (2-tailed) value less than 0.05 (0.000 <0.05).
BAHAN AJAR ELEKTRONIK CANVA VIRUS (BAKCRUS): SEBAGAI MEDIA INTERAKTIF DI ERA KURIKULUM MERDEKA KELAS X3 SMA NEGERI 11 MAROS Utari, Putri; Rusdi, Hikmah
Jurnal Binomial Vol 7 No 2 (2024): Jurnal Binomial
Publisher : FKIP, Universitas Muslim Maros

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46918/bn.v7i2.2420

Abstract

Abstrak Penelitian ini merupakan penelitian Quasi Eksperimen yang bertujuan untuk mengetahui efektivitas penggunaan bahan ajar elektronik canva virus sebelum dan sesudah perlakuan pada kelas X3 SMA Negeri 11 Maros. Pengambilan sampel dilakukan dengan purposive sampling yakni pada kelas X3 SMA Negeri 11 Maros tahun pelajaran 2023/2024. Instrumen penelitian yang digunakan adalah tes pilihan ganda sebanyak 30 item. Data penelitian ini dianalisis secara deskriptif dan inferensial. Hasil analisis data menunjukkan bahwa terdapat perbedaan antara hasil belajar siswa sebelum perlakuan yang rata-rata= 28,74 dan hasil belajar sesudah perlakuan= 73,24. Berdasarkan uji hipotesis yang diperoleh thitungttabel (24,0212,034). Hasil penelitian menunjukkan bahwa bahan ajar elektronik canva virus dapat digunakan sebagai media interaktif di era kurikulum merdeka kelas X3 SMA Negeri 11 Maros. Kata kunci: bahan ajar, canva, BAKCRUS, media interaktif Abstract This study is a Quasi Experimental study that aims to determine the effectiveness of the use of electronic teaching materials canva virus before and after treatment in class X3 of SMA Negeri 11 Maros. Sampling was carried out by purposive sampling, namely in class X3 of SMA Negeri 11 Maros in the 2023/2024 academic year. The research instrument used was a multiple-choice test of 30 items. The data of this study were analyzed descriptively and inferentially. The results of the data analysis showed that there was a difference between student learning outcomes before treatment which averaged = 28.74 and learning outcomes after treatment = 73.24. Based on the hypothesis test obtained tcount> ttable (24.021> 2.034). The results of the study indicate that electronic teaching materials canva virus can be used as interactive media in the era of the independent curriculum for class X3 of SMA Negeri 11 Maros. Keywords: teaching materials, canva, BAKCRUS, interactive media Abstrak Penelitian ini merupakan penelitian Quasi Eksperimen yang bertujuan untuk mengetahui efektivitas penggunaan bahan ajar elektronik canva virus sebelum dan sesudah perlakuan pada kelas X3 SMA Negeri 11 Maros. Pengambilan sampel dilakukan dengan purposive sampling yakni pada kelas X3 SMA Negeri 11 Maros tahun pelajaran 2023/2024. Instrumen penelitian yang digunakan adalah tes pilihan ganda sebanyak 30 item. Data penelitian ini dianalisis secara deskriptif dan inferensial. Hasil analisis data menunjukkan bahwa terdapat perbedaan antara hasil belajar siswa sebelum perlakuan yang rata-rata= 28,74 dan hasil belajar sesudah perlakuan= 73,24. Berdasarkan uji hipotesis yang diperoleh thitungttabel (24,0212,034). Hasil penelitian menunjukkan bahwa bahan ajar elektronik canva virus dapat digunakan sebagai media interaktif di era kurikulum merdeka kelas X3 SMA Negeri 11 Maros. Kata kunci: bahan ajar, canva, BAKCRUS, media interaktif Abstract This study is a Quasi Experimental study that aims to determine the effectiveness of the use of electronic teaching materials canva virus before and after treatment in class X3 of SMA Negeri 11 Maros. Sampling was carried out by purposive sampling, namely in class X3 of SMA Negeri 11 Maros in the 2023/2024 academic year. The research instrument used was a multiple-choice test of 30 items. The data of this study were analyzed descriptively and inferentially. The results of the data analysis showed that there was a difference between student learning outcomes before treatment which averaged = 28.74 and learning outcomes after treatment = 73.24. Based on the hypothesis test obtained tcount> ttable (24.021> 2.034). The results of the study indicate that electronic teaching materials canva virus can be used as interactive media in the era of the independent curriculum for class X3 of SMA Negeri 11 Maros. Keywords: teaching materials, canva, BAKCRUS, interactive media
Pendampingan Dan Konseling Karir: Membantu Siswa Memahami Prospek Pendidikan Lanjutan Dan Karir Yang Tersedia Setelah Lulus Nur, Rizki Amalia; Rusdi, Hikmah; Pongpalilu, Fien; Ernawati, Ernawati; Nurhidayah, Nurhidayah; Riyanti, Rika; Lestari, Pertiwi Indah; Amalia, Nurul; Septiana, Windy; Ningsi, Sri Fitria Wahyu; Nurwahida, Nurwahida; Zul, Wardania
MESTAKA: Jurnal Pengabdian Kepada Masyarakat Vol. 3 No. 6 (2024): Desember 2024
Publisher : Pakis Journal Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58184/mestaka.v3i6.542

Abstract

Changes in the labor market affect the dynamics of the career planning process for students. Career planning for students is an important thing to develop in supporting the desired goals. Therefore, students need the right career plan so that students can choose a career according to their strengths and talent interests. So that the purpose of Community Service (PKM) activities with the theme of Career Assistance and Counseling is to provide motivation and assistance to students in dealing with their confusion in choosing a career in the future. The method used in this activity is in the form of material delivery and questions and answers between students and presenters. Based on the results of Community Service (PKM) activities at SMA Negri 6 Maros, it is known that students show increased self-confidence and better readiness to face world challenges after graduation. In conclusion, this program succeeded in making a positive contribution, students realized that changes in the job market require them to have high flexibility and adaptability. Interactive Q&A sessions also provided opportunities for students to discuss and share experiences.
PENERAPAN VIRTUAL LABORATORY BASED AUGMENTED REALITY TERINTEGRASI MEDIA ANDROID UNTUK GURU SMA NEGERI 10 MAROS Nasrullah, Ince; Rusdi, Hikmah; Kasmawati, Kasmawati
Jurnal Pemberdayaan Sosial dan Teknologi Masyarakat Vol 4, No 2 (2024): Desember 2024
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jpstm.v4i2.2207

Abstract

Abstract: This community service activity aims to improve learning facility services, namely Indonesian language practicum and improve the ability of Indonesian language teachers to utilize technology for more effective learning at SMA Negeri 10 Maros which is located around the Maros Muslim University area. This training and mentoring was carried out for 15 subject area teachers who focused on introducing and implementing the Assemblr Edu (AR) application which was designed to make the teaching and learning process more interactive and interesting. This service activity succeeded in empowering teachers with the technological skills needed to create a more interactive and effective learning experience. Despite experiencing a challenge that was successfully overcome through various solutions implemented. Technological facilities are provided, training is designed flexibly and ongoing support via online platforms. A WhatsApp group is provided to help participants. The results of this activity have empowered teachers with the skills necessary to effectively integrate technology into teaching methods, as well as improving the quality of learning experiences for students in the digital era. Keywords: training and mentoring; AR application technology; teachers.  Abstrak: Kegiatan pengabdian masyarakat ini, bertujuan untuk meningkatkan pelayanan fasilitas pembelajaran, yaitu praktikum bahasa Indonesia dan meningkatkan kemampuan guru bahasa Indonesia dalam memanfaatkan teknologi untuk pembelajaran yang lebih efektif di SMA Negeri 10 Maros yang berlokasi di sekitar wilayah Universitas Muslim Maros. Pelatihan dan pendampingan ini dilaksanakan bagi 15 guru bidang studi mata pelajaran yang fokus pada pengenalan dan penerapan aplikasi Assemblr Edu (AR) yang dirancang untuk membuat proses belajar mengajar lebih interaktif dan menarik. Kegiatan pengabdian ini berhasil memberdayakan guru dengan keterampilan teknologi yang dibutuhkan untuk menciptakan pengalaman belajar yang lebih interaktif dan efektif. Meskipun mengalami suatu tantangan yang berhasil diatasi melalui berbagai solusi yang diterapkan. Fasilitas teknologi disediakan, pelatihan dirancang fleksibel dan dukungan berkelanjutan melalui platform online. WhatsApp group disediakan untuk membantu peserta. Hasil dari kegaiatan ini telah memberdayakan guru dengan keterampilan yang diperlukan untuk mengintegrasikan teknologi secara efektif ke dalam metode pengajaran, serta meningkatkan kualitas pengalaman belajar bagi siswa di era digital. Kata kunci: pelatihan dan pendampingan; teknologi aplikasi AR; guru. 
THE INFLUENCE OF MASTERY OF POWERPOINT ON THE LEARNING ACHIEVEMENT OF HIGH SCHOOL STUDENTS BIOLOGY Mutmainna, Nurul; Rusdi, Hikmah; Nurhidayah
Indonesian Journal of Educational Technology Vol 3 No 1 (2024): Indonesian Journal of Educational Technology
Publisher : Department of Educational Technology, Postgraduate Program, State University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ijet.v3i1.2803

Abstract

This study aims to develop an interactive e-module based on microlearning for the Kapita Selekta Pendidikan course at the Faculty of Education, Universitas Negeri Makassar, in response to students' needs for more modern and interactive teaching materials. Using the ADDIE model, this research went through five stages: Analysis, Design, Development, Implementation, and Evaluation. Initial analysis results indicated a strong need for interactive and digitally accessible learning materials. Based on this, an e-module was designed, then developed using Canva, and integrated into a flipbook format through Heyzine to enhance accessibility. Validation by content and media experts showed that this e-module has a very high level of validity, and trial results demonstrated high practicality among students. The study concludes the importance of integrating technology into teaching materials to enhance student engagement and understanding of the learning content, showcasing the effectiveness of the e-module as a relevant and appealing learning tool in the context of higher education.
Student Eco-literacy in Preventing Ecological Damage Lestari, Pertiwi Indah; Rusdi, Hikmah; Novianty, Rina; Maya, Sri; Ernawati, Ernawati
Biosfer: Jurnal Tadris Biologi Vol 14 No 1 (2023): Biosfer: Jurnal Tadris Biologi
Publisher : UNIVERSITAS ISLAM NEGERI RADEN INTAN LAMPUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/biosfer.v14i1.16238

Abstract

This study aimed to determine student eco-literacy by giving projects in the Waste Management course. This qualitative research uses a survey approach to obtain data from certain natural places (not made by researchers). Still, researchers carry out the treatment in collecting data by distributing questionnaires and giving eco-literacy projects to 26 FKIP UMMA students. The data analysis technique used was Miles and Huberman’s data reduction. The analysis showed that all aspects received a positive response from students of 98%. It means that students were interested in writing to take part in learning by utilizing the environment as a source of learning. The projects produced by students showed an attraction to eco-literacy learning by giving projects.ABSTRAK: Tujuan penelitian ini untuk mengetahui ekoliterasi mahasiswa dengan pemberian proyek pada mata kuliah Pengolahan Limbah. Penelitian ini merupakan penelitian kualitatif dengan menggunakan pendekatan survey, metode survey digunakan untuk mendapatkan data dari tempat tertentu yang alamiah (bukan buatan peneliti) tetapi peneliti melakukan perlakuan dalam pengumpulan data dengan mengedarkan angket dan pemberian proyek ekoliterasi pada Mahasiswa FKIP UMMA berjumlah 26 orang. Teknik analisis data yang digunakan yaitu reduksi data Miles and Huberman. Hasil analisis diperoleh bahwa seluruh aspek yang dinyatakan sebagai kemampuan ecoliterasi mahasiswa proyek mendapatkan respon positif dari mahasiswa sebesar 98%. Hal ini berarti mahasiswa tertarik secara tertulis untuk mengikuti pembelajaran dengan memanfaatkan lingkungan sebagai sumber belajar begitu pula dengan proyek yang dihasilkan oleh mahasiswa menunjukkan bahwa ada daya tarik pembelajaran ekoliterasi dengan pemberian proyek.
Analysis of High School Needs for the Development of Virtual Laboratories Based On Augmented Reality Technology on Acids and Bases Materials Rusdi, Hikmah; Sugiarti, Sugiarti; Husain, Halimah
JIMAD : Jurnal Ilmiah Multidisiplin Vol. 3 No. 1 (2025): JIMAD : Jurnal Ilmiah Multidisiplin (Oktober)
Publisher : Asosiasi Guru dan Dosen Seluruh Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59585/jimad.v3i1.825

Abstract

Limited laboratory facilities in high schools remain the main obstacle in chemistry learning, especially in acids and bases material that requires direct experimentation to reinforce concepts. Augmented reality (AR) technology through virtual laboratories offers an innovative alternative that enables safe, interactive, and flexible practicum simulations. This study aims to analyze the needs of teachers and students for the development of AR-based virtual laboratories and identify the challenges of its implementation. The research method was qualitative with a needs analysis approach, involving in-depth interviews, observation, and curriculum document analysis at six high schools in Indonesia. The results show that more than 80% of teachers reported that limited laboratory facilities and safety risks are the main reasons for the difficulty of conducting acids and bases practicum in schools. As much as 85% of students stated that lecture-based learning alone makes acid–base concepts feel abstract and difficult to understand. Needs analysis indicated that teachers expect AR-based virtual laboratories to feature realistic acid–base experiment simulations, equipped with 3D animations of ionic reactions, digital pH indicators, and quiz-based evaluation features. Meanwhile, students emphasized the importance of appealing design, simple navigation, and compatibility with smartphones and offline access. The study also found main challenges including limited ICT devices in schools, low digital literacy among teachers, and the need for intensive training to support AR technology implementation in chemistry learning. These findings complement previous research focused on media design by presenting the real needs of users in the field. Theoretically, this study enriches the literature on AR utilization in science education through the integration of user needs analysis. Practically, the results can serve as a reference for media developers, teachers, and policymakers in designing AR-based virtual laboratories that are relevant, effective, and inclusive, thereby improving the quality of high school chemistry learning on acids and bases material.