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PELATIHAN PEMANFAATAN METAVERSE DALAM PEMBELAJARAN DI SMA NEGERI 1 BATANGHARI Sari, Raras Kartika; Ahmad, Imam; Puspaningtyas, Nicky Dwi; Alita, Debby; Sena, Fikih Yuhada; Santika, Yuli; Rani, Ni Made Suka
COMMENT: Journal of Community Empowerment Vol 3, No 1 (2023): June
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/comment.v3i1.236

Abstract

AbstractThis activity was carried out with the aim of providing Metaverse training in learning at SMA Negeri 1 Batanghari. The purpose of implementing this training is to provide new insights and knowledge for students about the Metaverse. Metaverse training activities in learning are carried out with offline training for class XII school students. The training was carried out with the first stages, namely providing field surveys, pre-tests, providing training and post-tests. After being given presentation of material about Metaverse, an average of  99.4% of students gave a positive response to the implementation of the activity.Student agree that Metaverse can increase interest in learning, Metaverse can help in understanding thematerial, help to be more active in learninf, increase learning motivation and Metaverse is very easy to use in the learning process. This is because Metaverse is the new Technologi in learning process.Keywords: training, metaverse, learningAbstrakKegiatan ini dilaksanakan dengan tujuan untuk memberikan pelatihan Metaverse dalam Pembelajaran di SMA Negeri 1 Batanghari. Tujuan dari pelaksanaan pelatihan adalah untuk memberikan wawasan dan pengetahuan baru bagi peserta didik tentang Metaverse. Kegiatan pelatihan Metaverse dalam pembelajaran dilaksanakan secara tatap muka kepada peserta didik kelas XII. Pelatihan dilaksanakan dengan tahapan awal yaitu melaksanakan survey lapangan, pemberian pre tes, pelaksanaan pelatihan, dan pemberian post test. Setelah pelaksanaan pelatihan Metaverse, rata-rata 99,4% peserta didik memberikan respon positif terhadap pelaksanaan pelatihan Metaverse. Peserta didik memberikan respon positif dan setuju bahwa Metaverse dapat membuat peserta didik tertarik pada pembelajaran, lebih dapat memahami materi, lebih aktif dalam pembelajaran, lebih termotivasi dalam pembelajaran, dan dapat membuat peserta didik lebih mudah dalam belajar, lebih mudah digunakan saat pembelajaran. Peserta didik sangat antusias saat mengikuti pelatihan, hal ini dikarenakan Metaverse merupakan tekhnologi baru yang mereka gunakan dalam pembelajaran. Kata kunci: pelatihan, metaverse, belajar
Pelatihan Canva sebagai Media Pembelajaran di SMA N 5 Metro Sari, Raras Kartika; Hamzah, Intan; Wijaya, Silvia Marta; Ikbarfikri, Abiyyu Marta
Journal of Social Sciences and Technology for Community Service (JSSTCS) Vol 4, No 2 (2023): Volume 4, Nomor 2, September 2023
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jsstcs.v4i2.3115

Abstract

Kegiatan dilaksanakan untuk memberikan pelatihan pemanfaatan Canva sebagai media pembelajaran di SMA N 5 Metro. Tujuan dari pelaksanaan pelatihan ini adalah untuk memberikan pelatihan pembuatan media pembelajaran dengan menggunakan Canva. Kegiatan pelatihan dilaksanakan oleh Tim PkM dari Universitas Teknokrat Indonesia kepada guru-guru di SMA N 5 Metro. Pelatihan dilaksanakan dengan tahapan pertama yaitu melakukan survey lapangan, memberikan materi pelatihan Canva, praktik pembuatan media pembelajaran dengan menggunakan Canva dan memberikan angket persepsi guru terhdap pelatihan pemanfaatan Canva untuk pembelajaran. Rata-rata 96% guru memberikan respon positif terhadap pelaksanaan pelatihan Canva sebagai media pembelajaran. Guru sangat setuju bahwa Canva sangat mempermudah membuat media pembelajaran; Canva mudah untuk digunakan. Canva dapat digunakan untuk membuat media yang lebih kreatif dan inovatif, media hasil desain menggunakan Canva akan disukai peserta didik; dan mendesain media pembelajaran dengan memanfaatkan Canva lebih efisien digunakan dibandingkan media konvensional.
ANALISIS KESULITAN BERPIKIR VISUAL DALAM MEMAHAMI KONSEP PADA MATERI HIMPUNAN Milla, Meriana Loru; Patricia, Firda Alfiana; Sari, Raras Kartika
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol. 1 No. 1 (2018): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : Universitas Insan Budi Utomo

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Abstract

Mathematics is a lesson that is always a reference to intelligence and completeness of the process of student education anytime and anywhere. The research aims to analyze the difficulties in the seventh grade students of SMP 4 Wewewa Timur in understanding the concept of mathematical material, namely set. This research is included in the type of descriptive qualitative research. The research subjects were six students. Instruments in the process of collecting data are interview guidelines and question test sheets. This study uses data collection techniques including test methods, interview methods, and documentation. The results of the research process found that the difficulty of class VII students of SMP Negeri 4 Timur in solving questions in the set material as follows: 1) difficulty using the concept; 2) difficulties in carrying out basic mathematical operations and addition and subtraction operations; 3) difficulty understanding the problem of the story and determining the things needed to solve the problem. Student difficulties are caused by several factors, namely 1) internal factors, causes of difficulties that originate from within the student itself; and 2) external factors, student difficulties caused and originating from outside the student. Based on the results of the interview test the factors that influence students and become the cause of student learning difficulties are: 1) low capacity or intelligence of students; 2) not confident, 3)mathematics learning disabilities; 4) learning disability and 5) the influence of the environment around students.
PENGEMBANGAN MEDIA PEMBELAJARAN WORDWALL BERBASIS GAME BASED LEARNING UNTUK SISWA SEKOLAH MENENGAH ATAS Annisa, Annisa Agustin; Sari, Raras Kartika
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol. 7 No. 2 (2025): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : Universitas Insan Budi Utomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/prismatika.v7i2.1030

Abstract

The updated learning process includes improving the quality of education through engaging teaching methods to make the learning atmosphere enjoyable. One way to make learning more effective and enjoyable is for educators to use learning media as a support for teaching and learning. Wordwall is a medium that can make students more interested in learning. Wordwall media based on Game Based Learning was used in research involving 11th grade students of class A.1 SMA in South Lampung. This research aims to delve into the influence of game-based learning on students' learning activities. The method applied is R&D (Research and Development) using the ADDIE model approach. The objective of developing the resulting learning tool product based on the Wordwall Game is designed to attract students' interest in learning mathematics. The results of the media expert feasibility validation test, which met the criteria and received a percentage of 94%, fall into the very feasible classification, while the subject matter expert validation test received an average of 88%, and the language expert validation test received an average percentage of 93%. Based on the trials, the Wordwall Game media is valid and suitable for use as an interactive learning aid in mathematics.
PENGEMBANGAN LKPD BERBASIS REALISTIC MATHEMATICS UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KREATIF SISWA Safitri, Noviana; Sari, Raras Kartika
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol. 7 No. 2 (2025): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : Universitas Insan Budi Utomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/prismatika.v7i2.1032

Abstract

The purpose of this exploration is to design a Student Worksheet (LKPD) that focuses on realistic mathematics on the topic of Function, with the aim of improving students' creativity potential, so that students can better understand and understand how to determine functions related to daily activities. This research method adopts the Research and Development (R&D) approach with the ADDIE model through five stages, namely analysis, design, development, implementation, and evaluation. The research subjects were 30 student respondents to be tested in large groups and 15 student respondents to be tested in small groups by implementing the 2024/2025 independent curriculum. Data collection in the study included questionnaires, tests, and documentation as well as expert assessment questionnaires to assess product validity, and student response questionnaires to assess the practicality of the products used and measure the accuracy of the effectiveness of the refined products. The validation process was carried out by media, material, and language experts. Product testing was carried out inviting student responses to the use of the product and the results of the evaluation of creative thinking skills which included indicators of initiation, fluency, originality, and elaboration. The results of the study showed that the products made had high validity, with an average percentage reaching 90% where all were included in the very accurate category, practicality was assessed as very good showing an average value of 100 from the student response questionnaire. Meanwhile, the results of the students' creative thinking ability test showed an average value of 100, which was included in the "Very Effective" classification. The conclusion of this study refers to the potential for students' creative thinking being in the creative category.
PENGEMBANGAN MEDIA AJAR BERBASIS ARTIFICIAL INTELLIGENCE PADA MATA KULIAH EVALUASI PEMBELAJARAN MATEMATIKA Sari, Raras Kartika; Avianty, Donna
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol. 6 No. 1 (2023): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : Universitas Insan Budi Utomo

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Abstract

This research is a development research (R&D). This study aims to develop learning media based on Artificial Intelligence (AI) in mathematics learning evaluation courses. The research was developed using the ADDIE model (analysis, design, development, implementation and evaluation). The media was developed by utilizing several AI tools, namely ChatGPT, Fliki, Toonme and D-ID. Experts provide an assessment of AI-based media with an average rating of Good. Media gets 78% Good in terms of appearance, 85% in a very good category in terms of use, and 80% in a good category in terms of presentation of material. Based on the assessment of material experts, the products that have been developed get 79% in the good category in terms of the suitability of the teaching materials and the assessment of the coherence of the material is 80% in the good category. Based on the assessment of linguists, the developed product received an 82% rating in the very good category in terms of the language used. A score of 78% is in a good category in terms of the pronunciation of the language in audio and a score of 79% is in a good category in language selection. Based on the results of the validation and assessment of experts, small group trials, large group trials and then revisions to the initial media products developed, the Artificial Intelligence-based learning media for mathematics learning evaluation courses is declared feasible to be used and exploited in the field.
ANALISIS PEMAHAMAN KONSEP MATEMATIKA BERDASARKAN GENDER DAN TINGKAT KEMAMPUAN SISWA PADA MATERI POLINOMIAL Sandra, Nabila Novia; Sari, Raras Kartika
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol. 8 No. 2 (2026): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : Universitas Insan Budi Utomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/prismatika.v8i2.2517

Abstract

This study aims to analyze students’ understanding of mathematical concepts based on gender and ability levels in the topic of polynomials at SMAN 14 Bandar Lampung. The study employed a descriptive qualitative approach involving six eleventh-grade students selected through purposive sampling to represent both male and female students with high, medium, and low levels of achievement. Data were collected through observation, tests, and interviews, and analyzed in three stages: data reduction, data presentation, and conclusion drawing. The results showed that high-ability male students were able to fully meet all three indicators of conceptual understanding translation, interpolation, and extrapolation. High-ability female students met only the translation and interpolation indicators, while medium-ability male students met all three indicators. In contrast, medium-ability female students were unable to fulfill any of the indicators due to difficulties in interpreting and applying concepts. Low-ability students, both male and female, were unable to fully meet any of the indicators. Gender was found to influence conceptual understanding, with male students performing better than female students. In conclusion, differences in gender and ability levels affect students’ understanding of mathematical concepts. Therefore, learning strategies that consider individual characteristics are essential to enhance the effectiveness and meaningfulness of mathematics learning.