Claim Missing Document
Check
Articles

Found 3 Documents
Search

Optimization of Microsoft Kaizala as an Interactive Media for Cybercounseling During the Covid-19 Pandemic Sudirman, M Yunus; Haliq, Muh Idham; Putri, Suci Nora Julina; Hidayah, Karisma Khoirul
GUIDENA: Jurnal Ilmu Pendidikan, Psikologi, Bimbingan dan Konseling Vol 13, No 3 (2023)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/gdn.v13i3.6221

Abstract

Automation technology is essential for maximizing counseling services provided by counselors, particularly during the covid-19 pandemic. Cybercounseling requires the use of interactive media technology so that counseling services for students can continue to function optimally. Microsoft Kaizala is used for the interactive media planned to optimize cyber counseling during the COVID-19 pandemic because it is easier to use and has more unique features than other programs. This research uses library research (Library Research) to collect and analyze research-related literature sources from books, proceedings articles, and journals.
Membangun Karakter, Kreativitas dan Inovasi Mahasiswa melalui Expo Kewirausahaan Widiawati, Wilda; Rusdin, Rista Astari; Suharman, Suharman; Haliq, Muh Idham; Elihami, Elihami
MASPUL JOURNAL OF COMMUNITY EMPOWERMENT Vol 6 No 1 (2024): MASPUL JOURNAL OF COMMUNITY EMPOWERMENT
Publisher : LP2M Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/pengabdian.v6i1.7805

Abstract

The Entrepreneurship Expo is an activity designed to buid entrepreneurial character, increase student creativity and innovation. This activity provides students with the opportunity to showcase their products and creative ideas, build networks with entrepreneurs and get feedback and awards. The Entrepreneurhip Expo has several benefits, including building an entrepreneurial character who dares to take risks, never gives up and has a leadership spirit. Increase creativity and innovation by thinking creatively and being innovative in creating new products and ideas. Provides opportunities to present products and ideas and increase competitiveness. The method of implementing the Entrepreneurship Expo includes planning, implementation and evaluation. Planning includes forming a committee, determining themes and objectives as well as carrying out promotion and publications. Implementation includes exhibition stands, seminars and award giving. Evalution includes identifying weaknesses and strengths as well as formulating recommendations for improvement. The results and achievements show an increase in student interest in entrepreneurship, the growth of an entrepreneurial spirit, increased creativity and innovation, the creation of innovative products, the establishment of networks and increased competitiveness. The Entrepreneurship Expo can help students to become future leaders who are able to answers various global challenges.
Penerapan Canva Berbasis Artificial Intelligence dalam Pembelajaran IPA Kelas 4 SDN 60 Tondon Elis, Nur; Jabri, Umiyati; Nasrul, Muhammad; Assidiq, Ilham; Haliq, Muh Idham
Jurnal Pelita: Jurnal Pembelajaran IPA Terpadu Vol. 5 No. 1 (2025): Januari - Juni 2025
Publisher : Pustaka Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54065/pelita.5.1.2025.792

Abstract

Penelitian ini dilatar belakangi oleh, bagaimana penggunaan media menjadi pembelajaran yang dapat memberikan daya tarik yang menyenangkan selama prose pembelajaran didalam kelas. Penelitian ini bertujuan untuk Menganalisis pengaruh Canva berbasis Artificial Intelligence (AI) sebagai media pembelajaran dalam meningkatkan pemahaman konsep Ilmu Pengetahuan Alam (IPA) siswa kelas 4 SDN 60 Tondon. Seiring dengan perkembangan teknologi digital, penggunaan media pembelajaran interaktif menjadi kebutuhan penting dalam meningkatkan efektivitas dan daya tarik proses belajar mengajar. Metode yang digunakan dalam penelitian ini adalah metode penelitian eksperimen. Populasi dalam penelitian ini adalah seluruh siswa kelas IV SDN 60 Tondon yang berjumlah 30 siswa sedangkan sampelnya adalah mengambil sampel dari seluruh jumlah populasi yaitu kelas IV sebanyak 15 siswa. Cara pengambilan sampel menggunakan sampling jenuh. Jenis instrument dalam penelitian ini adalah tes hasil belajar, angket, dan lembar observasi. Analisis data menggunakan uji statistik deskriptif, Uji normalitas, Homogenitas, dan Uji hipotetis. Indikator keberhasilan penelitian yaitu peningkatan hasil belajar IPA, respon positif siswa terhadap media pembelajaran dengan ? 75% siswa memberikan skor tinggi dan keterlaksanaan pembelajaran sesuai rencana dengan tingkat ketercapaian indikator ?80%. Hasil penelitian menunjukkan bahwa hasil belajar dalam kelas eksperimen dengan nilai rata-rata pre-test 42,3. Setelah dilakukan pembelajaran IPA dengan memanfaatkan media canva berbasis AI maka kelas eksperimen dalam post-test meningkat yaitu 84,7. Berdasarkan data diatas, maka dapat disimpulkan bahwa terdapat pengaruh positif dan signifikan pada penggunaan media canva berbasis AI dalam pembelajaran IPA kelas 4 SDN 60 Tondon.