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Transformasi Digital Evaluasi Pembelajaran: Implementasi Wordwall sebagai Media Interaktif Berbasis Game-Based Learning bagi Guru Sinaga, Nurul Afni; Ningtiyas, Fitri Ayu; Sari, Arlin Maya; Mahmuzah, Rifaatul; Nadia, Togu; Rahmadani
Jurnal Malikussaleh Mengabdi Vol. 4 No. 2 (2025): Jurnal Malikussaleh Mengabdi, Oktober 2025
Publisher : LPPM Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/jmm.v4i02.24785

Abstract

Literasi digital merupakan keterampilan dasar dalam penggunaan dan produksi media digital, namun sangat disayangkan guru-guru di SMP Negeri 2 Dewantara jarang menggunakan media pembelajaran digital dalam proses belajar mengajar. Guru juga belum mengetahui bahwa ada banyak aplikasi pendukung media pembelajaran interaktif yang dapat diadaptasi untuk diaplikasikan dalam proses belajar mengajar terutama belum tersedia akses belajar dan berlatih secara langsung perihal literasi digital dalam mengembangkan media pembelajaran interaktif karena minimnya pelatihan dan pendampingan pembuatan media pembelajaran interaktif. Tujuan dari pengabdian ini adalah Memberikan sosialisasi terkait pentingnya literasi digital di lingkungan sekolah dan memberikan pelatihan dalam pembuatan media pembelajaran interaktif berbasis aplikasi Wordwall secara komperehensif sebagai solusi dari adaptasi dan pembiasaan literasi digital tersebut. Berdasarkan solusi tersebut, diharapkan dapat dihasilkan media pembelajaran interaktif berbasis aplikasi Wordwall yang tepat guna untuk mendorong peningkatan kualitas proses dan hasil pembelajaran. Adapun metode yang digunakan dalam pengabdian ini adalah Participatory Rural Appraisal (PRA). Tahapan kegiatan yang dilakukan pada pengabdian ini terdiri dari empat tahapan yaitu tahap perencanaan, tahap persiapan, tahap pelaksanaan, dan tahap evaluasi. Hasil pengabdian ini berupa produk media pembelajaran interaktif berbasis aplikasi Wordwall yang dapat meningkatkan kemampuan literasi digital guru. Hasil kegiatan pengabdian menunjukkan bahwa pelatihan memberikan dampak yang signifikan terhadap peningkatan literasi digital guru di SMP Negeri 2 Dewantara. Guru mampu memahami konsep serta mempraktikkan penggunaan aplikasi Wordwall dalam merancang evaluasi pembelajaran yang lebih interaktif dan menarik. Respon peserta melalui angket penilaian menunjukkan apresiasi yang sangat tinggi, dengan rata-rata 87,5% berada pada kategori Sangat. Setiap aspek pelatihan, mulai dari materi, fasilitator, pendampingan, sarana, hingga manfaat yang diperoleh, dinilai positif dan sesuai dengan kebutuhan guru. Secara keseluruhan, kegiatan ini berhasil meningkatkan motivasi, kreativitas, dan kompetensi digital guru dalam mengintegrasikan teknologi pada evaluasi pembelajaran, sehingga dapat dikategorikan sangat berhasil dan efektif.
Edutainment "Aritmo": Development and Impact of Video Games on Students' Critical Thinking Skills Ningtiyas, Fitri Ayu; Mahmuzah, Rifaatul; Zahara, Yulia; Sinaga, Nurul Afni
JDIME: Journal of Development and Innovation in Mathematics Education Vol. 2 No. 2 (2024): Journal of Development and Innovation in Mathematics Education
Publisher : Insitut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/jdime.v2i2.4281

Abstract

This study aims to develop and evaluate the effectiveness of a video game-based learning media in enhancing students' critical thinking skills in social arithmetic. The research and development (R&D) method, utilizing the Borg and Gall model, was employed to produce valid, practical, and effective learning media. The research instruments included validation sheets, practicality questionnaires, and effectiveness tests. The sample was selected using purposive sampling, involving 120 respondents from two different junior high schools. The respondents consisted of five experts as validators, 60 students who used the "Aritmo" video game-based learning media, and 60 students as the control group. The validation results by the experts indicated that the "Aritmo" video game has a very high quality, with an average score of 4.6 for alignment with learning objectives and user engagement, 4.4 for content appropriateness and functionality, and 4.0 and 4.2 for graphics and ease of use, respectively. The material validation also showed satisfactory results, with an average score of 4.4 for curriculum alignment, 4.6 for content accuracy, and 4.2 for relevance to learning objectives. The effectiveness test results, using an independent sample t-test, revealed that the use of the "Aritmo" video game had a significant impact on improving students' critical thinking skills, with a Sig. value of 0.031, which is lower than the significance level of 0.05. Thus, this study concludes that the "Aritmo" video game is an effective learning medium that can be used to enhance students' critical thinking skills in social arithmetic learning.
Pelatihan Pembuatan Media Pembelajaran Interaktif sebagai Upaya Peningkatan Literasi Digital Guru Zahara, Yulia; Sinaga, Nurul Afni; Suhaila, Rizka; Aufa, Zurra Yusally
PUSAKA : Jurnal Pengabdian Masyarakat Vol. 1 No. 2 (2024): DECEMBER 2024
Publisher : MANDAILING GLOBAL EDUKASIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62945/pusaka.v1i2.176

Abstract

Literasi digital merupakan keterampilan dasar dalam penggunaan dan produksi media digital, namun sangat disayangkan guru-guru di SMPN 1 Lhokseumawe jarang menggunakan media pembelajaran digital dalam proses belajar mengajar. Guru juga belum mengetahui bahwa ada banyak aplikasi pendukung media pembelajaran interaktif yang dapat diadaptasi untuk diaplikasikan dalam proses belajar mengajar terutama belum tersedia akses belajar dan berlatih secara langsung perihal literasi digital dalam mengembangkan media pembelajaran interaktif karena minimnya pelatihan dan pendampingan pembuatan media pembelajaran interaktif. Tujuan dari pengabdian ini adalah memberikan sosialisasi terkait pentingnya literasi digital di lingkungan sekolah dan memberikan pelatihan dalam pembuatan media pembelajaran interaktif berbasis aplikasi Kahoot secara komperehensif sebagai solusi dari adaptasi dan pembiasaan literasi digital tersebut. Adapun metode yang digunakan dalam pengabdian ini adalah Participatory Rural Appraisal (PRA), dimana pada kagiatan ini guru berpartisipasi secara aktif dalam keseluruhan proses yang dilaksanakan mulai dari tahap awal sampai tahap akhir yang berupa evaluasi dan penerimaan manfaat. Secara keseluruhan, tahapan kegiatan yang dilakukan pada pengabdian yang berupa pelatihan literasi digital guru melalui pembuatan media pembelajaran interaktif berbasis aplikasi Kahoot ini terdiri dari empat tahapan yaitu tahap perencanaan, tahap persiapan, tahap pelaksanaan, dan tahap evaluasi. Hasil pengabdian ini berupa produk media pembelajaran interaktif berbasis aplikasi Kahoot yang dapat meningkatkan kemampuan literasi digital guru.
Training on the Preparing of Learning Tools as an Adjustment to the Merdeka Curriculum for Junior High School Mathematics MGMP Teachers in Lhokseumawe City Fajriana; Fitri Ayu Ningtiyas; Nurul Afni Sinaga; Rifaatul Mahmuzah; Syahrina Intan; Puji Sabrini
International Journal of Community Service Implementation Vol. 1 No. 3 (2023): IJCSI DECEMBER 2023
Publisher : CV. AFDIFAL MAJU BERKAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55227/ijcsi.v1i3.171

Abstract

Indonesian education has implemented various curricula that have undergone improvements with each change. Currently, there is an independent curriculum designed to provide opportunities for teachers to develop teaching materials by taking into account the character, interests and talents of students. The independent curriculum has begun to be implemented in Lhokseumawe city junior high schools, but in reality this implementation is not accompanied by socialization and training related to the preparing of learning tools. This results in the teaching and learning process that occurs not in accordance with the system intended by the independent curriculum. Teachers need assistance in order to prepare learning tools so that the objectives  of the independent curriculum can be achieved. One of the alternatives that can be done to overcome this problem is to conduct socialization and training in preparation of learning tools adapted to the independent curriculum for MGMP junior high School teachers in Lhokseumawe City. The purpose of this service is so that teachers, especially junior high school mathematics teachers in Lhokseumawe city who are members of MGMP, can prepare learning tools in accordance with the independent curriculum. The method used in this service is Participatory Rural Appraisal (PRA), where in this activity participants actively participate in the entire process carried out from the initial stage to the final stage. Overall, the stages of activities carried out in this service in the form of training in the preparation of independent curriculum learning tools consist of four stages, namely the planning stage, preparation stage, implementation stage, and evaluation stage. The results of this service are in the form of learning tool documents that are in accordance with the objectives contained in the independent curriculum and the satisfaction survey of training participants. Based on the results obtained from 57 respondentsit is known that the level of participant satisfaction with quality of the material presented was 90.35%.As for the aspect of the speaker, the level of satisfaction of the training participants obtained was 86.67%
The Effect of Deductive-Inductive Learning Approach on Creative Thinking Ability and Learning Motivation Sinaga, Nurul Afni; Ningtiyas, Fitri Ayu; Mahmuzah, Rifaatul; Zahara, Yulia; Fatwa, Islami
PARADIKMA: JURNAL PENDIDIKAN MATEMATIKA Vol. 16 No. 2 (2023): PARADIKMA JURNAL PENDIDIKAN MATEMATIKA (July - December 2023)
Publisher : Study Program of Mathematics Education of Unimed Postgraduate Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/paradikma.v16i2.46952

Abstract

Mathematics learning can have an impact on the development of one's mindset in the learning environment. This process is obtained through teacher innovation which provides learning with various methods and approaches that are in line with what will be taught. Inductive-deductive is an approach that can help students' creative thinking processes and increase learning motivation. For this reason, this study wanted to see how effective and influential this approach is on the ability to think creatively and motivation to learn. The method used is a significant test using one sample t-test and one paired sample t-test. The results obtained are t-count values of 2.09 and 10.66 for the inductive-deductive class and -0.848 and -0.94 for the conventional class where the t-table value is 1.684. Whereas to see the effect of the approach obtained values of 6.149 and 6.344 with a t-table of 1.960. The value that is greater than the t-table states that the class is effective and has influence, so it can be concluded that the inductive-deductive approach is effective for critical thinking skills and learning motivation, while conventional classes are not used effectively. The inductive-deductive approach also influences students' creative thinking abilities and learning motivation.
Integrasi Augmented Reality Dalam Pembelajaran Kimia SMA Untuk Mendorong Literasi Sains Berkelanjutan Sari, Arlin Maya; Sinaga, Nurul Afni; Matondang, Husnul Ridho; Hasanah, Adinda; Dewi, Ucia Mahya
Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat Vol. 5 No. 6 (2025): November 2025 - Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat
Publisher : Indonesian Scientific Journal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59395/altifani.v5i6.907

Abstract

Kegiatan pengabdian kepada masyarakat dengan tema Pemanfaatan Metaschool Augmented Reality (AR) pada Pembelajaran dalam Upaya Mendukung SDGs (Sustainable Development Goals) pada Forum MGMP Kimia SMA Kota Lhokseumawe telah dilaksanakan dengan tujuan meningkatkan kompetensi guru dalam memanfaatkan teknologi digital berbasis AR untuk pembelajaran kimia. Tahapan kegiatan meliputi analisis kebutuhan, sosialisasi, pelatihan, pendampingan implementasi, dan evaluasi. Pada tahap pelatihan, guru diperkenalkan dengan berbagai aplikasi pendukung pembelajaran digital, yaitu Assembler Edu dan Canva. Hasil evaluasi menunjukkan bahwa kegiatan berjalan efektif. Dari 32 guru peserta, sebanyak 30 guru (93,75%) memperoleh nilai di atas 80, menandakan peningkatan pemahaman dan keterampilan yang signifikan. Survei kepuasan juga memperlihatkan bahwa lebih dari 80% peserta memberikan respon “Setuju” dan “Sangat Setuju” terhadap aspek relevansi materi, keterampilan praktik, kualitas narasumber, dan manfaat pelatihan. Hal ini membuktikan bahwa program sangat bermanfaat, meningkatkan kepercayaan diri guru, serta mendorong produktivitas dalam menghasilkan media pembelajaran berbasis AR. Dampak kegiatan ini adalah terciptanya suasana belajar lebih interaktif dan kreatif.
Pengembangan E-Modul Berbasis Model Inquiry Based Learning Berbantuan Aplikasi Heyzine Terhadap Kemampuan Komunikasi Matematis Siswa Miranda, Firdatul; Fajriana; Sinaga, Nurul Afni
Jurnal Ilmiah Kanderang Tingang Vol 16 No 2 (2025): Jurnal Ilmiah Kanderang Tingang
Publisher : FKIP Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37304/jikt.v16i2.418

Abstract

This study aims to develop an e-module based on inquiry-based learning model assisted by the heyzine application for students' mathematical communication skills on data centralization and data dissemination materials at SMP Negeri 3 Lhokseumawe. The background of this study is the low mathematical communication skills of students, the teaching and learning process still uses books and teaching modules that tend to be boring for student and many teachers are still unfamiliar with the use of applications such as heyzine. The method used is Research and Development (R&D) with the ADDIE development model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. Product validation is carried out by media experts and material experts to determine the level of validity. Practicality and effectiveness are assessed through student response questionnaires and learning outcomes. The results showed that the validation of media experts obtained a score of 98.09%, and material experts 95.4% with the category of "very feasible." The practicality test of student responses reached 92.6% with the criteria of "very practical" and student learning outcomes reached an effectiveness level of 85% with the criteria of "very effective". These results indicate that the developed e-module is valid, practical, and effective for use in mathematics learning, especially in statistics material for grade VIII. This product is expected to support enjoyable learning and be relevant to students' daily lives.
Pelatihan Mindfulness dalam E-Modul sebagai Upaya Mengurangi Math Anxiety Siswa SD dan Memotivasi Pembelajaran berbasis Growth Mindset Sinaga, Nurul Afni; Ningtyas, Fitri Ayu; Astuti, Widi; Siregar, Togu Nadia; Rahmadani, Rahmadani
Jurnal SOLMA Vol. 14 No. 3 (2025)
Publisher : Universitas Muhammadiyah Prof. DR. Hamka (UHAMKA Press)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/solma.v14i3.20879

Abstract

Background: The problems faced by the 31 teachers of Banda Sakti Elementary School's learning community partners include teachers' low understanding in handling students' math anxiety, difficulties in guiding students who are less motivated and limitations in developing digital teaching media such as interactive e-modules. This problem impacts the learning process which is less effective and students' learning motivation is low. The solution offered is training in creating e-modules integrated with mindfulness and growth mindset strategies, then the goal is achieved so that teachers can design teaching materials that can reduce students' learning anxiety and increase their motivation in learning mathematics. Methods: The method is Participatory Rural Appraisal (PRA), with a participatory approach covering five stages: (1) Identification and analysis of the initial situation, (2) Participatory planning, (3) implementation of activities in the form of 3 sessions of  learning, and feedback (5) Evaluation of the program. Participants were given a pretest before the training began and a posttest after the training ended. Results: Based on the evaluation results, the average pretest scores were 48.06%. After the training, the average posttest score increased to 81.29%. These results indicate that the training also effective in improving their pedagogical competence and technological skills. Furthermore, participants were given a satisfaction survey questionnaire after the training. The results indicated that the training was effective and provided tangible benefits to teachers. Conclusion: It needs to be implemented continuously so that teacher competencies continue to develop in line with the challenges of technology-based education.
Creative Problem-Solving Learning Model Assisted by Articulate Storyline 3 Media on Students' Mathematical Creative Thinking Ability Ramadhani, Disa; Rohantizani, Rohantizani; Ningtiyas, Fitri Ayu; Listiana, Yeni; Sinaga, Nurul Afni; Mursalin, M
Electronic Journal of Education, Social Economics and Technology Vol 6, No 2 (2025)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ejeset.v6i2.886

Abstract

The low level of students’ mathematical creative thinking ability is the main focus of this study. Based on interviews and observations, students were found to have difficulties solving problems that require creative thinking. This research aims to investigate the effect of the Creative Problem Solving (CPS) learning model assisted by Articulate Storyline 3 media on students’ mathematical creative thinking ability. A quantitative approach was used with a quasi-experimental method and Non-Equivalent Control Group Design. The research sample consisted of two seventh-grade classes at SMP Negeri 2 Dewantara, with class VII-A as the experimental group and VII-B as the control group. The instruments included a mathematical creative thinking ability test and observation sheets for both teachers and students. Data analysis was conducted using the Mann Whitney non-parametric test. The results showed that the Asymp. Sig. (2-tailed) value was 0.001 0.05, indicating a significant difference between the experimental and control groups. Therefore, the CPS model assisted by Articulate Storyline 3 had a positive impact on improving students’ mathematical creative thinking. The model facilitated students in exploring ideas, thinking in alternatives, and developing open-ended problem-solving strategies, making it a relevant alternative for mathematics learning at the junior high school level.
Penerapan Mindfulness untuk Meningkatkan Resiliensi Siswa sebagai Upaya Mengurangi Math Anxiety Siswa Sinaga, Nurul Afni; Ningtiyas, Fitri Ayu; Mahmuzah, Rifaatul; Zahara, Yulia; Sari, Arlin Maya
Jurnal Pendidikan Matematika Malikussaleh Vol. 5 No. 4 (2025): Jurrnal Pendidikan Matematika Malikussaleh
Publisher : LPPM UNIMAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/jpmm.v5i4.25025

Abstract

Matematika seringkali menimbulkan kecemasan mendalam bagi siswa, sehingga diperlukan kondisi yang dapat memaksimalkan ketangguhan siswa selama proses pembelajaran. Penelitian ini bertujuan untuk menganalisis penerapan mindfulness untuk meningkatkan resiliensi siswa sebagai upaya mengurangi kecemasan matematis (math anxiety) siswa. Jenis penelitian yang digunakan adalah kuantitatif dengan desain quasi eksperimen menggunakan Nonequivalent Control Group Design. Sampel penelitian adalah siswa kelas V SD Negeri 10 Banda Sakti, Lhokseumawe. Data dikumpulkan melalui angket resiliensi siswa yang diberikan sebelum dan sesudah perlakuan (pretest dan posttest) yang kemudian dianalisis menggunakan uji Mann-Whitney. Hasil penelitian menunjukkan adanya perbedaan yang signifikan antara kedua kelompok, di mana kelompok eksperimen yang mendapatkan perlakuan mindfulness memiliki peningkatan resiliensi yang lebih tinggi. Hal ini menunjukkan bahwa penerapan mindfulness efektif dalam membantu siswa mengelola emosi, mempertahankan fokus, serta menghadapi tekanan akademik. Dengan demikian, dapat disimpulkan bahwa praktik mindfulness berperan penting dalam meningkatkan resiliensi siswa dan secara tidak langsung dapat menurunkan tingkat kecemasan terhadap matematika.