Permatasari, Ratna
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GAME BASED ASSESSMENT UNTUK PEMBELAJARAN DI MASA PANDEMI: KAHOOT! Suryati, Indah; Permatasari, Ratna; Rofiana, Adinda Putri; Miftah, Rika Nurul; Musthofa, Wafa Sandwi
Jurnal Terapan Abdimas Vol 7, No 1 (2022)
Publisher : UNIVERSITAS PGRI MADIUN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/jta.v7i1.10310

Abstract

Abstract. Learning assessments at SMP Muhammadiyah 4 Sambi during this pandemic have not maximized the use of online learning assessment (online). Teachers have not been able to adapt to technology in the field of education, such as making learning media. The Student Creativity Program is expected to be able to maximize online learning assessments with learning assessment in the form of the Game application “Kahoot!” and can train teachers to adapt to technology in education. It is hoped that with this assessment media, teachers can maximez the use of online learning assessment. The objectives to be achieved in this PKM-PM are to socialize and train teacher in utilizing technology with Game-based learning assessment “Kahoot!”, to find out how to conduct learning assessment with the “Kahoot!” application and to create online learning assessment with application “Kahoot!”during the pandemic. The implementation methode consist of the preparation stage, the implementation/implementation stage and the evaluation stage. We succeeded in socializing and training teachers in utilizing technology with the Game-based learnig assessment “Kahoot!”. We have also succeeded in socializing to teachers in knowing how to conduct learning assessment with the “Kahoot!” application. And the teacher with our help also succeeded in creating learning assessment with the “Kahoot!” application that is by applying it to 7th graders for assessments on mathematics subject matter of numbers.Abstrak. Penilaian pembelajaran di SMP Muhammadiyah 4 Sambi pada masa pandemi ini, belum memaksimalkan penggunaan penilaian pembelajaran secara online (daring). Bapak dan Ibu guru belum bisa beradaptasi dengan teknologi di bidang pendidikan, seperti membuat media pembelajaran. Program Kreativitas Mahasiswa (PKM) ini diharapkan mampu memaksimalkan penilaian pembelajaran secara daring dengan media penilaian pembelajaran berupa aplikasi Games “Kahoot!” dan dapat melatih guru untuk beradaptasi dengan teknologi dibidang pendidikan. Diharapkan dengan media penilaian ini, guru bisa lebih memaksimalkam penggunaan penilaian pembelajaran secara daring. Tujuan yang ingin dicapai pada PKM-PM ini yaitu untuk mensosialisasikan dan pelatihan kepada guru dalam memanfaatkan teknologi dengan penilaian pembelajaran berbasis Game “Kahoot!”, untuk mengetahui cara melakukan penilaian pembelajaran dengan aplikasi “Kahoot!”dan untuk menciptakan penilaian pembelajaran online dengan aplikasi “Kahoot!” selama masa pandemi. Metode pelaksanaannya terdiri dari tahap persiapan, tahap implementasi/pelaksanaan, dan tahap evaluasi. Kami berhasil mensosialisasikan dan pelatihan kepada guru dalam memanfaatkan teknologi dengan penilaian pembelajaran berbasis Game “Kahoot!”. Sehingga Bapak dan Ibu guru dapat mengenal Game “Kahoot!” untuk penilaian pembelajaran. Kami juga berhasil mensosialisasikan kepada guru dalam mengetahui cara melakukan penilaian pembelajaran dengan aplikasi “Kahoot!”. Sehingga Bapak dan Ibu guru dapat berlatih membuat media pembelajaran untuk penilaian pembelajaran. Dan dapat menjadi reverensi untuk Bapak dan Ibu guru dalam membuat media pembelajaran. Serta guru dengan bantuan kami juga berhasil menciptakan penilaian pembelajaran dengan aplikasi “Kahoot!” yaitu dengan menerapkannya kepada siswa kelas 7 untuk penilaian pada mata pelajaran matematika materi bilangan. Siswa terlihat begitu antusias dan aktif selama melakukan penilaian dengan Game “Kahoot!”. 
The influences of the Indian Ocean Dipole (IOD) on rainfall in South Aceh Permatasari, Ratna; Ilhamsyah, Yopi; Purnawan, Syahrul; Setiawan, Ichsan; Ramadhaniaty, Mutia; Sutarni, Sutarni; Pristiwantoro, Eko Cahyo
Depik Vol 11, No 3 (2022): DECEMBER 2022
Publisher : Faculty of Marine and Fisheries, Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.13170/depik.11.3.25984

Abstract

This study aimed to examine the influences of the Indian Ocean Dipole (IOD) on rainfall in three districts in South Aceh. The analysis was undertaken using Dipole Mode Index (DMI) data and five years of rainfall (2016 to 2020) in West Labuhan Haji, Tapak Tuan, and Bakongan areas. This research employed a correlation analysis and the Principal Component Analysis, followed by Cluster Analysis to investigate the relationship between IOD and rainfall at the study location. The negative IOD occurred in 2016, and the positive IOD occurred in 2017, 2018, 2019, and 2020. The strongest positive DMI was in October 2019 (1.123C), while the strongest negative DMI was in July 2016 (0.661C). Generally, the sub-districts of West Labuhan Haji, Tapak Tuan, and Bakongan always have high rainfall. The highest rainfall in West Labuhan Haji was recorded in January 2017 (1014 mm/month), in Tapak Tuan in November 2017 (1073 mm/month), and in Bakongan in July 2020 (605 mm/month). The correlation between DMI and rainfall in the three locations shows different findings. Although it was very small, the IOD affected the rainfall in West Labuhan Haji, Tapak Tuan, and Bakongan. In West Labuhan Haji, the highest correlation was in lag 1 (0.188); in Tapak Tuan, the highest correlation was in lag 2 (0.156), while in Bakongan, the highest correlation was in lag 2 (-0.191). The correlations in these three locations are considered weak. Thus, the IOD is not the main factor affecting the rainfall in West Labuhan Haji, Tapak Tuan, and Bakongan. As South Aceh is located in windward, the orographic effect may influence high rainfall in this region.Keywords:DMIRainfallPrincipal component AnalysisWest Labuhan HajiTapak TuanBakongan