Claim Missing Document
Check
Articles

Found 19 Documents
Search

Penerapan Media Microsoft Word Pada Era Digital Dalam Dasar-Dasar Pengolahan Teks di MTS Muhammadiyah Asrafil, Asrafil; Rahmawan, Ardi; Ramdhani, Lisda
Infomatika: Pendidikan Informatika Vol 4, No 2 (2025): Oktober 2025
Publisher : STKI Harapan Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56842/infotika.v4i2.722

Abstract

The development of digital technology has brought significant changes in the field of education, particularly in the use of software such as Microsoft Word as a learning tool. This study aims to analyze students' understanding of basic and advanced features of Microsoft Word, identify obstacles faced in its academic use, and provide recommendations for effective mentoring strategies. A descriptive quantitative method was employed, using a Likert-scale questionnaire and semi-structured interviews involving 20 students from grades VII–IX and 2 teachers at MTS Muhammadiyah, Bima Regency. The results indicate a notable improvement in learning outcomes among students who actively used Microsoft Word compared to the control group, with the majority (70%) giving highly positive responses to its implementation. In addition to enhancing material comprehension and text processing skills, Microsoft Word has also proven effective in creating a more engaging and interactive learning environment. However, limitations in the use of advanced features were still observed due to insufficient guidance. Therefore, structured training for both teachers and students is essential to optimize the use of Microsoft Word in 21st-century digital learning
The Influence Of Digital Literacy Based On Bima's Local Wisdom On The Critical Thinking Ability Of Classroom Students Viii 10 At SMPN 1 Woha fajrun, Fajrun; Suharti, Suharti; Ramdhani, Lisda
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 4 (2025): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v11i4.9444

Abstract

This study aims to analyze the effect of digital literacy based on Bima local wisdom on students’ critical thinking skills in Grade VIII 10 at SMPN 1 Woha in the Informatics subject. The background of this research is the low ability of students to critically analyze digital information. The research method employed was a Pre-Experimental Design with the form of One Group Pretest-Posttest Design. The research subjects consisted of 29 students selected through purposive sampling. The research instrument was a critical thinking skills test constructed based on Facione’s (2015) indicators, including interpretation, analysis, evaluation, inference, and explanation. The instrument was validated by three experts, consisting of two subject matter experts and one educational evaluation expert, who confirmed that the test items were suitable for use. The research procedure consisted of three stages: (1) pretest, to measure students’ initial critical thinking skills; (2) treatment, namely digital literacy learning based on Bima local wisdom in the Informatics subject integrating cultural values with digital content; and (3) posttest, to measure the improvement of critical thinking skills after the treatment.The results showed a significant improvement in students’ critical thinking skills after the treatment. The mean score increased from 44.48 in the pretest to 82.06 in the posttest, with a difference of 37.58 points. The Wilcoxon test result indicated Asymp. Sig. (2-tailed) = 0.000 (<0.05), confirming a significant difference between pretest and posttest scores. The effect size calculation using Cohen’s d = 2.66 indicated that the treatment had a very large effect. Pedagogically, this study confirms the effectiveness of integrating digital literacy with local wisdom in enhancing students’ critical thinking skills. Culturally, it contributes to the preservation of Bima’s local values. However, this study is limited by a small sample size, non-normal data distribution, and a relatively short duration of the learning intervention. Future research is recommended to involve larger and more diverse samples, employ control groups, and apply longitudinal designs to assess long-term effects. This study suggests that schools and teachers should develop culturally grounded digital-based learning models as a strategy to strengthen 21st-century skills while reinforcing students’ cultural identity.
"The Effectiveness of the Assure Learning Model Assisted by Audio-Visual Media on Digital Literacy and Conceptual Understanding of Mathematics in Students at SMP Negeri 4 Bolo" Amaliah, Nur; Ramdhani, Lisda; Hardyanti, Hardyanti; Rahmawan, Ardi
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 4 (2025): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v11i4.9537

Abstract

Introduction: The rapid evolution of digital technologies in the Industrial Revolution 4.0 and Society 5.0 eras necessitates that students develop strong digital literacy skills alongside a deep comprehension of mathematical principles. This research examines the efficacy of the ASSURE instructional model, enhanced by audiovisual resources, in boosting digital literacy and conceptual grasp of fractions for students at SMPN 4 Bolo.Material and Methods: This research adopted a quasi-experimental approach utilizing the Nonequivalent Control Group Design, which included 40 seventh-grade students (20 in the experimental group and 20 in the control group). The experimental group participated in instruction through the ASSURE model enhanced by audiovisual materials, whereas the control group followed standard traditional methods. Data collection tools comprised a digital literacy survey (reliability α=0.82) and a test evaluating mathematical concept comprehension (α=0.85). The analysis of data incorporated descriptive statistics, an independent samples t-test, and N-gain computations via SPSS version 26.0.Research Results: The experimental group exhibited a substantial improvement in digital literacy, rising by 26.2 points (mean pretest=52.3; mean posttest=78.5), in contrast to the control group's modest gain of 9.4 points (mean pretest=51.8; mean posttest=61.2). Regarding mathematical conceptual understanding, the experimental group advanced by 33.6 points (mean pretest=48.7; mean posttest=82.3), whereas the control group progressed by just 14.3 points (mean pretest=49.2; mean posttest=63.5). Results from the independent samples t-test confirmed notable differences (p<0.05), supported by high effect sizes (Cohen's d=2.63 for digital literacy; d=2.89 for conceptual understanding). Furthermore, the N-gain assessment indicated that the experimental group attained a moderate level (g=0.55 and g=0.65).Conclusion: The ASSURE learning model assisted by audio-visual media proved effective in significantly improving students' digital literacy and mathematical conceptual understanding. This study contributes theoretically to the integration of digital literacy with mathematical conceptual understanding, and practically to teachers in designing innovative technology-based learning that meets 21st-century educational demands.
The Influence of Online Games on the Learning Concentration of Students at SMPN 1 Madapangga and the Level of Anxiety of Students' Parents Yudha Satria, M. Sya'aban; Rahmawan, Ardi; Ramdhani, Lisda
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 4 (2025): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v11i4.9540

Abstract

Online games currently affect various aspects of human life, including health, psychology, and concentration of students at SMPN 1 Madapangga, and cause anxiety among parents. This study is quantitative and qualitative, using descriptive qualitative methods. The population of this study was 554 students and 70 parents. The sample used was 50 students from grades VII, VIII, and IX, and 50 parents. The sampling technique used was non-probability sampling in the form of purposive sampling. Data collection techniques used included observation, interviews, documentation, and Likert scale questionnaires. Data analysis techniques used included interactive/model data analysis techniques and Spearman test data analysis techniques. The results of this study, namely from 25 male students at SMPN 1 Madapangga, who experienced low concentration levels were 10 students (20%), 7 students with moderate concentration levels (14%), and 6 students with high concentration levels (12%). Meanwhile, of the 25 female students, 5 experienced low concentration levels (10%), 12 experienced moderate concentration levels (24%), and 10 experienced high concentration levels (20%). This means that more male students experienced a decrease in learning concentration compared to female students. However, in terms of anxiety levels, female parents experienced higher levels of anxiety than male parents. There were 32 female parents who experienced mild, moderate, and severe anxiety with a percentage of 64%. Meanwhile, 18 male parents experienced mild, moderate, and severe anxiety with a percentage of 36%.
Implementation Of Naruto Shippuden Anime-Based Learning Media To Improve Students' Understanding Of Informatics At SMPN 3 Bolo muhaimin, muhaimin; Hardyanti, Hardyanti; Ramdhani, Lisda
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 4 (2025): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v11i4.9447

Abstract

This study aims to analyze the effectiveness of Naruto Shippuden anime-based learning media in improving students’ understanding and learning motivation in Informatics at SMPN 3 Bolo. The background of this research lies in students’ difficulties in comprehending abstract informatics concepts and the lack of engaging learning media, which leads to low participation. This study employed a descriptive qualitative approach with 20 students as subjects. Data were collected through interviews, observations, questionnaires, and documentation of pre-test and post-test results.The findings show that the implementation of this media was significantly successful. Quantitative results demonstrated a substantial improvement in post-test scores compared to pre-test scores. Qualitatively, students showed positive responses, with increased enthusiasm, active participation, and concentration. They perceived the material as easier to understand because it was linked to the storyline and characters of the anime, such as the analogy of “Jutsu” for data processing. The majority of students (93.3%) also recommended the use of this media for future learning.In conclusion, Naruto Shippuden anime-based learning media proved effective in enhancing students’ understanding and motivation. This approach represents an innovative pedagogical strategy that aligns with students’ interests and the principles of the Merdeka Curriculum, offering a solution for more contextual, adaptive, and student-centered learning.
Keefektivan Permainan Tradisional Mpaa Gopa Terhadap Kemampuan Berpikir Kritis Siswa SMP Pada Pembelajaran Matematika Materi Geometri Ramdhani, Lisda; Anisa, Nur; Sani, Tiara
Dikmat: Pendidikan Matematika Vol 4, No 01 (2023): April 2023
Publisher : STKI Harapan Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56842/dikmat.v4i01.188

Abstract

Tujuan dari penelitian ini adalah untuk mengetahui keefektivan permainan tradisional mpaa gopa pada pembelajaran matematika dan memanfaatkan permainan tradisional ini sebagai salah satu media pembelajaran matematika pada materi geometri SMP. Penelitian ini dilakukan di Desa Mbawa, Kecamatan Donggo, Kabupaten Bima dan dilakukan pada beberapa anak dengan tingkat pendidikan Sekolah Menengah Pertama (SMP). penelitian ini menggunakan pendekatan saintifik terhadap penelitian kualitatif, dimana instrumen pengumpulan data yang digunakan dalam penelitian ini adalah observasi, wawancara, dokumentasi dan studi literatur serta mengumpulkan bahan-bahan kajian mengenai kemampuan berpikir kritis matematis siswa SMP pada materi geometri bidang datar. Kemampuan berpikir kritis siswa diperlukan agar siswa dapat menyelesaikan permasalahan yang ada. Hasil dari penelitian ini menunjukkan bahwa dalam permainan tradisional mpaa gopa terdapat unsur pembelajarn matematika yaitu Pada petak mpaa gopa terdapat konsep geometri bangun datar, seperti persegi,setengah lingkaran,membilang,kesebangunan dan kekongruenan. Sedangkan konsep matematika probabilitas terdapat pada pola pemain mpaa gopa. Dimana konsep-konsep matematika tersebut memang tidak secara jelas diketahui oleh anak-anak. Sehingga dengan permainan tradisional mpaa gopa ini diharapkan anak-anak dapat lebih meningkatkan kemampuan berpikir kritis matematika di kehidupan sehari-hari yang mungkin memang dianggap sulit oleh siswa.
Eksplorasi Etnomatematika pada Motif Batik Lokal dan Implementasinya dalam Pembuatan Pola dengan Perangkat Lunak Desain Grafis untuk Siswa SMP Adawiah, Rabiatul; Ramdhani, Lisda; Suharti, Suharti
Infomatika: Pendidikan Informatika Vol 4, No 2 (2025): Oktober 2025
Publisher : STKI Harapan Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56842/infotika.v4i2.741

Abstract

Penelitian ini bertujuan mengeksplorasi penerapan etnomatematika berbasis motif batik lokal dalam pembelajaran matematika, serta implementasinya melalui pembuatan pola digital menggunakan perangkat lunak desain grafis di tingkat Sekolah Menengah Pertama (SMP). Pendekatan yang digunakan adalah mixed-methods dengan desain convergent parallel embedded, menggabungkan analisis kuantitatif (tes pemahaman geometri, rubrik produk digital, dan angket sikap) serta kualitatif (observasi, wawancara, dan dokumentasi). Subjek penelitian 20 siswa kelas VIII. Hasil penelitian menunjukkan peningkatan signifikan pada pemahaman geometri dan pola dari rata-rata skor pretest 62 menjadi posttest 85 (p 0,05; Cohen’s d = 0,92). Kualitas produk pola digital meningkat dari 65 menjadi 88 dengan reliabilitas antar-penilai tinggi (ICC = 0,84). Peningkatan juga terjadi pada sikap dan motivasi belajar siswa dari skor 70 menjadi 90, terutama dalam dimensi apresiasi budaya lokal (34%) dan kepercayaan diri terhadap teknologi (30%). Analisis kualitatif mengungkap bahwa siswa mengalami transformasi pemaknaan terhadap matematika sebagai bagian dari budaya, menunjukkan kreativitas tinggi dalam desain, serta membangun kolaborasi dan refleksi melalui proyek kelompok. Integrasi motif batik lokal dan perangkat lunak desain grafis terbukti efektif dalam meningkatkan kemampuan konseptual geometri, kreativitas digital, serta kesadaran budaya siswa. Penelitian ini menegaskan pentingnya etnomatematika sebagai strategi pedagogis yang mampu menghubungkan budaya lokal, teknologi digital, dan pembelajaran matematika secara kontekstual dan bermakna. 
STRATEGI MEMANFAATKAN DATA TRENDING MEDIA SOSIAL SEBAGAI KONTEKS PEMBELAJARAN MATERI PENYAJIAN DATA DAN INTERPRETASI GRAFIK DI SMP Apriansyah, Ardi; Ramdhani, Lisda; Jualiawan, Rizcky
Infomatika: Pendidikan Informatika Vol 4, No 2 (2025): Oktober 2025
Publisher : STKI Harapan Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56842/infotika.v4i2.742

Abstract

Penelitian ini bertujuan untuk menganalisis efektivitas strategi pembelajaran berbasis data trending media sosial dalam meningkatkan kemampuan penyajian data, interpretasi grafik, serta motivasi belajar matematika siswa SMP. Penelitian menggunakan pendekatan mixed methods dengan desain convergent parallel. Subjek penelitian adalah 30 siswa kelas VIII-B SMP Negeri 5 Bolo, Kab. Bima. Data dikumpulkan melalui tes kemampuan penyajian dan interpretasi data, lembar observasi aktivitas siswa, angket sikap dan motivasi (ASKM), serta wawancara dan catatan lapangan. Analisis kuantitatif dilakukan dengan uji Paired Sample t-test, N-Gain, dan effect size (Cohen’s d), sedangkan analisis kualitatif menggunakan model Miles, Huberman, Saldaña (2018). Hasil penelitian menunjukkan bahwa strategi pembelajaran berbasis data trending media sosial secara signifikan meningkatkan kemampuan kognitif siswa dengan rata-rata N-Gain = 0,57 (kategori sedang–tinggi) dan effect size = 9,86, yang menunjukkan pengaruh sangat kuat. Motivasi belajar meningkat sebesar 28,5%, terutama pada dimensi apresiasi terhadap konteks media sosial (kenaikan 34%). Observasi menunjukkan partisipasi siswa meningkat dengan skor rata-rata 4,4 (kategori tinggi). Hasil kualitatif memperlihatkan siswa lebih antusias, kolaboratif, dan kritis dalam menganalisis data digital. Pembelajaran berbasis konteks media sosial membuat matematika terasa lebih bermakna, relevan, dan dekat dengan kehidupan nyata mereka. Penelitian ini menyimpulkan bahwa integrasi data trending media sosial membangun literasi data dan literasi digital kritis siswa SMP. 
IMPLEMENTASI PROJECT-BASED LEARNING MENGGUNAKAN GOOGLE SHEETS UNTUK MENINGKATKAN KEMAMPUAN STATISTIKA DAN NUMERASI SISWA SMP ALFALAH Fatmawati, Fatmawati; Rahmawan, Ardi; Ramdhani, Lisda
Infomatika: Pendidikan Informatika Vol 4, No 2 (2025): Oktober 2025
Publisher : STKI Harapan Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56842/infotika.v4i2.740

Abstract

Penelitian ini bertujuan untuk mengkaji efektivitas implementasi model Project-Based Learning (PjBL) berbantuan Google Sheets dalam meningkatkan kemampuan statistika dan numerasi siswa SMP Alfalah. Penelitian menggunakan metode kuasi-eksperimen dengan desain Non-equivalent Control Group Design. Sebanyak 50 siswa kelas VIII dibagi menjadi kelompok eksperimen (PjBL dengan Google Sheets) dan kelompok kontrol (pembelajaran konvensional). Data dikumpulkan melalui tes awal (pretest), tes akhir (posttest), observasi, angket respon siswa, dan penilaian proyek. Data kuantitatif dianalisis menggunakan perhitungan N-Gain dan uji independent sample t-test. Hasil penelitian menunjukkan bahwa kelompok eksperimen mencapai nilai N-Gain sebesar 0,68 (68%) yang secara signifikan lebih tinggi dibandingkan kelompok kontrol sebesar 0,35 (35%), dengan nilai signifikansi 0,000 (p 0,05). Observasi dan angket respon siswa menunjukkan keterlaksanaan pembelajaran yang sangat baik (rata-rata skor 3,7), minat belajar yang tinggi (92%), dan kemudahan dalam pengolahan data menggunakan Google Sheets (92%). Penilaian proyek juga menunjukkan kemampuan siswa dalam mengolah data, menyajikan grafik, dan menarik kesimpulan dengan kategori "Baik" (rata-rata skor 3,4). Implementasi model PjBL berbantuan Google Sheets efektif dalam meningkatkan kemampuan statistika dan numerasi, serta mengembangkan minat belajar dan keterampilan abad ke-21 (4C) siswa. Model ini dapat dijadikan sebagai alternatif inovatif dalam pembelajaran matematika yang kontekstual dan relevan dengan era digital