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PERANAN KONTEN TIKTOK @Vina Muliana BAGI PARA PELAKU PENCARI KERJA Rozzy, Fachrul; Rozy, Fakhrur
eScience Humanity Journal Vol 4 No 2 (2024): eScience Humanity Journal Volume 4 Number 2 May 2024
Publisher : Asosiasi Ide Bahasa Kepri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37296/esci.v4i2.117

Abstract

The TikTok app is filled with material, and in addition to providing a platform for amusement, it also features a number of content providers that offer TikTok users helpful educational resources. Among them is Vina Muliana, an 89 million-follower content producer who gives TikTok fans a lot of helpful advice regarding the world of careers.Through in-depth interviews with a number of people who have utilized Vina Muliana's TikTok content in the field of education, this study aims to shed light on the function of TikTok content for job searchers. According to the study's findings and conclusions, Vina Muliana's professional education material has a beneficial influence on adolescents who learn what alternatives they can use to support their future careers.
Peningkatan Kemampuan Numerasi Melalui Permainan Tradisional Rozy, Fakhrur; Baalwi, Muhammad Assegaf
Ed-Humanistics : Jurnal Ilmu Pendidikan Vol 8 No 2 (2023): Ed-Humanistics
Publisher : Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ed-humanistics.v8i02.5113

Abstract

Sangat penting bagi anak-anak untuk menguasai keterampilan numerasi sejak kecil untuk menyelesaikan masalah sehari-hari menggunakan konsep matematika. Dibutuhkan pedagogi kreatif untuk meningkatkat kemampuan numerasi siswa salah satunya dengan permainan tradisional ular tangga. Tujuan. Penelitian ini bertujuan untuk menganalisis pengaruh permainan ular tangga terhadap kemampuan numerasi siswa sekolah dasar. Metode. Penelitian dilakukan di Sidoarjo tepatnya di Sekolah Dasar Negeri Sidokare 3 dengan jumlah partisipan sebanyak 30 orang, terdiri dari 4 laki-laki dan 26 perempuan yang merupakan siswa kelas 5. Data kemampuan numerasi didapatkan melalui pretest dan postest berupa soal masing-masing sejumlah 20 dengan treatment berupa permainan ular tangga selama seminggu. Analisis data menggunakan paired sample Ttest dengan bantuan SPSS 26. Hasil. Hasil analisis data membuktikan bahwa ada peningkatan sebesar 27% dengan nilai t=-4.029 dengan nilai Sig (2-tailed = 0,000) < α (0.05) yang berarti ada beda antara hasil sebelum dan sesudah perlakuan. Haltersebut menjelaskan bahwa kemampuan numerasi dapat ditingkatkan dengan pemberian perlakuaan berupa permainan tradisional. Kesimpulan. Kemampuan numerasi siswa khususnya di sekolah dasar dapat ditingkatkan dengan pedagogi kreatif salah satunya dengan model permainan. Permainan tradisional ular tangga menjadi salah satu opsinya.
Penyediaan Papan Informasi di Dermaga Depo Pasar Ikan Sidoarjo sebagai Sarana Literasi Wisata Religi Dewi Sekardadu Salsabila, Dewi Ula; Rozy, Fakhrur; Karerina, Anjely Nur Safna; Zahroh, Intan Alfi; Pratiwi, Dea Ayu; Maula, Siti Inayatul; Yulianingrum, Sefianis; Sholikhah, Dwi Mar’atus; Hidayat, Maulana Syafa Aditya; Hanif, Muhammad Imam; Putra, Muhammad Fahmi Nanda; Natasya, Fathya Jihan; Mirza, Muhammad Raffi; Dewi, Nuriya Sinta; Musfiroh, Lailatul; Fitrianto, Rizal Idul
Nusantara Community Empowerment Review Vol. 3 No. 2 (2025): Nusantara Community Empowerment Review
Publisher : LPPM UNUSIDA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/wh0ayq47

Abstract

Setiap tahun banyak sekali peziarah yang mengunjungi wisata religi Dewi Sekardadu. Salah satu akses menuju lokasi wisata religi Dewi Sekardadu yakni melalui dermaga depo pasar ikan, disana para pengunjung menunggu kapal tanpa melakukan apapun. Maka dari itu pengabdian masyarakat ini menyediakan papan informasi sebagai sarana literasi untuk memberikan informasi kepada pengunjung ketika menunggu kapal. Pengabdian masyarakat ini menggunakan metode kualitatif dengan observasi dan wawancara langsung di lapangan. Hasil pengabdian masyarakat ini menunjukkan bahwa papan informasi dimanfaatkan dengan baik oleh pengunjung ketika menunggu kapal serta dapat menambah wawasan pengunjung mengenai wisata religi Dewi Sekardadu. Adanya papan informasi selain untuk mengisi waktu luang pengunjung ketika menunggu kapal juga sebagai sarana literasi yang berguna untuk pengunjung. Every year, numerous pilgrims visit the Dewi Sekardadu religious site. One way to access the Dewi Sekardadu religious site is through the fish market depot pier, where visitors wait for boats without doing anything. Therefore, this community service provided an information board as a literacy tool to provide information to visitors while they wait for the boat. This community service used qualitative methods through direct observation and interviews in the field. The results of this community service show that the information board is well-utilized by visitors while waiting for the boat and can increase their knowledge about the Dewi Sekardadu religious site. The presence of the information board not only fills visitors' free time while waiting for the boat but also serves as a useful literacy tool for visitors.
Pengaruh Penggunaan Media Pembelajaran Digital Berbasis “Assemblr Edu” Terhadap Hasil Belajar Peserta Didik Pada Materi Keragamaan Budaya Indonesia Mata Pelajaran Ipas Kelas IV SDN Sidokumpul Wulandari, Oktavia Wulandari; Rozy, Fakhrur
Jurnal Gentala Pendidikan Dasar Vol. 10 No. 2 (2025): Jurnal Gentala Pendidkan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to examine the effect of using the digital learning media "Assemblr Edu" on student learning outcomes in the topic of Indonesia's cultural diversity in the IPAS subject for fourth-grade students at SDN Sidokumpul. The research employed a quantitative approach with a quasi-experimental design using a one-group pretest-posttest design. A total of 33 students participated as research subjects. Data were collected through written tests administered before and after the implementation of Assemblr Edu. The results of the Wilcoxon Signed Ranks Test showed a significance value of 0.000 (<0.05), indicating a statistically significant difference between pretest and posttest scores. All students demonstrated an increase in learning outcomes after the intervention. These findings confirm that the use of Assemblr Edu effectively enhances students’ understanding of the material. The study supports Jerome S. Bruner’s cognitive learning theory, emphasizing that active student involvement and interactive media improve comprehension and engagement. Therefore, Assemblr Edu is recommended as an innovative learning medium to support 21st-century learning objectives in elementary schools.
Transforming Learning Management with Class of Champions: Exploring its Effect on Student Cooperation Firda Ambar Agustin; Rozy, Fakhrur
Journal of Educational Management Research Vol. 4 No. 4 (2025)
Publisher : Al-Qalam Institue

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61987/jemr.v4i4.1105

Abstract

This study examines the impact of the Class of Champions game on student collaboration during Civics Education lessons. Collaboration is key to effective learning, and this research highlights its importance in achieving educational success. Using a quantitative descriptive method with 25 students, the study utilised a collaboration assessment sheet with eight indicators, which was tested for validity and reliability on 28 students. Results showed valid indicators with correlation coefficients ranging from 0.554 to 0.908 and a Cronbach's Alpha of 0.893, indicating high reliability. The analysis revealed that student collaboration was rated as "good" to "very good," with an average score of 27.88. The study concludes that the game effectively fostered student interaction and teamwork. Additionally, it emphasises the role of educational management in integrating game-based learning to enhance collaboration. Educational managers can utilise these tools to create an engaging classroom environment, improve social learning skills, and foster innovative teaching approaches. This research demonstrates the potential of game-based learning to enhance collaboration and engagement in the classroom.
Management of Scouting Method Teaching and Its Impact on the Learning Outcomes Cahya, Ade' Ariska; Rozy, Fakhrur
Journal of Educational Management Research Vol. 4 No. 4 (2025)
Publisher : Al-Qalam Institue

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61987/jemr.v4i4.1145

Abstract

This study investigates the impact of the scouting method on the learning outcomes, specifically on the "Aku Peduli Lingkungan" (I Care About the Environment) material. The findings showed that mastery of the material was low, with 6 out of 20 students scoring below the minimum mastery criteria, mainly due to the use of conventional teaching methods. The research used a quasi-experimental design, specifically a One-Group Pretest-Posttest Design, involving 20 students selected through purposive sampling. Data were collected using pretest and posttest assessments with 20 items on the "Aku Peduli Lingkungan" material. The data analysis included validity and reliability tests, normality tests using Kolmogorov-Smirnov, and hypothesis testing using the Paired Sample T-Test. The results showed high validity (all items valid) and very high reliability (Cronbach’s Alpha = 0.912). The Paired Sample T-Test revealed a significant difference (p = 0.000 < 0.05), indicating that the scouting method significantly improved learning outcomes. Observations also showed positive development in independence and cooperation, with most students categorized as "Developing as Expected" (BSH) and "Very Developing" (SB). The study's management implications suggest that scouting-based activities can enhance learning and character development in educational settings.
Pengaruh Model Pembelajaran Project Based Learning Berbantuan Media Vlog terhadap Keterampilan Berbicara Peserta Didik Firdaus, Mei Nur Aisiya; Rozy, Fakhrur
Stilistika: Jurnal Pendidikan Bahasa dan Sastra Vol 18 No 2 (2025)
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/st.v18i2.26524

Abstract

ABSTRAK Penelitian ini bertujuan menganalisis pengaruh model pembelajaran PjBL (Project Based Learning) berbantuan media vlog terhadap keterampilan berbicara peserta didik kelas V SDN Pesawahan Porong pada mata pelajaran Bahasa Indonesia. Metode yang digunakan dalam penelitian ini adalah kuantitatif dengan desain studi kasus satu kali (One Shot Case Study). Sampel terdiri dari 15 peserta didik. Data dikumpulkan melalui observasi dan tes lisan, lalu dianalisis menggunakan SPSS. Hasil menunjukkan nilai rata-rata 88,53, t hitung 7,341, dan signifikansi 0,000 (≤ 0,05), yang berarti PjBL secara signifikan meningkatkan keterampilan berbicara, kosakata, dan kepercayaan diri peserta didik. Secara keseluruhan penelitian ini menegaskan penggunaan model pembelajaran PjBL dengan bantuan media vlog dapat menjadi strategi pembelajaran yang efektif dalam meningkatkan keterampilan berbicara dan sikap percaya diri peserta didik di abad 21. Kata kunci: Project based learning, media vlog, keterampilan berbicara   ABSTRACT This study aims to analyze the effect of the Project-Based Learning odel assisted by vlog media on the speaking skills of fifth-grade students at SDN Pesawahan Porong in the Indonesian language subject. Using a quantitative method with a One Shot Case Study design, the sample consisted of 15 students. Data were collected through observation and oral tests, and analyzed using SPSS. The results showed an average score of 88.53, a t-value of 7.341, and a significance level of 0.000 (≤ 0.05), indicating that PjBL significantly improved students' speaking skills, vocabulary usage and self-confidence. Overall, this study confirms that the use of the Project-Based Learning model supported by vlog media can be an effective instructional strategy to enhance students' speaking skills and self-confidence in the 21st century skills. Keyword: Project based learning, vlog media, speaking skills
Pengaruh Media Pembelajaran Digital Marbel Membaca terhadap Kesulitan Membaca Permulaan Kelas 1 SDN Sidokumpul Faridah, Ana Uliya Nur; Rozy, Fakhrur
Cokroaminoto Journal of Primary Education Vol. 8 No. 2 (2025): April - Juni 2025
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/cjpe.8.2.2025.6399

Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh media pembelajaran digital “Marbel Membaca” terhadap kesulitan membaca permulaan pada peserta didik kelas 1 SDN Sidokumpul. Latar belakang penelitian ini adalah banyaknya peserta didik yang mengalami hambatan dalam mengenali huruf, menyusun suku kata, serta membaca kata sederhana. Penelitian ini menggunakan pendekatan kuantitatif dengan desain pre-eksperimental One Group Pretest-Posttest Design, dan melibatkan 33 siswa sebagai sampel yang dipilih menggunakan teknik purposive sampling. Instrumen yang digunakan berupa tes lisan dengan 15 butir soal yang telah diuji validitas (r hitung tertinggi 0,951 > r tabel 0,344) dan reliabilitasnya (Cronbach’s Alpha = 0,769). Hasil uji normalitas menggunakan Shapiro-Wilk menunjukkan bahwa data tidak berdistribusi normal (p = 0,000), sehingga analisis dilanjutkan dengan uji Wilcoxon Signed Rank Test. Hasil uji Wilcoxon menunjukkan nilai Z = -4,471 dan signifikansi sebesar 0,000 (p < 0,05), yang berarti terdapat pengaruh yang signifikan dari penggunaan media “Marbel Membaca” terhadap kemampuan membaca permulaan. Dari 33 siswa, sebanyak 26 siswa mengalami peningkatan skor posttest dibandingkan pretest. Media ini terbukti efektif dalam meningkatkan aspek fonologis, kelancaran, artikulasi, dan motivasi belajar melalui fitur interaktif seperti suara, animasi, dan permainan edukatif. Hasil penelitian ini menyimpulkan bahwa aplikasi “Marbel Membaca” dapat menjadi solusi inovatif untuk mengatasi kesulitan membaca permulaan dan layak direkomendasikan sebagai media bantu belajar di kelas awal sekolah dasar.
Peningkatan Kemampuan Numerasi Melalui Permainan Tradisional Rozy, Fakhrur; Baalwi, Muhammad Assegaf
Ed-Humanistics : Jurnal Ilmu Pendidikan Vol 8 No 2 (2023): Ed-Humanistics
Publisher : Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ed-humanistics.v8i02.5113

Abstract

Sangat penting bagi anak-anak untuk menguasai keterampilan numerasi sejak kecil untuk menyelesaikan masalah sehari-hari menggunakan konsep matematika. Dibutuhkan pedagogi kreatif untuk meningkatkat kemampuan numerasi siswa salah satunya dengan permainan tradisional ular tangga. Tujuan. Penelitian ini bertujuan untuk menganalisis pengaruh permainan ular tangga terhadap kemampuan numerasi siswa sekolah dasar. Metode. Penelitian dilakukan di Sidoarjo tepatnya di Sekolah Dasar Negeri Sidokare 3 dengan jumlah partisipan sebanyak 30 orang, terdiri dari 4 laki-laki dan 26 perempuan yang merupakan siswa kelas 5. Data kemampuan numerasi didapatkan melalui pretest dan postest berupa soal masing-masing sejumlah 20 dengan treatment berupa permainan ular tangga selama seminggu. Analisis data menggunakan paired sample Ttest dengan bantuan SPSS 26. Hasil. Hasil analisis data membuktikan bahwa ada peningkatan sebesar 27% dengan nilai t=-4.029 dengan nilai Sig (2-tailed = 0,000) < α (0.05) yang berarti ada beda antara hasil sebelum dan sesudah perlakuan. Haltersebut menjelaskan bahwa kemampuan numerasi dapat ditingkatkan dengan pemberian perlakuaan berupa permainan tradisional. Kesimpulan. Kemampuan numerasi siswa khususnya di sekolah dasar dapat ditingkatkan dengan pedagogi kreatif salah satunya dengan model permainan. Permainan tradisional ular tangga menjadi salah satu opsinya.
PENGGUNAAN GADGET TERHADAP HASIL BELAJAR PESERTA DIDIK KELAS 5 SDN PUCANG 3 SIDOARJO: ANALISIS PERAN SEKOLAH DAN ORANG TUA Rachmah, Maulidia Nur; Rozy, Fakhrur
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.26224

Abstract

The rapid development of digital technology has significantly impacted the field of education, including the use of gadgets among elementary school students. At SDN Pucang 3 Sidoarjo, the high ownership of gadgets among students provides opportunities for utilizing technology as a learning tool. However, uncontrolled use may lead to negative effects such as reduced concentration, gadget addiction, and declining academic performance. This study aims to analyze the school policy regarding gadget usage, the teacher's role in integrating gadgets into the learning process, and the role of parents in supervising gadget use at home. This research employs a qualitative approach with a case study method. Data collection techniques include interviews, observations, documentation, and questionnaires involving the school principal, 5th-grade teachers, students, and parents. The results indicate that the school policy restricts gadget use to students in grades 5 and 6, specifically for learning activities that require digital access under teacher supervision. Teachers play a critical role in facilitating engaging, adaptive, and technology-based learning. Meanwhile, parents demonstrate strong awareness in monitoring their children’s gadget usage at home by setting time limits, applying parental control features, and using dialogic approaches. The use of gadgets in learning has been shown to enhance students’ motivation, material comprehension, creativity, and academic achievement. Collaboration between teachers and parents is a key factor in optimizing the benefits of technology while minimizing its potential negative impacts in primary education.