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Meningkatkan kemampuan menyajikan data dalam diagram batang melalui penerapan model pembelajaran problem based learning (PBL) di sekolah dasar Suprihatin, Retno
JPI (Jurnal Pendidikan Indonesia): Jurnal Ilmiah Pendidikan Vol 7, No 2 (2021): JPI (Jurnal Pendidikan Indonesia): Jurnal Ilmiah Pendidikan
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jpi.v7i2.53577

Abstract

Abstract. This article contains the result of research conducted on fourth grade elementary school students. As for the background of this research is the low ability of fourth grade students in presenting data on bar charts. The low ability of students in this material is influenced by: (1) students’ ability to solve problems is still low, (2) students often make mistakes in placing the components on bar chart, (3) students are not careful in reading data, and (4) distance learning by giving lots of practice questions makes students confusion. Efforts to improve the ability to present data on bar charts carried out in this study were to apply the problem based learning, especially about presenting data in bar charts. This research is a classroom action research. The results of this study indicate an increase in the value of the evaluation results carried out at the end of each cycle. This increase in learning outcomes proves that the problem based learning model is able to improve students’ ability to present data on bar charts.
PERANCANGAN UI/UX E-LEARNING “LEARNIFY” UNTUK SISWA SMKN 3 BANGKALAN MENGGUNAKAN METODE PROTOTYPE Fayza Ilmi Hidayat, Amalia; Dellia, Prita; Suprihatin, Retno; Fitria Maharani, Gita; Syaiful Anam, Muhamad; Haikal, Fiqri
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 9 No. 4 (2025): JATI Vol. 9 No. 4
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v9i4.14347

Abstract

Perkembangan teknologi informasi mendorong sekolah untuk beradaptasi dengan sistem pembelajaran digital guna meningkatkan efektivitas dan efisiensi proses belajar mengajar. Namun, masih terdapat kendala seperti kurangnya platform interaktif dan keterbatasan aksesibilitas. Penelitian ini bertujuan untuk merancang UI/UX sistem e-learning “Learnify” bagi siswa SMKN 3 Bangkalan menggunakan metode Prototype agar menghasilkan desain yang lebih user-friendly dan sesuai kebutuhan pengguna. Proses perancangan dilakukan dengan menggunakan Figma untuk pembuatan wireframe dan prototipe, serta dilakukan evaluasi usability menggunakan System Usability Scale (SUS). Hasil pengujian menunjukkan bahwa sistem memperoleh skor rata-rata 70,5, yang dikategorikan sebagai baik dan cukup mudah digunakan. Dengan rancangan UI/UX yang optimal, sistem e-learning ini diharapkan dapat meningkatkan pengalaman belajar siswa serta mendukung proses pembelajaran yang lebih efektif dan efisien.