Claim Missing Document
Check
Articles

Found 25 Documents
Search

Android-Based Mathematics Learning Media Assisted by Smart Apps Creator on Self-Regulated Learning Isnaini Mahuda; Anton Nasrullah; Melinda Putri Mubarika; Ranny Meilisa; Laksmi Evasufi Widi Fajari
International Journal of Asian Education Vol. 3 No. 3 (2022): IJAE Vol. 03, No. 3, September 2022
Publisher : Research and Education Development (READ) Institute collaborate with Faculty of Education and Teacher Training of IAIN Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46966/ijae.v3i3.292

Abstract

This study aimed; 1) to investigate student responses toward the use of android-based media assisted by Smart Apps Creator for mathematics learning; 2) to investigate student self-regulated learning level; 3) to find out whether there was an effect using Android-based mathematics learning media assisted by Smart Apps Creator on student self-regulated learning. The study used an experimental method One-Shot Case research design. This study took the population of second-semester students in the Department of Management. The research samples were 2B MAN students chosen by random cluster sampling. The study showed that the percentage of average student responses to Android-based learning media assisted by Smart Apps Creator was very high, 88.08% and students' self-regulated learning was in a high category at 75.87%. The hypothesis test results indicated an effect of using Android-based mathematics learning media assisted by Smart Apps Creator on student self-regulated learning. The number of using android-based mathematics learning media on student self-regulated learning was 18.2%, the rest by other variables in this study. The researchers found the result of their research and concluded: 1) the average of student responses to the use of Android-based learning media assisted by Smart Apps Creator was 88.08% which is categorized powerful ad category; 2) the average of students’ self-regulated learning was 75.87% described as a strong category; 3) The results of hypothesis test showed there was an effect of using Android-based Mathematics learning media assisted by Smart Apps Creator on student self-regulated learning.
Sosialisasi Upaya Pengenalan dan Pengembangan Usaha Mikro Kecil Menengah (UMKM) Desa Sukajaya Ranny Meilisa; Lia Ainurrahmah; Muhamad Arif; Kholilullah Kholilullah
Batara Wisnu : Indonesian Journal of Community Services Vol. 2 No. 3 (2022): Batara Wisnu | September - Desember 2022
Publisher : Gapenas Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53363/bw.v2i3.115

Abstract

Efforts to introduce and develop Micro, Small and Medium Enterprises (MSMEs) have an important role and strategy in national economic development. In addition to playing a role in economic growth, it also plays a role in the absorption of labor on a large scale. Sukajaya village has a very large area of ??agricultural land and ponds. So that the community can take advantage of the results of their village to raise the village MSMEs. This Community Service (UMKM) activity is carried out with socialization activities and implementation methods such as observation and interviews, lectures and discussions, as well as demonstrations and practices. Based on the phenomenon of existing thinking, efforts are needed to increase public interest in MSMEs and provide motivation to the community to continue running a business or take advantage of existing opportunities to open a business. This socialization also explains the importance of marketing on social media and also utilizing technology for business development
The Impact of Gadgets on Student Learning Outcomes: A Case Study in Indonesia Junior High School Students Fadilla Aprianti; Popi Dayurni; Laksmi Evasufi Widi Fajari; Doni Pernanda; Ranny Meilisa
International Journal of Education, Information Technology, and Others Vol 5 No 5 (2022): International Journal of Education, information technology and others
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.7446724

Abstract

This study aims to determine the effect of gadget the outcomes learning in Indonesia junior high school students. This research is a type of qualitative research using case study method. Data collection techniques using observation, interviews and documentation. Data analysis was consists of data reduction steps, data presentation and drawing conclusions. The results of this research show that : (1) The use of gadgets among junior high school students is not only used as a means of communication but there are some students who often play gadgets instead of studying; 2) The positive effect of using gadgets is that students are able to get information and communication easily while the negative effect of using gadgets is that students forget time to study so that it can have an effect on student outcomes learning. The conclusion is this study is that excessive use of gadgets will have an effect on student outcomes learning.
The Development of Augmented Reality to Improve Critical Thinking and Digital Literacy Skills of Elementary School Students Laksmi Evasufi Widi Fajari; Ranny Meilisa
DWIJA CENDEKIA: Jurnal Riset Pedagogik Vol 6, No 3 (2022): DWIJA CENDEKIA: Jurnal Riset Pedagogik
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (539.908 KB) | DOI: 10.20961/jdc.v6i3.65687

Abstract

Tujuan penelitian ini adalah untuk mengembangkan media pembelajaran berbasis augmented reality untuk meningkatkan keterampilan berpikir kritis dan literasi digital siswa sekolah dasar. Metode penelitian ini adalah Research and Development (R&D) dengan model ADDIE. Adapun hasil penelitian menunjukkan: (1) tahap analysis dilaksanakan dengan analisis media, analisis kurikulum dan analisis materi sebagai pedoman perancangan media yang efisien dan efektif; (2) tahap design dilaksanakan dengan merancang kerangka media augmented reality serta pembuatan instrumen penelitian; (3) tahap development dilaksanakan dengan mengembangkan rancangan media pembelajaran dan instrumen penelitian, penilaian dari para ahli dengan hasil sangat layak serta merevisi media berdasarkan kritik dan saran; (4) tahap implementation dilaksanakan melalui uji coba pengembangan media AR serta analisis pretest-posttest keterampilan berpikir kritis dan literasi digital menggunakan uji normalitas, N-gain score dan uji independent t-test; (5) tahap evaluasi dilaksanakan dengan revisi akhir dan analisis angket respon siswa yang menunjukkan bahwa tingkat kepraktisan produk dikategorikan sangat praktis. Simpulan penelitian ini adalah media AR efektif untuk meningkatkan keterampilan berpikir kritis dan literasi digital siswa sekolah dasar.
Development of learning media based on Macromedia Flash 8 to see learning outcomes and achievements in vocational high school students Jhonita Varadila; Ranny Meilisa; Imamudin; Adinda Annisa; Fan Folkourng
Journal of Computer-based Instructional Media Vol. 1 No. 1 (2023): Regular Issue
Publisher : Researcher and Lecturer Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58712/jcim.v1i1.16

Abstract

This research aims to produce ICT learning media based on Macromedia Flash 8 to see the learning outcomes of students of SMK achievement class X multimedia and determine the quality of ICT learning media products based on Macromedia Flash 8 to see the learning outcomes of students of SMK achievement with the development method of R&D (Research and Development). This ICT media was assessed by 30 students of class X multimedia to find out student responses. The instrument used is a checklist (?) questionnaire. The type of data obtained is qualitative data which is analyzed using and will then be converted into quantitative data and then tabulated to determine the quality of the product developed. The results of this study indicate that the value of ICT learning media based on Macromedia Flash 8 has been produced, namely the results of user testing by students with a score of 4.78 in the very feasible category, thus it can be concluded that ICT learning media based on Macromedia Flash 8 to see the learning outcomes of X multimedia class achievement vocational students are declared feasible to be used as learning media on the material of basic concepts of computer operations.
The effect of articulate storyline-based interactive learning media to facilitate student learning independence Wahyuni Nita; Ranny Meilisa; Imamudin; Roza Pebrianti; Hlaing Su Nandar
Journal of Computer-based Instructional Media Vol. 1 No. 1 (2023): Regular Issue
Publisher : Researcher and Lecturer Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58712/jcim.v1i1.18

Abstract

The problem in this study is whether there is an influence of interactive learning media-based articulate storyline to facilitate student learning self-reliance at SMKN 3 Serang City. This study aims to determine the effect of interactive learning media based on an articulate storyline to facilitate student learning self-reliance at SMKN 3 Serang City. The study was conducted in SMKN 3 Serang City, with samples of 35 students in Multimedia class XI. In this study, writers have used correlational quantitative methods, with data collection techniques of observation, questionnaires and documentation and based on the results of correlation analysis, using the T-test. Where the tcount is 40,282, and the table value is 2,035. Then tcount > ttable means that interactive learning media is influenced based on articulate storylines to facilitate student learning independence. The contribution of variable x to variable y is 98.01%, whereas 1.99% is affected by other factors, such as the internal being reviewed from physiological and psychological factors.
PENINGKATAN PRODUKTIVITAS PENGRAJIN EMPING MELINJO MELALUI IMPLEMENTASI TEKNOLOGI TEPAT GUNA Romli, Ombi; Putra, Arta Rusidarma; Meilisa, Ranny
Indonesian Journal of Engagement, Community Services, Empowerment and Development Vol. 4 No. 2 (2024): Indonesian Journal of Engagement, Community Services, Empowerment and Developme
Publisher : Yayasan Education and Social Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53067/ijecsed.v4i2.161

Abstract

Emping melinjo is one of the crunchy savory snacks made from old melinjo seeds where the manufacturing process is very unique. Melinjo seeds are roasted first, then flaked to produce emping that is ready to be fried. However, the flaking process can be time-consuming and labor-intensive and risky for the craftsmen. Hand injuries due to hammer blows and non-erogonomic working positions can hinder the production process and reduce production yields, thus becoming an obstacle for the puff pastry crafters in Jaha Village, Sindang Mandi Village, Anyer, Serang Regency. The modern puff pastry flattener comes as a solution to improve the efficiency and safety of the production process. This tool can flatten melinjo quickly and precisely, without safety risks and more comfortable for craftsmen. The method carried out in four stages, namely planning which includes identifying problems in making melinjo chips, testing the tool, training partners on the use of the tool and evaluation. The results of this activity are that the emping craftsmen in Jaha Village, Sindang Mandi Village, Anyer, Serang Regency can continue to preserve the tradition of making melinjo chips and the emping craftsmen can work more safely, efficiently, and productively so as to produce higher quality melinjo chips
PRAKTIKALITAS MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY PADA PEMBELAJARAN IPA SISWA SEKOLAH DASAR Meilisa, Ranny
Humantech : Jurnal Ilmiah Multidisiplin Indonesia Vol. 4 No. 2 (2025): Humantech : Jurnal Ilmiah Multidisiplin Indonesia
Publisher : Program Studi Akuntansi IKOPIN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32670/ht.v4i2.5209

Abstract

Tujuan dari penelitian ini adalah untuk menganalisis hasil uji kepraktisan suatu media pembelajaran. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE. Adapun hasil penelitian menunjukkan bahwa: (1) pada tahap analisis, dilakukan analisis terhadap media, kurikulum, dan materi sebagai dasar dalam merancang media yang efisien dan efektif; (2) pada tahap desain, disusun kerangka media berbasis augmented reality serta dibuat instrumen penelitian; (3) pada tahap pengembangan, dilakukan pengembangan rancangan media pembelajaran dan instrumen penelitian, yang kemudian divalidasi oleh para ahli dengan hasil sangat layak, serta dilakukan revisi berdasarkan kritik dan saran yang diberikan; (4) pada tahap implementasi, dilakukan uji coba terhadap media augmented reality, serta analisis pretest-posttest terkait keterampilan berpikir kritis dan literasi digital menggunakan uji normalitas, N-gain score, dan independent t-test; (5) pada tahap evaluasi, dilakukan revisi akhir serta analisis terhadap angket respons siswa, yang menunjukkan bahwa tingkat kepraktisan produk tergolong dalam kategori praktis.
Model Pembelajaran Flipped Classroom pada Mata Kuliah Algoritma dan Struktur Data Meilisa, Ranny; Pernanda, Doni
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 4 No. 3 (2020): Oktober 2020
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v4i3.26928

Abstract

Penelitian ini dilatarbelakangi oleh keterbatasan inovasi dalam pembelajaran yang mengakibatkan siswa kurang aktif dalam melaksanakan pembelajaran sehingga proses pembelajaran bersifat monoton sehingga membuat hasil belajar siswa menjadi rendah. Tujuan dari penelitian ini adalah untuk menghasilkan model pembelajaran Flipped Classroom yang valid, praktis dan efektif. Penelitian ini merupakan penelitian pengembangan (Research and Development/ R&D). Desain penelitian ini menggunakan 4-D yang langkah-langkahnya terdiri dari mendefinisikan, merancang, mengembangkan dan menyebarluaskan. Jenis data yang digunakan adalah data primer yang diperoleh langsung dari sekolah, guru, pakar dan siswa. Hasil penelitian menunjukkan bahwa media yang dikembangkan adalah media yang valid dengan rata-rata validitas media 0,85% dan validitas materi sebesar 0,89%, dan praktis dengan nilai kepraktisan dari respons pendidik sebesar 93,00% dan tanggapan peserta didik 92,53%. Berdasarkan hal tersebut, dapat disimpulkan bahwa model pembelajaran yang dikembangkan bersifat valid, praktis, dan efektif dalam meningkatkan pemahaman peserta didik yang juga berimplikasi pada peningkatan hasil belajar peserta didik.
PELATIHAN PENERAPAN APLIKASI CLASSPOINT UNTUK GURU SEBAGAI MEDIA PEMBELAJARAN PEMBUATAN KUIS INTERAKTIF DI KELAS Meilisa, Ranny; Oktadela, Resy
Batara Wisnu : Indonesian Journal of Community Services Vol. 5 No. 1 (2025): Batara Wisnu | Januari - April 2025
Publisher : Gapenas Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53363/bw.v5i1.360

Abstract

Facing the big challenges in the era of the industrial revolution 4.0, education is required to adapt, including education at the elementary and secondary levels. The educational challenges of the 4.0 revolution, especially in Indonesia, one of which is the massive media that is in accordance with the demands of the times. For this reason, educators must master technology in order to adapt to students. Presentations using PowerPoint are commonly used, especially by teachers. This service seeks to optimize learning with applications that can be integrated with the use of PowerPoint, the application is called classpoint. Training on the use of classpoint as an interactive learning media for teachers aims to improve the teaching and learning skills of teachers in integrating modern technology into the classroom. The results of this training can provide new insights for MTs Al-Muttaqin teachers in utilizing educational technology to create a more dynamic and interesting learning environment for students.