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HUBUNGAN INTENSITAS PENCAHAYAAN, `WAKTU KERJA DAN USIA DENGAN KELUHAN SUBYEKTIF KELELAHAN MATA PADA TUKANG SERVICE JAM TANGAN DI PASAR BATUAH MARTAPURA TAHUN 2024 Ulya, Khairatul; Juanda, Juanda; Khair, Abdul
Medic Nutricia : Jurnal Ilmu Kesehatan Vol. 8 No. 2 (2024): Medic Nutricia : Jurnal Ilmu Kesehatan
Publisher : Cahaya Ilmu Bangsa Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5455/nutricia.v8i2.5966

Abstract

Eye fatigue is tension in the eyes caused by using the sense of sight in work that requires the ability to see for long periods of time. One of the physical factors that can interfere with work transmission is lighting, apart from that, working time is also one of the factors that causes eye fatigue to occur (Anggriani, Ramdan and Lusiana, 2019). The age of the workforce is sufficient to determine success in carrying out a job, young workers aged 20-45 years who have strong physical abilities can increase work productivity (Naintikasari, 2016). The aim of this research is to determine the relationship between lighting intensity, working time and age with subjective complaints of eye fatigue in watch service workers. This type of research is observational analytic using a cross sectional approach. The number of samples is 30 people. Statistical analysis uses the chi-square test. The results of the chi-square statistical test showed that there was no relationship between lighting intensity (p = 1), working time (p = 0.903), age (p = 1) and subjective complaints of eye fatigue from watch service workers. It is hoped that it can be used as input for workers to further increase their knowledge and understanding related to lighting and to be able to manage rest times.Keywords : Drinking Water Source, Physical Quality, Diarrhea in Toddlers Kelelahan mata adalah ketegangan pada mata yang disebabkan oleh penggunaan indera penglihatan dalam bekerja yang memerlukan kemampuan untuk melihat dalam jangka waktu yang lama. Salah satu dari faktor fisik yang dapat mengganggu jalannya pekerjaan adalah pencahayaan, selain itu waktu kerja juga salah satu faktor yang menjadi penyebab kelelahan mata itu terjadi (Anggriani, Ramdan and Lusiana, 2019). Usia tenaga kerja cukup menentukan keberhasilan dalam melakukan suatu pekerjaan, tenaga kerja yang berumur muda 20-45 tahun mempunyai kemampuan fisik yang kuat dapat meningkatkan produktivitas kerjanya (Naintikasari, 2016). Tujuan penelitian ini yaitu mengetahui hubungan intensitas pencahayaan,waktu kerja , dan usia dengan keluhan subyektif kelelahan mata pada tukang service jam tangan. Jenis penelitian bersifat analitik observasional menggunakan pendekatan cross sectional. Jumlah sampel yaitu 30 orang. Analisis statistik menggunakan uji chi-square. Hasil uji statistic chi-square menunjukkan bahwa tidak ada hubungan antara intensitas pencahayaan (p = 1), waktu kerja (p=0,903), usia (p = 1) dengan keluhan subyektif kelelahan mata tukang service jam tangan. Diharapkan dapat dijadikan sebagai bahan masukan bagi pekerja untuk lebih meningkatkan pengetahuan dan pemahaman yang berkaitan dengan pencahayaan dan dapat mengatur waktu istirahat.
Model CORE (Connecting, Organizing, Reflecting, Extending) pada Pembelajaran Matematika Sekolah Ulya, Khairatul; Srimuliati, Srimuliati; Husna, Raudatul; Anggreini, Rindu; Zaiyar, M.
Jurnal Ilmiah Pendidikan Matematika Al Qalasadi Vol 8 No 2 (2024): JURNAL ILMIAH PENDIDIKAN MATEMATIKA AL QALASADI
Publisher : Prodi Pendidikan Matematika, Fakultas Tarbiyah dan Ilmu Keguruan IAIN Langsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32505/qalasadi.v8i2.10460

Abstract

The CORE model is known as a learning model that emphasizes students' thinking skills. Students' abilities are developed through the stages of connecting, organizing, exploring, and managing information obtained before, during and after learning. This model will help students in connecting between materials so that learning is more meaningful. This study aims to determine how the CORE model is in mathematics learning in schools. The population taken was all students of class X MAN 1 Aceh Tamiang. Using the simple random sampling technique, class 1A students acted as research samples. Data collection techniques were carried out using observation techniques, questionnaires and also learning outcome tests. Based on the results of the study, it showed that, (1) the results of observations of teachers' abilities in managing learning using the CORE model were given the predicate of being implemented well, (2) the results of observations of student activities towards learning using the CORE model were given the predicate of being very good, (3) students' responses to CORE learning were positive, (4) and the results of the student learning completion test after learning with the CORE model were complete.
PENDAMPINGAN PEMBUATAN MEDIA INOVATIF BERBASIS ARTIFICIAL INTELLIGENCE (AI) UNTUK MENGEMBANGKAN LITERACY DIGITAL CALON GURU SD/MI DI ACEH DALAM MENDUKUNG TRANSFORMASI DIGITAL BERKELANJUTAN Hayati, Zikra; Jarmita, Nida; Astuti, Sri; Ulya, Khairatul
Martabe : Jurnal Pengabdian Kepada Masyarakat Vol 7, No 11 (2024): MARTABE : JURNAL PENGABDIAN MASYARAKAT
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/jpm.v7i11.4526-4540

Abstract

AI (Artificial Intelegence) suatu teknologi yang dirancang serupa dengan intelektual manusia dikhususkan untuk memecahkan masalah yang sifatnya kognitif, pemecahan masalah, logika, pengambilan keputusan. Tujuan pengabdian: (1) Menganalisis kemampuan awal calon guru SD/MI dalam memahami media inovatif berbasis AI sebelum pendampingan, (2) Mendeskripsikan bentuk pendampingan pembuatan media inovatif berbasis AI yang dilakukan, (3) Membantu memberikan kontribusi bagi PTN dan PTS dalam Mengembangkan Literacy Digital Mahasiswa Calon Guru SD/MI di Aceh. Pendekatan penelitian menerapkan Participatory Action Research (PAR). Ada 3 tahap Pelaksanaan pengabdian yaitu 1) perencanaan, 2) pelaksanaan dan 3) evaluasi, Hasil Pengabdian menunjukkan; 1) Gambaran kemampuan awal mahasiswa calon guru SD/MI di Aceh dalam memahami media inovatif berbasis AI: mahasiswa mengalami kesulitan pada pembuatan media pembelajaran ppt interaktif, realitas virtual dan chatboot, video dan games menarik; 2) proses pelatihan peserta akan diberikan materi yang memadai sebagai pengenalan topik yang kemudian dilanjutkan dengan praktek langsung menggunakan perangkat AI. Kegiatan ini bertujuan memberikan pengetahuan konsep tentang materi yang mudah dipahami peserta, sehingga memudahkan proses praktik pembuatan media inovatif; 3) mahasiswa termotivasi dan antusias dalam menghasilkan produk media inovatif AI dengan skor 4,2 kategori terlibat aktif sehingga kegiatan ini memberi dampak positif dari aspek memotivasi peserta. Responden terlibat secara aktif dalam pelatihan ini, peserta sangat antusias dalam menyelesaikan produk baik berupa media pembelajaran dan perangkat pembelajaran, proses pelatihan peserta akan diberikan materi yang memadai sebagai pengenalan topik yang kemudian dilanjutkan dengan praktek langsung menggunakan perangkat AI. Kegiatan ini bertujuan memberikan pengetahuan konsep tentang teori dengan Bahasa yang mudah dipahami peserta, sehingga memudahkan proses praktik pembuatan media inovatif. Kemudian pemateri mensimulasikan contoh pembuatan media inovatif dan membimbing teknis pembuatan media inovatif berbasis AI dalam pembelajaran
REALISTIC MATHEMATICS EDUCATION USING PAPAN TAKALINTAR MEDIA TO ENHANCE STUDENTS LEARNING OUTCOMES IN FOURTH GRADE OF ELEMENTARY SCHOOL Hayati, Zikra; oviana, wati; Jannah, Misbahul; Sari, Novi Trina; Ulya, Khairatul; Zulfita, Dara
Jurnal Ilmiah Didaktika Vol 25 No 2 (2025): Jurnal Ilmiah Didaktika February 2025
Publisher : Center for Research and Publication Universitas Islam Negeri (UIN) of Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/jid.v25i2.23081

Abstract

This research explores the implementation of the Realistic Mathematics Education (RME) approach assisted by papan takalintar media to enhance mathematics learning outcomes among fourth-grade students at MIN 8 Southwest Aceh. The study was motivated by students' difficulties in performing multiplication calculations, especially with large-digit numbers, and their lack of accuracy in solving problems. The research aimed to analyze teacher activities, student engagement, and student learning outcomes following the application of this approach. Using a Classroom Action Research (PTK) methodology, the study involved 31 students from class IVA. Data collection techniques included observations and tests, with results analyzed using percentage techniques. The findings showed a significant improvement in teacher activity, which increased from 57.64% in cycle I to 94.11% in cycle III. Similarly, student activity rose from 58.82% in cycle I to 91.76% in cycle III. Student learning outcomes also showed a steady increase, from 48.38% in cycle I to 83.87% in cycle III, meeting the criteria for classical completeness. These results suggest that the integration of the RME approach with papan takalintar media is an effective strategy for improving students' mathematical understanding and accuracy in multiplication operations. This study highlights the potential of contextual learning tools in enhancing student engagement and performance in mathematics education.
Pengembangan Lembar Kerja Peserta Didik (LKPD) Matematika Berbasis Pendekatan Contextual Teaching and Learning (CTL) dengan Menggunakan Media Canva Ulya, Khairatul; Srimuliati, Srimuliati; Alviona, Nabila; Khairi, Nabila Luthfiyyah; Tryandini Putri, Natasya
Jumper: Journal of Educational Multidisciplinary Research Vol 3 No 2 (2024): Jumper: Journal of Educational Multidisciplinary Research
Publisher : LSM Catimore dan Sahabat Jl. Paya Ilang/Pertamina Desa Lemah Burbana, Takengon, Aceh Tengah 24552

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56921/jumper.v3i2.222

Abstract

This research aims to develop CTL-based LKPD on trigonometry material using Canva. This research uses Research and Development (R&D) with the ADDIE model, namely Analysis, Design, Development, Implementation and Evaluation. The instrument used is an independent guide according to the textbook which provides special instructions to help students complete the stages in the trigonometrical function. The product feasibility test stage was carried out by three experts, namely material experts, media experts and design experts. The results of this development show that the product validity value is in the valid category and the practicality value in the very practical category. So it can be concluded that the LKPD developed with the CTL stage using the Canva application is valid and very practical so it is suitable to be used as teaching material to help students understand the material regarding trigonometric functions.
Fostering Higher-Order Thinking Skills in Mathematics Education: Strategies, Challenges, and Classroom Practices Gradini, Ega; Firmansyah B, Firmansyah B; Noviani, Julia; Ulya, Khairatul
Prisma Sains : Jurnal Pengkajian Ilmu dan Pembelajaran Matematika dan IPA IKIP Mataram Vol 13, No 2: April 2025
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/j-ps.v13i2.15099

Abstract

Despite increasing emphasis on Higher-Order Thinking Skills (HOTS) in mathematics curricula, classroom implementation remains limited and inconsistent. This qualitative study explored HOTS implementation in mathematics education, aimed to (1) identify effective instructional strategies for fostering HOTS, (2) examine teacher’ challenges, and (3) analyze classroom practices. The study involved 25 stratified junior high school mathematics teachers, with data collected over one academic year through semi-structured interviews, classroom observations, and document analysis. Thematic analysis followed Braun and Clarke’s six-phase framework.. The study highlights that an integrated instructional framework combining inquiry-based learning, collaborative practices, progressive learning support tailored to student needs, and technology significantly enhances higher-order thinking in mathematics. It demonstrates that aligning teacher beliefs, professional development, and systemic curricular support not only validates but also strengthens effective pedagogy for meeting the contemporary demands of critical thinking and problem-solving. Implementation is hindered by misalignment between curriculum goals and classroom realities, assessment practices, and theoretical professional development. Mathematics classrooms are progressively shifting toward critical problem-solving approaches, with teachers integrating analysis, evaluation, and creative tasks. Students demonstrate greater engagement with authentic tasks that connect to real-world contexts. These findings support the redesign of professional development programs and curriculum planning to enhance HOTS implementation in mathematics education.
The Relationship between Games, Creativity, and Numeracy Skills in Elementary School Students Sabaruddin, Sabaruddin; Marzuki, Marzuki; Ulya, Khairatul; Saputra, Hendri
Jurnal Ilmiah Peuradeun Vol. 13 No. 3 (2025): Jurnal Ilmiah Peuradeun
Publisher : SCAD Independent

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26811/peuradeun.v13i3.2156

Abstract

Shifting from handcrafted to digital and factory-made toys has sparked worries about primary students’ fading creativity and numeracy skills. This mixed-methods study explores the relationship between children’s play and their creativity and numeracy achievements. The qualitative strand involved interviews with teachers and traditional toy artisans, capturing cultural practices, learning contexts, and observed skills during play. Qualitative results support these themes, showing that traditional play stimulates verbal interactions related to reasoning and problem-solving, particularly in spatial reasoning and mathematics. The quantitative results indicate that play frequency significantly predicts both creativity (β = 0.62, p < 0.001) and numeracy (β = 0.71, p < 0.001), explaining 78% and 86% of the variance, respectively. Traditional and modern non-digital games have positive effects, whereas digital games have significant negative effects. Path analysis further reveals a significant correlation between creativity and numeracy (r = 0.84, p < 0.001). Concerning the models that consider play type, the results show that traditional play consistently supports both outcomes. Digital play tends to exhibit negative impacts, and modern non-digital play contributes positively, albeit to a lesser extent. The tapestry of both data types deepens the conclusion that play, especially when culturally situated, nurtures cognitive development.