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Pengenalan PLTS Sebagai Pembangkit Listrik Energi Terbarukan Bagi Siswa dan Guru SD Negeri Kalibanteng Kulon 01 Semarang Kusmantoro, Adhi; Farikhah, Irna; Wardani, Theodora Indriati
J-ADIMAS (Jurnal Pengabdian Kepada Masyarakat) Vol 12, No 1 (2024)
Publisher : (STKIP) PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/j-adimas.v12i1.4926

Abstract

Dengan semakin bertambahnya penduduk di Indonesia dan perkembangan teknologi maka kebutuhan energi listrik juga mengalami peningkatan. Pada saat sekarang banyak kegiatan atau pekerjaan yang membutuhkan sumber energi listrik. Dengan terputusnya sumber energi listrik maka banyak kegiatan yang terganggu. Namun pembangkit listrik di Indonesia masih menggunakan sumber fosil atau sumber energi tidak terbarukan, yang semakiin lama semakin menipis ketersediaannya. Untuk mengatasi permasalahan tersebut maka penggunaan energi terbarukan pada pembangkit listrik mulai ditingkatkan. Salah satu energi terbarukan yang melimpah di Indonesia adalah energi matahari. Pada kegiatan pengabdian masyarakat di SD Negeri Kalibanteng Kulon 01 Semarang diperkenalkan Pembangkit Listrik Tenaga Surya (PLTS) dengan menggunakan komponen utama panel surya. Tujuannya untuk mengenalkan potensi energi matahari sebagai salah satu energi terbarukan untuk pembangkit listrik. Kegiatan diikuti seluruh Guru dan siswa kelas 6 SD Negeri Kalibanteng Kulon 01 Semarang. Dalam kegiatan tersebut dilaksanakan dengan pemberian materi PLTS di kelas dan demo perangkat PLTS di luar kelas. Dalam melakukan demo dilaksanakan pada jam 9 hingga jam 12 siang, karena pada waktu tersebut iradiasi matahari sangat besar, sehingga terlihat proses konversi dari iradiasi matahari menjadi listrik DC.
Kemampuan Mendesain Media Pembelajaran Menggunakan Software Aplikasi Visual Basic Macro dengan Model Kooperatif Jigsaw Berbasis Weblog Wardani, Theodora Indriati; Purwosetiyono, FX Didik; Riyanto, Riyanto
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 18, No 1 (2024)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v18i1.19240

Abstract

Digital simulation courses consist of theory and practice must master theory first before they practice. Theory obtained by students from lectures equipped with webblog-based books / diktats about learning media design. In the visual basic macro software application there are instructions in designing learning media. So, to design learning media using visual basic macro software applications, students must be able to understand visual basic macro software applications. By understanding the procedure for designing learning media, it is hoped that students can practice designing learning media using visual basic macro software applications to produce something whose printout is in the form of text and images. The problem being studied is which learning model is more effective between the cooperative model of the Jigsaw model and the conventional model.  The problem being studied is which learning model is more effective between the cooperative model of the Jigsaw model and the conventional model.  To solve this problem, experimental research was carried out at PGRI Semarang University, especially students majoring in S1 Information Technology Education, Faculty of PMIPATI semester 6 who were taking the Digital Simulation course. They have 1 class, each class averages 15 students. For the target of this study were taken 15 people, so their number was 30 people. In this study there are 2 types of data, namely: (1) Jigsaw cooperative model group data on the ability to design learning media using visual basic macro software applications with grouping treatment, and (2) conventional model group data without grouping treatment on the ability to design learning media using Visual Basic Macro software applications. Data from the Jigsaw model cooperative group as well as conventional models on the ability to design learning media using visual basic macro software applications were obtained with tasks. The data were statistically calculated with a t-test to determine the effectiveness comparison between the Jigsaw cooperative model group and the conventional model. The data were statistically calculated with a t-test to determine the effectiveness comparison between the Jigsaw cooperative model group and the conventional model. The results of this t test show that the Jigsaw cooperative model using grouping shows that the ability to design learning media using visual basic macro software applications is more effective than conventional models without using grouping treatment.
Development of Creative Alternative Assessments for Mathematics Learning Using a Design Thinking Approach Purwosetiyono, F.X. Didik; Shodiqin, Ali; Wardani, Theodora Indriati
JURNAL PENDIDIKAN MATEMATIKA Vol 8, No 2: November 2024
Publisher : Universitas Islam Sultan Agung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30659/kontinu.8.2.170-186

Abstract

Abstract. Alternative assessments in mathematics education face several challenges that need to be designed to measure students' abilities holistically. The objectives of this research are: 1) to determine the feasibility of developing creative alternative mathematics assessments using a design thinking approach, and 2) to assess the effectiveness of mathematics learning using alternative assessments with a design thinking approach. The research sample consists of graduate students from the Mathematics Education program at PGRI University Semarang. This study employs the development model proposed by Plomp J and Nieveen N. The development of creative alternative mathematics assessments using a design thinking approach is analyzed through: a) pretest data, b) posttest data, and c) effectiveness analysis, including n-gain calculations (pretest-posttest) and completeness testing. The findings indicate that: 1) the development of creative alternative mathematics assessments with a design thinking approach is deemed feasible for use, and 2) the effectiveness of alternative mathematics assessments using a design thinking approach is evidenced by: a) an increase in the average learning outcomes of students before and after using the creative alternative mathematics assessment with a design thinking approach, and b) student learning outcomes meeting the completeness criteria when using the creative alternative mathematics assessment with a design thinking approach.  Keywords: Development; Alternative Assessment; Mathematics Learning; Design Thinking
Pengembangan Aplikasi Mobile Sebagai Media Pembelajaran Aksara Jawa Bagi Siswa Sekolah Menengah Atas Menggunakan Smart Apps Creator Zuhdi, Lutfi Aufa; Supandi, Supandi; Wardani, Theodora Indriati
MAJALAH LONTAR Vol 36, No 2 (2024): Agustus
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jml.v36i2.20071

Abstract

Penelitian ini dilatarbelakangi oleh minimnya ketertarikan siswa belajar pada materi aksara jawa dan juga media pembelajaran yang masih menggunakan buku atau LKS. Penelitian ini bertujuan untuk mengembangkan media pembelajaran sekaligus menguji kelayakan produk yang dibuat Dengan adanya permasalahan tersebut, peneliti menciptakan aplikasi mobile sebagai media pembelajaran yang dibuat menggunakan smart apps creator. Penelitian ini menggunakan metode Research and Development (RD) dan untuk mendapatkan hasil produk, peneliti menggunakan model pengembangan ADDIE yang terdiri dari Analisis (Analysis), Desain (Design), Pengembangan (Development). Implementasi (Implementation), dan Evaluasi (Evaluation). Subjek penelitian adalah siswa SMA kelas XI.7 SMAN 01 Randudongkal yang menggunakan aplikasi media pembelajaran aksara Jawa. Data dikumpulkan melalui observasi, studi literatur, dan kuesioner. Instrumen penelitian termasuk angket untuk ahli media dan materi, dengan tujuan memvalidasi dan memberikan umpan balik untuk perbaikan aplikasi. Hasil pembuatan aplikasi media pembelajaran aksara jawa menggunakan Smart Apps Creator mendapatkan persentase kelayakan pada uji validasi media mendapat rata-rata 80% “Sangat Layak” dan ahli materi mendapat persentase 85% “Sangat Layak”. Pada uji coba terbatas dengan responden siswa mendapat persentase kelayakan 90% “Sangat Layak” dari sini dapat disimpulkan bahwa media pembelajaran aksara jawa sangat layak untuk digunakan.
Pelatihan Komik Edukasi Berbasis Web bagi Komunitas Seni Kota Semarang Wardani, Theodora Indriati; Purwosetiyono, FX. Didik; Pramasdyahsari, Agnita Siska; Setyawati, Rina Dwi
Pelita: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 3 (2025): Pelita: Jurnal Pengabdian kepada Masyarakat
Publisher : Perkumpulan Kualitama Edukatika Indonesia

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

Abstract

In the city of Semarang, as it continues to grow into the fifth-largest metropolitan area in Indonesia, various communities have emerged with specific activities aimed at fostering a sense of love and care for the city, particularly in support of its future development. One such group is an art community based in Semarang that creates works dedicated to the city. This art community operates under the organization Hysteria, an art collective originating from Semarang. Within Hysteria, there is a management structure and a network of individuals consisting of painters and art students. However, when it comes to showcasing their work and sharing information in the form of images and texts with the public or those around their working spaces, they still design comics manually. In this digital era, where skills and expertise in communication technology are increasingly necessary, the comics produced by the art community are still typically conventional or manual in nature—drawn and arranged on paper to eventually be printed as comic books. As a result, the information in these comics does not reach a wide audience and requires significant resources in terms of cost, time, and labor to produce the printed versions, leading to inefficiencies. Therefore, it became necessary to find a way for the community members to independently utilize applications to distribute their comics and convey the comic narratives—particularly educational comics—through internet-based websites in a more engaging way. This led to the idea of a community partnership program by providing training on web-based educational comic creation using the Google Sites software application, eliminating the need for printed illustrations, thereby reducing costs, time, and effort, and accelerating the dissemination of information via the internet for the wider network of art communities spread across Semarang.
PENGEMBANGAN MEDIA PEMBELAJARAN MOBILE EDUKASI PADA MATERI DASAR JARINGAN KOMPUTER SEBAGAI SARANA BELAJAR MANDIRI SISWA SMK Anam, Muhammad Amirul; Buchori, Achmad; Wardani, Theodora Indriati
JIPETIK:Jurnal Ilmiah Penelitian Teknologi Informasi & Komputer Vol 6, No 2 (2025): JIPETIK: Jurnal Ilmiah Pendidikan Teknologi Informasi & Komputer (In Press)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jipetik.v6i2.24343

Abstract

AbstrakPenelitian ini bertujuan untuk mengembangkan media pembelajaran mobile edukasi berbasis Android pada materi Dasar Jaringan Komputer sebagai sarana belajar mandiri bagi siswa SMK. Metode yang digunakan adalah Research and Development (RD) dengan model pengembangan ADDIE yang mencakup tahap Analisis, Desain, Pengembangan, Implementasi, dan Evaluasi. Produk dikembangkan menggunakan aplikasi Smart Apps Creator dan divalidasi oleh ahli media dan materi dengan hasil sangat layak. Implementasi dilakukan pada kelas X TKJ di SMK Muhammadiyah 5 Mijen Demak. Hasil penelitian menunjukkan bahwa media yang dikembangkan sangat praktis digunakan, dengan skor kepraktisan 85,57%. Efektivitas media dibuktikan melalui uji statistik, di mana kelas eksperimen mengalami peningkatan hasil belajar yang signifikan berdasarkan uji paired sample t-test, independent sample t-test, dan uji N-Gain. Kelas eksperimen memperoleh rata-rata N-Gain sebesar 76,70% (kategori efektif), sedangkan kelas kontrol hanya sebesar 28,84% (kategori tidak efektif). Dengan demikian, media mobile edukasi ini terbukti valid, praktis, dan efektif digunakan dalam mendukung pembelajaran mandiri siswa SMK serta mampu meningkatkan pemahaman siswa secara signifikan.Kata kunci:Mobile Edukasi, ADDIE, Media Pembelajaran, Jaringan Komputer, SMK.
DEVELOPMENT OF JAVANESE SCRIPT APPLICATION TO INCREASE LEARNING MOTIVATION OF ELEMENTARY SCHOOL STUDENTS Muna, Shofiyatul; Buchori, Achmad; Wardani, Theodora Indriati
Schola Vol. 1 No. 2 (2023): November
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/schola.v1i2.326

Abstract

This research, which aims to increase the learning motivation of elementary school students, was conducted at Loireng State Elementary School. Research and Development (R&D) method were used to develop this Javanese script application. The subjects in this study were grade 5 (five) students at SDN Loireng. The results of motivation before and after using the Javanese script application amounted to 65% and 98%, it was concluded that the learning motivation questionnaire obtained the results of 46% of students in the moderate category. In normality testing, the results of the Asymp.Sig. (2-tailed) significance value of 0.000 < 0.05, so the data is not normally distributed. In the Wilcoxon Signed Rank Test test, it is known that Asymp.Sig. (2-tailed) is 0.000 because the value of 0.000 < 0.05. So it can be concluded that there is an influence on increasing the learning motivation of grade 5 (five) students of Loireng State Elementary School.
KEMAMPUAN MENDESAIN LEAFLET BISNIS MENGGUNAKAN SOFTWARE APLIKASI CANVA DENGAN MODEL KOOPERATIF JIGSAW BERBASIS WEBLOG Wardani, Theodora Indriati; Zuhri, Mohammad
MAJALAH LONTAR Vol 34, No 3 (2022): Majalah Lontar
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/ltr.v34i3.13692

Abstract

ABSTRAK Mata kuliah Kewirausahaan terdiri atas teori dan praktek harus menguasai teori dulu sebelum mereka berpraktek. Teori diperoleh mahasiswa dari kuliah dilengkapi buku/diktat berbasis webblog tentang desain leaflet bisnis. Di dalam aplikasi software canva itu terdapat petunjuk dalam mendesain leaflet bisnis. Jadi, untuk mendesain leaflet bisnis menggunakan aplikasi software canva mahasiswa harus bisa memahami aplikasi software canva. Dengan memahami prosedur mendesain leaflet bisnis itu diharapkan mahasiswa bisa berpraktek mendesain leaflet bisnis dengan menggunakan aplikasi software canva untuk menghasilkan sesuatu yang printout-nya berupa teks dan gambar. Masalahnya yang diteliti adalah model pembelajaran manakah yang lebih efektif di antara model kooperatif model Jigsaw dan model konvensional.  Untuk memecahkan masalah itu dilakukan penelitian eksperimen Universitas PGRI Semarang, khususnya mahasiswa jurusan S1 Pendidikan Teknologi Informasi, Fakultas PMIPATI semester 4 yang sedang menempuh mata kuliah Kewirausahaan. Mereka terdapat 1 kelas, setiap kelas rata-rata 15 orang mahasiswa. Untuk sasaran penelitian ini diambil 15 orang, sehingga jumlah mereka 30 orang. Dalam penelitian ini ada 2 jenis data, yaitu: (1) data kelompok model kooperatif Jigsaw tentang kemampuan mendesain leaflet bisnis menggunakan aplikasi software canva dengan perlakuan pengelompokkan, dan (2) data kelompok model konvensional tanpa perlakuan pengelompokkan tentang kemampuan mendesain leaflet bisnis menggunakan aplikasi software canva. Data kelompok kooperatif model Jigsaw maupun model konvensional tentang kemampuan mendesain leaflet bisnis menggunakan aplikasi software canva diperoleh dengan tugas. Data dihitung secara statistik dengan uji t untuk menentukan perbandingan keefektifan antara kelompok model kooperatif Jigsaw dan model konvensional. Hasil uji t ini menunjukkan bahwa model kooperatif Jigsaw dengan menggunakan pengelompokkan menunjukkan bahwa kemampuan mendesain leaflet bisnis menggunakan aplikasi software canva lebih efektif daripada model konvensional tanpa menggunakan perlakuan pengelompokkan. Kata Kunci: Jigsaw,leaflet bisnis, kemampuan mendesain, sofware aplikasi canva
STUDI EFEKTIFITAS PEMBELAJARAN PEMROGRAMAN KOMPUTER PYTHON BERBASIS LOKAKARYA MODEL KOOPERATIF ANTARA TIPE JIGSAW DENGAN TIPE INVESTIGASI KELOMPOK Wardani, Theodora Indriati; Didik, Fransiscus Xaverius
MAJALAH LONTAR Vol 35, No 3 (2023): Desember
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/ltr.v35i3.17464

Abstract

ABSTRAK Untuk penelitian studi efektifitas pembelajaran pemrograman komputer Python ini digunakan model pembelajaran lokakarya. Model pembelajaran yang dipilih adalah model pembelajaran kooperatif tipe Jigsaw dan tipe Investigasi Kelompok. Beda kedua model itu ialah pada tipe Jigsaw pengelompokkan terdapat kegiatan pengelompokkan mahasiswa dalam dua tahap, sedangkan pada tipe Investigasi Kelompok pengelompokkan mahasiswa itu hanya satu tahap. Masalah yang diteliti adalah model pembelajaran manakah yang lebih efektif di antara kedua tipe itu. Untuk menemukan jawaban atas jawaban masalah itu dilakukan penelitian eksperimen yang membandingkan kedua tipe pembelajaran tersebut di FPMIPATI Universitas PGRI Semarang, Jurusan Pendidikan Teknologi Informasi Program S1, semester 1 tahun ajaran 2023-2024. Untuk penelitian digunakan satu kelas mempunyai jumlah mahasiswa 35 orang dibagi menjadi dua kelompok, di kelompok yang satu pembelajarannya dilakukan dengan lokakarya tipe Jigsaw, sedangkan di kelompok yang kedua dilakukan dengan lokakarya tipe Investigasi Kelompok. Dari hasil kerja mahasiswa kedua kelompok itu diperoleh data skor nilai yang dinyatakan dengan angka. Data itu dihitung secara stastitik dengan uji T untuk menentukan perbandingan keefektifan kedua lokakarya itu. Hasil penelitian ini menunjukkan bahwa pembelajaran pemrograman komputer Python dengan lokakarya model tipe Jigsaw lebih efektif daripada tipe Investigasi Kelompok.Kata Kunci: studi efektifitas pembelajaran pemrograman komputer Python, lokakarya, model kooperatif tipe Jigsaw, model kooperatif tipe Investigasi ABSTRACT For research on the effectiveness of learning Python computer programming, a workshop learning model was used. The learning models chosen are Jigsaw type cooperative learning model and Group Investigation type. The difference between the two models is that in the Jigsaw type grouping there are student grouping activities in two stages, while in the Investigation Group type the student grouping is only one stage. The problem under study is which learning model is more effective between the two types. To find the answer to the problem, an experimental research was conducted that compared the two types of learning at FPMIPATI PGRI Semarang University, Department of Information Technology Education S1 Program, semester 1 of the 2023-2024 academic year. For the research, one class had a total of 35 students divided into two groups, in one group the learning was carried out with a Jigsaw type workshop, while in the second group it was carried out with a Group Investigation type workshop.  From the work of the students of the two groups, data on score scores were obtained expressed by numbers. The data was calculated statistically with a T test to determine the comparison of the effectiveness of the two workshops. The results of this study show that learning Python computer programming with Jigsaw-type model workshop is more effective than Group Investigation type. Keywords: study of Python computer programming learning effectiveness, workshops, Jigsaw type cooperative models, Investigation type cooperative models
Pelatihan Majalah Dinding Digital Berbasis Web bagi Komunitas Seni Hysteria Semarang Wardani, Theodora Indriati; Kusmantoro, Adhi; Farikhah, Irna; Purwosetiyono, FX. Didik
Pelita: Jurnal Pengabdian kepada Masyarakat Vol. 4 No. 2 (2024): Pelita: Jurnal Pengabdian kepada Masyarakat
Publisher : Perkumpulan Kualitama Edukatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51651/pjpm.v4i2.511

Abstract

In the city of Semarang along with the development of the city of Semarang as the number five big city in Indonesia, communities have sprung up that have special activities as activities to foster love for the city of Semarang, namely for the future development of the city of Semarang. One of them is the Hysteria community based in Semarang who works for the city of Semarang. Hysteria Community, a community from Semarang. In the management of Hysteria each member of the board has a personal network and that personal network consists of literati, artists, painters, music artists, journalists, art students, choreographers, dance artists, but when their activities have been carried out and information in the form of pictures and writings must be displayed or shown to other people or the public around where they are active or working, They still make wall magazine designs. In the development of the digital technology era requires expertise and skills in the field of communication technology, the wall magazines that are still made by the Hysteria art community are usually still manual or conventional, namely in the form of a collection of wall magazine materials (mading) that are pasted and arranged in such a way on one large sheet of paper of rather thick size, so that the information in the wall magazine (mading) is not widely spread and requires costs, time and energy to make the wall magazine, so there is a waste of costs, so it was thought of how members of the Hysteria art community can independently use the application to disseminate wall magazine information (mading) to convey information on activities using a digital-based internet network in the form of a website to make it more attractive, so it is necessary to carry out a community partnership program, namely holding a web-based digital mading (wall magazine) training using the Google Sites software application without using paper pasted on the wall to reduce waste of cost, time and energy, and accelerate the dissemination of information using internet facilities for the Hysteria art community network spread across the city of Semarang.