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Implementasi Quiz Interaktif Dengan Software Mentimeter Dalam Meningkatkan Hasil Belajar Andrini, Vera Septi; Pratama, Hendrik
Mimbar Ilmu Vol 26, No 2 (2021): Augustus
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mi.v26i2.36923

Abstract

Tujuan penelitian ini adalah mengetahui pengaruh penggunaan kuis interaktif menggunakan aplikasi Mentimeter dalam meningkatkan hasil belajar. Jenis penelitian yang diguanakan adalah komparatif. Populasi adalah  mahasiswa Program Studi Pendidikan IPA STKIP PGRI Nganjuk dengan sampel berjumlah 25 mahasiswa  semester III yang menempuh mata kuliah. Teknik pengumpulan data yang digunakan adalah tes, angket, dan dokumentasi. Hasil penelitian menunjukkan ada perbedaan hasil belajar mahasiswa antara sebelum dan sesudah perlakuan. Rata-rata hasil belajar jika berdasarkan nilai postest sebesar 78,00 lebih besar dari nilai pretest sebesar 68,00. Pengunaan aplikasi mentimeter sebagai kuiz interaktif membuat mahasiswa lebih termotivasi dalam mengikuti proses pembelajaran. Antar mahasiswa menunjukkan adanya kompetisi yang positif setiap diadakan kuis. Suasana proses pembelajaran menjadi lebih menyenangkan karena mahasiswa tetap bisa belajar layaknya bermain menggunakan smartphone.
Efektifitas Model Pembelajaran Team Quiz Menggunakan Media Zoom Meting Terhadap Hasil Belajar Siswa Vera Septi Andrini
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 15, No 1 (2021)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v15i1.9014

Abstract

This study aims to determine the effectiveness of the Team Quiz learning model on student learning outcomes. In this study, the research design used a quantitative approach. The population of this study was all eighth grade students of SMP Negeri 3 Nganjuk in the 2019/2020 academic year. The subjects used were mathematics with the Pythagorean Theorem material for class VIII students at SMPN 3 Nganjuk in the 2019/2020 academic year. While the samples used were students in class VIII-E and VIII-H. Data collection techniques using tests, observations, and documentation. The results showed that the experimental class using the Team Quiz model obtained better results than the control class using the conventional method. From the data analysis of the post-test results of the experimental class, the average value = 76.23 of 35 students. While the data of the post-test results for the control class obtained an average value of 58.97 from 35 students. The achievement of student learning outcomes using conventional learning methods is Good Enough. Team Quiz is a learning model that emphasizes teamwork in groups. So that it can make students more motivated and active in learning.
Blended Learning Model in a Distance Learning System to Increase 4C Competence (Creativity, Critical Thinking, Collaboration, and Communication) Vera Septi Andrini; Andista Candra Yusro
Journal of Educational Science and Technology (EST) Volume 7 Number 3 December 2021
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/est.v7i3.21278

Abstract

The purpose of this study is to develop a learning model based on Blended Learning in the concept of Distance Learning in order to be able to improve students' 4C competencies. The research conducted is a type of research quasi-experimental (quasi-experimental). Research instruments include: questionnaires, observation guidelines, validation sheets, FGD instruments, tests, and documentation. The research subjects involved 57 sudents in second semester who were taking Basic Natural Sciences courses. The model trial used a one group pretest-posttest design. Test the effectiveness of the developed model using the t test. Improvement of 4C Skills Competence using the Gain Score test. The results showed that there was an effect of the blended learning model in the distance learning system on increasing 4C competencies (Creativity, Critical Thinking, Collaboration, and Communication). The N-Gain test is 0.6 (medium category) which means that there is an increase in 4C competence before and after being given the blended learning model. The data shows that the average value for the pretest results is 63.14 and the average posttest score is 82.65. The novelty of this research is the application of various online platforms such as Google Classroom, Google Slides, Google Meet, Kahoot, online educandy games, and youtube in supporting the blended learning model.
Implementasi Quiz Interaktif dengan Software Mentimeter dalam Meningkatkan Hasil Belajar Vera Septi Andrini; Hendrik Pratama
Mimbar Ilmu Vol. 26 No. 2 (2021): Augustus
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mi.v26i2.36923

Abstract

Hasil belajar mahasiswa rendah. Hal ini disebabkan oleh penerapan model pembelajaran yang kurang inovatif di masa pandemi Covid-19 saat ini. Tujuan penelitian ini adalah menganalisis penggunaan kuis interaktif menggunakan aplikasi mentimeter dalam meningkatkan hasil belajar. Jenis penelitian yang digunakan adalah komparatif. Jenis desain penelitian yang diguakan adalah one group pretest-posttest design.  Sampel dalam penelitian ini berjumlah 25 mahasiswa  semester III yang menempuh mata kuliah Mekanika. Teknik pengumpulan data yang digunakan adalah tes, angket, dan dokumentasi. Analisis data penelitian menggunakan uji statistik yang digunakan yaitu Uji T Paired. Hasil penelitian menunjukkan ada perbedaan hasil belajar mahasiswa antara sebelum dan sesudah perlakuan. Rata-rata hasil belajar jika berdasarkan nilai postest sebesar 78,00 lebih besar daripada nilai pretest sebesar 68,00. Pengunaan aplikasi mentimeter sebagai kuiz interaktif membuat mahasiswa lebih termotivasi dalam mengikuti proses pembelajaran. Antarmahasiswa menunjukkan adanya kompetisi yang positif setiap diadakan kuis. Implikasi penelitian ini diharapkan dapat meningkatkan proses pembelajaran menjadi lebih menyenangkan layaknya bermain menggunakan smartphone.
Pengaruh Diversifikasi Produk Terhadap Aspek Penjualan dan Keterampilan Hendrik Pratama; Vera Septi Andrini; Fitria Wahyu Ningtyas; Eka Nur Ramadhan
GERVASI: Jurnal Pengabdian kepada Masyarakat Vol 6, No 3 (2022): GERVASI: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/gervasi.v6i3.4415

Abstract

Pengabdian ini bertujuan mengembangkan Usaha Mikro Kecil dan Menengah (UMKM) budidaya ikan lele, untuk meningkatkan keterampilan, dan penjualan. Tahapan kegiatan dimulai dari persiapan, pelaksanaan, dan evaluasi dengan teknik pengambilan data menggunakan angket, lembar observasi, wawancara, dan dokumentasi. Sampel penelitian adalah mitra UMKM Berkah Farm dengan pekerja 4 orang. Pelaksanaan kegiatan selam 6 bulan mulai bulan Mei hingga Oktober 2022. Kegiatan pengabdian merupakan skema pengabdian Program Kemitraan Stimulus (PKMS) Kemdikbudristek dengan tim berjumlah 2 orang. Hasil kegiatan berupa pemberian pelatihan terhadap mitra dalam pembuatan produk, pengemasan, hingga pemasaran. Tahap pembuatan produk mengembangkan ikan lele menjadi kerupuk lele dengan dua varian rasa yaitu original dan pedas. Tahap pengemasan menghasilkan tampilan kemasan yang lebih menarik disertai label produk. Tahap pemasaran dilakukan melalui metode offline dengan berjualan ke pasar dan warung-warung. Sedangkan metode online dengan memanfaatkan WhatsApp, facebook, dan instagram. Secara signifikan, kegiatan mampu menciptakan turunan produk baru dari hasil diversifikasi olahan ikan lele guna meningkatkan keterampilan dan pengetahuan  mitra UMKM.
Optimizing Student Digital Literacy Through SPADA (Online Learning System) In Graph Theory Courses Vera Septi Andrini; Erdyna Dwi Etika; Reza Dimas Pravangasta Perdana
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.3349

Abstract

Online learning has been carried out simultaneously since the Covid-19 Pandemic but there are various problems experienced by students. SPADA is an online learning system initiated by the Ministry of Education and Culture with various features that make it easier for students to learn. This study aims to determine the effect of learning through SPADA on digital literacy in graph theory courses through SPADA. This type of research was ex-post facto, on the basis of the consideration that the researcher does not give treatment to the independent variables studied because the events have already taken place (after the fact). The results are analyzed using descriptive analysis and inferential analysis (F-test). The population is the class of 2020 which is currently programming a graph theory course. With Slovin formula, a minimum sample of 54 students is obtained. The instruments used were student learning outcomes tests and questionnaires. The research results obtained are probability values (Sig. F Change) = 0.000. Because the value of sig.F Change <0.05, it can be concluded that H0 is rejected and H1 is accepted. This means that there is a significant direct effect between learning graph theory through SPADA on digital literacy of Mathematics Education students.
Membangun Masa Depan yang Lebih Baik: Mengatasi Tunawisma, Kesehatan Mental, Penyalahgunaan Zat, dan Ketenagakerjaan melalui Advokasi, Pendidikan, dan Kolaborasi Komunitas Rizal Bakti; Rinovian R; Devin Mahendika; Vera Septi Andrini
Jurnal Pengabdian West Science Vol 2 No 05 (2023): Jurnal Pengabdian West Science
Publisher : Westscience Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58812/jpws.v2i5.373

Abstract

Studi penelitian ini mengeksplorasi integrasi advokasi, pendidikan, dan kolaborasi masyarakat sebagai cara untuk mengatasi masalah tunawisma, gangguan kesehatan mental, penyalahgunaan narkoba, dan pengangguran yang saling terkait di perkotaan. Melalui pendekatan metode campuran, termasuk tinjauan literatur, wawancara, survei, dan studi kasus, penelitian ini menyelidiki efektivitas dan implikasi dari pengintegrasian komponen-komponen tersebut. Temuan-temuannya menyoroti pentingnya pendekatan holistik dan multidimensi yang mempertimbangkan akar permasalahan, saling ketergantungan, dan hambatan sistemik yang terkait dengan isu-isu tersebut. Hasil penelitian menunjukkan bahwa upaya advokasi, pendidikan, dan kolaborasi dengan masyarakat dapat menghasilkan hasil yang lebih baik dan perubahan positif yang berkelanjutan. Studi ini diakhiri dengan rekomendasi bagi para pembuat kebijakan, pengembang program, dan pemangku kepentingan untuk menerapkan pendekatan terpadu, mendorong kolaborasi, dan memprioritaskan kesejahteraan dan keberhasilan individu dan masyarakat yang terkena dampak dari tantangan-tantangan ini.
Improving Self-Efficacy and Problem Solving Ability of Prospective Mathematics Teachers through Hypermedia Augmented Reality Andrini, Vera Septi
EDUTEC : Journal of Education And Technology Vol 7 No 4 (2024): June 2024
Publisher : STAI Miftahul Ula Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29062/edu.v7i4.929

Abstract

This study aims to evaluate the effectiveness of augmented reality (AR)-based hypermedia in increasing self-efficacy and problem-solving abilities of prospective math teachers. The research design used was quasi-experimental with two groups, namely the experimental group and the control group. The experimental group received an AR-based hypermedia intervention for 8 weeks, while the control group received no intervention. Data were collected through self-efficacy questionnaires and problem-solving ability tests before and after the intervention. The results showed that AR-based hypermedia was effective in increasing the self-efficacy and problem-solving ability of prospective math teachers. There were significant differences in average self-efficacy and problem-solving ability between the experimental group and the control group after the intervention. The conclusion of the study is that AR-based hypermedia can be a valuable tool for improving the self-efficacy and problem-solving abilities of aspiring math teachers
Pelatihan dan Pendampingan Pemasaran Digital Pada UMKM Griya Kreatif Deyalina untuk Meningkatkan Penjualan Hariyono, Hariyono; Andrini, Vera Septi; Aini, Addin Zuhrotul
Kontribusi: Jurnal Penelitian dan Pengabdian Kepada Masyarakat Vol. 5 No. 1 (2024): November 2024
Publisher : Cipta Media Harmoni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53624/kontribusi.v5i1.490

Abstract

Latar Belakang: Pemasaran digital merupakan elemen krusial dalam strategi bisnis. Namun sejumlah besar UMKM mengalami kendala dalam mengadopsi dan mengoptimalkan teknologi digital untuk keperluan pemasaran. Fenomena ini juga dialami oleh UMKM Griya Kreatif Deyalina. Salah satu penyebabnya adalah belum optimalnya implementasi strategi pemasaran digital. Tujuan: pengabdian kepada masyarakat ini bertujuan untuk mendiskripsikan pelatihan dan pendampingan pemasaran digital Griya Kreatif Deyalina. Metode: Desain pengabdian kepada Masyarakat menggunakan tahapan desain intruksional Kemp Waktu pelaksanaan pengabdian selama 6 bulan. Subyek pengabdian adalah kelompok pemilik dan pengelola “Griya Kreatif Deliyana” di Kelurahan Werungotok, Kecamatan Nganjuk, Kabupaten Nganjuk, Jawa Timur. Hasil: hasil pengabdian kepada masyarakat yakni pelaksanaan pelatihan dan pendampingan pembuatan konten yang menarik melalui alat-alat bantu (tools) baik software atau hardware pada tanggal 20 September 2024, pelatihan dan pendampingan manajemen  DPB pada tanggal 24 September 2024, pelatihan dan pendampingan manajemen platform marketplace pada tanggal 27 September 2024. Kesimpulan: kesimpulan dari kegiatan ini yakni pelaksanaan pelatihan dan pendampingan pembuatan konten yang menarik melalui alat-alat bantu (tools) baik software atau hardware, pelatihan dan pendampingan manajemen DPB, pelatihan dan pendampingan manajemen platform marketplace terlaksana dengan lancar dan menghasilkan pengetahuan baru terkait pemasaran digital pada UMKM Griya Kreatif Deyalina.
Engklek: Ethnomathematics-Based Traditional Games in The Development of Teaching Materials to Build Mathematical Literacy Skills Adi Asmara; Vera Septi Andrini; Yayang Alfian Juwanto; Andi Muhammad Irfan Taufan Asfar; Rahmat Jumri; Ahmad Yani T
Journal of Pedagogi Vol. 1 No. 6 (2024): Journal of Pedagogi - December
Publisher : PT. Anagata Sembagi Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62872/rg2kny19

Abstract

Changes in Indonesia’s educational curriculum emphasize the importance of students' reasoning skills in mathematics. However, Indonesia's low ranking in the PISA assessment, particularly in mathematics, highlights students limited mathematical literacy. One major contributing factor is the fear and anxiety students feel towards mathematics, which is often viewed as intimidating. This study aims to review literature on the impact of integrating geometry-based mathematics learning with the traditional game engklek. The research method employed is a Systematic Literature Review (SLR) using the SALSA framework and a descriptive analysis approach. Data were gathered from 17 articles published between 2014 and 2024, covering reputable international journals, accredited national journals, and journals indexed by DOAJ and Copernicus. The analysis identified 9 articles reporting that geometry topics requiring reasoning and literacy skills are better understood by elementary and preschool students when taught through traditional games like engklek. Furthermore, 8 articles presented experimental studies showing that innovative designs integrating engklek into geometry instruction significantly improve problem-solving skills, numerical literacy, and geometric literacy. Effective instructional models for geometry learning include Realistic Mathematics Education (RME), RME with the Hypothetical Learning Trajectory (HLT) approach, PMRI, didactic designs, and the development of student worksheets (LKPD). This review concludes that integrating geometry learning with engklek ethnomathematics offers an engaging and culturally relevant approach to overcoming students’ fear of mathematics while improving their mathematical literacy and reasoning skills