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The Effect of Using the powtoon Application on learning outcomes of Class XI IPA Students SMAN 1 Sidrap Wahyuni, Sri; M, Usman; Syamsunir, Syamsunir; Hermansyah, Sam; Tang, Jusman
International Journal of Educational Narratives Vol. 1 No. 5 (2023)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/ijen.v1i5.528

Abstract

Background. This Powtoon application on the science learning outcomes of students in Class XI IPA SMA Negeri 1 Sidrap. The population is 190 students, so the sampling in this thesis is 20% of the population, meaning 190 X 20% = 38 student samples using Suharsimi Arikunto's opinion with sampling techniques, namely, percent. Purpose. There are 2 variables in this study, namely the independent variable using the Powtoon application (X) and the dependent variable, namely science learning outcomes (Y). Method. This research was conducted at SMA Negeri 1 Sidrap, precisely in Rappang Kec. Panca Rijang, Kab. Sidenreng Rappang Data collection techniques using tests and documentation. Results. The collected test results data were analyzed using descriptive techniques using the average formula (mean). Based on the results of data analysis obtained X value = 87.052> Y value = 72.842 so it can be known that there is an effect of using the Powtoon application on the science learning outcomes of students in class XI IPA SMA Negeri 1 Sidrap. Conclusion. Based on the research results obtained, it can be concluded that there is an effect of using the Powtoon application on the science learning outcomes of students in class XI IPA SMA Negeri 1 Sidrap, this shows that the working hypothesis which states that there is an effect of using the Powtoon application on the science learning outcomes of students in class XI IPA SMA Negeri 1 Sidrap, is accepted.
The Influence Of Use Of Canva Media On Students' Science Learning Outcomes Class X Tkj And Communication SMKS Muhammadiyah Sidenreng Rappang Syamsunir, Syamsunir
La Ogi : English Language Journal Vol 8 No 1 (2022): January
Publisher : Prodi Pendidikan Bahasa Inggris, FKIP, LP3M Universitas Muhammadiyah Sidenreng Rappang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55678/loj.v8i1.1528

Abstract

This research uses quantitative methods and this type of experimental research which aims to test the effect of using Canva media on learning outcomes for students in class X TKJ and Communication at SMKS Muhammadiyah Sidenreng Rappang. The population in this study were all class X TKJ and Communication students Muhammadiyah Rappang Vocational School numbered 16 people and the sampling technique used was saturated sampling, so the sample in this study was 16 people. The independent variable in this research is the influence of using Canva media (x), while the dependent variable is the learning outcomes of class X TKJ and Communication students (y). This research was carried out in Muhammadiyah Sidenreng Rappang Vocational School. Data collection techniques use observation, documentation, and test Which Then analyzed using mean formula. Based on the results of data analysis, values are obtained X= 84 > value Y = 55 so it can be seen that there is an influence of using Canva media on students' science learning outcomes class X TKJ And Communication vocational school Muhammadiyah Sidenreng Rappang. The results of the research concluded that there was an influence of using Canva media on the science learning outcomes of class X TKJ and Communication SMKS Muhammadiyah Sidenreng Rappang students. This shows that the working hypothesis which states that there is an influence of the use of Canva media on the science learning outcomes of class X TKJ and Communication at SMKS Muhammadiyah Sidenreng Rappang, is accepted
Influence Use Media Based Canva On Learning Outcomes Of Citizenship Education Class Xi Students Of Private Senior High School (SMAS) Muhammadiyah Pangsid Hikmah D, Nur; Syamsunir, Syamsunir; M, Usman; Hermansyah, Sam
International Journal of Language and Ubiquitous Learning Vol. 1 No. 3 (2023)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/ijlul.v1i3.647

Abstract

Background. Based on the results of observations at Private Senior High School Muhammadiyah Pangsid, researchers saw that teachers still used the lecture method in the learning process with voices that were not clear during the learning process. And media which used Still depend on book package Which less interesting so students feel bored and cannot concentrate on what the teacher is saying. With Canva- based media , it is hoped that it can help the teaching and learning process can be implemented well. Purpose. The research focuses on Canva as a presentation-based learning tool with diverse templates to boost student interest in the material. Observations at Private Senior High School Muhammadiyah Pangsid revealed a concern: low student interest affecting learning quality and school credibility. Addressing this issue is crucial for enhancing overall educational outcomes.Top of Form. Method. The research This research uses an experimental type of research. Sugiyono explained that "Method study experiment can  interpreted as research methods used to find the effect of certain   treatments towards others in controlled conditions” (Anggoro, 2016). Results. The results of the experimental group that used Canva- based media in the learning process obtained higher scores compared to the group control Which No using media based canva on moment learning process. Matter the can seen from the results acquisition analysis that data carried out shows the average value of the experimental group. Conclusion. Research on the impact of Canva in teaching Citizenship Education to Class XI at Private Senior High School Muhammadiyah Pangsid shows positive results. With an average score of 83.214, significantly higher than the control group's 65, and a t-test result of 8.204 exceeding the critical value, Canva positively influences Citizenship Education outcomes.
Development of science flipbook to increase student learning activities Damayanti, Ana Muliana Sri; Nurmayanti, Nurmayanti; Syamsunir, Syamsunir
Journal of Research in Instructional Vol. 4 No. 2 (2024): Journal of Research in Instructional
Publisher : Univeritas Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30862/jri.v4i2.424

Abstract

This research aims to find out whether learning resources in the form of science flipbooks can be valid, practical and effective in increasing student activity. With the help of this media, students are encouraged to actively participate in their own learning and gain a deeper understanding of the subject matter. Analysis, planning, development, implementation and evaluation of data collected through observation and questionnaire methods is part of the ADDIE model research development (RnD) approach. This media is "very valid" based on research results which show a media validation level of 96% and a material validation level of 82%. Both teachers and students give high marks to the media because of its usefulness; the teacher gave it 85% and the students 89%, so the combined total was 87.5%. If we look at the use of science flipbook learning media, it can be seen that the level of student activity increased from 59.18% (the "fair" level) at the beginning of class and increased to 77.56% (the "high" level) after using the flipbook. The research conclusion is that the science flipbook learning media has succeeded in making students more involved in learning.
Pendampingan Projek Penguatan Profil Pelajar Pancasila Di UPT SDN 4 Passeno Ecca, Suleha; Irwan, Irwan; Syamsunir, Syamsunir; Ardika, Bagus; Ryandi, Ryandi; Qais, Muhammad Hayat; muthmainnah, Muthmainnah
Reswara: Jurnal Pengabdian Kepada Masyarakat Vol 6, No 1 (2025)
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/rjpkm.v6i1.4971

Abstract

Kegiatan pengabdian ini dilaksanakan di UPT SDN 4 Passeno dengan mitra utama guru dan siswa kelas V. Tujuan dari pengabdian ini adalah meningkatkan keterampilan guru dalam mendesain dan mengimple-mentasikan projek P5, khususnya wirausaha berbasis pertanian melalui budidaya cabai rawit. Cabai rawit dipilih karena memiliki nilai ekonomis dan dapat meningkatkan pemahaman praktis siswa tentang kewirausahaan. Metode pengabdian yang digunakan meliputi sosialisasi program kepada guru, siswa, dan orang tua, pelatihan perancangan dan implementasi projek, serta pelatihan kewirausahaan bagi siswa. Proses pendampingan dilakukan secara intensif dengan evaluasi melalui pre-test dan post-test untuk mengukur keterampilan guru dan siswa. Hasil pengabdian menunjukkan adanya peningkatan signifikan dalam keterampilan guru dalam merancang dan melaksanakan projek P5, serta peningkatan keterampilan wirausaha siswa, terutama dalam teknik budidaya dan pemasaran cabai rawit. Partisipasi aktif orang tua dan masyarakat juga mendukung keberhasilan program ini, dengan keberlanjutan yang diupayakan melalui monitoring dan komunikasi aktif via grup WhatsApp
Influence of the CapCut Application on the ICT Learning Performance Syamsuddin , Nur; Tahir, Hijaz; Syamsunir, Syamsunir; Hasanuddin, Hasanuddin; Hermansyah, Sam
Research Horizon Vol. 3 No. 4 (2023)
Publisher : LifeSciFi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54518/rh.3.4.2023.140

Abstract

In today's digital age, the integration of technology into education has become paramount. CapCut, a versatile video editing application, has emerged as a valuable tool for educators. This study explores the multifaceted utility of CapCut in enhancing Information and Communication Technology (ICT) learning outcomes among Indonesian students. The purpose of this study is to investigate the impact of using the CapCut application on the learning outcomes of the seventh-grade students at State Islamic Junior High School (MTs Negeri) 2 Sidenreng Rappang. This research comprises a group of 38 students, where two significant variables are scrutinized: the independent variable, which pertains to the particular utilization of CapCut (X), and the dependent variable, which concerns the ultimate result of ICT learning in the seventh-grade class (Y). The techniques employed for data collection encompass observation, testing, and documentation.
Development Of Android-Based PAKIS Learning Media In Class X TKJ History Learning Sukarto, Muhammad Nur Khalif; Ferdiansyah, Handy; Syamsunir, Syamsunir
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 2 (2025): April
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i2.15133

Abstract

Development research that aims to develop android-based PAKIS learning media products using the type of Research and Development (R&D) research with the ADDIE development model which includes five stages, namely: (1) Analysis including competency analysis, characteristic analysis, and material analysis; (2) Design including Flowchart and Storyboard Creation; (3) Development including product development, media validation, and product revision; (4) Implementation including product trials; (5) Evaluation including formative evaluation and summative evaluation. The data collection technique uses observation, interviews, documentation, questionnaires, and tests, then the approach used is mixed methods. The results showed that (1) the media validation results were 87% (very valid), (2) the material validation results were 100% (very valid), (3) the teacher response questionnaire assessment results were 90% (very practical), (4) the student response questionnaire results were 93% (very practical), and (5) the N-gain score results were 78 (effective). Based on these data, it can be concluded that PAKIS learning media can be used in the History learning process in class X TKJ SMK Negeri 1 SIDRAP.
Edugames Baamboozle: Increasing Interest in Learning Fine Arts for Students Kelas XI in SMA Negeri 4 Sidrap Through Game-Based Learning Ulfianti, Ulfianti; Syamsunir, Syamsunir; Nurmayanti, Nurmayanti
Jurnal Visionary : Penelitian dan Pengembangan dibidang Administrasi Pendidikan Vol. 13 No. 1 (2025): April
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/vis.v13i1.15001

Abstract

The purpose of this study is to ascertain how effective Edugames Baamboozle in increasing interest in learning Fine Arts students in SMA Negeri 4's class XI Sidrap. With a pretest- posttest control group design, this study employs a proper experimental research design. Class XI IPA 1, which had 28 students as the control group, and class XI IPA 2, which had 26 students as the experimental group, comprised the study's sample. From the findings of this investigation that have been analyzedthe control class's average value was 68.89% in the experimental class 83.83%. The N-Gain test findings in the control class were 27.35%, while 61.56% in the experimental class. In light of these findings, it may be said that the use of edugames Baamboozle is effective in increasing interest in learning Fine Arts of SMA Negeri 4 Sidrap class XI students.Key Words: Learning, Baamboozle Edugames, Learning Interest.
PENINGKATAN KETERAMPILAN SISWA SMK MUHAMMADIYAH RAPPANG MELALUI PROGRAM PELATIHAN BERBASIS KEWIRAUSAHAAN DI KECAMATAN PANCARIJANG, KABUPATEN SIDENRENG RAPPANG Hermansyah, Sam; T, Syamsu; Syamsunir, Syamsunir; Pratiwi, Khaeruninisa Winda; Hamka, Nurhikmah; Ramli, Rusdi
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 6 No. 2 (2025): Volume 6 No. 2 Tahun 2025
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v6i2.44550

Abstract

Penelitian ini bertujuan untuk meningkatkan keterampilan kewirausahaan siswa SMK Muhammadiyah Rappang melalui program pelatihan berbasis kewirausahaan di Kecamatan Pancarijang, Kabupaten Sidenreng Rappang. Di tengah tantangan globalisasi dan kemajuan teknologi, SMK Muhammadiyah Rappang menghadapi masalah ketidaksesuaian antara kompetensi yang diajarkan dan kebutuhan pasar kerja. Selain itu, banyak siswa berasal dari latar belakang ekonomi yang kurang mampu dan memiliki keterbatasan akses terhadap pelatihan kewirausahaan yang relevan. Program pelatihan ini dirancang untuk mengatasi masalah di bidang produksi dan pemasaran, dengan memberikan keterampilan yang dibutuhkan untuk menciptakan produk berkualitas dan memasarkan produk menggunakan teknologi digital.Metode yang digunakan dalam penelitian ini melibatkan asesmen kebutuhan awal, pelatihan inovasi produk, serta pelatihan pemasaran digital dan branding. Program ini juga mencakup pendampingan dalam implementasi strategi pemasaran dan produksi yang telah diajarkan. Hasil dari pelatihan ini menunjukkan adanya peningkatan keterampilan siswa dalam hal inovasi produk, pengelolaan produksi yang lebih efisien, serta kemampuan pemasaran produk secara online melalui media sosial dan platform e-commerce.Pembahasan menunjukkan bahwa meskipun tantangan dalam produksi dan pemasaran masih ada, penggunaan teknologi tepat guna dan pemahaman tentang pemasaran digital dapat meningkatkan daya saing produk lokal. Program ini tidak hanya memberikan keterampilan kewirausahaan kepada siswa, tetapi juga memberdayakan masyarakat sekitar untuk menjadi wirausahawan yang mandiri dan inovatif. Keberhasilan program ini diharapkan dapat menciptakan lapangan kerja baru dan memperkuat perekonomian lokal di Kabupaten Sidenreng Rappang.