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Pembuatan Media Ajar Numerasi Operasi Hitung dan Jaring-Jaring Bangun Ruang di UPTD SD Negeri 01 Muaro Paiti Kabupaten Lima Puluh Kota Aulia, Maghfira; Nova, Nurfazlin
Jurnal Pengabdian Sosial Vol. 1 No. 10 (2024): Agustus
Publisher : PT. Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/sxetrz81

Abstract

Tujuan dari kegiatan ini adalah untuk mengembangkan media ajar yang inovatif dan efektif guna meningkatkan pemahaman siswa terhadap konsep matematika dasar. Metode yang digunakan meliputi observasi langsung, wawancara, dan need assessment untuk mengumpulkan data yang relevan dan mendalam. Hasil kegiatan menunjukkan bahwa penggunaan media ajar yang interaktif dapat membantu siswa memahami materi dengan lebih baik dan meningkatkan minat mereka dalam belajar matematika. Meskipun beberapa program belum berjalan maksimal, dukungan dari berbagai pihak telah memberikan kontribusi signifikan dalam pengembangan media ajar ini. Artikel ini menyimpulkan bahwa media ajar yang inovatif dan sesuai kebutuhan dapat meningkatkan kualitas pembelajaran dan hasil belajar siswa.
Development of Mixed Learning Media (MLM) Assisted by Student Worksheet on The Topic of The Effect of Molarity on Light Index Baifeto, Ekri Pranata Ferdinand; Aulia, Maghfira; Hasbi, Julia Edwina; Sundari, Resti; Rusdiana, Dadi
Indonesian Journal of Science and Mathematics Education Vol. 4 No. 2 (2021): Indonesian Journal of Science and Mathematics Education
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ijsme.v4i2.9124

Abstract

The purpose of this study was to develop mixed learning media (MLM) and test the feasibility of learning media. The study was conducted using the research and development method which refers to the ADDIE model with four main steps, analysis, design, development, and implementation. The instrument used is a questionnaire consisting of a learning media questionnaire, student worksheet questionnaire, and student response questionnaire. Respondents in this study were 4 eleventh grade students. The results showed the feasibility of learning media with a score of 92.5%; in the aspect of serving by 93.3%; on the aspect of the feasibility of the content of 91.6%; on the language aspect by 91.5%; 95.8% on the concept and task aspects. Based on the results of the validation score, the student worksheet was declared very valid. Based on the results of student questionnaire data, an average score of 94.9%. The results showed that the learning media were valid and practical to use for virtual experiments.
Attempt to Train Computational Thinking Skills Among Students of SMP Negeri 5 Indralaya Utara, Tanjung Baru Village: Introduction and Training on the Using of Basic Coding Through the Pictoblox 4.0 Application Patriot, Evelina Astra; Akhsan, Hamdi; Wiyono, Ketang; Saparini; Aulia, Maghfira; Rahman, Nor Farahwahidah Abdul; Halim, Noor Dayana Abd; Manurung, Nia Three; Sari, Isma; Wijayanti, Putri; Juliansyah, Dendi; Oktasari, Tina
Unram Journal of Community Service Vol. 6 No. 4 (2025): December: In Progress
Publisher : Pascasarjana Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/ujcs.v6i4.1272

Abstract

Current technological developments require the education sector to engage in continuous innovation to advance the quality of future generations. Coding and artificial intelligence are forms of innovation that can be integrated into learning activities. To equip students with these skills, this community service program aims to introduce and train students in the use of simple block coding through the use of 4.0 applications. The training and community service activities were carried out over a period of 3 months with a target of 25 junior high school students in Tanjung Baru Village. The training was carried out through a series of activities, namely (a) conducting a preliminary test; (2) delivering material on the use of block coding for learning, the use of the Pictoblox 4.0 application, and the creation of simple games and chatbots; and (3) conducting a final test. The N-gain percentage result was 89.5%. This percentage is high, indicating that there is a significant effect on improving students' computational thinking skills. The implementation of this activity had a positive impact on the training participants. This is demonstrated by the evaluation results, which indicate that this community service activity will continue with other innovative activities. The implication of this community service activity is to provide innovative coding and artificial intelligence learning activities that are integrated into the curriculum.