Al-Jabbar, Habib Muhammad
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Workshop Membangun Personal Branding Melalui Google Sites di Sekolah Mitra PPG Ningrum, Gres Dyah Kusuma; Suswanto, Hary; Handayani, Anik Nur; Hermansyah, Hermansyah; Hasriani, Hasriani; Al-Jabbar, Habib Muhammad; Ulum, Khoirul; Saputra, Ismed Eko Hadi; Adipura, Laksamana; Ramadhani, Lolita; Arwani, Wafiq Nur Muhamamd; Setyawan, Wahyu Dwi; Kirom, M.
Jurnal Masyarakat Madani Indonesia Vol. 4 No. 4 (2025): November
Publisher : Alesha Media Digital

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59025/bd3wpr65

Abstract

SMA Negeri 4 Malang memiliki potensi besar dalam mencetak lulusan berkualitas, namun banyak peserta didik belum memahami pentingnya membangun identitas digital yang positif sebagai bekal menghadapi dunia pendidikan tinggi dan dunia kerja. Untuk menjawab permasalahan ini, dilaksanakan workshop “Membangun Personal Branding melalui Google Sites” yang bertujuan membekali siswa dengan pemahaman dan keterampilan membangun citra diri profesional secara daring. Kegiatan dilakukan melalui tahapan observasi kebutuhan, penyusunan modul, penyampaian materi interaktif, praktik pembuatan situs pribadi, dan evaluasi hasil. Data diperoleh melalui observasi, wawancara, serta penilaian akhir peserta. Hasil menunjukkan 92% peserta puas terhadap materi, 95% mengalami peningkatan kepercayaan diri dalam mengelola situs pribadi, dan 89% berniat melanjutkan pengembangan situs untuk portofolio, lomba, dan kebutuhan profesional lainnya. Selain itu, pelatihan ini meningkatkan kesadaran akan etika digital dan pentingnya strategi personal branding. Kesimpulannya, kegiatan ini efektif meningkatkan literasi digital dan kesiapan siswa di era digital.
PENINGKATAN HASIL BELAJAR INFORMATIKA MELALUI MODEL PEMBELAJARAN WINDOWS SHOPPING PADA MATERI APLIKASI PERKANTORAN DI KELAS VIII C SMP NEGERI 7 MALANG Al-Jabbar, Habib Muhammad; Irianto, Wahyu Sakti Gunawan; Wardhana, Nyoman Dedi Kusuma; Hermansyah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 Nomor2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.25838

Abstract

This Classroom Action Research was conducted as a solution to apply a learning model proven effective in improving Informatics learning outcomes through the implementation of the Windows Shopping learning model. The research was divided into two cycles and carried out in class VIII C of SMP Negeri 7 Malang, involving 32 students. Each cycle consisted of four stages: planning, implementation, observation, and reflection. Data were collected using observation, tests, and documentation techniques. The data were then analyzed quantitatively using descriptive statistics by calculating the N-gain score. The results of this classroom action research show an improvement in student learning outcomes in each cycle. In the first cycle, the average pretest score increased from 54.06 to 73.75 in the posttest, with an average N-gain of 0.43 (medium category). In the second cycle, the average pretest score rose from 63.28 to 87.81 in the posttest, with an average N-gain of 0.67 (medium to high category). The implementation of the Windows Shopping model improved conceptual understanding, active engagement, and collaboration among students. These findings indicate that the Windows Shopping learning model is effective and has a positive impact on project-based Informatics learning in the context of the Merdeka Curriculum.
PENGARUH PENERAPAN MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT (TGT) DENGAN MEDIA QUIZIZ TERHADAP MOTIVASI BELAJAR DAN HASIL BELAJAR KOGNITIF MATA PELAJARAN INFORMATIKA SISWA KELAS VII SMP NEGERI 7 MALANG Hermansyah; Irianto, Wahyu Sakti Gunawan; Wardhana, Nyoman Dedi Kusuma; Al-Jabbar, Habib Muhammad
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 Nomor2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.25839

Abstract

This classroom action research aimed to examine the effectiveness of implementing the Team Game Tournament (TGT) cooperative learning model integrated with the Quizizz game-based platform in enhancing students’ learning motivation and achievement. The research subjects consisted of 24 students from Class VII H at SMP Negeri 7 Malang. One of the key elements in the implementation of the TGT model is the reward system, which is believed to increase students' interest and motivation to positively engage in competition. With the support of Quizizz as a learning medium, students were encouraged to develop a sense of responsibility in answering questions, both individually and collaboratively. This study employed a quantitative experimental approach using a pre-test and post-test control group design. The research was conducted in two cycles, each consisting of the stages of planning, implementation, observation, and reflection. Data collected included students’ learning activity and motivation. Learning activity was measured using an observation sheet on instructional implementation, assessed by a single observer. Meanwhile, learning motivation was measured using a questionnaire comprising 20 items, covering indicators such as attention, relevance, satisfaction, and confidence. The data were analyzed descriptively. The results of the study indicate that: 1.In Cycle I, students appeared less active and showed little initiative in taking notes on key points of the material. However, in Cycle II, students demonstrated increased engagement, actively responded to questions from the teacher and peers, and showed willingness to ask questions. 2. Students' learning motivation also improved: in Cycle I, 60% of students were categorized as highly motivated, 6.66% as moderately motivated, and 33% as poorly motivated. In Cycle II, 90% of students fell into the highly motivated category, while 10% were moderately motivated. These findings indicate that the application of the TGT learning model supported by the Quizizz platform is effective in enhancing students' classroom activity and learning motivation.