Claim Missing Document
Check
Articles

Found 25 Documents
Search

Pendampingan Integrasi Computer Assisted Instruction dan Internet of Things Berbasis HOTS untuk Peningkatan Kompetensi Guru SMA Rustam Efendy Rasyid; Jumiati; Nurmayanti; Nurhaedah; Herawati
Amalee: Indonesian Journal of Community Research and Engagement Vol. 6 No. 2 (2025): Amalee: Indonesian Journal of Community Research and Engagement
Publisher : LP2M INSURI Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/amalee.v6i2.7940

Abstract

This community service research aims to improve the competence of SMA Negeri 1 Sidrap teachers in designing and implementing learning based on Higher Order Thinking Skills (HOTS) through the integration of Computer-Assisted Instruction (CAI) and the Internet of Things (IoT). This activity was motivated by teachers' low understanding of the HOTS learning strategy, the limitations of the use of CAI, and the lack of application of IoT in supporting contextual learning according to the demands of the Independent Curriculum. The method used is a participatory-collaborative approach with several stages, namely socialization, intensive training, application of technology in the classroom, mentoring and evaluation, and preparation of good practice guidelines as a form of program sustainability. Data was collected through observations, interviews, pre-training and post-training questionnaires, and activity documentation. The results of the activity showed that there was an increase in teachers' competence in designing HOTS teaching devices, utilizing interactive CAI modules, and integrating simple IoT in project-based learning. In addition, this activity strengthens the capacity of educational institutions through the development of adaptive technology-based learning models, increasing student involvement, and placing SMA Negeri 1 Sidrap as a model school in the implementation of CAI and IoT-based HOTS learning.
Analisis Strategi Pemasaran pada Penjahit Rumahan (Studi Kasus Pada Ibu Iis di Kota Blitar) Nurmayanti; Lu'lu Ul Maknunah; M. Halim Fawazi
PESHUM : Jurnal Pendidikan, Sosial dan Humaniora Vol. 4 No. 6: Oktober 2025
Publisher : CV. Ulil Albab Corp

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/peshum.v4i6.11498

Abstract

Strategi pemasaran merupakan elemen penting dalam menunjang keberhasilan usaha, termasuk pada sektor informal seperti penjahit rumahan. Penelitian ini bertujuan untuk menganalisis strategi pemasaran yang diterapkan oleh Ibu Iis, seorang penjahit rumahan di Kota Blitar, serta mengidentifikasi faktor-faktor yang memengaruhi keberhasilan strategi tersebut dan meninjau bagaimana respon konsumen terhadap produk serta layanan yang diberikan. Metode penelitian yang diterapkan berupa kualitatif deskriptif, dengan cara pengumpulan data menggunakan observasi, wawancara, serta dokumentasi. Analisis data mengacu pada pendekatan Marketing Mix (produk, harga, tempat, promosi) dan analisis SWOT. Hasil penelitian menunjukkan bahwa keberhasilan strategi pemasaran dipengaruhi oleh kualitas jahitan, ketepatan waktu, fleksibilitas pelayanan, serta hubungan yang dekat dengan pelanggan. Konsumen memberikan respon positif terhadap layanan kustomisasi, kenyamanan proses konsultasi, dan ketepatan hasil akhir, yang memperkuat loyalitas mereka.
Design and Development of an Application for Recording Income and Expenditure Data at Darrel's Cake Shop Prabumulih City Seftivia, Nadyah; Muchlis; Nurmayanti
Jurnal Teknologi Informatika dan Komputer Vol. 11 No. 1 (2025): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v11i1.2275

Abstract

Technology is a combination of skills, knowledge, equipment, machines and computers used to design, produce and distribute goods and services. These technological advances have made many companies, organizations, traders and agencies use computer-based technology so that their work is more effective and efficient. Many institutions or traders have used the system to record their income and expenses. Technological advances have made many companies, organizations, traders and agencies use computer-based technology so that work is more effective and efficient. Darrell's Cake Shop is part of the ready-made food industry which is one of the centers for typical souvenirs in Prabumulih City. There are two ways to sell at the Darell Cake Shop, the first is for consumers to come to the shop, and the second is to order online.  The process of recording income and expenditure data is still done manually by writing in a book, this is of course less effective which will cause errors and difficulties in finding out income and expenditure reports. The aim of this research is to create an application for recording income and expenditure data at Darrell's Cake Shop, Prabumulih City. The research method uses a qualitative descriptive method with data collection techniques in the form of interviews, observation and literature study. Data types consist of qualitative data and data sources consist of primary data and secondary data. Waterfall development method. This application was built on the basis of the Visual Basic programming language. Net designed using Microsoft Visual Studio 2010.
Pola Makan Mahasiswa yang Mengalami Gastritis di Fakultas MIPA dan Kesehatan Universitas Muhammadiyah Riau Norlita, Wiwik; Isnaniar; Nurmayanti
As-Shiha: Jurnal Kesehatan Vol. 3 No. 1 (2023): As-Shiha: Jurnal Kesehatan
Publisher : Fakultas MIPA dan Kesehatan, Universitas Muhammadiyah Riau

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

Abstract

Gastritis or commonly called ulcer disease is an inflammation of the gastric mucosa that occurs due to irritation and infection. The stomach can be damaged due to the continuous squeezing process so that abrasions and wounds occur, with the presence of these wounds inflammation occurs. Gastritis is a disease that can attack people of all ages and genders, but most often gastritis attacks the productive age. This study aims to determine the description of the diet of students with gastritis at the Faculty of Mathematics and Natural Sciences and Health, Muhammadiyah University of Riau. The type of research used in this research is descriptive method. This research was conducted on August 16-20 at the Faculty of Mathematics and Natural Sciences and Health, Muhammadiyah University of Riau. The population in this study were 54 respondents consisting of 6 study programs including: Biology, Pharmacy, Physics, Chemistry, Nursing and Midwifery with a sample of 35 respondents. The sampling technique used is Accidental Sampling. The instrument used in this study was a questionnaire.The results of this study showed 15 respondents (42.9%) had regular eating patterns and 20 respondents (57.1%) had irregular eating patterns. The majority of respondents who experience gastritis at the Faculty of Mathematics and Natural Sciences and Health have irregular eating patterns and the majority are female. Therefore, efforts are needed to maintain the right diet for gastritis sufferers, namely eating small portions but often, don't delay eating schedules, don't eat before bed, eat healthy foods, avoid foods that irritate the stomach and drink water regularly.
PENGEMBANGAN VIDEO PEMBELAJARAN BERBASIS CANVA PADA MATA PELAJARAN IPA KELAS III SD NEGERI 1 RAPPANG Andi Diana Parha Mursidah; Nurmayanti; Syamsunir
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, No. 04 Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i4.17119

Abstract

This study aims to produce canva-based learning video media and test the validity and practicality of canva-based learning videos in grade III elementary schools. With the ADDIE model development method which includes analysis, design, development, implementation and evaluation is used as the development procedure of this research. Based on the results of the study, it is known that the validation level of media experts is 90%, also using high criteria; and 92% validation by material experts, indicating a very valid level of validity. In addition, in the practicality assessment questionnaire score which was considered very well applied by both teachers and students, with an assessment of 92% from teachers and 85.6% from students so that the criteria were obtained with a very practical level of practicality. The findings of this study indicate that learning videos using the Canva application in grade III elementary school science subjects on the material of changes in the form of objects are declared valid and practical.
PENGEMBANGAN MEDIA PEMBELAJARAN MATEMATIKA BERBASIS GAME EDUKASI PADA MATERI OPERASI PERKALIAN Muhammad Rifki Ananta; Nurmayanti; Syamsunir
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, No. 04 Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i4.17854

Abstract

This research aims to develop and determine the feasibility of an educational game-based learning media as an evaluation tool for multiplication material. The ADDIE model is used in this research design which has five stages: analysis, design, development, implementation, and evaluation. Testing was carried out by media and material validators to determine validity, while trials were carried out by student respondents to determine practicality. The media validation results got a score of 72% which is in the valid category, while the material validation got a score of 82,9% which is in the very valid category. Meanwhile, the results of student respondents gave an assessment of 85.6%, which shows that this game is very practical to use as a tool for evaluating multiplication material. With positive feasibility results from the three groups, this educational game is proven to have great potential to be used as a learning tool, in this case as an evaluation tool for multiplication material.
PENGEMBANGAN GAME EDUKASI PIXEL ADVENTURE “TANTANGAN MASTERMIND MATEMATIKA: THE QUEST FOR NUMERIA” SEBAGAI ALAT BANTU PEMBELAJARAN MATEMATIKA DI KELAS X Farhan; Nurmayanti; Madaling
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, No. 04 Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i4.17946

Abstract

Mathematics lessons often have difficulty in motivating students and making them understand the concepts taught. One creative way to use it is through the use of educational games. The focus of this research is to create an educational game in Unity3D to teach mathematics to class X students. The game "Mathematics Mastermind Challenge: The Quest for Numeria" was created to enhance students' understanding of Mathematics in an exciting way. This research uses research and development (R&D) techniques in the ADDIE format. (Analysis, Design, Development, Implementation, dan Evaluation). From the results of the study, the game was rated "very valid" with a score of 85% and "very practical" with the score of 83.35%. Therefore, it is considered suitable for use in the process of learning Mathematics.
SMART: PENINGKATAN MINAT BELAJAR SISWA MELALUI MEDIA PEMBELAJARAN BERBASIS WEB GOOGLE SITES Hendri Saputra Iskandar; Nurmayanti; Syamsunir
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 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.v10i03.32829

Abstract

Permasalahan utama dalam proses pembelajaran khususnya pada mata pelajaran Bahasa Indonesia kelas VIII MTs Negeri 2 Sidrap adalah kurangnya media pembelajaran yang menarik sehingga menurunkan minat belajar siswa. Penelitian ini bertujuan untuk mengembangan media pembelajaran SMART berbasis google site menggunakan metode Research and Developmet (R&D) dengan model ADDIE yang meliputi lima tahap: (1) Analysis, yaitu analisis kebutuhan, kurikulum, dan peserta didik, (2) Design, yaitu perancangan flowchart storyboard, (3) Development, yaitu pembuatan produk, validasi, dan revisi, (4) Implementation, yaitu uji coba produk, (5) Evaluation, yaitu evaluasi formatif dan sumatif. Validitas produk diuji melalui angket yang diberikan kepada ahli media, ahli materi, guru, dan siswa. Hasil validasi media memperoleh skor 82% (sangat valid), validasi materi 97% (sangat valid), respon guru terhadap media sebesar 98% (sangat praktis), dan respon siswa sebesar 86,93% (sangat praktis). Selain itu, angket minat belajar siswa menunjukkan skor rata-rata 89,16% yang termasuk kategori sangat baik. Untuk mengetahui keefektifan media, dilakukan tes pada 33 siswa kelas VIII D MTs Negeri 2 Sidrap sebagai kelas uji coba dengan hasil rata-rata 96%, dan tingkat ketuntasan mencapai 100%, menunjukkan media pembelajaran SMART sangat efektif digunakan dalam pembelajaran. Dengan demikian, media SMART terbukti layak dan efektif dalam meningkatkan minat belajar siswa. Kata Kunci: Media pembelajaran, Google Sites, SMART, Model ADDIE.
PENGEMBANGAN VIDEO PEMBELAJARAN PADA MATA PELAJARAN SENI BUDAYA KELAS XI UPT SMA NEGERI 10 SIDRAP Septiyani Hamid Bohari; Nurmayanti; Hasanuddin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.33530

Abstract

Penelitian ini yang bertujuan untuk mengembangkan video pembelajaran Doratoon. Penelitian ini merupakan penelitian pengembangan (R&D) dengan model pengembangan ADDIE yang terdiri atas tahap. Analisis (analysis), desain (design), pengembangan (development), implementasi (implementation), dan evaluasi (evaluation). Teknik pengumpulan data menggunakan observasi, wawancara, dokumentsi, angket, dan tes. Adapun teknik analisis data yang digunakan persentasi untuk data kualitatif dan N-gain untuk data kuantitatif. Hasil validasi media memperoleh skor 86% (sangat valid), validasi materi 84% (sangat valid), hasil penilaian angket respon guru sebesar 100% (sangat praktis), hasil angket responden siswa perorangan dengan skor rata-rata sebesar 93% (sangat praktis), hasil angket responden kelompok kecil dengan skor rata-rata sebesar 95% (sangat praktis), hasil angket responden uji lapangan dengan skor rata-rata sebesar 94,33% (sangat praktis), dan hasil N-gain dengan skor rata-rata 79,74 (sangat efektif). Berdasarkan data tersebut, dapat ditarik kesimpulan bahwa video pembelajaran Doratoon dapat digunakan dalam proses pembelajaran Seni Budaya di kelas XI UPT SMA Negeri 10 Sidrap.
A ANALISIS NILAI-NILAI SOSIAL DALAM KEGIATAN SABTU BUDAYA UNTUK MENINGKATKAN KREATIVITAS SISWA DI SEKOLAH DASAR NEGRI 1 MASBAGIK TIMUR KECAMATAN MASBAGIK LOMBOK TIMUR Nurmayanti; Zalia Muspita; Andi Sulastri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.33574

Abstract

This study aims to analyze social values ​​in cultural Saturday activities to enhance student creativity at SDN 1 Masbagik Timur for the 2024/2025 Academic Year. This study employed qualitative research, employing descriptive qualitative methods. Data sources were collected from the principal, teachers, and students of SDN 1 Masbagik Timur. The researcher analyzed data using three data collection techniques: observation, interviews, and documentation. Based on the results of the study, the analysis of social values ​​in cultural Saturday activities to enhance student creativity at SDN 1 Masbagik Timur. 1) Demonstrates the social values ​​developed through cultural Saturday activities. Cultural Saturday activities at SDN 1 Masbagik Timur play an important role in instilling and developing social values ​​in students from an early age. Values ​​such as mutual cooperation, cooperation, tolerance, discipline, responsibility, honesty, and empathy can be developed through various activities carried out, such as making crafts, maintaining environmental cleanliness, preparing art performances, to wearing regional clothing. 2) Social values ​​in cultural Saturday activities towards increasing student creativity that Cultural Saturday activities at SDN 1 Masbagik Timur play an important role in integrating the development of social values ​​with increasing student creativity. Values ​​such as cooperation, responsibility, and mutual respect are proven to encourage students to be more confident, active, and brave in expressing ideas in the form of works of art, performances, and other creative activities. School support through the provision of facilities, teacher mentoring, and freedom of expression creates a positive atmosphere that fosters student collaboration and innovation. 3) Supporting and inhibiting factors in the application of social values ​​through Cultural Saturday activities. Based on the results of the study, supporting factors for the implementation of Cultural Saturday activities at SDN 1 Masbagik Timur include full support from the principal and teachers, student enthusiasm, and active participation of parents in preparing activity needs. The availability of facilities such as art equipment, costumes, and open spaces, as well as a school environment that respects cultural diversity, contributed to the success of this activity. However, several inhibiting factors remained, including limited practice time, a lack of equipment and costumes, a lack of understanding of the activity's objectives on the part of some students, low self-confidence, and a lack of cooperation among some students, all of which hindered the smooth running of the practice process.