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Identifikasi Kebutuhan Bahan Ajar Digital Berbasis Website pada Mata Pelajaran IPA di SMP Negeri 2 Lembang Kabupaten Pinrang Risma Risma; Nurhikmah H
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.v6i1.3499

Abstract

This study aims to identify the need for website-based digital teaching materials in Natural Sciences subjects at SMP Negeri 2 Lembang in Pinrang Regency. This type of research is quantitative using a descriptive approach, The location of the research was conducted in the village of Pajalele, Kec. Lembang, Chief. Pinrang with research subjects is class VIII B with 22 students and class VIII Natural Sciences teachers. The research instrument used in collecting the required data using the quantifier, about the test. The data collection techniques used in this study are observation, quantifier, test and documentation. The results of this study show that the problem experienced by students is the lack of learning resources in the form of textbooks that do not match the number of students, school facilities in the form of internet access and tablets that are not properly utilized, The data on student learning needs analysis was obtained from average student presentation data that answered Yes and agreed to use website-based digital teaching materials and which were more variable by 78.57%, In addition to analysis of student learning needs, analysis of student learning characteristics was also conducted. Data showed that students were interested in using teaching materials that were more innovative, interesting and usable at any time and place.
Pelaksanaan Pembelajaran Daring di masa COVID-19 di SMP Negeri 3 Marioriwawo Alvina Nurulita; Abdul Hakim; Nurhikmah H
JOURNAL OF EDUCATIONAL TECHNOLOGY, CURRICULUM, LEARNING AND COMMUNICATION Vol 1, No 3 (2021): Edisi Juli
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jetclc.v1i3.22411

Abstract

This study aims to describe 1) How is the process of implementing online learning 2) the advantages and disadvantages of online learning during the implementation of online learning 3) Obstacles to the implementation of online learning during the COVID-19 period in Indonesian language subjects. The data analysis technique used was descriptive-analytical technique. The results of the study indicate that the implementation of online learning is a process of implementing learning that students are required to study alone in their respective homes. The disadvantages and advantages of online learning are that it is easy because teachers can give assignments and students send assignments more easily because they are sent via WhatsApp, the drawback is the lack of student activity in participating in teaching and learning activities. The obstacle is the ineffectiveness of learning due to lack of supervision from parents and students experiencing boredom during the online learning process. 
Pengaruh Model Pembelajaran Penemuan Terbimbing terhadap Hasil Belajar Siswa Kelas X SMAN 2 Binamu (Studi pada Materi Pokok Ikatan Kimia) Nurhikmah Nurhikmah; Muhammad Yunus; Sumiati Side
ChemEdu Vol 3, No 1 (2022)
Publisher : Jurusan Kimia FMIPA UNM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/chemedu.v3i1.32945

Abstract

The research was a quasi-experimental that aimed to know the effect of guided discovery learning toward students’ achievement of class X SMAN 2 Binamu. The independent variable in this research was guided discovery learning models, the dependent variable was students’ achievement on chemical bonding subject matter. The population was class X SMAN 2 Binamu consisted of 157 students that spread on six classes. Taking technique of sample was random sampling. The sample of this research consisted of two classes, namely class X1 as an experiment class with 25 students and class X2 as a control class with 25 students. The data of the research were gathered by testing the students’ achievement on chemical bonding subject matter for post-test multiple choice form which were analyzed by using t-test. Results of inferential statistical analysis were tcalculate (1,865) higher than ttable (1,671) on α ═ 0,05. Conclude that guided discovery learning model gives effected to toward student’s achievement of class X SMAN 2 Binamu on chemical bonding subject matter.
Development of animation video assistant teaching science courses in SD Negeri 056 Lamasariang P. Purnama; P. Pattaufi; Nurhikmah H
Inovasi Kurikulum Vol 20, No 2 (2023): Inovasi Kurikulum, August 2023
Publisher : Himpunan Pengembang Kurikulum Indonesia (HIPKIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v20i2.61315

Abstract

This development research focuses on making teaching materials in animated videos for science subjects at SDN 056 Lamasariang. Science subjects at SDN 056 Lamasariang. This research aims to improve learning effectiveness using an exciting visualization approach for students. This research uses technology and animation media to increase the involvement of students in the learning process, especially in learning process science subjects. Besides, it can help learners understand complex concepts that can be easily understood. The research method used is Research and Development with the ADDIE development model, which consists of 5 stages: analysis, design, development, implementation, and evaluation. The results showed that teaching materials based on animated videos are very effective in applying Class V science subjects, as seen from the acquisition of learning outcomes before (pretests) and after (posttest). The conclusion is that the results of developing teaching materials based on animated videos fulfill effective use in the learning process. AbstrakPenelitian ini merupakan penelitian pengembangan yang berfokus pada pembuatan bahan ajar berupa video animasi untuk mata pelajaran IPA di SDN 056 Lamasariang. Penelitian ini bertujuan untuk meningkatkan efektivitas pembelajaran dengan menggunakan pendekatan visualisasi yang menarik bagi peserta didik. Penelitian ini menggunakan teknologi dan media animasi sehingga dapat meningkatkan keterlibatan peserta didik dalam proses pembelajaran, khususnya dalam mata pelajaran IPA selain itu dapat membantu peserta didik dalam memahami konsep-konsep yang kompleks dan dapat dengan mudah memahami pembelajaran. Metode penelitian yang digunakan yaitu Research and Development dengan model pengembangan ADDIE yang terdiri dari 5 tahapan, yakni: analisis, desain, pengembangan, implementasi dan evaluasi. Hasil penelitian menunjukkan bahwa bahan ajar berbasis video animasi sangat efektif di terapkan pada mata pelajaran IPA Kelas V, dilihat dari perolehan nilai hasil belajar sebelum (pretes) dan sesudah (posttes).Kesimpulannya bahwa hasil pengembangan bahan ajar berbasis video animasi memenuhi efektif digunakan dalam proses pembelajaran.Kata Kunci: Bahan ajar; pengembangan produk pembelajaran; video animasi
Pelatihan Gamifikasi Dalam Pembelajaran Sekolah Menegah Atas Nurhikmah H; Dedy Aswan; Baso Asrul N Bena; Abdul Malik Ramli
CARADDE: Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 1 (2023): Agustus
Publisher : Ilin Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31960/caradde.v6i1.2074

Abstract

Peningkatan kemampuan tenaga pendidik pada satuan pendidikan SMA untuk menguasai pembelajaran dengan konsep dan media gamifikasi dalam pembelajaran. Metode Pelaksanaan PKM ini dengan menggunaka metode Workshop Interaktif dan Pembelajaran Berbasis Proyek, Terdapat peningkatan pengetahuan dan keterampilan guru dalam memproduksi media gamifikasi untuk pembelajaran bagi siswa menengah atas yang memiliki ketertarikan pada game. Pelatihan gamifikasi telah berhasil dalam meningkatkan pemahaman, motivasi, dan kesiapan peserta dalam menerapkan gamifikasi dalam pembelajaran.
Manajemen Kelas Online Learning Guru SMA Insan Cendekia Gowa Arismunandar Arismunandar; Sitti Habibah; Merrisa Monoarfa; Nurhikmah H
CARADDE: Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 3 (2024): April
Publisher : Ilin Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31960/caradde.v6i3.2208

Abstract

The purpose of this research is to improve teachers' competence in utilizing online learning technology. The method of implementation is through training and assistance in creating online learning sites using Google Sites. The results showed an increase in teachers' knowledge and skills in utilizing Google Sites for online learning management. Teachers are able to create learning sites that contain materials, assignments, quizzes, and other interactive features. In conclusion, training and mentoring for online website development using Google Sites are effective in improving teacher competence in utilizing online learning technology.
DEVELOPMENT OF TEACHING MATERIALS BASED ON AUGMENTED REALITY (AR) IN SCIENCE SUBJECTS AT MIN 1 KOLAKA UTARA STUDENTS Husnaini; Nurhikmah H; Awaluddin Muin; Abdul Hakim; Pattaufi
Auladuna: Jurnal Pendidikan Dasar Islam Vol 10 No 2 (2023): DECEMBER
Publisher : Department of Pendidikan Guru Madrasah Ibtidaiyah Universitas Islam Negeri Alauddin Makass

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/auladuna.v10i2a8.2023

Abstract

Abstract The low student learning outcomes in natural science at MIN 1 North Kolaka were because students had difficulty understanding abstract concepts. One of the technologies that could be utilized to visualize abstract concepts into more concrete three-dimensional objects was Augmented Reality (AR). This study aimed to measure the validity, practicality, and effectiveness of teaching-based materials in Augmented Reality in natural science learning. The research method used was Research and Development with ADDIE model. The subjects of this research were students of class V MIN 1 North Kolaka. Based on the test results obtained: (1) the result of the material and media validation test was 4.41 in the valid category, (2) the result of the practicality analysis was 80.9% in the practical category, and (3) the effectiveness result obtained from learning test was 66.7 % in the effective category and student responses were good qualifications. Therefore, teaching materials based on Augmented Reality were feasible to implement in the learning process because they were able to improve learning outcomes and attract students' attention to learning. Integrating AR into the curriculum can improve the quality of science learning in class V of elementary schools.
Development of Digital Fiqh Books to Improve Learning Outcomes SMP IT As-Sunnah Makassar Sulfah Muhtar; P. Pattaufi; Farida Febriati; Nurhikmah H
Inovasi Kurikulum Vol 21, No 3 (2024): Inovasi Kurikulum, August 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia (HIPKIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i3.71427

Abstract

Rapid advances greatly influence the world of education in technology, information, and communication. Teachers must be able to use technology to create innovative and effective learning. This research aims to identify the need for digital books, design the development of digital books, and measure the validity, practicality, and effectiveness of digital books. This research uses research and development methods focused on developing digital books. The development model refers to the ADDIE development model with five stages: analysis, design, development, implementation, and evaluation. The research was conducted at SMP IT As-Sunnah Makassar with 30 research students, 1 Fiqh subject teacher, and two validators. The digital book developed was declared very valid by media content/design experts and valid by material experts. The level of practicality was measured from questionnaire responses by teachers and students. Both assessments stated that it was convenient. The level of effectiveness of digital books is measured by pretest and posttest, which shows an increase in learning outcomes and that they are declared very effective. Based on the analysis results, it can be concluded that the development of digital fiqh books can be used in the learning process. AbstrakDunia pendidikan sangat dipengaruhi oleh kemajuan pesat dalam teknologi, informasi dan komunikasi. Guru harus mampu menggunakan teknologi untuk membuat pembelajaran inovatif dan efektif. Penelitian ini bertujuan untuk mengidentifikasi kebutuhan buku digital, mendesain pengembangan buku digital dan mengukur tingkat validitas, kepraktisan, dan keefektifan buku digital. Penelitian ini menggunakan metode penelitian pengembangan (Research and Development) yang difokuskan untuk mengembangkan buku digital. Model pengembangan yang digunakan mengacu pada model pengembangan ADDIE dengan lima tahapan; analysis, design, development, implement, dan evaluate. Penelitian dilaksanakan di SMP IT As-Sunnah Makassar dengan penelitian 30 siswa, 1 orang guru mata pelajaran Fiqih, dan 2 orang validator. Buku digital yang dikembangkan dinyatakan sangat valid oleh ahli isi media/desain dan valid oleh ahli materi. Tingkat kepraktisannya diukur dari angket respon oleh guru dan siswa, dari kedua penilaian dinyatakan sangat praktis. Tingkat keefektifan buku digital diukur dengan pretest dan posttest yang menunjukkan terjadinya peningkatan hasil belajar sehingga dinyatakan sangat efektif. Berdasarkan hasil analisis dapat disimpulkan bahwa pengembangan buku digital fiqih dapat digunakan dalam proses pembelajaran.Kata Kunci: buku digital; fiqih; hasil belajar
Interactive multimedia development for science education in class IX at SMPN 2 Galesong Utara Nur Islamiah Baharuddin; Nurhikmah H; L. Lu'mu
Inovasi Kurikulum Vol 21, No 2 (2024): Inovasi Kurikulum, May 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia (HIPKIN)

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

Abstract

This research was conducted to address the need for interactive multimedia in science learning. The main objective is to identify these needs, design interactive multimedia learning, and measure validity, practicality, and effectiveness. This research is important because analyzing needs, science material, and student characteristics shows that interactive multimedia can improve student understanding. The methods used include Smart Apps Creator (SAC) based design and product trials on class IXA students at SMPN 2 Galesong Utara. Interactive multimedia designs are developed using the Smart Apps Creator (SAC) application, which integrates multimedia elements such as text, audio, images, and video. The validity of multimedia is tested through evaluation by material and media design experts. The research findings show that the multimedia design has valid qualifications according to the assessments of validators and experts. The product's practicality is proven through trials that show practical results. In contrast, its effectiveness is proven by the N-gain value, which shows significant differences in student learning outcomes. This research concludes that the interactive learning multimedia design is proven valid, practical, and effective, so it is recommended for use in science learning. AbstrakPenelitian ini dilakukan untuk mengatasi kebutuhan akan multimedia interaktif dalam pembelajaran sains. Tujuan utama adalah untuk mengidentifikasi kebutuhan tersebut, merancang multimedia pembelajaran interaktif, dan mengukur tingkat validitas, praktikal, serta efektivitasnya. Alasan penelitian ini penting adalah karena hasil analisis kebutuhan, materi sains, dan karakteristik siswa menunjukkan bahwa multimedia interaktif dapat meningkatkan pemahaman siswa. Metode yang digunakan meliputi desain berbasis Smart Apps Creator (SAC) dan uji coba produk pada siswa kelas IXA di SMPN 2 Galesong Utara. Desain multimedia interaktif dikembangkan menggunakan aplikasi Smart Apps Creator (SAC), yang mengintegrasikan berbagai elemen multimedia seperti teks, audio, gambar, dan video. Validitas multimedia diuji melalui evaluasi oleh ahli materi dan desain media. Temuan penelitian menunjukkan bahwa multimedia yang dirancang memiliki kualifikasi valid menurut penilaian validator dan ahli. Kepraktisan produk dibuktikan melalui uji coba yang menunjukkan hasil praktis, sedangkan efektivitasnya dibuktikan dengan nilai N-gain yang menunjukkan perbedaan signifikan dalam hasil belajar siswa. Kesimpulan dari penelitian ini adalah bahwa multimedia pembelajaran interaktif yang dirancang terbukti valid, praktis, dan efektif, sehingga direkomendasikan untuk digunakan dalam pembelajaran IPA.Kata Kunci: IPA; multimedia pembelajaran interaktif; smart apps creator
Student’s learning experiences in an online learning environment using Garrison's Col framework Titi Chandrawati; Laksmi Dewi; Nurhikmah H; A. Afriani; Fajar Arwadi; Heni Safitri; Faaizah Shahbodin
Inovasi Kurikulum Vol 21, No 3 (2024): Inovasi Kurikulum, August 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia (HIPKIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i3.62813

Abstract

This study was conducted to examine the implementation of online learning in distance education utilizing the Community of Inquiry (CoI) framework, as introduced by Garrison. The CoI framework consists of three core elements essential in implementing online learning: social presence, cognitive presence, and teaching presence. These components are crucial for the success of online learning modalities. This is due to the nature of online learning, where instructors and learners are not present at the exact location or time, necessitating a 'binding element' in the educational process to ensure effective management of learning activities. Consequently, this research involved distributing questionnaires to 317 participants enrolled in online courses at Universitas Terbuka Indonesia. The results obtained from this study were classified as high, indicating that all three CoI elements achieved high ratings. Specifically, the aspect of cognitive presence was dominated by resolution capabilities. In social presence, the open communication capacity scored higher than the affective and cohesive components. Meanwhile, facilitating discourse was rated higher in the teaching presence domain than instructional design, organization, and direct instruction. Based on these findings, it can be concluded that learning across these three aspects is considerably high in the students' online learning experiences. AbstrakPenelitian ini dilakukan untuk mengetahui bagaimana pembelajaran daring pada pembelajaran jarak jauh melalui pendekatan Community of Inquiry (CoI) framework yang diperkenalkan oleh Garrison. CoI memiliki tiga unsur yang menjadi perhatian dalam implementasi pembelajaran daring, yaitu social presence, cognitive presence, dan teaching presence. Ketiga unsur ini menjadi komponen penting dalam keberhasilan pembelajaran yang bersifat daring. Mengapa demikian? Karena pembelajaran daring adalah pembelajaran dimana antara pengajar dan peserta tidak berada pada tempat dan waktu yang bersamaan. Sehingga jika tidak ada “pengikat” dalam proses pembelajaran tersebut akan sulit untuk mengontrol pelaksanaan pembelajaran. Oleh karena itu, pada penelitian ini dilakukan penyebaran kuesioner kepada 317 peserta yang mengikuti perkuliahan pembelajaran daring di Universitas Terbuka Indonesia. Hasil yang diperoleh dari penelitian ini dalam kategori tinggi. Hal ini menunjukkan bahwa dari ketiga unsur CoI berada pada kategori tinggi, sspek cognitive presence didominasi oleh kemampuan resolution. Pada aspek social presence kemampuan open communication tinggi dibandingkan affective dan cohesive. Sedangkan pada aspek teaching presence facilitating discourse memiliki nilai lebih tinggi dibandingkan instructional design and organization dan direct instruction. Berdasarkan data tersebut dapat disimpulkan bahwa kehadiran pembelajaran dari ketiga aspek tersebut cukup tinggi dalam pembelajaran daring yang dialami oleh siswa.Kata Kunci: community of Inquiry; evaluasi pengalaman belajar mahasiswa; pembelajaran daring