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PENGARUH MODEL PEMBELAJARAN GAME BASED LEARNING (GBL) TERHADAP KETERAMPILAN BERPIKIR KRITIS SISWA PADA PEMBELAJARAN IPAS KELAS V DI UPT SD NEGERI 5 SITIUNG: berpikir kritis Antik Estika Hader; Raimon Efendi; Sindy Alhayyu Suci
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 3 (2024): Volume 10 No. 03 September 2024 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i3.3777

Abstract

The problem of this study is that students have not been trained to think at a high level, this is evident based on the results of daily questions. The purpose of this study was that there were differences after the GBL model treatment was applied to students' critical thinking skills in IPAS learning in class V UPT SD Negeri 5 Sitiung. The model used is Quasi Experimental Design. That is, research that has a control group, but cannot function fully to control external variables that affect the implementation of the experiment. This research was conducted at UPT SD Negeri 5 Sitiung. The results of this study indicate that the critical thinking skills of experimental class students who use the GBL learning model. Learning is done with the Independent samples Test in hypothesis testing, showing that sig (2-tailed) is smaller than 0.003 or <0.05 so that there is a significant influence between the Game Based Learning learning model on critical thinking of IPAS learning class V UPT SD Negeri 5 Sitiung.
PENGEMBANGAN MEDIA PEMBELAJARAN DIGITAL SMART BOOK BERBANTUAN APLIKASI CANVA PADA PEMBELAJARAN IPAS KELAS IV SD NEGERI 06 SITIUNG Riska Maharani Rehan agustian; Raimon Efendi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 3 (2024): Volume 10 No. 3 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i3.4271

Abstract

Maharani, Riska. 2024. “Pengembangan Media Pembelajaran Digital Smart Book Berbantuan Aplikasi Canva Pada Pembelajaran IPAS Kelas IV SD Negeri 06 Sitiung”. Skripsi: Program Studi Pendidikan Guru Sekolah Dasar. Fakultas Keguruan Dan Ilmu Pendidikan. Universitas Dharmas Indonesia. Penelitian ini dilatar belakangi oleh kurangnya ketertarikkan siswa dalam pembelajaran di kelas karena media yang digunakan belum manarik perhatian siswa, sehingga peneliti berupaya mengembangan media pembelajaran yang menarik yaitu media Digital Smart Book pada pembelajaran IPAS kelas IV SDN 06 Sitiung. Pembelajaran yang menggunakan media sangat dibutuhkan untuk me nunjang kegiatan pembelajaran agar tujuan pembelajaran tercapai. Tujuan dilakukan penelitian ini untuk menghasilkan media Digital Smart Book Berbantuan Aplikasi Canva Pada Pembelajaran IPAS Kelas IV SD Negeri 06 Sitiung yang valid, praktis, dan efektif. Metode penelitian yang digunakan dalam penelitian ini adalah metode Research and Development (R&D). Model yang digunakan yaitu model ADDIE yang terdiri dari 5 tahap yaitu: analisis (analyze), perancangan (Design), pengembangan (Development), implementasi (implementation), dan evaluasi (evaluation)Hasil penelitian media Digital Smart Book pada pembelajaran IPAS dilakukan uji validasi terdapat delapan validator, menunjukkan bahwa pengembangan media Digital Smart Book memperoleh rata-rata validasi media 93,3%, validasi bahasa 90%, validasi soal & isi 81,35%, dan validasi kegrafikan 82,1% dengan kategori valid, sehingga dapat disimpulkan bahwa Digital Smart Book ini layak digunakan, uji praktikalitas oleh guru 100% dikategirikan sangat praktis, uji praktikalitas oleh peserta didik 94% dikategorikan sangat praktis artinya media Digital smart book dapat diginakan dengan mudah untuk proses pembelajaran, sedangkat hasil efektivitas media Digital smart book dengan skor 86,2% dikategorikan sangat efektif. Dapat disimpulkan media pembelajaran Digital Smart Book Berbantuan Aplikasi Canva Pada Pembelajaran IPAS Kelas IV SD Negeri 06 Sitiung dapat dinyatakan valid, praktis, dan efektif. Kata Kunci: Pengembangan, Digital Smart Book, IPAS
Design of Web-Based Real Count Information System for Village Head Election: Perancangan sistem informasi real count pemilihan kepala dusun berbasis web Nurfayani, Meiliza; Efendi, Raimon; Prima, Wahyu
International Journal of Technology Vocational Education and Training Vol. 4 No. 1 (2023): IJTVET Vol 4 No 1 (2023)
Publisher : Perkumpulan Doktor Indonesia Maju (PDIM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46643/ijtvet.v4i1.98

Abstract

The election of village heads is an integral part of the democratic process at the local level. However, there are often challenges in the vote-counting process that can impede the smooth implementation of village head elections. This article proposes designing a web-based Real Count information system for village head elections in the Tanah Sepenggal Lintas District. The main issue identified is the delay in vote counting, affecting the speed of the official announcement of results by the General Election Commission (KPU). The research methodology includes problem identification, analysis, goal setting, literature review, data collection, system analysis, system design, testing, and implementation. The resulting system aims to expedite and enhance the accuracy of vote counting using web-based technology, notably PHP and MySQL. This approach is expected to address traditional challenges in vote counting and provide quick and efficient information on the results of village head elections. The research findings indicate that the designed Real Count information system successfully improves the efficiency of vote counting, reduces the waiting time for official announcements, and provides transparent information on election results. Implementing this system is expected to positively enhance the integrity and speed of village head elections at the local level.
Development of a Web-Based Postage Revenue Information System for Postal Packages in Pulau Temiang: Pengembangan Sistem Informasi Pendapatan Ongkir Paket Pos Pulau Temiang Berbasis Web Saputra, Effri; Aras Z, Zainul; Ali, Gunawan; Efendi, Raimon
International Journal of Technology Vocational Education and Training Vol. 2 No. 2 (2021): IJTVET Vol.2 No.2 (2021)
Publisher : Perkumpulan Doktor Indonesia Maju (PDIM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46643/ijtvet.v2i2.101

Abstract

This research discusses the design of a postage revenue information system for Temiang Island Post packages using the waterfall method. This method was chosen to ensure a structured and organized development process. The stage involves analyzing system requirements through interviews with stakeholders and in-depth understanding of business processes. System design includes database structure, user interface, and business logic, followed by the implementation phase utilizing web-based technology. Testing is carried out thoroughly to ensure system reliability, security and performance. This includes functionality, security, and performance testing to ensure that the system can operate effectively in a production environment. The system maintenance stage is implemented to ensure the system remains optimal and can adapt to changing needs. The results of this research are expected to provide practical guidance for organizations such as Pos Pulau Temiang in designing a web-based postage revenue information system. By applying the waterfall method, it is hoped that system development can be carried out in a structured and efficient manner. The conclusion of this research is that the waterfall method can be an effective approach in designing a web-based information system for postage revenue management in the Temiang Island Post operational environment.
Web Based E-Commerce Information System: Sistem Informasi E-Commerce Berbasis Web Sophian, Sophan; Monarita Johan, Tri; Efendi, Raimon
International Journal of Technology Vocational Education and Training Vol. 4 No. 2 (2023): IJTVET Vol 4 No 2 (2023)
Publisher : Perkumpulan Doktor Indonesia Maju (PDIM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46643/ijtvet.v4i2.160

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The characteristic of modern education today is the emphasis on students' active and creative participation, which includes intellectual and emotional aspects in the learning process. In the context of learning graphic printing skills, the focus is on developing students' operational capacity, both mentally and physically. However, observations and interviews at SMK Negeri 7 Sijunjung show that learning needs to be more varied. Some teachers teach using conventional methods, such as games, demonstrations, and videos, while students follow the teacher's instructions without being actively and creatively involved. This makes learning less attractive for students as an alternative to increasing student engagement. This research was conducted through two cycles, each involving planning, implementing actions, observing, and reflecting. The action was carried out by utilizing internet media and other information technology and giving students project assignments. The research results showed an increase in students' average activity and creativity from one meeting to the next at the end of the second cycle. This indicates that the use of the project-based learning model can increase student involvement, and this model can be applied to help students develop their respective competencies.
Designing the E-Authentic Assessment on Computer Networking Learning in The Revolution Industry 4.0 Ambiyar, Ambiyar; Waskito, Waskito; Efendi, Raimon; Irawati, Yuyun
Jurnal Pendidikan Indonesia Vol 10 No 1 (2021)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (450.076 KB) | DOI: 10.23887/jpi-undiksha.v10i1.24431

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The unavailability of assessment instruments that accordance to the KKNI-based higher education curriculum is also the basis of the research. This study aims at producing an online assessment evaluation model design. The type of this research was Research and Development (R&D). The research subjects were information system study program students of the Universitas Dharmas Indonesia who took the Computer Networking course. The research data were obtained through validaty and practicality instrument and also observations. Based on the research results, it can be concluded that the online authentic assessment evaluation model that has been designed can be implemented to improve learning competence. Based on descriptions and validations of each material expert, media expert, and learning expert, the results 
Enhancing the Professional Competence of Vocational School Teachers Through a Knowledge Management System-Based Training Model Ali, Gunawan; Sonia Yulia Friska; Vitriani; Efendi, Raimon
Jurnal Penelitian dan Pengembangan Pendidikan Vol. 7 No. 2 (2023): Juli
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppp.v7i2.62207

Abstract

The role of the Computer Network Engineering MGMP forum could have been more optimal in developing professional competence. If one pays attention to the usefulness of this forum, it is essential to support the improvement and development of the professional competence of SMK Computer Network Engineering teachers. This research aims to develop a Knowledge Management System-Based Training Model to improve the professional competence of vocational teachers. This research is research and development. This study uses the ADDIE development procedure. The subjects of this study were 35 teachers at SMK Computer Network Engineering Skills. The methods used to collect data are interviews and questionnaires. The data collection instrument uses a questionnaire sheet. The data analysis technique for this research is descriptive statistics. The results of this study, namely the needs analysis, show the level of need for this training model is 83.65%. The syntax of this model is an introduction, demonstration, discussion, B-KMS training, and evaluation. Products consisting of training models in book form; implementation of activity in the form of a guidebook; training materials in book form; use of applications in the form of books for admins and users; knowledge management system application. The study results show that this training model is valid, practical, effective and appropriate for use to improve teachers' professional competence.
Augmented Reality Based Competency Based Learning on Computer Network Learning in Vocational Education Vocational School Efendi, Raimon; Ali, Gunawan; Andang Purnomo, Wulan; Iskandar, Iskandar; Agustin Wulandari, Ratih
Jurnal Penelitian dan Pengembangan Pendidikan Vol. 7 No. 2 (2023): Juli
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppp.v7i2.62263

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This research is motivated by the complexity of the subject matter of Computer Networks, the large number of teachers who teach these subjects with different backgrounds, and not all of them can be practised directly due to limited laboratory facilities, accompanied by a learning model that is not yet competency-based which also makes learning outcomes not optimal. This study aims to develop three-dimensional computer network learning media using Augmented Reality Assembly Edu software in vocational education. This type of research is created using the ADDIE model, which includes analysis, design, development, implementation, and evaluation. Collection methods using observation and interviews. The data collection instrument used a questionnaire. Data analysis techniques using qualitative and quantitative descriptive analysis. The results showed that Competency-based learning-based Augmented Reality media, validated by a team of media experts and material experts, was very valid. In contrast, students stated well because this media made it easier to understand the material and motivated them to try and learn. It was concluded that Competency-based learning-based Augmented Reality media could be used in learning.
Waqf Land Dispute Resolution in Indonesia and Malaysia: Legal and Cultural Approaches Agustin Wulandari, Ratih; Efendi, Raimon; Vivie Nurfauziah Rukmini, Neng
Asy-Syari'ah Vol. 27 No. 1 (2025): Asy-Syari'ah
Publisher : Faculty of Sharia and Law, Sunan Gunung Djati Islamic State University of Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/as.v27i1.44202

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Abstract: Dispute resolution in the waqf land context is a matter of particular legal complexity; thus, it requires special attention. This research aims to provide a comparative analysis of waqf land dispute resolution mechanisms in Indonesia and Malaysia, with a focus on the role of local cultural values and Islamic legal norms. The present research employs a normative legal research approach, which involves the identification of legal rules, principles and doctrines to provide a resolution to the legal issues under consideration. The results indicate that the resolution of waqf land disputes in Indonesia and Malaysia uses divergent legal and cultural approaches. Despite the adherence to the Islamic waqf principle, there are discernible discrepancies in the dispute resolution methods, legal structures and cultural influences exhibited by these two nations. The influence of local cultural values on the two nations is evident. Indonesia places significant value on deliberation, cooperation and social sustainability, whereas Malaysia places greater emphasis on negotiation, mediation and economics. This research aims to provide tangible insights into institutional reforms and digital innovations in waqf governance and expand comparative analyses to other Islamic jurisdictions, thereby enriching the global discourse on waqf legal practices and dispute resolution.
The Effect of the Teams Games Tournament Type Cooperative Learning Model on Science Learning Outcomes Efendi, Raimon; Anggrayni, Melisa; Atlia
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.733

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This study aims to determine the effect of the cooperative learning model of the Teams Games Tournament (TGT) type on science and social studies (IPAS) learning outcomes. This research uses the cooperative learning model of the Teams Games Tournament (TGT) type, which is one of the most suitable methods to be used as a learning aid in IPAS. The model consists of five stages: class presentation, team formation, games, tournament, and team recognition. The results of the study show that the cooperative learning media of the Teams Games Tournament type led to an average difference of 9.17 points between the pretest and posttest scores, with an average posttest score of 69.6 and a pretest score of 55.6. This difference is statistically significant, as supported by the results of the paired sample t-test. The analysis shows that the significance value (2-tailed) is .005 (< 0.05), indicating a significant difference between the pretest and posttest scores. Based on the results, the TGT learning model has a significant effect on learning outcomes in the theme My Wealthy Indonesia (Indonesiaku Kaya Raya) for IPAS subject content. This research employed a quantitative experimental method with data collection techniques including observation and documentation. The findings suggest that the TGT media can be a viable alternative.
Co-Authors Ainun Fitriyani Aktiva Rindang Sari Alex Ferdinal Alyani, Mala Ambiyar, Ambiyar Amris Andang Purnomo, Wulan Andang, Wulan Andesti, Intan Andra Saputra Anggrayni, Melisa Antik Estika Hader Antik Estika Hader Antik Estika Hader, Antik Estika Aras Z, Zainul arum susilowati Asmar Yulastri Asril Atlia Bento, Blas Orti'z Dedi Mirsa Dodi Widia Nanda Dwi Armanda, Septia Dwi Novri Asmara dwi winarti winarti Efri Yandani Eka Ermawati, Eka Elinda Revita Eliza Eliza Eliza Eliza Estuhono Estuhono Estuhono Estuhono, Estuhono Fadel, Ahmad Faryanti, Faryanti Fauzi Tri Yuniko Filahanasari, Eka Fitri, Nursya Fitri, Putri Intan Mutiara Gunawan Ali Gunawan Ali, Gunawan Guntoro, Eko Joko Gusrion, Deval Halim Maulana Heri Sudibyo Hetty kasmawati Hilda Mauliddina Hilda Mauliddina Husnil Hayati Ichsan Khaliq Adyanda ides rismanila ihsan, hayatul Indra Indra Intan Puspita Irawati, Yuyun Irwan Yusti Iskandar Iskandar Iskandar Iskandar Jalius Jama Jeprimansyah Jeprimansyah Kharisma, Kharisma Lesmana, Lido Sabda M.Bahrul Ulum Meriyenti Meriyenti Meriyenti, Meriyenti Mistia Sari Monarita Johan, Tri Muhammad Subhan Muhammad Sukron Nesa Nurhalimah Ningsi, Pitri Nurfayani, Meiliza Nuri Lestari Nurlaila Nurlaila Nurul Aini Pitri Ningsi Prima, Wahyu Purnomo, Wulan Andang Putra, Tomi Romandika Ramadhani, Wili Ratih Agustin Wulandari RATNAWATI Ricky Ramadhan Harahap Rio Rilandani Riska Maharani Rehan agustian Rodesta, Nigel Santika, Ellen Saputra, Effri Sepri Rahmat Pratama Sindy Alhayyu Suci Sonia Yulia Friska Sonia Yulia Friska Sonia Yulia Friska Suci Rahma Putri Sudibyo, Heri Surfa Yondri Suryana, Febriyanno Tri Monarita Johan Tri Monarita Johan Tri Yuniko, Fauzi Vani Meisy, Tri Vitriani Vivie Nurfauziah Rukmini, Neng Wahyuni, Neni Sri Wahyuni, Rahmi Juwita Waskito Waskito Waskito, Waskito Wetria Fauzi winarti, dwi Wulan Andang Wulan Andang Purnomo Yanti, Arifatul Yuniko, Fauzi Tri Yusran Yusran Yuyun Irawati Zumrotun Lutfiah