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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

Abstract

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.
Problem-Based Learning Model (MONAKI) to Improve Motivation and Learning Outcomes of Pekanbaru STT Students: Model Pembelajaran Berbasis Masalah (MONAKI) Untuk Meningkatkan Motivasi dan Hasil Belajar Mahasiswa STT Pekanbaru Johan, Tri Monarita; Efendi, Raimon
International Journal of Technology Vocational Education and Training Vol. 5 No. 1 (2024): IJTVET Vol 5 No 1 (2024)
Publisher : Perkumpulan Doktor Indonesia Maju (PDIM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46643/ijtvet.v5i1.176

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A learning model is a systematic approach or framework used to design, implement and evaluate the teaching and learning process. The purpose of using learning models is to increase the effectiveness of teaching and facilitate the achievement of predetermined learning goals. This type of research is Classroom Action Research (PTK) with a qualitative approach consisting of two cycles with each stage, including the planning stage, implementation stage, observation stage and reflection stage. The research location was carried out at the Pekanbaru College of Technology, Electrical Engineering study program with a total of 35 sixth semester students. The results of data analysis from observations on the learning motivation of semester 6 students, especially in the Computer Applications in Electrical Power Systems course in the application of the problem-based learning model with MONAKI syntax, the indicator of student learning motivation with the lowest level of success, namely in the 1st cycle, is the indicator of having a goal to be achieved. (60%) and in the second cycle it is an indicator of being diligent and thorough (85.71%). From the data above, it was found that the average post test score had increased by 48.57% from the minimum completeness criteria in implementing the Problem-Free Learning Model (MONAKI). The application of the Problem Based Learning Model (MONAKI) in the Computer Applications in Electrical Power Systems course, semester VI, has proven to be helpful in developing students' motivational abilities and learning outcomes.
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

Abstract

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.
Smart Trash System: IoT Innovation in Sustainable Organic Waste Management Based on Zero Waste: Smart Trash System: Inovasi IoT dalam Manajemen Sampah Organik Berkelanjutan Berbasis Zero Waste Andang, Wulan; Efendi, Raimon
International Journal of Technology Vocational Education and Training Vol. 5 No. 2 (2024): Vol. 5 No. 2 (2024)
Publisher : Perkumpulan Doktor Indonesia Maju (PDIM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46643/ijtvet.v5i2.182

Abstract

Organic waste management is still a major challenge in various regions, especially in urban and rural areas that do not yet have an efficient management system. One promising approach is the use of the Internet of Things (IoT) in the Smart Trash system. This study aims to design and implement an IoT-based smart trash system that is able to detect the volume, weight, and composition of organic waste in real-time. Using the prototype method, this system is built with the integration of ultrasonic sensors, weight sensors, and NodeMCU microcontrollers connected to the IoT ThingSpeak platform. The implementation results show that the system is able to provide accurate information and automatic notifications to users when the trash is full or rotting occurs. This system also supports waste sorting from the source, accelerates the recycling process, and supports the zero waste concept. With this technological approach, the community can be encouraged to actively participate in smarter and more sustainable waste management.
Co-Authors Ainun Fitriyani Aktiva Rindang Sari Alex Ferdinal Alyani, Mala Ambiyar, Ambiyar 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 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 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 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 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 Purnomo Yanti, Arifatul Yuniko, Fauzi Tri Yusran Yusran Yuyun Irawati Zumrotun Lutfiah