Claim Missing Document
Check
Articles

Found 4 Documents
Search

THE EFFECT OF APPLYING LEARNING MODEL ON NATURAL SCIENCE COMPETENCE: LITERATURE STUDY ABOUT SNOWBALL THROWING Ayu Wulandari; Heffi Alberida; Ardi Ardi; Rahmadhani Fitri
ATRIUM PENDIDIKAN BIOLOGI Vol 6, No 1 (2021): Atrium Pendidikan Biologi
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/apb.v6i1.9875

Abstract

This research is motivated by the low activity and learning outcomes of students in learning. Learning is still teacher centered. Student do activities outside of learning. We need a model to motivate student in learning. The model can be used is Snowball Throwing.The purpose of writing this article is to  look at the correlation of the application of the Snowball Throwing model to student outcomes. This research methode by reviewing journal uses 5 journal with ISSN. Dewi's research (2015) states that the Snowball Throwing model assisted by interactive multimedia has an effect on student learning outcomes. Handayani's research (2017) states that the Snowball Throwing model has an influence on student learning outcomes. Fitri's research (2017) states that the Snowball Throwing model with word square media has a positive influence on the activities and learning outcomes of students. Najla (2017) and Purba (2020) state that there are differences in learning outcomes between classes that use Snowball Throwing and those that don't. Thus it shows the Snowball Throwing model has a correlation with the learning outcomes of students.
TEAM GAME TOURNAMENT (TGT) COOPERATIVE MODEL EFFECT TO SENIOH HIGH SCHOOL STUDENT’S MOTIVATION Ayu Wulandari; Relsas Yogica; Ganda Hijrah Selaras; Ristiono Ristiono
ATRIUM PENDIDIKAN BIOLOGI Vol 6, No 2 (2021): Atrium Pendidikan Biologi
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/apb.v6i2.6389

Abstract

This research is an experimental research which aims to see the influence of Teams Game Tournament (TGT) learning model on the motivation of students on immune system material at SMA Pembangunan Laboratorium UNP academic year 2018/2019. The implementation of this study does not allow researchers to control variables as a whole so that this study belongs to the quasi-experimental category with the design of control group posttest only design. Sampling in this study used saturation sampling technique. The technique of data analysis used statistical tests, namely the t test. The results of statistical tests showed that in a significant term (α = 0.05) the value of tcount> t tableis obtained, which is 3.28 > 1.67, then H0 is rejected and H1 is accepted. It can be concluded that the motivation of students using the Teams Game Tournament (TGT) learning model is higher than the motivation of students who use conventional learning. It can be interpreted that there is an influence of the Teams Game Tournament (TGT) learning model on the motivation of students on immune system material at SMA Pembangunan Laboratorium UNP.
WORKSHOP PEMANFAATAN AI UNTUK PENGEMBANGAN E-LKPD PADA PEMBELAJARAN DEEP LEARNING DI SMAN 1 PADANG SAGO: PKM Faizah Qurrata Aini; Fitri Amelia; Dwi Finna Syolendra; Nofri Yuhelman; Fauzana Gazali; Minda Azhar; Fajriah Azra; Yerimadesi; Andromeda; Miftahul Khair; Zonalia Fitriza; Suryelita; Viona Maharani; Achie Keylla; Munifa Mahdiah; Melati Wahyuni; Rifka Andani; Ayu Wulandari; Ulfa Autafia
BHAKTI NAGORI (Jurnal Pengabdian kepada Masyarakat) Vol. 5 No. 2 (2025): BHAKTI NAGORI (Jurnal Pengabdian kepada Masyarakat) Desember 2025
Publisher : LPPM UNIKS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/bhakti_nagori.v5i2.4764

Abstract

Kemajuan Artificial Intelligence (AI) dalam dunia pendidikan membuka peluang besar bagi guru untuk mengembangkan perangkat pembelajaran yang lebih inovatif, seperti Lembar Kerja Peserta Didik Elektronik (e-LKPD) yang interaktif, adaptif, dan personal. Namun, pemanfaatan AI masih menghadapi kendala berupa keterbatasan pemahaman, minimnya pelatihan, serta dukungan infrastruktur yang belum optimal. Workshop pemanfaatan AI di SMAN 1 Padang Sago, Kabupaten Padang Pariaman, diselenggarakan sebagai kegiatan pengabdian kepada masyarakat untuk meningkatkan kesiapan guru dalam mengintegrasikan AI ke dalam pengembangan bahan ajar berbasis deep learning. Kegiatan ini dilaksanakan melalui empat tahapan, yaitu persiapan, pelatihan pembuatan media pembelajaran berbasis AI, penyusunan modul ajar deep learning, serta pengembangan e-LKPD interaktif menggunakan Liveworksheet. Guru dibekali pemahaman etika penggunaan AI serta pemanfaatan platform seperti ChatGPT, Microsoft Word, dan Gamma.ai. Evaluasi pre-test dan post-test menunjukkan persepsi guru terhadap AI cenderung positif, meskipun terdapat penurunan pada kategori “sangat setuju” akibat kesadaran terhadap kompleksitas teknis, khususnya pada guru senior. Luaran kegiatan menunjukkan peningkatan keterampilan guru dalam merancang perangkat pembelajaran berbasis AI serta menghasilkan bahan ajar digital yang lebih interaktif, sekaligus mendukung penguatan ekosistem pembelajaran berbasis teknologi dan pencapaian IKU perguruan tinggi.
Model Analysis Queue Theory in Fast Food Restaurants in Padang City Vita Vidayati; Ayu Wulandari; Ira Selvia; Nadiyatul Ghina
Rangkiang Mathematics Journal Vol. 5 No. 1 (2026): Rangkiang Mathematics Journal
Publisher : Department of Mathematics, Universitas Negeri Padang (UNP)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/rmj.v5i1.88

Abstract

Queuing systems represent service processes in which customers wait due to limited service resources. Analysing such systems is essential to ensure efficient service and minimise waiting time. This study aims to examine the queuing system applied at Hokben Sawahan Padang by analysing customer arrival and service rates to determine the appropriate model and system characteristics. A quantitative method was used, with primary data collected through direct observation of arrival and service times. The results indicate that the appropriate model is (M/M/1) with a FIFO discipline. The average number of customers waiting in line (Lq) is 0.52 customers per minute, while the average number in the system (L) is 1.03 customers per minute. The average time spent in the system (W) is 4.9 minutes, and the average waiting time before service (Wq) is 2.4 minutes. The server utilisation level is 50.62%, with an idle rate of 49.38%. These findings suggest that the queuing system is relatively efficient and can be categorised as quite ideal. However, further improvements are needed to increase server utilisation and service effectiveness. Enhancing service quality, cleanliness, comfort, and overall operational performance can improve customer satisfaction and business profitability. The study implies that queue performance indicators, such as waiting time and utilisation rate, can serve as important managerial tools for evaluating and optimising service operations.