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Pengaruh Kegiatan Ekstrakurikuler Paskibra terhadap Karakter dan Kepemimpinan Siswa SMA Katolik Tri Sakti Medan Palma Juanta; Herdianta Yuventus Tarigan; Priscilla Chyntia Simanullang; Jopi Chan
Educational Journal Vol. 1 No. 4 (2026): MAY-JULY
Publisher : Indo Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/je82b364

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh dan tingkat efektivitas kegiatan ekstrakurikuler Paskibra terhadap pembentukan karakter dan jiwa kepemimpinan siswa di SMA Katolik Tri Sakti Medan. Metode penelitian yang digunakan adalah kuantitatif dengan pendekatan deskriptif dan asosiatif. Pengambilan sampel dilakukan melalui teknik total sampling (sampling jenuh) dengan melibatkan seluruh anggota aktif ekstrakurikuler Paskibra yang berjumlah 19 siswa. Data dikumpulkan menggunakan instrumen kuesioner berskala Likert yang telah teruji validitas dan reliabilitasnya, serta didukung oleh metode observasi dan dokumentasi. Analisis data dilakukan melalui uji prasyarat berupa uji normalitas Shapiro-Wilk dan uji linearitas, serta uji hipotesis menggunakan analisis regresi linear sederhana melalui program SPSS. Hasil penelitian menunjukkan bahwa kegiatan ekstrakurikuler Paskibra tidak berpengaruh signifikan terhadap karakter siswa (t hitung = -0,370 < t tabel = 2,110; Sig. 0,716 > 0,05) maupun terhadap kepemimpinan siswa (t hitung = -0,327 < t tabel = 2,110; Sig. 0,748 > 0,05). Meskipun demikian, analisis deskriptif menunjukkan bahwa mutu karakter dan kepemimpinan siswa berada pada kategori sangat baik dengan nilai rata-rata variabel Paskibra sebesar 44,26, karakter sebesar 44,37, dan kepemimpinan sebesar 43,89 dari skor maksimum 50. Temuan ini mengindikasikan bahwa nilai kedisiplinan, tanggung jawab, dan kepemimpinan dasar siswa telah terbentuk dengan baik melalui integrasi budaya kedisiplinan harian di lingkungan SMA Katolik Tri Sakti Medan serta pengaruh latar belakang pengasuhan keluarga.  
VALIDITAS BUTIR SOAL IPA FISIKA SMP VII Dr WAHIDIN SUDIROHUSODO Palma Juanta; Apriani Sijabat; Festiyed Festiyed; Yerimadesi Yerimadesi
Jurnal Tunas Pendidikan Vol. 6 No. 1 (2023): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v6i1.1253

Abstract

The aim of the study was to measure and find out the validity of the points in Science Physics questions for class VII SMP Dr. Wahidin Sudirohusodo regarding the subject matter of temperature and heat through a quantitative descriptive approach and data collection techniques which were carried out using a test technique in the form of temperature and heat questions totaling 25 items in the form of multiple choices. The population used was all students of class VII SMP Dr. Wahidin Sudirohusodo as many as 224 students spread over 7 parallel classes, 40 students were taken randomly. The sampling technique used is simple random sampling. Data were analyzed using the Anates program version 4 for windows. The results showed that the level of validity of the questions was moderate, namely 0.42. Keywords: Validity, Problem, Science Physics
Comparison Random Forest and Logistic Regression in Predicting Motivation and Learning Outcomes of Junior High School Students Palma Juanta; Valencia Pavithra; Nurija Sri Paska Hutabarat; Yehuda M. P. Simatupang
Jurnal Informatika dan Rekayasa Perangkat Lunak Vol. 7 No. 1 (2026): Volume 7 Number 1 March 2026
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jatika.v7i1.1510

Abstract

Student learning motivation and learning outcomes are important factors that influence educational success, especially at the junior high school level. Previous studies that primarily emphasize academic achievement prediction alone, this study simultaneously evaluates student motivation and learning outcomes as dual prediction targets. Moreover, while earlier research often applied only a single algorithm or focused on higher education datasets, this research specifically conducts a head-to-head comparison between Random Forest and Logistic Regression using junior high school data, thereby filling an important gap in secondary education predictive analytics. This study compares the performance of two machine learning algorithms, namely Random Forest and Logistic Regression, in predicting student motivation and learning outcomes based on data on learning habits, mental condition, attendance, sleep hours, family support, and academic grades. The study process included data pre-processing, normalization, separation of data into training and testing data, model training, and evaluation using accuracy, sensitivity, specificity, and AUC. Based on the study findings, Random Forest performed better with an accuracy of 0.91, sensitivity of 0.91, specificity of 0.94, and AUC of 0.94. Meanwhile, Logistic Regression obtained an accuracy of 0.84, sensitivity of 0.84, specificity of 0.90, and AUC of 0.95. These findings confirm that Random Forest is superior in its overall predictive ability, while Logistic Regression remains relevant due to its interpretability. This study aims to assist in the development of data-driven decision support systems in education to help schools identify students who require early intervention.
Pengaruh Model Pembelajaran Berbasis Proyek (PjBL) terhadap Kemampuan Pemecahan Masalah Mahasiswa Ilmu Komputer dalam Pengembangan Aplikasi Palma Juanta; Eddy Tanadi; Patricia Angelin; Theo Parta
INSOLOGI: Jurnal Sains dan Teknologi Vol. 4 No. 3 (2025): Juni 2025
Publisher : Yayasan Literasi Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55123/insologi.v4i3.4835

Abstract

This study examines how Project-Based Learning (PjBL) model affects Computer Science students’ ability to solve problems during application development. As technology continues to advance, students must primarily focus on problem solving to succeed in the field of computer science. Project-Based Learning (PjBL) allows students to learn the subject through real-world contexts by facing real-life project assignments that involve the process of problem identification and in-depth analysis and design of solutions. This study examines how PjBL affects students’ ability to collaborate and communicate and solve problems and challenges that arise when PjBL is implemented. This study uses a quantitative approach with a quasi-experimental design in which 30 Computer Science students from Prima University were involved. Analysis of the results found that the implementation of PjBL provided significant improvements in students’ problem-solving abilities as well as enhancing the development of their teamwork skills and creativity. The PjBL model has proven its effectiveness in preparing students to overcome various challenges in a complex and dynamic workplace. Higher education should use PjBL more often to improve students’ skills in information technology.
Analisis Hubungan Lama Pengunaan Gadget dengan Tingkat Stress Mahasiswa Renaldy Angkasa; Palma Juanta; Gabriella Halim
INSOLOGI: Jurnal Sains dan Teknologi Vol. 4 No. 3 (2025): Juni 2025
Publisher : Yayasan Literasi Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55123/insologi.v4i3.4839

Abstract

This study aims to analyze the relationship between the duration of use of gadgets and stress levels in Prima Indonesia University students. In the current digital era, the use of gadgets has become an inseparable part of the daily life of students, both for academic purposes, entertainment, and social communication. However, excessive use of gadgets can have a negative impact on mental health, especially in terms of increasing stress levels.It is feared that the use of gadgets among students can trigger various psychological problems, especially when students are faced with high academic pressure, college assignments, and the need to continue to be connected online. Therefore, it is important to understand the extent of the duration of the use of gadgets to contribute to the stress experienced. The research method used is a quantitative survey, with questionnaires distributed to 50 students from various majors, such as economics, information systems, informatics engineering, and medicine. The data collected was analyzed using the Pearson correlation test and regression analysis. The results showed a positive and significant relationship between the length of use of gadgets and stress levels. Students who use gadgets for a longer time tend to have a higher stress level. This finding is expected to be the basis for the development of intervention programs that aim to reduce student stress through wise and healthy management of gadgets.
Development of Quibot Technology-Based Learning Media to Improve Student Motivation and Learning Outcomes Palma Juanta; Indah Permata Sari Br Sembirinng; Liza Aulia
Journal of Technology and Informatics (JoTI) Vol. 8 No. 1 (2026): Vol. 8 N. 1 (2026)
Publisher : Universitas Dinamika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37802/joti.v8i1.1241

Abstract

This study examines the effect of Quibot, a chatbot-based learning medium, on students’ learning outcomes and learning motivation in mathematics learning at the junior high school level. The study was motivated by the limited integration of interactive digital media and its impact on students’ academic performance. A quantitative quasi-experimental design was employed involving 60 eighth-grade students of Yayasan Perguruan Sultan Iskandar Muda, divided into an experimental group using Quibot and a control group using conventional learning methods. Learning outcomes were measured using a validated multiple-choice mathematics achievement test, while learning motivation was assessed through a Likert-scale questionnaire. Data were analyzed using normality and homogeneity tests, followed by one-way ANOVA for learning outcomes and Welch’s t-test for learning motivation. The results showed a significant difference in learning outcomes between the two groups, F(1,58) = 4.65, p = 0.035, with a moderate effect size (η² = 0.074). However, no significant difference was found in learning motivation (p = 0.871). These findings indicate that Quibot effectively improves students’ academic achievement but does not significantly influence learning motivation within a short intervention period. This study highlights the role of chatbot-based learning media as an instrumental tool in supporting cognitive learning outcomes.
PELATIHAN PEMBELAJARAN AKTIF ABAD -21 YANG TERINTEGRASI PADA PROFIL PELAJAR PANCASILA BAGI GURU GURU SD IT PERMATA BERBASIS TEKNOLOGI DAN SAINTIFIK Palma Juanta; Muhardi Saputra; Anita Anita; Siti Aisyah; Sumita Wardani
Jurnal Pemberdayaan Sosial dan Teknologi Masyarakat Vol. 3 No. 2 (2023): Desember 2023
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jpstm.v3i2.1534

Abstract

Abstract: Learning is a process of interaction between students and educators in a learning environment that takes place in an educational manner, so that students can develop their attitudes, knowledge and skills to achieve the goals that have been set. The development of technology every year makes it difficult for teachers to keep up with developments so that almost every teacher still does not understand how to use Microsoft PowerPoint and Excel. Teachers only use the application as a tool. Therefore, there is a need for training for teachers to make learning plans, recap student learning outcomes, or create interesting teaching materials for students that are technologically and scientifically based so that they can improve professional competence, especially in the appropriate use of technology in the learning process. Keywords: teachers; technology; science  Abstrak: Pembelajaran adalah proses interaksi antara peserta didik dan pendidik pada suatu lingkungan belajar yang berlangsung secara edukatif, agar peserta didik dapat membangun sikap, pengetahuan dan keterampilannya untuk mencapai tujuan yang telah ditetapkan. Berkembangnya teknologi setiap tahunnya membuat para guru kesulitan dalam mengikuti perkembangannya sehingga hampir setiap guru masih kurang paham menggunakan microsoft powerpoint dan excel. Guru hanya menggunakan aplikasi tersebut sebatas pada tools. Maka itu perlu adanya pelatihan bagi guru untuk membuat rencana pembelajaran, merekap hasil belajar peserta didik, atau membuat bahan ajar yang menarik bagi peserta didik yang berbasis teknologi dan saintifik sehingga dapat meningkatkan kompetensi profesional terutama dalam pemanfaatan  teknologi pada proses pembelajaran secara tepat. Kata kunci: guru-guru; teknologi; saintifik
Pengembangan Aplikasi Pembelajaran Interaktif Berbasis Scratch 3.0 Berbantuan IFP Digital untuk Meningkatkan Minat Belajar Siswa SMP Aryo Yusuf Kusuma; Muhammad Rinaldi Hidayat; Palma Juanta
Publikasi Pendidikan Vol 16, No 2 (2026)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70713/publikan.v16i2.83981

Abstract

This study aims to develop, validate, and analyze the effectiveness of an interactive learning application based on Scratch 3.0 assisted by Interactive Flat Panel (IFP) Digital in improving students’ learning interest in science education. This research employs a Research and Development (R&D) approach using the ADDIE model (analysis, design, development, implementation, evaluation). Data were collected through expert validation, student response questionnaires, and learning interest questionnaires from experimental and conventional classes. Data analysis techniques included descriptive quantitative analysis and Mann–Whitney U Test. The results indicate that the developed application is highly feasible based on expert validation and received very positive student responses (88.35%). Furthermore, a significant difference was found between the experimental and conventional classes (p < 0.05) with a mean difference of 10.786 and a 23% increase in students’ learning interest. Thus, the Scratch 3.0-based interactive application supported by IFP Digital is effective in enhancing students’ learning interest.
Comparison of Support Vector Machine and K-Nearest Neighbor Methods for Predicting Student Learning Outcomes Based on Student Performance Data Chynthia Drinita; Felicia Felicia; Palma Juanta
Computer Journal Vol. 4 No. 2 (2026): August
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/cj.v4i2.512

Abstract

Information systems and machine learning have encouraged the use of academic data to predict student learning outcomes in the education sector. This study evaluated the performance of Support Vector Machine (SVM) and K-Nearest Neighbor (KNN) algorithms in predicting student learning outcomes using the Student Performance in Exams Dataset from Kaggle. A quantitative computational experiment was conducted through several preprocessing stages, including target variable creation, categorical data conversion, feature standardization using StandardScaler, and data splitting into 80% training data and 20% testing data. Model performance was evaluated using accuracy, precision, recall, F1-score, Receiver Operating Characteristic (ROC) curve, and Area Under the Curve (AUC). The results show that SVM achieved an accuracy of 97%, with average precision, recall, and F1-score values of 0.97, while KNN achieved an accuracy of 90% and an F1-score of 0.88. The AUC values of 1.00 for SVM and 0.97 for KNN indicate that both models performed well, although SVM provided better class separation. Therefore, SVM was more effective than KNN in predicting student learning outcomes on the dataset used and may support the development of machine learning-based academic prediction systems.