Claim Missing Document
Check
Articles

Bibliometric Analysis: Digital Comics as a Learning Resource to Improve the Learning Effectiveness of Elementary School Students Norkhalizah, Norkhalizah; Mansur, Hamsi; Rini, Sulistyo
Jurnal Evaluasi dan Pembelajaran Vol 7 No 1 (2025)
Publisher : STKIP Al Islam Tunas Bangsa dan HEPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52647/jep.v7i1.280

Abstract

This study aims to analyze trends and research correlations regarding the use of digital comics as a learning resource to enhance elementary school students' learning effectiveness in the IPAS subject (Integrated Natural and Social Sciences) over the past five years. The method used is a literature study with bibliometric analysis utilizing VOSviewer software. A total of 200 journals from various academic sources were analyzed to identify patterns of keyword relationships, research trends, and scientific gaps that have not been widely explored. The results show that there are three main clusters in the study of digital comics as learning resources: learning effectiveness, the role of teachers and learning media, and the development of innovative learning resources. Network visualization using VOSviewer reveals that digital comics contribute to increasing student engagement, clarifying conceptual material, and assisting teachers in delivering more interactive lessons. Based on these findings, it is recommended that future research focus on developing more adaptive digital comic-based learning models and integrating interactive technology to improve learning effectiveness in elementary schools.
Bibliometric Analysis: The Use of Quizizz Paper Mode Application to Increase Student Learning Motivation Kamaliah, Nor; Mansur, Hamsi; Rini, Sulistyo
Jurnal Evaluasi dan Pembelajaran Vol 7 No 1 (2025)
Publisher : STKIP Al Islam Tunas Bangsa dan HEPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52647/jep.v7i1.281

Abstract

Technological advancements in education have encouraged innovation in learning methods, including Quizizz paper mode as an interactive assessment tool. This study aims to determine the effectiveness of the Quizizz paper mode application in increasing student learning motivation and to examine the development of Quizizz paper mode over the last 5 years (2020–2024). The type of research used is descriptive quantitative with bibliometric analysis using VOSviewer software. The results and discussion show that Quizizz paper mode positively influences student learning motivation through a fun, effective, and innovative interactive method that supports the learning process. The development of Quizizz paper mode in the last five years has seen a significant increase in 2023 and 2024, reflecting strong interest from researchers in the topic of using Quizizz paper mode to boost learning motivation. It is expected that this research can serve as a reference for future studies in exploring the role of interactive, game-based technology like Quizizz paper mode and assist in designing its effective use in educational settings.
Bibliometric Analysis: Digital Comics as a Learning Resource to Improve the Learning Effectiveness of Elementary School Students Norkhalizah, Norkhalizah; Mansur, Hamsi; Rini, Sulistyo
Jurnal Evaluasi dan Pembelajaran Vol 7 No 1 (2025)
Publisher : STKIP Al Islam Tunas Bangsa dan HEPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52647/jep.v7i1.280

Abstract

This study aims to analyze trends and research correlations regarding the use of digital comics as a learning resource to enhance elementary school students' learning effectiveness in the IPAS subject (Integrated Natural and Social Sciences) over the past five years. The method used is a literature study with bibliometric analysis utilizing VOSviewer software. A total of 200 journals from various academic sources were analyzed to identify patterns of keyword relationships, research trends, and scientific gaps that have not been widely explored. The results show that there are three main clusters in the study of digital comics as learning resources: learning effectiveness, the role of teachers and learning media, and the development of innovative learning resources. Network visualization using VOSviewer reveals that digital comics contribute to increasing student engagement, clarifying conceptual material, and assisting teachers in delivering more interactive lessons. Based on these findings, it is recommended that future research focus on developing more adaptive digital comic-based learning models and integrating interactive technology to improve learning effectiveness in elementary schools.
Bibliometric Analysis: The Use of Quizizz Paper Mode Application to Increase Student Learning Motivation Kamaliah, Nor; Mansur, Hamsi; Rini, Sulistyo
Jurnal Evaluasi dan Pembelajaran Vol 7 No 1 (2025)
Publisher : STKIP Al Islam Tunas Bangsa dan HEPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52647/jep.v7i1.281

Abstract

Technological advancements in education have encouraged innovation in learning methods, including Quizizz paper mode as an interactive assessment tool. This study aims to determine the effectiveness of the Quizizz paper mode application in increasing student learning motivation and to examine the development of Quizizz paper mode over the last 5 years (2020–2024). The type of research used is descriptive quantitative with bibliometric analysis using VOSviewer software. The results and discussion show that Quizizz paper mode positively influences student learning motivation through a fun, effective, and innovative interactive method that supports the learning process. The development of Quizizz paper mode in the last five years has seen a significant increase in 2023 and 2024, reflecting strong interest from researchers in the topic of using Quizizz paper mode to boost learning motivation. It is expected that this research can serve as a reference for future studies in exploring the role of interactive, game-based technology like Quizizz paper mode and assist in designing its effective use in educational settings.
DEVELOPMENT OF VIRTUAL REALITY APPLICATION FOR DESKTOP COMPUTER ASSEMBLY Sapta, Andy; Mansur, Hamsi; Hakim, Abdul; Agung, Muhammad; Dalu, Zaudah Cyly Arrum
JURTEKSI (jurnal Teknologi dan Sistem Informasi) Vol. 11 No. 1 (2024): Desember 2024
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Royal Kisaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurteksi.v11i1.3680

Abstract

Abstract: Both hardware and software technologies offer their advantages in helping to facili- tate student learning activities. Virtual reality technology allows users to interact directly with  the virtual reality environment, giving the effect of a pleasant learning sensation because it pro- vides direct experience for students to actively do desktop computer assembly practicum inde- pendently and guided. This research is R & D (Research and Development), which aims to pro- duce a product as a desktop computer assembly virtual reality learning application. This re- search procedure adapts the Lee & Owens development model. The subjects of this research  were students at the Open University, Makassar State University, and Lambung Mangkurat  University. The results showed that using Virtual Reality in desktop computer assembly can  provide extraordinary experiences to users, bridging the gap between the real and virtual worlds.  This is achieved through specially designed hardware to create a virtual environment that re- sembles the actual reality or even creates an entirely new reality.  Keywords: desktop computer; assembly; virtual reality     Abstrak: Teknologi perangkat keras (hardware) maupun lunak (software) menawarkan  keunggulannya dalam membantu memfasilitasi aktivitas belajar dan pembelajaran ma- hasiswa. Teknologi virtual reality memiliki kemampuan bagi penggunanya untuk dapat  melakukan interaksi langsung dengan lingkungan realitas maya, memberi efek sensasi  pembelajaran yang menyenangkan karena memberikan pengalaman langsung bagi ma- hasiswa untuk aktif melakukan pratikum perakitan computer desktop secara mandiri  maupun terbimbing. Penelitian ini adalah R & D (Research and Development) yang ber- tujuan untuk menghasilkan suatu produk yaitu berupa aplikasi pembelajaran virtual real- ity perakitan computer desktop. Prosedur penelitian ini mengadaptasi model pengem- bangan Lee & Owens. Subjek penelitian ini adalah mahasiswa pada Universitas Ter- buka,  Universitas  Negeri  Makassar,  dan  Unibversitas  Lambung  Mangkurat.  Hasil  penelitian diperoleh bahwa penggunaan Virtual Reality dalam perakitan computer desk- top mampu memberikan pengalaman luar biasa kepada pengguna, menjembatani jurang  antara dunia nyata dan dunia maya. Hal ini dicapai melalui penggunaan perangkat keras  yang dirancang khusus untuk menciptakan lingkungan virtual yang menyerupai realitas  sebenarnya atau bahkan menciptakan realitas yang sama sekali baru. Kata kunci: computer desktop; perakitan; virtual reality  
Pemanfaatan Flipped Classroom pada Mata Pelajaran Bahasa Dayak dalam Rangka Meningkatkan Keaktifan Siswa dalam Proses Pembelajaran Afriana, Atrin; Mansur, Hamsi; Utama, Agus Hadi
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36418/syntax-literate.v9i7.15969

Abstract

Model flipped classroom merupakan salah satu jenis pembelajaran campuran. Model ini dapat mengkaji materi yang diberikan oleh guru dalam bentuk Powerpoint, sehingga siswa lebih mandiri dalam mempelajari materi dirumah. Tujuan dari penelitian ini adalah untuk meningkatkan keaktifan siswa dalam proses pembelajaran kemampuan pemahaman konsep siswa dalam pembelajaran bahasa dayak. Jenis penelitian ini adalah penelitian kualitatif dimana dalam penelitian ini dilakukan untuk mendeskripsikan permasalahan pada pelaksanaan model flipped classroom dalam mencapai tujuan. Data yang ambil berasal dari observasi bahan ajar, observasi tingkah laku siswa, serta wawancara terhadap guru ataupun siswa dengan jumlah siswa 30 dan 1 guru. Hasil dari penelitian ini menyatakan bahwa kebanyakan siswa lebih mudah memahami pembelajaran melalui model flipped classroom dengan memanfaatkan media power point.
Cultural Communication in the Preservation of the Traditional Marine Education Values of the Mandar Tribe on Kerayaan Island Mattiro, Syahlan; Malihah, Elly; Wahyu; Nurdin, Encep Syarief; Mansur, Hamsi
Jurnal Komunikasi Pendidikan Vol 9 No 2 (2025): Jurnal Komunikasi Pendidikan
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/jurnalkomdik.v9i2.6283

Abstract

Cultural communication plays an important role in maintaining and preserving the values of traditional marine education. In this context, cultural communication serves as a bridge to maintain traditional values while adapting them to the dynamics of the times in the era of modern life, especially the Mandar sailors on Kerayaan Island who have long been known for their maritime traditions inherent in their daily lives. This study aims to analyze the impact of modernization on the traditional practices and maritime cultural identity of the Mandar community. In addition, this study also presents the fact that not only the Bugis tribe is known as reliable sailors in the region, but the Mandar tribe also has a long history as accomplished sailors. The method used in the research uses a qualitative approach with the type of ethnographic research. The data was collected through direct observation in the field and in-depth interviews with local communities. Social change analysis is used as a theoretical framework to understand the maritime cultural transformation that occurs. This research shows that the entry of modern technology has slowly but surely changed the way of life of the Mandar seafaring community. Various cultural symbols that exist today are more widely used for economic purposes only, no longer as a cultural identity that is upheld. This study provides a real picture of how this change at least gives hope, that there will be no total death of traditional sized, there will always be adjustment, imaging and re-creation of new traditional authorities. The ability to survive this tradition is at least quite justified because the emergence of tradition always presupposes the presence of a 'regime of representatives' who has the authority to interpret the symbols and sacred texts of tradition for the purpose of legitimacy of power through cultural communication. Keywords: Mandar Tribe; Culture; Technological Modernization, Social Change
Potensi Pemanfaatan Virtual Reality Sebagai Media Pembelajaran Di Era Digital Azmi, Muhammad Naufal; Mansur, Hamsi; Utama, Agus Hadi
JURNAL DIMENSI PENDIDIKAN DAN PEMBELAJARAN Vol 12: Special Issue No. 1 (2024)
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/dpp.v12i1.9746

Abstract

Di era digital ini, guru dituntut untuk bisa memanfaatkan media pembelajaran berbasis teknologi. Namun, banyak yang masih menggunakan metode konvensional yang kurang efektif, terutama untuk materi yang bersifat abstrak. Oleh karena itu, diperlukan inovasi teknologi seperti Virtual Reality (VR) yang memungkinkan interaksi dengan lingkungan virtual. Dalam pembelajaran, VR menciptakan pengalaman imersif yang membuat siswa merasa sedang berada di dalam dunia virtual. Penelitian ini menggunakan metode studi literatur. Hasilnya menunjukkan bahwa VR dapat memvisualisasikan konsep abstrak dalam bentuk 3D interaktif, memudahkan pemahaman materi kompleks, meningkatkan motivasi, keterlibatan, dan kemampuan kognitif siswa, serta mendukung pembelajaran mandiri. Kesimpulannya, VR memiliki potensi besar untuk mengubah cara mendidik dan belajar di era digital. Dengan perencanaan, implementasi yang tepat, dan dukungan memadai, VR bisa dijadikan sebagai alat yang efektif untuk menciptakan pengalaman belajar menarik, interaktif, dan bermakna bagi siswa dalam proses pembelajaran, membantu mempersiapkan mereka menghadapi tantangan masa depan dan meningkatkan kualitas pendidikan. Penelitian ini diharapkan dapat menjadi acuan bagi guru dan peneliti dalam memaksimalkan penggunaan teknologi VR untuk meningkatkan kualitas pembelajaran dan pengalaman belajar siswa di era digital.
Quantitative Descriptive Analysis of the Potential for Implementing Open and Distance Learning in Senior and Vocational High Schools Mastur; Maftuh, Bunyamin; Sarbaini; Nurdin, Encep Syarief; Mansur, Hamsi
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 3 (2025): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v27i3.62617

Abstract

quality gaps despite a Gross Enrollment Rate (GER) of 98.10%. Geographic barriers, economic constraints, and unequal teacher distribution underscore the need for alternative delivery models. This study assessed the potential implementation of Open Schooling and Distance Learning for senior and vocational high schools in South Kalimantan. Using a quantitative descriptive design, data were collected from principal and teacher questionnaires, facility observations at 30 Learning Activity Centers, and document review of GER, Net Enrollment Rate (NER), and the national Education Data System (Dapodik). Descriptive statistics (mean, percentage, and frequency) showed that major barriers were limited digital infrastructure, substandard teacher–student ratios, and weak local regulations. Nevertheless, 77% of teachers supported the open/PJJ model, and most schools demonstrated adequate information and communication technology (ICT) readiness, indicating high feasibility. The novelty of this study lies in combining stakeholder perceptions, school ICT readiness, and learning activity centers conditions to map provincial-level implementation feasibility. The findings provide evidence for provincial policymaking, particularly in developing regulations, strengthening ICT infrastructure, and expanding learning activity centers in remote areas to improve equity, reduce dropout rates, and support high-quality 12-year compulsory education.
PENGEMBANGAN MEDIA PEMBELAJARAN AUGMENTED REALITY BERBASIS ANDROID UNTUK MENINGKATKAN MINAT BELAJAR SISWA PADA MATA PELAJARAN KIMIA Nordiana, Lia; Mansur, Hamsi; Sari, Nina Permata
Akademika Vol 14 No 02 (2025): Akademika : Jurnal Teknologi Pendidikan
Publisher : Akademika : Jurnal Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34005/ak.v14i02.5330

Abstract

This research aims to: (1) design and create Android-based Augmented Reality learning media for chemistry subjects, (2) ascertain the suitability of the developed media, and (3) assess its effectiveness in enhancing students' learning enthusiasm. This study employs Research and Development (R&D) methodology, utilizing the ADDIE model (analysis, design, development, implementation, and evaluation). The limited trial subjects are students from class XI A at SMA Negeri 1 Lampihong. Data collection techniques include: observation, validation from media experts, material experts, and learning interest questionnaires. Data analysis was performed descriptively both qualitatively and quantitatively, employing Likert Scale calculations and N-Gain analysis. The research findings received a score of 66, with a percentage of 94.28% from media experts, and a score of 54, with a percentage of 90% from material experts. Meanwhile, the N-gain calculation results yielded an average value of 0.57, which falls into the "moderate" category. The average percentage of N-gain is 57.35%, categorized as "moderately effective. " Consequently, the research results indicate that it is highly suitable for use and reasonably effective in boosting students' learning interest.
Co-Authors Abdul Hakim Ade Taufiq Khaeranda Adella Maira Amelia Adrie Satrio Afriana, Atrin Agus Salim Akhmad Muzzakir Akhmad Rizky Andi Pratama Putra Andrianu, Andrianu Angga Eki Duta Rahmadan Annisa Rizki Aulia Arif Rahman Hakim Arif Sholahuddin Azmi, Muhammad Naufal Bunyamin Maftuh Cahya Dewi , Desti Dian Novian Elly Malihah Elma Lailanur Encep Syarief Nurdin, Encep Syarief Faqri, Rui Faravy, Diva Syahreyza Fathul Jannah Fathul Zannah Fatimah Fatimah Fauzan Fadhillah Fikry Ardiawan Fitria Yuniarti Hamdanah Hamdanah Hariadi Noor Ramadan Heldy Adynata Putra Pratama Jayadi, Ahmad Kamaliah, Nor Karyono Ibnu Ahmad Khairil Azimi Khairunnisa Khairunnisa M. Hadinuddin Mastur Mastur Mastur Mastur Mastur Mastur Mastur Mastur Mastur Mattiro, Syahlan Mawarni Eka Sari Monry Fraick Nicky Gillian Ratumbuysang Muhammad Abbassalam Kibari Muhammad Afriandy Muhammad Agung Muhammad Andry Rahman Muhammad Ghiffari Muhammad Hasby Muhammad Noor Fitriyanto Muhammad Nurjani Muhammad Shidqi Rizqullah Muhammad Taufik Nina Permata Sari Nordiana, Lia Norkhalizah, Norkhalizah Nur Rizqo Nurul Aida Qizhaya Halima Tusshafna Qomario Rabiatul Adawiyah Rafiudin Rafiudin Rafiudin, Rafiudin Regyna Putri Ramadhan Reza Maulana Rini, Sulistyo Risma Dwi Kolwatin Rizki, Ahmad Naufal Ruliyani Febriyanti Sapta, Andy Saputro, Ferry Cahyo Sarbaini Saropi, Nanda Shahana, Alya Siti Hasanah Siti Maulida Sulistyo Rini Susanti Sufyadi Syafina, Azwa Mirza Syahril Chaniago, Syahril Utama, Agus Hadi Virginia Fiba Stavanka Wagiran Wagiran Wahyu Yusanti, Yuniar Zaudah Cyly Arrum Dalu