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Pengaruh Model Brain Based Learning dan Problem Based Learning terhadap Keterampilan Berpikir Kompleks Matematis ditinjau dari Kreativitas Siswa Sekolah Dasar di Kabupaten Bima Adi Apriadi Adiansha; Khairul Sani; Suryani
JURNAL PENDIDIKAN MIPA Vol 11 No 1 (2021): JURNAL PENDIDIKAN MIPA
Publisher : Pusat Publikasi Ilmiah, STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/jpm.v11i1.454

Abstract

Fakta yang terjadi terhadap kualitas pendidikan sekolah dasar di Kabupaten Bima mengalami penurunan hal ini sesuai dengan data PISA dan TIMSS. Tujuan penelitian untuk mengethui 1) Perbedaan keterampilan berpikir kompleks matematis yang diberi perlakukan dengan Model Brain Based Learning dengan Problem Based Learning pada siswa Sekolah Dasar; 2) interaksi antara Model Brain Based Learning dan Problem Based Learning terhadap keterampilan berpikir kompleks matematis yang ditinjau dari kreativitas siswa Sekolah Dasar; 3) perbedaan keterampilan berpikir kompleks matematis pada siswa yang diberi perlakukan Model Brain Based Learning dan Problem Based Learning yang memiliki kreativitas tinggi; 4) perbedaan keterampilan berpikir kompleks matematis pada siswa yang diberi perlakukan Model Brain Based Learning dan Problem Based Learning yang memiliki kreativitas rendah. Metode penelitian ini merupakan penelitian eksperimen yang didesain dengan treatment by level 2x2. Subjek penelitian di SDN Nggembe dan SDN Rada di Kabupaten Bima. Hasil penelitian menujukkan bahwa untuk hipotesis pertama mengatakan bahwa terdapat perbedaan keterampilan berpikir kompleks matematis pada siswa yang diberi model Brain Based Learning dengan siswa yang diberi model Problem Based Learning. Hipotess kedua mengatakan adanya interaksi antara pembelajaran yang diberikan dengan tingkat kreativitas siswa terhadap keterampilan berpikir kompleks matematis siswa. Hipotesis ketiga mengatakan bahwa adanya perbedaan keterampilan berpikir kompleks matematis antara siswa yang diberikan model Brain Based Learning dengan yang diberikan model Problem Based Learning pada kelompok siswa dengan kreativitas tinggi. Hipotesis keempat perbedaan keterampilan berpikir kompleks matematis antara siswa yang diberikan model Brain Based Learning dengan yang diberikan model Problem Based Learning pada kelompok siswa dengan kreativitas rendah. Penelitian ini sangat direkomendasikan keberlanjutan dalam terus melakukan penelitian karena penting untuk teliti lebih lanjut.
Policy On The Development Of The Performance Of The Bima Regency Population And Civil Registration Service Employees: Nur Anilawati nur anilawati; Khairul Sani
International Journal Of Humanities Education and Social Sciences (IJHESS) Vol 1 No 3 (2021): IJHESS-DECEMBER 2021
Publisher : CV. AFDIFAL MAJU BERKAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (658.035 KB) | DOI: 10.55227/ijhess.v1i3.66

Abstract

As an effort to improve the performance of employees at the Department of Population and Civil Registration, Bima Regency must diagnose all factors that can improve performance and factors that can reduce employee performance, especially by knowing the challenges and obstacles faced by employees and by the institution itself. Therefore, it is very important for the Department of Population and Civil Registration, which has a low level of performance, to be able to anticipate it by involving employees in training and comparative studies (tour study) so that they have references in improving employee performance so that the public can feel exclusively the results of the employee's performance. The method is descriptive quantitative with a population of all employees and the public who receive services then the number of samples is 30 respondents random sampling. The results are 14.15% of respondents answered very satisfied, then 43.85 percent of respondents answered satisfied, and respondents who answered quite satisfied were 42.00% and respondents who answered dissatisfied 0.00%. This shows that the performance of the Department of Population and Civil Registration of Bima Regency needs to be improved, marked by the high number of respondents who answered quite satisfied, namely 42.00%.
WORKSHOP IMPLEMENTASI GAMIFIKASI MENGGUNAKAN EDUCANDY DAN QUIZIZZ PADA PEMBELAJARAN MASA COVID-19 BAGI GURU SMK BIMA Ita Fitriati; Sri Hardiningsih; Khairul Sani
JMM (Jurnal Masyarakat Mandiri) Vol 5, No 6 (2021): Desember
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (291.696 KB) | DOI: 10.31764/jmm.v5i6.4857

Abstract

Abstrak: Inovasi pembelajaran yang bisa dikembangkan oleh pendidik adalah gamifikasi, yaitu metode pembelajaran yang mengadaptasi dari elemen-elemen yang terdapat dalam sebuah game. Fitur-fitur game yang diterapkan dalam metode pembelajaran gamifikasi seperti, pemberian reward atau hadiah, dan kuis interaktif akan menambah semangat siswa dan memotivasi untuk meningkatkan eksplorasi pada proses pembelajaran. Dalam kegiatan workshop yang diadakan di SMK IT Al-Farabi Bolo-Bima ini menggunakan metode pelaksanaan yang dilakukan dengan metode presentase, demonstrasi, dan praktikum. Pada saat praktikum ada dua platform yang digunakan, yaitu platform Educandy dan Quizizz, Educandy digunakan untuk membuat game edukasi sebagai sarana berlatih siswa, sedangkan Quizizz digunakan oleh guru sebagai game edukasi dalam mengoptimalkan evaluasi hasil belajar siswa. Dari 27 peserta workshop diberikan angket penilaian tentang jenis patform yang akan digunakan di kelas, dengan perolehan data sebanyak 2 guru atau 10% berminat menggunakan aplikasi Educandy, dan sebanyak 8 guru atau 38% cenderung memilih aplikasi Quizizz, dan sebanyak 11 guru atau 52% memilih kedua aplikasi tersebut untuk digunakan dalam proses pembelajaran.Abstract: The learning innovation that can be developed by educators is gamification, which is a learning method that adapts the elements contained in a game. Game features that are applied in gamification learning methods such as giving rewards or prizes, and interactive quizzes will increase students' enthusiasm and motivate them to increase exploration in the learning process. In the workshop activities held at SMK IT Al-Farabi Bolo-Bima, the implementation method was carried out using the presentation, demonstration, and practicum methods. During the practicum, there are two platforms that are used, namely the Educandy and Quizizz platforms, Educandy is used to create educational games as a means of student practice, while Quizizz is used by teachers as educational games in optimizing the evaluation of student learning outcomes. Of the 27 workshop participants, they were given an assessment questionnaire about the type of platform to be used in the classroom, with data obtained as many as 2 teachers or 10% were interested in using the Educandy application, and as many as 8 teachers or 38% tended to choose the Quizizz application, and as many as 11 teachers or 52% chose both applications are to be used in the learning process.
Brain-based learning: How does mathematics creativity develop in elementary school students? Adi Apriadi Adiansha; Khairul Sani; Raden Sudarwo; Nasution Nasution; Mulyadi Mulyadi
Premiere Educandum : Jurnal Pendidikan Dasar dan Pembelajaran Vol 11, No 2 (2021)
Publisher : Universitas PGRI Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/pe.v11i2.8950

Abstract

The urgency that occurs in the learning process at the Bima Regency Elementary School is the difficulty of students learning how to find innovative, effective, and creative answers so that they are unable to solve problems from various points of view. This study aims to determine how the Brain-Based Learning model influences the development of mathematics creativity in elementary school students. This type of research using experimental research design true experimental design using the technique pretest-posttest control group design. The research held in elementary schools, with the sampling technique used was probability sampling theory with the cluster sampling method. Data collection techniques using test questions and data analysis techniques pretest-posttest, normality test, homogeneity test, and t-test. The results showed that the Brain-Based Learning model had an innovative impact in developing students' creativity and provided opportunities for students to express their ideas and ideas that were then validated by students and teachers. An active and conducive learning environment created evaluation took place. This research provides benefits and deserves to continue improving education quality, especially in Indonesia
Smartphone: Bagaimana Pengaruh terhadap Motivasi Belajar Siswa Sekolah Dasar? Khairul Sani; Adi Apriadi Adiansha
Jurnal Ilmiah Mandala Education (JIME) Vol 7, No 2 (2021): Jurnal Ilmiah Mandala Education
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v7i2.1961

Abstract

The use of smartphones can be detrimental to improving the quality of students, especially in elementary schools, this is influenced by excessive smartphone use. The purpose of this study was to explain the effect of smartphones on student motivation in elementary schools in Bolo District. This research was conducted at the Bolo District Elementary School. The sample used was 84 students. This research is a quantitative approach using a survey method. This research has stages: observation of the research location, preparation of questionnaires, distribution of questionnaires, validity testing, data collection, processing of research results, analysis of research results, and discussion. The results showed that the effect of smartphones on student motivation in elementary school even though it is in a low category. Suggestions as recommendations: students do not use smartphones excessively both at school and at home. Parents and teachers always supervise children, especially using smartphones every day because the effect of smartphones on student learning motivation is very low
ANALISIS EFEKTIVITAS KAHOOT SEBAGAI MEDIA PEMBELAJARAN BERBASIS GAME UNTUK MENINGKATKAN HASIL BELAJAR PPKN SISWA MIS YASIM ROKA Julaiha; Edy Suparjan; Khairul Sani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.28870

Abstract

The methods and media that are often used by teachers are generally lecture methods, which results in students quickly becoming bored with the learning process. This study was conducted to identify the effectiveness of kahoot in improving students PPKN learning outcomes. All 18 students from class 3 at MIS Yasim Roka were selected as subjects for the study. Data collection techniques using tests in the form of pre-test and post-test. The instrument in this study was to use a learning outcome test with 10 multiple choice questions and documentation as supporting data. The pre-test result showed that out of 18 students, only 1 student (5.56%) achieved the minimum completenedd score (score 65). In contrast, in the post-test, all 18 students (100%) managed to score above the Minimum Completion Criteria (KKM).
Development of Interactive E-Worksheet Based on Gamification to Improve Digital Literacy of Junior High School Students Fitrianingsih, Nur; Sani , Khairul; Fitriati , Ita; Shandi , Shutan Arie
Journal of Educational Sciences Vol. 9 No. 5 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.5.p.4278-4288

Abstract

This research aimed to develop an interactive electronic student worksheet (E-LKPD) based on gamification to enhance the digital literacy of junior high school students. The study was conducted using a Research and Development (R&D) design with the ADDIE model, involving stages of analysis, design, development, implementation, and evaluation. The product was validated by experts in media and material, obtaining feasibility percentages of 92% and 90% respectively, which were categorized as "very feasible." Data were collected through pretest, posttest, and response questionnaires to measure students’ improvement in digital literacy. The results showed an average N-gain score of 0.74, categorized as "high," indicating a significant increase in students’ digital literacy skills after using the developed E-LKPD. Students also responded positively to the interactive features and gamification elements, which increased their engagement and motivation in learning activities. In conclusion, the interactive E-LKPD based on gamification is effective, feasible, and practically applicable for classroom use in improving digital literacy among junior high school students.