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Development of scratch educational game-based learning media to improve students' problem-solving ability Alhasir, Ahmad; Mariatun, Ika Lis
Asatiza: Jurnal Pendidikan Vol. 5 No. 3 (2024): Asatiza: Jurnal Pendidikan
Publisher : STAI Auliaurrasyidin Tembilahan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46963/asatiza.v5i3.1877

Abstract

This study develops Scratch educational game-based learning media to improve students' problem-solving skills in economics subjects regarding financial institutions in class X MA An-Nidhomiyah. The research method used is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Data were collected through questionnaires, observations, interviews, and tests, and analyzed descriptively. The research subjects were 16 grade X students. The results showed that this learning media was very feasible to use, with a validation score of 4.5 from the material expert, 4.6 from the teacher, and the media expert's assessment showed feasibility. In addition, this media is proven effective in improving students' problem-solving skills, with a Gain Score of 1.5 which is in the high category.
PEMBERDAYAAN IBU-IBU PKK MELALUI PEMBUATAN JAMU HERBAL TEMULAWAK TANPA AMPAS DI DUSUN BURNEH KECAMATAN BANGKALAN KABUPATEN BANGKALAN PROVINSI JAWA TIMUR Ika Lis Mariatun; Manah Tarman; Aldila Septiana; Octaviana Arisinta
Kanigara Vol 4 No 1 (2024): Kanigara
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/kanigara.v4i1.8704

Abstract

Kreativitas menjadi suatu tantangan dan peluang tersendiri bagi ibu-ibu PKK untuk mengembangkan olahan  minuman herbal menjadi sebuah kebutuhan alternatif untuk menjaga imunitas dalam tubuh. Jamu Herbal Temulawak dusun Burneh Kecamatan Bangkalan Kabupaten Bangkalan Provinsi Jawa Timur adalah kegiatan yang bertujuan untuk meningkatkan kesejahteraan ibu- ibu PKK dusun Burneh. Rencana kegiatan yang akan dilakukan ada empat tahap yaitu persiapan, pelatihan, pengemasan, dan Pemasaran. Tahap Persiapan tim bersama mitra mulai menyusun kegiatan, Tahap Pelatihan yang akan dilakukan berupa pelatihan pembuatan jamu temulawak tanpa ampas, Tahap Pengemasan menggunakan label untuk identitas produk jamu. selain itu Tahap Pemasaran menjaring mitra dan pemasaran secara online. Selanjutnya pelatihan manajemen pembukuan keuangan secara sederhana. Setelah kegiatan pelatihan dilanjutkan pendampingan dan evaluasi yang dilakukan selama kegiatan PKM sampai mitra berhasil dengan baik dalam mengembangkan usahanya.
Penggunaan Model Pembelajaran Student Facilitator And Explaining untuk Meningkatkan Hasil Belajar Siswa Kelas V di Sekolah Dasar Mariatun, Ika Lis; Alhasir, Ahmad; Hosniyah, Hosniyah; Rois, A Awaluddin
Jurnal Basicedu Vol. 7 No. 6 (2023)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v7i6.5630

Abstract

Penelitian ini bertujuan untuk mendeskripsikan penerapan model pembelajaran Student Facilitator and Explaining (SFAE) pada materi pelajaran tema 9 subtema 2 tentang bentuk usaha dalam kegiatan ekonomi terhadap hasil belajar siswa. Metode yang digunakan dalam penelitian tindakan kelas ini dengan dua siklus. Pengumpulan data dilakukan melalui observasi, wawancara, dokumentasi penilaian hasil belajar siswa dan refleksi. Jenis penelitian yang digunakan peneliti yaitu tindakan kelas (PTK) dan menggunakan pendekatan kualitatif dengan jenis penelitian deskriptif. Penerapan model pembelajaran Student Facilitator and Explaining (SFAE) menggunakan lima langkah yaitu: pembagian kelompok, penyampaian materi, siswa (facilitator) menjelaskan kepada siswa lain, pengerjaan tugas kelompok, dan permainan quiz pelajaran. Hasil analisis menunjukkan hasil belajar pengetahuan siswa pada pra tindakan (siklus 1) mencapai 25% dengan kategori kurang baik. Hasil belajar pengetahuan siswa pada tindakan (siklus 2) mencapai 90% atau dalam kategori sangat baik. Jadi penerapan model pembelajaran Student Facilitator and Explaining (SFAE) dapat meningkatkan hasil belajar pelajaran tema 9 subtema 2 tentang bentuk usaha dalam kegiatan ekonomi pada siswa
PENGARUH DIGITAL MARKETING DAN KUALITAS PELAYANAN TERHADAP KEPUTUSAN PENGGUNAAN APLIKASI POSPAY DI BANGKALAN Syaiful Rizal; Ika Lis Mariatun; Yusrianto Sholeh
JURNAL ILMIAH EDUNOMIKA Vol 7, No 2 (2023): EDUNOMIKA
Publisher : ITB AAS Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/jie.v7i2.9502

Abstract

PT Pos Indonesia (Persero) made a change, namely in terms of the use of information technology. The digital transformation currently being carried out by the post office is by creating a product in the form of the Pospay application. The Bangkalan Post Office currently also accepts payment services through the Pospay application, so this makes it easy for Bangkalan people to make payments. The purpose of this study was to determine the effect of digital marketing and service quality on the decision to use the Pospay application. Analysis of the data used in this study using simple regression analysis. The results of this study indicate an R square value of 0.791 which can be interpreted that Digital Marching and Service Quality have an influence of 79.1% on the decision to use. The results of the regression analysis show that the value of the variable X1 (Digital Marketing) is 0.508 and the value of the variable X2 (Quality of Service) is 6.288. Thus it can be said that the positive constant value shows the positive influence of the independent variables, namely Digital Marketing and Service Quality. The results of the partial t test show that digital marketing and service quality partially affect usage decisions with a significance value of 0.000. While the results of the simultaneous F test show that Digital Marketing and Service Quality simultaneously influence the Decision to Use with a calculated F value = 105.822 with a significance level of 0.000.
Development of Learning Media Based on E-Books and Quizz to Improve Student Learning Outcomes in Class X MA Roudlotut Tholibin Geger Hasan, Moh.Fikri Haikal; Mariatun, Ika Lis
Journal of Educational Sciences Vol 8. No. 4. October 2024
Publisher : FKIP-Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.8.4.p.760-771

Abstract

This study aims to intervene with teachers regarding E-book and Quizzizz-based learning media in class X economics subjects at MA Roudlotut Tholibin Geger. The development of learning materials this time uses the research model (ADDIE). Data collection techniques in this study were observation, test, questionnaire and interview. The research subjects were MA Roudlotut Tholibin class X students totaling 8 students. Based on the results of the study, it shows that the development of E-book and Quizizz-based learning media in the economics class X MA Roudlotut Tholibin can be said to be feasible to use in the learning process. The results of after the trial, the average score obtained by students who scored in the sufficient category (C) did not exist, students who scored in the good category (B) were 6 people, and students who scored in the excellent category (A) were 2 people. The average score obtained was 83.62 with a good category.
Development of Instagram-Based Learning Media to Increase Learning Motivation of Tenth Grader in Economics Subjects at SMA Ar-Raudhah Ratnasari, Lia Tri; Mariatun, Ika Lis; Arief, Zaiful
Journal of Educational Sciences Vol 6. No. 3. July 2022
Publisher : FKIP-Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.6.3.p.332-340

Abstract

Instagram social media has become a popular social media among students and in it’s use, of course, it must be balanced with its usefulness as used as a learning reference. This study aims to develop Instagram-based learning media in economics subjects and measure the level of student learning motivation towards learning media. The method used is Research and Development with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The results of this study are based on validators' assessment of Instagram-based learning media which obtained an average validity of 3.89 (material experts), 3.87 (media experts) and 4.49 (learning practitioners) so that they were declared valid and suitable for use. Meanwhile, the results of measurements on student learning motivation increased from the original score of 2415 to 2698 after the implementation of Instagram-based learning media and obtained a gain score of 0.5 which was interpreted to be in the moderate category. This shows that Instagram-based learning media is effective in increasing student learning motivation.
Development of a Kahoot-Based Evaluation Tool to Increase Learning Motivation of X IPS Students of SMAN 1 Blega Bangkalan Ningsih, Fitria; Mariatun, Ika Lis; Arief, R. Zaiful
Journal of Educational Sciences Vol 6. No. 3. July 2022
Publisher : FKIP-Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.6.3.p.487-497

Abstract

This study is a research on product development of learning evaluation media based on Kahoot Social Studies lesson management material in class X SMAN 1 Blega Bangkalan. This study aims to (1) determine the media evaluation tool based on kahoot learning in class X student management materials. (2) Knowing the media motivation of Kahoot-based learning evaluation tool on management material in class X (3) Knowing the improvement of student X's learning on management material by using kahoot. This development research was conducted using the ADDIE model which consisted of several stages, namely analysis, design, development, implementation and evaluation. Based on this research, for the assessment of material experts, media experts, field practice (teachers) the percentage score of the material aspect is 72% with the (adequate) category, the media aspect is 80% with the (adequate) category, the field practice (teacher) aspect of 100% with the category (Very Eligible). Based on the response of students' learning motivation, it was initially increased by 1850 after using the learning evaluation tool media through kahoot by 2211, experiencing an increase in the number of 361.
Development of Canva Application Learning Media Increase Learning Outcomes Class X Economic Studies at SMAN 3 Bangkalan Amiro, Amiro; Mariatun, Ika Lis; Sholeh, Yusrianto
Journal of Educational Sciences Vol 7. No. 4. October 2023
Publisher : FKIP-Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.7.4.p.574-587

Abstract

This research is research into the development of learning media products using the Canva application for economics subjects for class X students at SMAN 3 Bangkalan. This research aims to develop interactive learning media in economics subjects and its application in order to improve the learning outcomes of class X students at SMAN 3 Bangkalan. This development research is carried out using R&D (research and development) which consists of potential and problems, information gathering, product design, design validation, design improvement, product testing, product revision, use testing, product revision, and product manufacturing. Based on this research, for the assessment, material experts obtained a percentage score of 78% in the (worthy) category, media experts obtained a percentage of 83.3% in the (very worthy) category, field practitioners obtained a percentage of 98% in the (very worthy) category. category (very worthy). category (very worthy), and improve learning outcomes with a score of 0.82 or 82% in the category (high). Based on the pretest and posttest student learning outcomes were initially 60-70, after using learning media using the Canva application it became 90-95, increasing from 15-30. It can be concluded that the media can increase the learning outcome of the students.
Development of Learning Media Based on E-Books and Quizz to Improve Student Learning Outcomes in Class X MA Roudlotut Tholibin Geger Hasan, Moh.Fikri Haikal; Mariatun, Ika Lis
Journal of Educational Sciences Vol. 8 No. 4 (2024): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.8.4.p.760-771

Abstract

This study aims to intervene with teachers regarding E-book and Quizzizz-based learning media in class X economics subjects at MA Roudlotut Tholibin Geger. The development of learning materials this time uses the research model (ADDIE). Data collection techniques in this study were observation, test, questionnaire and interview. The research subjects were MA Roudlotut Tholibin class X students totaling 8 students. Based on the results of the study, it shows that the development of E-book and Quizizz-based learning media in the economics class X MA Roudlotut Tholibin can be said to be feasible to use in the learning process. The results of after the trial, the average score obtained by students who scored in the sufficient category (C) did not exist, students who scored in the good category (B) were 6 people, and students who scored in the excellent category (A) were 2 people. The average score obtained was 83.62 with a good category.
Development of Canva Application Learning Media Increase Learning Outcomes Class X Economic Studies at SMAN 3 Bangkalan Amiro, Amiro; Mariatun, Ika Lis; Sholeh, Yusrianto
Journal of Educational Sciences Vol. 7 No. 4 (2023): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.7.4.p.574-587

Abstract

This research is research into the development of learning media products using the Canva application for economics subjects for class X students at SMAN 3 Bangkalan. This research aims to develop interactive learning media in economics subjects and its application in order to improve the learning outcomes of class X students at SMAN 3 Bangkalan. This development research is carried out using R&D (research and development) which consists of potential and problems, information gathering, product design, design validation, design improvement, product testing, product revision, use testing, product revision, and product manufacturing. Based on this research, for the assessment, material experts obtained a percentage score of 78% in the (worthy) category, media experts obtained a percentage of 83.3% in the (very worthy) category, field practitioners obtained a percentage of 98% in the (very worthy) category. category (very worthy). category (very worthy), and improve learning outcomes with a score of 0.82 or 82% in the category (high). Based on the pretest and posttest student learning outcomes were initially 60-70, after using learning media using the Canva application it became 90-95, increasing from 15-30. It can be concluded that the media can increase the learning outcome of the students.