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Pelatihan Pembuatan Media Pembelajaran Menggunakan Adobe Premiere Pro untuk Guru SMP 7 Muaro Jambi Sri Winarni; Ade Kumalasari; Marlina Marlina; Ranisa Junita; Rohati
Jurnal Pengabdian Masyarakat Pinang Masak Vol. 2 No. 2 (2021): Desember 2021
Publisher : Fakultas Sains dan Teknologi, Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jpm.v2i2.14748

Abstract

Kegiatan pelatihan ini dilakukan secara bertahap, mulai dari tahap perencanaan, tindakan, observasi dan evaluasi, serta refleksi. Dalam kegiatan perencanaan dilakukan Koordinasi dengan kelompok mitra dan menyepakati pelaksanaan kegiatan pada kelompok mitra, Sosialisasi program pelatihan media pembelajaran pada kelompok mitra, dan menyusun program pelatihan. Pada tahap tindakan implementasi Program Pelatihan Media pembelajaran dengan Program Adobe Premiere Pro untuk guru-guru di SMP Negeri 7 Muara Jambi. Selanjut tahap observasi dan evaluasi adalah Observasi dilakukan terhadap dalam proses mendesain media pembelajaran dengan Program Adobe Premiere Pro oleh para guru mitra. Dan tahap refleksi melakukan evaluasi kegiatan pelatihan yang telah dilaksanakan. Pelatihan dilakukan sesuai kesepakatan waktu antara tim pengabdian dan guru-guru di sekolah mitra. Kegiatan Pelatihan telah dilakukan pada tanggal 11 Agustus 2020 di SMA Negeri 7 Muara Jambi. Tahap terakhir adalah tindak lanjut dari pelatihan pemdampingan guru-guru dalam pembuatan media pembelajaran menggunakan Program Adobe Premiere Pro secara Online, di mana guru-guru merancang media dengan mengikuti petunjuk modul yang telah disediakan. Hasilnya guru–guru SMP Negeri 7 Muara Jambi dapat membuat media pembelajaran menggunakan Adobe Premiere Pro.
PENGEMBANGAN BUKU SAKU BERBASIS AUGMENTED REALITY PADA MATERI BANGUN RUANG UNTUK MENINGKATKAN KEMAMPUAN SPASIAL SISWA Sri Winarni; Muziyati Hanim; Ade Kumalasari; Marlina Marlina; Rohati Rohati
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 12, No 4 (2023)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v12i4.8193

Abstract

Kemampuan spasial berperan penting dalam pembelajaran geometri khususnya bangun ruang. Namun, kemampuan spasial siswa masih tergolong rendah. Kemampuan spasial dapat ditingkatkan dengan inovasi bahan ajar yang adaptif teknologi melalui augmented reality. Augmented reality dapat menampilkan bentuk 2D maupun 3D. Penelitian ini bertujuan menghasilkan dan menguji kualitas buku saku berbasis augmented reality pada materi bangun ruang sisi lengkung untuk meningkatkan kemampuan spasial siswa. Penelitian ini merupakan penelitian pengembangan menggunakan model Plomp yang terdiri dari fase investigasi awal, desain, realisasi/konstruksi, tes, evaluasi, revisi, dan implementasi. Satu orang guru matematika SMP Negeri 17 Kota Jambi dan siswa kelas IX G SMP Negeri 17 Kota Jambi berjumlah 38 siswa sebagai subjek penelitian. Hasil penelitian diperoleh: 1) rata-rata kevalidan  buku saku 85,78 % (sangat valid), 2) rata-rata kepraktisan buku saku 85,74% (sangat praktis), 3) keefektifan buku saku dari rata-rata lembar observasi aktivitas siswa pada uji lapangan 82,21%, dari ketuntasan tes hasil belajar 81,57% (sangat efektif) dan tes kemampuan spasial diperoleh 12 siswa berkemampuan spasial sedang dan 26 siswa berkemampuan spasial tinggi. N-Gain diperoleh 62,6% (cukup efektif). Berdasarkan hasil penelitian disimpulkan bahwa buku saku berbasis augmented reality pada materi bangun ruang sisi lengkung memenuhi kriteria valid, praktis, dan efektif sehingga layak digunakan sebagai media pembelajaran.Spatial ability plays an important role in learning geometry, especially spatial figures. However, students' spatial abilities are still relatively low. Spatial abilities can be improved by innovation in technology-adaptive teaching materials through augmented reality. Augmented reality can display 2D or 3D shapes. This research aims to produce and test the quality of an augmented reality-based pocket book on curved-sided geometric material to improve students' spatial abilities. This research is development research using the Plomp model which consists of initial investigation, design, realization/construction, test, evaluation, revision, and implementation phases. One mathematics teacher at SMP Negeri 17 Jambi City and 38 students in class IX G of SMP Negeri 17 Jambi City were the research subjects. The research results obtained: 1) the average validity of the pocketbook was 85.78% (very valid), 2) the average practicality of the pocketbook was 85.74% (very practical), 3) the effectiveness of the pocketbook was based on the average activity observation sheet students in the field test were 82.21%, from the completion of the learning result test was 81.57% (very effective) and in the spatial ability test, 12 students had moderate spatial ability and 26 students had high spatial ability. N-Gain was obtained at 62.6% (quite effective). Based on the research results, it was concluded that the pocketbook based on augmented reality on curved-sided spatial material meets the criteria of being valid, practical, and effective so it is suitable for use as a learning medium.
Desain Modul Berbasis Augmented Reality dalam Meningkatkan Kemampuan Spasial Siswa SMP Nida Selina Fadhila; Sri Winarni; Ade Kumalasari; Marlina Marlina; Rohati Rohati
Jurnal Cendekia : Jurnal Pendidikan Matematika Vol 7 No 3 (2023): Jurnal Cendekia: Jurnal Pendidikan Matematika Volume 7 Nomor 3 Tahun 2023
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cendekia.v7i3.2654

Abstract

Augmented Reality merupakan teknologi yang mampu menggabungkan dunia nyata dan virtual dengan menampilkan objek tiga dimensi (3D) pada media kamera gawai sehingga pada layar gawai terlihat objek 3D yang seperti terlihat ada pada dunia nyata. Penelitian ini bertujuan untuk mengembangkan dan menguji kelayakan modul berbasis Augmented Reality yang dapat meningkatkan kemampuan spasial siswa. Penelitian ini adalah penelitian pengembangan dengan model pengembangan Plomp yang terdiri dari: Investigasi Awal; Desain; Realisasi; Tes, Evaluasi, dan Revisi. Instrumen yang digunakan yaitu lembar validasi ahli, lembar observasi, pedoman wawancara, angket respon guru dan siswa, tes hasil belajar, pretest dan posttest kemampuan spasial siswa. Jenis data yaitu data kualitatif dan data kuantitatif. Analisis data yang dilakukan yakni analisis data validasi tim ahli, analisis data kepraktisan, dan analisis data keefektifan. Adapun hasil penelitian menunjukkan skor ahli materi sebesar 91, 53% dan skor ahli desain sebesar 90,53% tergolong kategori sangat valid. Modul juga telah dinyatakan praktis dilihat dari skor angket respon guru sebesar 80,00% tergolong kategori praktis, dan skor angket pada uji coba kelompok kecil sebesar 84,26% serta pada uji lapangan sebesar 84,38% tergolong kategori sangat praktis. Keefektifan ditunjukan dengan 83,33% siswa tuntas pada tes hasil belajar, dan hasil perhitungan N-Gain terdapat 11 orang siswa mengalami peningkatan kemampuan spasial sedang dan 13 orang siswa mengalami peningkatan kemampuan spasial tinggi. Berdasarkan hasil penelitian dapat disimpulkan bahwa modul berbasis Augmented Reality untuk materi bangun ruang sisi datar yang telah dikembangkan layak digunakan sebagai bahan ajar pembelajaran.
English-Speaking Learning for Fifth-Grade Elementary School Students Using a Contextual Learning Model Assisted by Flashcards Erisa Kurniati; Ade Kumalasari
Jurnal Ilmiah Universitas Batanghari Jambi Vol 24, No 2 (2024): Juli
Publisher : Universitas Batanghari Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33087/jiubj.v24i2.5221

Abstract

This research aims to increase students’ speaking ability by using flashcard props (picture cards). The method used is qualitative. The sample of this research is the students of class V SDN 205/IV Jambi, Academic Year 2022/2023. The results showed an increase in English speaking skills, which refers to the results of the final test and interviews given to students. Thus, the use of contextual learning models assisted by flashcards can improve the English speaking skills of students in class V SDN 205/IV Jambi.
DESAIN MEDIA PEMBELAJARAN BERBASIS STEM DESIGN THINKING BERBANTUAN VIDEO ANIMASI UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA Selyna Ayuni; Feri Tiona Pasaribu; Ade Kumalasari
Jurnal Numeracy Vol 11 No 1 (2024)
Publisher : Program Studi Pendidikan Matematika, Universitas Bina Bangsa Getsempena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46244/numeracy.v11i1.2582

Abstract

Penelitian ini berlatarbelakang pada rendahnya kemampuan pemecahan masalah matematis karena kurang optimalnya pelaksanaan pembelajaran. Penelitian ini tujuannya untuk mendeskripsikan proses serta kualitas hasil dari desain produk berupa media pembelajaran berbasis STEM Design Thinking berbantuan video animasi untuk meningkatkan kemampuan pemecahan masalah matematis siswa. Penelitian ini menerapkan metode R&D beserta model pengembangan ADDIE. Instrumen yang dipergunakan yakni angket validitas desain dan materi, angket praktikalitas untuk guru dan siswa, angket efektivitas untuk siswa, serta tes kemampuan pemecahan masalah matematis. Penelitian dilaksanakan di SMP Islam Al-Falah Jambi dengan siswa kelas VII 1 sebagai subjek penelitiannya. Penelitian ini menghasilkan bahwa media pembelajaran berbasis STEM Design Thinking berbantuan video animasi telah teruji kualitasnya meliputi kevalidan, kepraktisan, serta keefektifan. Media pembelajaran dinyatakan layak digunakan di mana persentase skor penilaian 93,03% pada kriteria sangat valid untuk aspek kevalidan, 88,51% pada kriteria sangat praktis untuk aspek kepraktisan, dan 84,09% pada kriteria sangat efektif untuk aspek keefektifan. Selain itu, keefektifan juga diukur melalui analisis N-Gain di mana didapat angka N-Gain senilai 0,63 atau 63% dengan kriteria cukup efektif. Jadi, kriteria kualitas produk berupa valid, praktis, maupun efektif terpenuhi, karenanya media pembelajaran layak digunakan dalam pembelajaran matematika.AbstractThe foundation of this research bolstered by the low ability of mathematical problem solving because the learning implementation has not been ideal. This research’s purpose is to describe the process and quality of product development result in the form of STEM Design Thinking-based learning media assisted by animated videos to increase students’ mathematical problem solving ability. This research is using R&D method with ADDIE development model. The used research instruments are design and material validity questionnaire, practicality questionnaire for teacher and students, effectivity questionnaire for students, and mathematical problem solving ability tests. This research was held in SMP Islam Al-Falah Jambi with students of class VII 1 as the research subjects. The results of this research are concluded that quality of STEM Design Thinking-based learning media assisted by animated videos has been tested, including the validity, practicality, and effectivity. The developed learning media deserve to be used with the percentage of assessment score reached 93,03% with the very valid criteria for the validity aspect, 88,51% with the very practical criteria for the practicality aspect, and 84,09% with the very effective criteria for the effectivity aspect. Besides that, the effectivity is measured by N-Gain analysis too and the N-Gain value obtained is 0,63 or 63%, so the learning media is effective enough to increase students’ mathematical problem solving ability. Therefore, learning media meets the criteria of being valid, practical, and effective so it is worthy to be used mathematics learning.
Workshop on Implementing the Problem Based Learning With Communicative Games (Pbl-Cg) Model for English Teachers in Elementary Schools Kurniati, Erisa; Fitri, Nurul; Kumalasari, Ade
Jurnal Pengabdian Masyarakat Ilmu Pendidikan Vol. 3 No. 1 (2024): Mei 2024
Publisher : Jurusan Ilmu Pendidikan - Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpmip.v3i1.522

Abstract

This workshop aims to provide training to English Language Education Study Program students and teachers at SD 205/IV Jambi City. The author presents the PBL-CG (Problem-Based Learning with Communicative Games) model for workshop activities. This model is an improved version of the previous PBL model for teaching English at elementary schools. The workshop method includes three steps: identifying partner priority problems, justifying the priority problems, and defining work procedures. The work procedure involves preparation, implementation, and reporting stages. The two-day workshop was held at SD N 205/IV Jambi City, and the English teachers were enthusiastic and participated actively. The participants well-absorbed the training material, as evidenced by the higher average score in the posttest evaluation. The workshop successfully equipped participants to prepare lesson plans based on the 2013 curriculum using the PBL-CG model in the English language learning process at school, along with the assessment rubric.
Pelatihan Penggunaan Class dojo di MTS Laboratorium Sebagai Alternatif Virtual Class di Masa Pandemi Covid-19 Winarni, Sri; Kumalasari, Ade; Marlina, Marlina; Junita, Ranisa; Rohati, Rohati
Jurnal Pengabdian Masyarakat Pinang Masak Vol. 3 No. 2 (2022): Desember 2022
Publisher : Fakultas Sains dan Teknologi, Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jpm.v3i2.20181

Abstract

Aplikasi class virtual yang digunakanan guru selama ini adalah antara lain whatsapp, google classroom, quizizz, dan zoom meeting. Dari aplikasi ini guru cenderung hanya menilai dari segi kognitif siswa, kurang memperhatikan penilaiaan sikap didalam Proses Pembelajaran. Salah satu aplikasi yang bisa menilai sikap serta bisa memberikan umpan balik secara lansung adalah class dojo. Tujuan dari pengabdian ini adalah untuk melatih guru dan siswa menggunakan aplikasi class dojo dan mempraktekkannya di dalam proses pembelajaran. Metode yang digunakan adalah kualitatif deskriptif. Teknik pengumpulan data yang digunakan observasi, angket, dokumentasi dan wawancara. Hasil yang didapatkan Guru-guru di MTs Laboratorium memperoleh wawasan baru terkait media yang dapat digunakan untuk pembelajarna virtual, menunjukkan keterampilan literasi digital melalui penggunaan media class dojo dan merasakan manfaat kemudahan dan keefektifan melalui class dojo dalam pembelajaran. Selama penggunaan aplikasi class dojo dalam proses pembelajaran sebagian besar siswa dapat bekerja sama dan dalam kelompok-kelompok. Kegiatan berkelompok ini merupakan aktifitas diskusi dan saling membantu.
Pelatihan Assesment untuk Pembelajaran Blended Learning Memanfaatkan Socrative di MTS Laboratorium Kota Jambi Winarni, Sri; Kumalasari, Ade; Marlina, Marlina; Junita, Ranisa; Rohati, Rohati
Jurnal Pengabdian Masyarakat Pinang Masak Vol. 4 No. 2 (2023): Desember 2023
Publisher : Fakultas Sains dan Teknologi, Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jpm.v4i2.27872

Abstract

Online computer-based assessments will make it easier for teachers to conduct evaluations quickly and correctly. The time and costs required to prepare for exam activities can be reduced as effectively and minimally as possible. Online assessment applications that teachers can use include Socrative. Socrative software allows teachers to get immediate feedback from all students by downloading a free app to their phones. After the teacher formulates the question, the system will capture the student's answer and immediately produce graphs and statistics, which makes it easier for the teacher to evaluate the level of understanding of the concept being explained. This service aims to train teachers to use the Socrative application to make assessments in blended learning. The service activity is assessment training using Socrative for teachers in blended learning. The results of this service in the form of training show that teachers at MTs Laboratory have gained new insights regarding making assessments in blended learning and are very interested in implementing them in learning.
Development of E-LKPD in Differentiated Learning to Improve Students’ Mathematical Communication Skills Widya Wahyuni Gusti; Sofnidar; Kumalasari, Ade
Riemann: Research of Mathematics and Mathematics Education Vol. 6 No. 2 (2024): EDISI AGUSTUS
Publisher : Program Studi Pendidikan Matematika Universitas Katolik Santo Agustinus Hippo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38114/3qdv9r41

Abstract

This research aims to describe the development process and quality of web-assisted E-LKPD in differentiated learning based on learning styles with a problem-based learning model to improve junior high school students' mathematical communication skills in terms of the validity of the E-LKPD, practicality, and effectiveness. This research was conducted in class VII of SMP Negeri 14 Jambi City. The method used in this research is Research and Development using the ADDIE model. Where the results of this research come from the percentage of material validation of 91% in the "very valid" category, the percentage of design validation of 88% in the "very valid" category, the percentage of practicality by teachers of 96% in the "very practical" category, the percentage of practicality by students of 89 % categorized as "very practical", the percentage of effectiveness by students was 91.25% categorized as "very effective" and the calculation of the gain value in improving students' mathematical communication skills was 76% categorized as "quite effective".
Pelatihan Desain E-Mabar Interaktif Menggunakan Book Creator Untuk Meningkatkan Algebraic Thinking Pada Mgmp Matematika Smp Di Muaro Jambi Winarni, Sri; Kumalasari, Ade; Marlina, Marlina; Junita, Ranisa; Rohati, Rohati
Jurnal Pengabdian Masyarakat Pinang Masak Vol. 5 No. 2 (2024): Desember 2024
Publisher : Fakultas Sains dan Teknologi, Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jpm.v5i2.34306

Abstract

Algebra is basically a problem-solving tool and the beginning of a journey that provides skills to solve more complex problems. In solving algebra problems it isnot enough to be proficient in counting, students must adapt the use ofsymbols/variables in their operations. This adjustment involves algebraic thinking.Algebraic thinking is an activity of generalizing mathematical problem patterns thatsupports three components, namely factual, contextual, and symbolicgeneralization. Teachers must be skilled in using learning media to support students'algebraic thinking process to run optimally in the learning process. One practicalmedium to use is an e-module. However, conventional e-modules tend to only displayvisuals in the form of static images. To be able to create interactive e-modules thatare able to combine audio, visual, and ICT components, a supporting platform isneeded. One platform that can be used is Book Creator. Book Creator is equippedwith features for designing and inserting various forms of learning material, suchas documents, power points, videos, images, and audio. The aim of this service is totrain teachers in designing interactive e-Mabar (algebra e-modules) using BookCreator to improve algebraic Thinking. The method used is descriptive qualitative.Data collection techniques used were observation, questionnaires, documentation,and interviews. The results obtained by the Muaro Jambi Regency Middle SchoolMathematics MGMP teachers gained new insights regarding learning mediamakers in designing modules and they were very interested in implementing them inlearning