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Pelatihan Dalam Menulis Artikel Dan Memahami Proses Editorial Seminar Nasional Sandika Dewi Mardhiyana; Amalia Fitri; Nur Baiti Nasution; Sayyidatul Karimah; Rini Utami; Nurina Hidayah; Muhamad Najibufahmi; Dewi Azizah
PENA ABDIMAS : Jurnal Pengabdian Masyarakat Vol 7 No 1 (2026): Januari 2026
Publisher : LPPM Universitas Pekalongan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Publikasi karya ilmiah telah menjadi salah satu tuntutan bagi mahasiswa jenjang Sarjana. Beberapa tantangan dalam melakukan publikasi karya ilmiah adalah kurangnya kemampuan dalam menulis artikel dan kurangnya pemahaman terhadap proses editorial dari jurnal maupun seminar. Berdasarkan permasalahan tersebut, kegiatan pengabdian berupa pendampingan bagi mahasiswa PMTK Unikal ini dilaksanakan. Kegiatan ini dilaksanakan dengan melalui tahap persiapan, tahap pelaksanaan, dan tahap evaluasi. Hasil evaluasi menggunakan angket menunjukkan bahwa sebanyak 88% mahasiswa menjadi terampil dalam menulis artikel, dan sebanyak 85% mahasiswa menjadi paham mengenai sistem kerja OJS 3.0 yang umum digunakan oleh pengelola jurnal maupun seminar. Diperoleh pula informasi mengenai kendala yang dialami oleh mahasiswa selama mengikuti Sandika ke-6, yang sebagian besar terjadi pada tahap submitting artikel.
Development of Canva Based E-Module to Foster Multiliteracy in Fraction Material Sayyidatul Karimah; Rini Utami; Erwan Kustriyono; Ahmad Aunur Rohman
Phenomenon : Jurnal Pendidikan MIPA Vol. 15 No. 1 (2025): Phenomenon: Jurnal Pendidikan MIPA
Publisher : Faculty of Science and Technology, Universitas Islam Negeri Walisongo Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/phen.2025.15.1.28823

Abstract

This research aims to develop learning media in the form of a Canva-based e-module on fraction material to foster students' multiliteracies. This type of research is a development research with the Plomp development model. In this model, the stages carried out are: (1) the initial investigation stage, (2) the design stage, (3) the realization/construction stage, (4) the test, evaluation and revision stage). The instrument used in this study was a questionnaire sheet in the form of a validation questionnaire to measure the validity of the product developed and a response questionnaire to measure the practicality of the product developed as well as a test to determine the effectiveness of the product developed. The results of the study showed that the learning media in the form of a Canva-based e-module on fraction material to foster multiliteracies was valid with a validation value of 3.86 and practical with a response questionnaire value of 91%. The results of the pretest and posttest showed an increase of 0.72 (high criteria). Based on these results, it can be concluded that the Canva-based e-module is valid, practical and effective so that it can be used by teachers and students in mathematics learning. Keywords: Canva, E-Module, Fraction, Multiliteracy
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS GOOGLE SITES UNTUK MELATIH KEMAMPUAN PEMAHAMAN KONSEP MATEMATIS SISWA KELAS X SMA Kuncoro, Sigit; Sayyidatul Karimah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Completed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.59170

Abstract

The development of this Google Sites-based interactive multimedia was motivated by the need for innovation in mathematics learning media that supports a student learning process that is engaging, interactive, and easily accessible. Observations in class X-2 and interviews with the mathematics teacher at SMA Negeri 2 Pekalongan revealed that instruction was conducted through a mix of online and offline modes. During mathematics lessons, some students struggled to grasp basic mathematical concepts, lacked the motivation to attempt problems independently, and tended to rely on Artificial Intelligence (AI) to complete assignments. Addressing these issues, this study aimed to develop a valid and practical Google Sites-based interactive multimedia tool to foster mathematical concept understanding among Grade X students at SMA Negeri 2 Pekalongan. The study employed the Research and Development (R&D) method using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The results indicated that the Google Sites-based interactive multimedia was highly valid, with a validity score of 91.339%, and highly practical, with a practicality score of 83.855%. Based on these findings, it can be concluded that Google Sites is suitable for use as a mathematics learning medium to develop students' understanding of mathematical concepts.
PENGARUH COGNITIVE FLEXIBILITY DAN MATHEMATICS ANXIETY TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA Sosionetta, Evelynda; Karimah, Sayyidatul
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 3 (2026): Volume 11 No. 3, September 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i3.61343

Abstract

This study aims to determine three influences, namely (1) the influence of cognitive flexibility on students' mathematical problem-solving abilities, (2) the influence of mathematics anxiety on students' mathematical problem-solving abilities, and (3) the influence of cognitive flexibility and mathematics anxiety simultaneously on students' mathematical problem-solving abilities. This study uses a quantitative approach with an ex post facto design. The study population includes all students of class X of SMA Negeri 1 Batang, and Class X A, totaling 33 students, was selected as a sample through a cluster random sampling technique. Data collection was carried out using a cognitive flexibility test, a mathematics anxiety questionnaire, and a mathematical problem-solving ability test, then analyzed using simple linear regression and multiple linear regression. The results of the study show that (1) there is an influence of cognitive flexibility on students' mathematical problem-solving abilities with a contribution of 43.4%; (2) there is an influence of mathematics anxiety on students' mathematical problem-solving abilities with a contribution of 22.4%; and (3) cognitive flexibility and mathematics anxiety simultaneously influence students' mathematical problem-solving abilities with a contribution of 55.3%.
PENGARUH MOTIVASI BELAJAR DAN KEMANDIRIAN BELAJAR TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS KELAS XI SMK NEGERI 2 PEKALONGAN Mariana, Rosi Elsa; Karimah, Sayyidatul
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 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.v11i03.61383

Abstract

Mathematical problem-solving ability is one of the important abilities that students must have in learning mathematics. This ability is influenced by various internal factors, including learning motivation and self-regulated learning. This study aims to determine the effect of learning motivation and self-regulated learning on the mathematical problem-solving ability of grade XI students of SMK Negeri 2 Pekalongan. This study uses a quantitative approach with the ex post facto method. The research sample consisted of 32 students selected using cluster random sampling techniques. Data collection was carried out through questionnaires and essay tests. The research instrument has been declared suitable for use. Data were analyzed using simple linear regression analysis and multiple linear regression with the help of the SPSS program. The results showed that learning motivation significantly influenced mathematical problem-solving ability with a contribution of 21.7%. Self-regulated Learning did not significantly influence mathematical problem-solving ability with a contribution of 7.4%. However, simultaneously, learning motivation and self-regulated learning significantly influenced mathematical problem-solving ability with a contribution of 21.9%. This findings indicate that mathematical problem-solving ability is not only influenced by one factor, but also by the relationship between learning motivation and self-regulated learning.
PENYUSUNAN TEKNOLOGI PEMBELAJARAN BERBASIS PERMAINAN DI SDN BANDENGAN 02 Nurina Hidayah; Sayyidatul Karimah; Susanto Susanto; Sarah Mukti Maliki; Halimah Maula Ulfa
Jurnal Pemberdayaan Sosial dan Teknologi Masyarakat Vol. 4 No. 1 (2024): April 2024
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jpstm.v4i1.2020

Abstract

Abstract: Game-based learning technology has many advantages and can overcome the low literacy, numeracy skills, and interest in learning of Bandengan 02 elementary school students. However, the resources owned have not been maximally utilized by teachers. So it is necessary to provide assistance in preparing game-based learning technology for teachers. Teachers who are able to develop game-based learning can improve literacy, numeracy, and student interest in learning in the classroom. The method of implementing community service is service learning (SL). Service learning is a learning method that prioritizes service, both to oneself, to others, and to the environment. The assistance provided was in the form of  preparation of a Google Site and Wordwall for learning by teachers of SDN Bandengan 02, numeracy learning assistance in the classroom; and literacy learning assistance in the classroom. The implementation team, consisting of three lecturers and two students, divided the tasks for each of the program plans. The results of the implementation of the activities obtained  an increase in literacy skills by 16% and numeracy by 26% for students of SDN Bandengan 02, and  90% of SDN Bandengan 02 teachers were able to develop a personalized Google Site to facilitate students' independent learning. Keyword: google site; learning technology; literacy; numeracy; service learning  Abstrak: Teknologi pembelajaran berbasis permainan memiliki banyak keunggulan serta mampu mengatasi rendahnya kemampuan literasi, numerasi dan minat belajar siswa SD Bandengan 02. Akan tetapi sumber daya yang dimiliki belum maksimal dimanfaatkan oleh guru. Sehingga perlu adanya pendampingan penyusunan teknologi pembelajaran berbasis permainan untuk guru. Guru yang mampu Menyusun pembelajaran berbasis permainan dapat meningkatkan kemampuan literasi, numerasi serta minat belajar siswa di kelas. Metode pelaksanaan pengabdian kepada Masyarakat yaitu service learning (SL). Service Learning merupakan sebuah metode pembelajaran yang mengutamakan sebuah pelayanan, baik pelayanan terhadap diri sendiri, terhadap orang lain, maupun terhadap lingkungan. Pendampingan yang dilakukan berupa, penyusunan Google Site dan Wordwall untuk pembelajaran oleh guru SDN Bandengan 02, pendampingan pembelajaran numerasi di kelas, pendampingan pembelajaran literasi di kelas. Tim pelaksana yang terdiri dari tiga dosen dan dua mahasiswa membagi tugas untuk masing-masing rencana program tersebut. Hasil pelaksanaan kegiatan diperoleh yaitu  peningkatan kemampuan literasi sebesar 16% dan numerasi sebesar 26% untuk siswa-siswa SDN Bandengan 02, dan  90% Guru-guru SDN Bandengan 02 mampu menyusun Google Site pribadi untuk memfasilitasi siswa belajar secara mandiri. Kata kunci: google site; literasi; numerasi; service learning; teknologi pembelajaranÂ