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Penerapan Metode Pembelajaran Discovery Learning Untuk Meningkatkan Aktivitas Dan Hasil Belajar TIK Siswa Kelas VIII B Smp Negeri 3 Monta Muslimin Muslimin; Lisda Ramdhani
Innovative: Journal Of Social Science Research Vol. 3 No. 3 (2023): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v3i3.2489

Abstract

Tujuan penelitian ini adalah untuk mengetahui apakah Penerapan Metode Discovery Learning dapat meningkatkan Aktivitas dan Hasil Belajar pada materi perangkat lunak pengolah kata di kelas VIII B SMPN 3 Monta. Penelitian ini merupakan jenis penelitian tindakan kelas atau (Classroom Action Researc). Hasil analisis menunjukkan; (1) Metode discovery learning (belajar penemuan) dapat meningkatkan aktivitas belajar siswa kelas VIII B SMPN 3 Monta Tahun Pelajaran 2021/2022 dengan rata-rata aktivitas belajar siswa pada siklus I adalah 2,39. Pada siklus II 3,15. (2) Metode discovery learning (belajar penemuan) dapat meningkatkan hasil belajar siswa kelas VIII B SMP N 3 Monta Tahun Pelajaran 2016/2017. Ketuntasan yang diperoleh pada siklus I sebesar 76,92%, siklus 92,3%, Hasil ini menunjukkan adanya peningkatan pada tiap-tiap siklus dan tercapainya ketuntasan belajar yang diharapkan.
Penerapan Alat Pendeteksi Kebakaran Dini Berbasis Internet Of Things (IoT) Pasar Sila Kabupaten Bima Widia, Widia; Rahmawan, Ardi; Ramdhani, Lisda
Abdi Masyarakat Vol 4, No 2 (2022): Abdi Masyarakat
Publisher : Lembaga Penelitian dan Pendidikan (LPP) Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/abdi.v4i2.4025

Abstract

Program pengabdian kali ini adalah penerapan alaran pendeteksi kebakaran dini yang di integrsikan dengan IoT. Mitra pada pengabdian ini adalah UPT Pasar Tradisional Sila, Kabupaten Bima, NTB. Tujuan program ini untuk meningkatkan rasa keamanan masyarakat terutama pemiliki ruko yang ada di pasat Sila dari bencana kebakaran. Selain itu program ini juga mendukung merdeka belajar kampus merdeka, dengan melibatkan mahasiswa di dalamnya untuk terlibat langsung pada kegiatan kemasyarakatan. Metode pelaksanaan program ini adalah partisipatif dengan langkah kegiatan sebagai berikut; Perencanaan (Program Planning), Pelaksanaan program (Program Implementation) dan Penilaian program (Program Evaluation). Intrumen pada pengabdian ini adalah kuesioner kepuasan, yaitu respon terhadap produk dan respon terhadap kegiatan pengabdian secara umum. Alat yang diabdikan sangat efektif karena hasil deteksinya dapat dikirimkan langsung ke HP android yang telah dikalibrasi sebelumnya melalui notifikasi. Hal ini dapat dengan mudah untuk melakukan pencegahan dini dan meminimalisir danpak dari resiko  kebakaran. Mitra dan pengguna memberikan respon positif terhadap alat dan manfaatnya degan kategori sangat baik. Selain mitra Pemerintah Daerah melalui Dinas Koperasi, Perindustrian dan Perdagangan  memberikan dukungan dan berharapa alat ini dapat digunakan pada pasar di seluruh Daerah Bima.
Berpikir Reflektif Siswa SD Dalam Memecahkan Masalah Matematika Ditinjau dari Gaya Kognitif Reflektif dan Impulsif Ramdhani, Lisda; Saifullah, Saifullah; RS, Yuyun Yuningsih; Arwan, Arwan
Jurnal Pendidikan dan Humaniora Vol 1, No 01 (2024): Januari 2024
Publisher : STKIP Harapan Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56842/jpk.v1i01.210

Abstract

Penelitian ini merupakan penelitian deskriptif dengan menggunakan pendekatan kualitatif. Penelitian ini menggambarkan data kualitatif dan dideskripsikan untuk menghasilkan gambaran yang mendalam serta terperinci mengenai berpikir reflektif siswa SD dalam memecahkan masalah matematika ditinjau dari gaya kognitif reflektif dan impulsif. Subjek pada penelitian ini adalah siswa kelas VI SDN 1 Bolo Kabupaten Bima yang bergaya kognitif reflektif-impulsif.  Untuk menentukan subjek penelitian, maka peneliti melakukan pemilihan subjek dengan cara menggunakan instrumen tes gaya kognitif MFFT (Mathcing Familiar Figures Test). instrumen utama dalam pengumpulan data adalah peneliti sendiri. Karena pada penelitian ini, peneliti melakukan wawancara untuk menggali lebih mendalam tentang berpikir reflektif siswa SD dalam memecahkan masalah ditinjau dari gaya kognitif reflektif dan impulsif yang tidak bisa diwakilkan pada orang lain. Teknik Pengambilan data; memahami masalah, membuat rencana, melaksanakan dan memeriksa kembali. Teknik analisis data; reduksi data, penyajian data dan menarik kesimpulan. Dari 22 siswa yang mengikuti tes gaya kognitif, terdapat 45,45% siswa yang berada pada kelompok gaya kognitif reflektif (GK-R), dan 22,73% siswa yang berada pada kelompok gaya kognitif impulsif (GK-I).
The Effectiveness of Using AI-Based Chatbots as Virtual Assistants in Programming Learning For Junior High School Students Imam Dudin; Lisda Ramdhani; Muslimin Muslimin
Jurnal Ilmiah Profesi Pendidikan Vol. 10 No. 4 (2025): November
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jipp.v10i4.4013

Abstract

This study aims to measure the effectiveness of using Artificial Intelligence (AI)-based chatbots as virtual assistants in programming learning at SMP. The research method employed was a quasi-experimental design with a pretest-posttest control group. The experimental group used AI-based chatbots, while the control group followed conventional learning. The results showed a significant improvement in the learning outcomes of students in the experimental group compared to the control group. Students' perceptions of chatbot usage also indicated positive responses, particularly in ease of use, learning motivation, and clarity of feedback. The use of chatbots effectively increased student engagement and facilitated adaptive independent learning. Therefore, AI-based chatbots are proven to be an innovative solution to support programming learning in junior high schools. This study contributes to the development of digital learning media relevant to the needs of digital native students.
Implementation Of Naruto Shippuden Anime-Based Learning Media To Improve Students' Understanding Of Informatics At SMPN 3 Bolo muhaimin muhaimin; Hardyanti Hardyanti; Lisda Ramdhani
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 4 (2025): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v11i4.9447

Abstract

This study aims to analyze the effectiveness of Naruto Shippuden anime-based learning media in improving students’ understanding and learning motivation in Informatics at SMPN 3 Bolo. The background of this research lies in students’ difficulties in comprehending abstract informatics concepts and the lack of engaging learning media, which leads to low participation. This study employed a descriptive qualitative approach with 20 students as subjects. Data were collected through interviews, observations, questionnaires, and documentation of pre-test and post-test results.The findings show that the implementation of this media was significantly successful. Quantitative results demonstrated a substantial improvement in post-test scores compared to pre-test scores. Qualitatively, students showed positive responses, with increased enthusiasm, active participation, and concentration. They perceived the material as easier to understand because it was linked to the storyline and characters of the anime, such as the analogy of “Jutsu” for data processing. The majority of students (93.3%) also recommended the use of this media for future learning.In conclusion, Naruto Shippuden anime-based learning media proved effective in enhancing students’ understanding and motivation. This approach represents an innovative pedagogical strategy that aligns with students’ interests and the principles of the Merdeka Curriculum, offering a solution for more contextual, adaptive, and student-centered learning.
"The Effectiveness of the Assure Learning Model Assisted by Audio-Visual Media on Digital Literacy and Conceptual Understanding of Mathematics in Students at SMP Negeri 4 Bolo" Nur Amaliah; Lisda Ramdhani; Hardyanti Hardyanti; Ardi Rahmawan
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 4 (2025): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v11i4.9537

Abstract

Introduction: The rapid evolution of digital technologies in the Industrial Revolution 4.0 and Society 5.0 eras necessitates that students develop strong digital literacy skills alongside a deep comprehension of mathematical principles. This research examines the efficacy of the ASSURE instructional model, enhanced by audiovisual resources, in boosting digital literacy and conceptual grasp of fractions for students at SMPN 4 Bolo.Material and Methods: This research adopted a quasi-experimental approach utilizing the Nonequivalent Control Group Design, which included 40 seventh-grade students (20 in the experimental group and 20 in the control group). The experimental group participated in instruction through the ASSURE model enhanced by audiovisual materials, whereas the control group followed standard traditional methods. Data collection tools comprised a digital literacy survey (reliability ?=0.82) and a test evaluating mathematical concept comprehension (?=0.85). The analysis of data incorporated descriptive statistics, an independent samples t-test, and N-gain computations via SPSS version 26.0.Research Results: The experimental group exhibited a substantial improvement in digital literacy, rising by 26.2 points (mean pretest=52.3; mean posttest=78.5), in contrast to the control group's modest gain of 9.4 points (mean pretest=51.8; mean posttest=61.2). Regarding mathematical conceptual understanding, the experimental group advanced by 33.6 points (mean pretest=48.7; mean posttest=82.3), whereas the control group progressed by just 14.3 points (mean pretest=49.2; mean posttest=63.5). Results from the independent samples t-test confirmed notable differences (p<0.05), supported by high effect sizes (Cohen's d=2.63 for digital literacy; d=2.89 for conceptual understanding). Furthermore, the N-gain assessment indicated that the experimental group attained a moderate level (g=0.55 and g=0.65).Conclusion: The ASSURE learning model assisted by audio-visual media proved effective in significantly improving students' digital literacy and mathematical conceptual understanding. This study contributes theoretically to the integration of digital literacy with mathematical conceptual understanding, and practically to teachers in designing innovative technology-based learning that meets 21st-century educational demands.
The Influence of Online Games on the Learning Concentration of Students at SMPN 1 Madapangga and the Level of Anxiety of Students' Parents M. Sya&#039;aban Yudha Satria; Ardi Rahmawan; Lisda Ramdhani
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 4 (2025): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v11i4.9540

Abstract

Online games currently affect various aspects of human life, including health, psychology, and concentration of students at SMPN 1 Madapangga, and cause anxiety among parents. This study is quantitative and qualitative, using descriptive qualitative methods. The population of this study was 554 students and 70 parents. The sample used was 50 students from grades VII, VIII, and IX, and 50 parents. The sampling technique used was non-probability sampling in the form of purposive sampling. Data collection techniques used included observation, interviews, documentation, and Likert scale questionnaires. Data analysis techniques used included interactive/model data analysis techniques and Spearman test data analysis techniques. The results of this study, namely from 25 male students at SMPN 1 Madapangga, who experienced low concentration levels were 10 students (20%), 7 students with moderate concentration levels (14%), and 6 students with high concentration levels (12%). Meanwhile, of the 25 female students, 5 experienced low concentration levels (10%), 12 experienced moderate concentration levels (24%), and 10 experienced high concentration levels (20%). This means that more male students experienced a decrease in learning concentration compared to female students. However, in terms of anxiety levels, female parents experienced higher levels of anxiety than male parents. There were 32 female parents who experienced mild, moderate, and severe anxiety with a percentage of 64%. Meanwhile, 18 male parents experienced mild, moderate, and severe anxiety with a percentage of 36%.