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INOVASI PENGOLAHAN KOPI SUSU GULA AREN DI DESA GUDANG Fandi Nugroho; Faisal Abdillah; Nadia; Anisa; Adelia Rohaeni; Herliana Firera; Nadia Karisma; Ahmad Zakiy; Dexa Egi Nassandi; Aang Praboyo; Indah Eka Sasfitri
Aptekmas Jurnal Pengabdian pada Masyarakat Vol 5 No 1 (2022): APTEKMAS Volume 5 Nomor 1 2022
Publisher : Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (239.212 KB) | DOI: 10.36257/apts.v5i1.4606

Abstract

Gudang Village is located in Simpang Rimba district, South Bangka Regency. In this village, there are many palm trees that grow behind resident's houses and also in the forests.Most people in there use palm sap to be processed into palm sugar. This palm sugar were produced by Gudang resident itself, individually in their own house. The purpose of this KKN program by Muhammadiyah University Bangka Belitung in the Gudang village is to increase the high value of processed palm sugar products through innovative products from palm sugar. Palm sugar milk coffee is an innovative product from palm sugar processing which can be an alternative for the community to increase their income. This dedication activities or community service activities carried out in Gudang Village, Simpang Rimba District, South Bangka Regency by KKN Muhammadiyah University Bangka Belitung students were carried out for 1 (one) month with socialization and practice methods, ranging from how to make products, make brands to product marketing using media social.
THE IMPLEMENTATION BLENDED LEARNING METHOD USING ARTICULATED STORYLINE IN CLASS 4 FRACTION LEARNING, MUHAMMADIYAH PRIMARY SCHOOL, PANGKALPINANG fandi nugroho; Muhammad Iqbal Arrosyad
Berumpun: International Journal of Social, Politics, and Humanities Vol 4 No 1 (2021): Berumpun : International Journal Of Social, Politics, and Humanities
Publisher : Faculty of Social and Political Sciences University of Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33019/berumpun.v4i1.46

Abstract

This study aims to describe the implementation of multimedia learning in blended learning in mathematics in grade 4 elementary schools on the topic of fractions. Articulated storyline is an effective medium for elementary school students that is easily developed as one of the multimedia blended learning used in the blended learning method. In our research we examined how the impact of implementation blended learning using multimedia articulated storylines, In this case, it is also discussed how the influence of multimedia articulation storylines as one of the multimedia that can be developed easily to help teachers in distance learning, especially mathematics learning in schools. Primary school related to fraction learning. In this research, students are taught how to interpret the understanding of the concept of fraction problems and proof in life related to mathematics learning problems, so that they can describe mathematical problems and can understand the concept of fractions using logical reasoning so that they are able to prove reasoning about fraction problems according to their abilities. The use of reasoning is needed to determine the concepts that have been made based on the understanding of the concept of fractions that the students have. This study was designed to see the effect of blended learning which is applied as a learning model used to teach logical reasoning in mathematics learning, especially about fraction problems, and how the effect of the application of blended learning on learning outcomes of primary school students at Muhammadiyah Elementary School Pangkalpinang
Pengembangan Digital Tranformasi Role Playing Games (RPG) Base Learning pada Pendidikan Kemuhammadiyah Sekolah Dasar M Iqbal Arrosyad; Fandi Nugroho
Jurnal Basicedu Vol 6, No 3 (2022): June Pages 3200-5500
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i3.2626

Abstract

Penelitian ini dilatarbelakangi bahwa, media yang digunakan pada pembelajaran kemuhammadiyahan belum pernah ada dan kurang meningkat nilai siswa. Tujuan penelitian ini, menjelaskan pengembangkan media pembelajaran berupa media digital tranformasi Role Playing Games (RPG) Base Learning pada Pendidikan Kemuhammadiyah Kelas IV Sekolah Dasar. Jenis penelitian ini Re-search and Development/R&D, yang dikembangkan oleh Alessi & Trollip terdiri dari tiga tahap utama, yaitu perencanaan, perancangan, dan pengembangan. Subjek uji coba meliputi ahli materi, media, dan bahasa, Responden dalam penelitian ini adalah siswa kelas VI SD STKIP Muhammadiyah Pangkalpinang. Analisis data angket dan skala, dan data tes. Hasil validasi didapati bahwa validasi sangat valid dan tidak ada catatan khusus yang diberikan untuk diperbaiki. Hasil uji homogenitas pada uji pretest kelas kontrol dan kelas eksperimen dengan P-Value 0,549 dan hasil uji homogenitas pada posttest kelas kontrol dan kelas eksperimen dengan P-Value 0,124. Dengan demikian P-Value pada pretest dan posttest kelas kontrol dan eksperimen 0,05 dan disimpulkan data yang diperoleh homogen. Dan hasil nilai posttest kelas kontrol 82,83 dan posttest kelas eksperimen 88,43 dengan nilai P-Value 0,001, sehingga terdapat perbedaan kemampuan pada siswa di kelas kontrol dan kelas eksperimen sebelum diperlakukan karena nilai P-Value < 0,05. Disimpulkan bahwa media dapat meningkatkan nilai siswa dan layak digunakan.
Pemberdayaan Masyarakat dalam Program Quran Qorner M Iqbal Arrosyad; Fandi Nugroho; Adi Saputra
Jurnal Komunitas : Jurnal Pengabdian kepada Masyarakat Vol 4, No 2: Januari 2022
Publisher : Institut Ilmu Sosial dan Manajemen Stiami

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (315.702 KB) | DOI: 10.31334/jks.v4i2.1837

Abstract

Society is currently starting to decline in the practice of the Quran, especially in the Pangkalbalam hamlet. This is evidenced by the low number of TPA students from year to year. This community empowerment activity is carried out with the stages of planning, implementation, and evaluation. The results showed that the activity was carried out for 4 days at Shiyaul Haq TPA with teaching by the service team and participants from children in Pangkalbalam Village, the material presented included basic reading of the Quran, Tartil, Tajwid, and Recitation. The advantages of this activity are that it really helps the running of Al-Quran learning activities at the TPA, the material presented can be absorbed and practiced, and the activities run smoothly until the end of the activity. While the drawbacks, there are still students who arrive late, there is noise or students are chatting with their sidekick typing the delivery of material, and there are still those who have not had time to recite the Quran because the time that is carried out is still lacking.
Pengembangan Digital Tranformasi Role Playing Games (RPG) Base Learning pada Pendidikan Kemuhammadiyah Sekolah Dasar M Iqbal Arrosyad; Fandi Nugroho
Jurnal Basicedu Vol 6, No 3 (2022): June Pages 3200-5500
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i3.2626

Abstract

Penelitian ini dilatarbelakangi bahwa, media yang digunakan pada pembelajaran kemuhammadiyahan belum pernah ada dan kurang meningkat nilai siswa. Tujuan penelitian ini, menjelaskan pengembangkan media pembelajaran berupa media digital tranformasi Role Playing Games (RPG) Base Learning pada Pendidikan Kemuhammadiyah Kelas IV Sekolah Dasar. Jenis penelitian ini Re-search and Development/R&D, yang dikembangkan oleh Alessi & Trollip terdiri dari tiga tahap utama, yaitu perencanaan, perancangan, dan pengembangan. Subjek uji coba meliputi ahli materi, media, dan bahasa, Responden dalam penelitian ini adalah siswa kelas VI SD STKIP Muhammadiyah Pangkalpinang. Analisis data angket dan skala, dan data tes. Hasil validasi didapati bahwa validasi sangat valid dan tidak ada catatan khusus yang diberikan untuk diperbaiki. Hasil uji homogenitas pada uji pretest kelas kontrol dan kelas eksperimen dengan P-Value 0,549 dan hasil uji homogenitas pada posttest kelas kontrol dan kelas eksperimen dengan P-Value 0,124. Dengan demikian P-Value pada pretest dan posttest kelas kontrol dan eksperimen 0,05 dan disimpulkan data yang diperoleh homogen. Dan hasil nilai posttest kelas kontrol 82,83 dan posttest kelas eksperimen 88,43 dengan nilai P-Value 0,001, sehingga terdapat perbedaan kemampuan pada siswa di kelas kontrol dan kelas eksperimen sebelum diperlakukan karena nilai P-Value < 0,05. Disimpulkan bahwa media dapat meningkatkan nilai siswa dan layak digunakan.
Pengembangan Video Animasi Berbasis Aplikasi Inshot Pada Materi Keberagaman Budaya Di Indonesia Kelas IV Sekolah Dasar Bella Kasari; Fandi Nugroho; Rifki Hanif Setiawan
JBES (Journal Basic Education Skills) Vol 3 No 3 (2025): JBES (Journal Basic Education Skills)
Publisher : Universitas Muhammadiyah Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35438/jbes.v3i3.256

Abstract

This research is motivated by the lack of utilization in using creative and innovative learning media. Teachers use visual learning media, such as pictures and books. Students are less enthusiastic about participating in learning activities. This research aims to produce a product in the form of an animated video based on the inshot application that is valid, practical and effective on cultural diversity material in class IV elementary schools in Indonesia. This research uses Research and Development (R&D) with the ADDIE model, which consists of the Analyze, Design, Development, Implementation and Evaluation stages. The research subjects were 16 grade IV students at SD Negeri 43 Pangkalpinang. Interviews and questionnaires are data collection techniques. The data analysis technique used is quantitative descriptive using a Likert scale. The research results show that animated video media is based on the inshot application on Cultural Diversity in Indonesia material, with a validity percentage given by media experts of 92% (very valid), material experts 100% (very valid) and 100% (very valid). The small scale trial consisting of 5 class IV students obtained a percentage of 88.8% (very practical) while the large scale trial of 16 class IV students obtained 95.5%, (very practical). Results of the paired sample t-test t_(count ) 6,299 > t_table 2,085. Thus, H_a is accepted, meaning there are differences before and after the use of learning media.
Perbandingan Hasil Belajar Siswa Menggunakan Chromebook Ditinjau Dari Perbedaan Gender Pada Kelas V Semester 1 Di SD Negeri 20 Pangkalpinang Enno Dwiputri; Fandi Nugroho; Erika Fitri Wardani
JBES (Journal Basic Education Skills) Vol 3 No 3 (2025): JBES (Journal Basic Education Skills)
Publisher : Universitas Muhammadiyah Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35438/jbes.v3i3.367

Abstract

It's critical for student learning outcomes when using Chromebook media without changing anything else or altering existing data. The purpose of this study is to identify differences in student learning outcomes used by the Choromebook media based on the gender distinctions between women and men. In this research, a quantitative approach was used in conjunction with the Ex Post Facto study method. This study dispersed all students in grade V at SD Negeri 20 Pangkalpinang, which amounted to 35 students. The data collection technique in this study uses documentation techniques to obtain data on student learning outcomes in science subjects that have been carried out by classroom teachers. This study uses descriptive analysis and inferential analysis to examnine the information. The findings of this investigation, which used the Mann-Whitney U test, showed that there was no significant difference in the learning outcomes of grade V students of SD Negeri 20 Pangkalpinang when they used Chromebooks. The test the findings indicartes that there wa no noteworthy difference in the learning outcomes of students using Chromebooks between boys and girls, with a significance value of 0.169>0.05. After the learning process was completed, the teacher's learning test scores showed the students' learning outcomes.
Pengembangan Video Animasi Pada Tema Sikap atau Perilaku Yang Menjaga dan Merusak Keutuhan NKRI Pada Siswa Kelas IV SD Negeri 1 Airgegas Filda Anandita; Vika Martahayu; Fandi Nugroho
JBES (Journal Basic Education Skills) Vol 3 No 3 (2025): JBES (Journal Basic Education Skills)
Publisher : Universitas Muhammadiyah Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35438/jbes.v3i3.368

Abstract

This research was inspired by the limited learning resources available for students to use in the classroom, resulting from the suboptimal use of learning media. Current teaching methods do not utilize digital learning resources; instead, the curriculum is based on static visuals and textbooks. The primary objective of this research is to provide a credible, practical, and productive learning tool for fourth-grade students at SD Negeri 1 Airgegas in the form of an animated film. Using the ADDIE development methodology, which stands for Analysis, Design, Development, Implementation, and Evaluation, this research involved an R&D approach. One educator and twenty-two fourth-grade students from SD Negeri 1 Airgegas participated in the study. Interviews, questionnaires, and documentation served as data collection instruments. The data analysis process included evaluating hypotheses, reliability, normality, and validity of the instruments used. Data on effectiveness were collected through pre- and post-test score studies, while data on feasibility were drawn from interviews and questionnaires. A small-group experiment achieved 96.6% success rate, a large-group test achieved 95% success rate, and validation findings by media experts achieved 75%. With a t-value of 14.369, the findings showed an increase from 52.5% before the test to 80.2% after. The average post-test score reached 86.36%, an increase from 52.72% before. Ha was approved, indicating a significant change before and after watching the animated video material, according to the paired sample t-test findings (33.745 > 1.721). Finally, the animated film entitled "Attitudes and Behaviors that Maintain and Disrupt the Unitary State of the Republic of Indonesia (NKRI)" was considered a practical and efficient learning tool.
Pengaruh Penggunaan Media Poster Digital Terhadap Pemahaman Siswa Kelas V SDN 13 Pangkalanbaru Ilham Ilham; Fandi Nugroho; Hevitria
JBES (Journal Basic Education Skills) Vol 3 No 3 (2025): JBES (Journal Basic Education Skills)
Publisher : Universitas Muhammadiyah Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35438/jbes.v3i3.382

Abstract

This study was driven by students' absence of understanding and limited use of various learning methods. The goal of this study is to look into the effect of digital poster media on the learning of the digestive system in humans within Class V at SD Negeri 13 Pangkalanbaru. This research employed a quantitative approach via a pre-experimental design, which was a single-group pretest-posttest. The sampling technique used was saturation sampling. Data was acquired via testing. The Shapiro-Wilk normality test and paired sample t-test were employed to evaluate hypotheses. The results showed that the value of the first normality test was 0.133 > 0.05, and the follow-up normality test was 0.102 > 0.05, indicating that the data had a usual distribution. Meanwhile, a hypothesis test using a paired sample t-test produced a value of significance of 0.000 0.05. It means that Ho was rejected but Ha was accepted. As a consequence, it can be concluded that using digital poster medium increases students' understanding of the issue in Grade V at SD Negeri 13 Pangkalanbaru.