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Workshop Pembuatan Media Pembelajaran Yang Menarik Berbasis Canva Pada Guru Sekolah Dasar Negeri 43 Kota Bengkulu Hidayat, Rachmat; Risnanosanti, Risnanosanti; Saputera, Surya Ade
Journal Of Human And Education (JAHE) Vol. 4 No. 3 (2024): Journal of Human And Education
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jh.v4i3.1087

Abstract

Abstrak Penggunaan teknologi dalam pembuatan media pembelajaran bertujuan untuk mendorong kolaborasi dan partisipasi aktif dalam pendidikan. Penggunaan media pembelajaran berbasis teknologi tidak hanya membantu siswa untuk berpikir kreatif, terampil, dan mandiri, tetapi juga meningkatkan keterampilan dan kompetensi guru. Salah satu langkah yang diambil untuk meningkatkan keterampilan guru adalah mengadakan workshop pembuatan media pembelajaran menarik dengan menggunakan platform Canva di SD Negeri 43 Kota Bengkulu, dengan melibatkan 12 guru dan 1 kepala sekolah sebaagai peserta dan 5 mahasiswa kampus mengajar angkatan ke 7 sebagai panyelenggara serta pemateri. Tujuan dari kegiatan ini adalah untuk membantu guru dalam mengembangkan keterampilan dalam menciptakan media pembelajaran yang menarik menggunakan Canva. Dilaksanakannya kegiatan ini berdasarkan hasil wawancara dengan kepala sekolah yang mengindikasikan bahwa guru-guru belum sepenuhnya mahir dalam menciptakan media pembelajaran interaktif. Tujuan akhirnya adalah agar guru dapat menguasai penggunaan aplikasi Canva serta mampu menciptakan media pembelajaran interaktif dengan menggunakan platform tersebut. Hasil evaluasi dari kegiatan workshop menunjukkan bahwa para guru telah berhasil memahami konsep media pembelajaran interaktif, menguasai penggunaan aplikasi Canva, dan berhasil menciptakan media pembelajaran yang menarik dengan menggunakan platform tersebut. Kata Kunci: Workshop Canva, Media Pembelajaran, Pelatihan Abstarct The use of technology in creating learning media aims to encourage collaboration and active participation in education. The use of technology-based learning media not only helps students to think creatively, skillfully and independently, but also improves teachers' skills and competencies. One of the steps taken to improve teacher skills was to hold a workshop on creating interesting learning media using the Canva platform at SD Negeri 43 Bengkulu City, involving 13 teachers. The aim of this activity is to help teachers develop skills in creating interesting learning media using Canva. The implementation of this activity was based on the results of interviews with school principals which indicated that teachers were not yet fully proficient in creating interactive learning media. The ultimate goal is for teachers to be able to master the use of the Canva application and be able to create interactive learning media using this platform. The evaluation results from the workshop activities show that the teachers have succeeded in understanding the concept of interactive learning media, mastered the use of the Canva application, and succeeded in creating interesting learning media using this platform. Keywords: Canva Workshop, Instructional Media, Training
Development of teacher professionalism in inquiry learning through learning community Risnanosanti, Risnanosanti; Susyla, Dian; Suyuthie, Hasmi; Mursalin, M; Naziev, Aslanbek; Koklu, Onder; Salcedo, Audy
Electronic Journal of Education, Social Economics and Technology Vol 4, No 1 (2023)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (655.685 KB) | DOI: 10.33122/ejeset.v4i1.80

Abstract

Mechanisms for motivating and involving teachers in learning and working together with their colleagues are currently quite scarce. This study aims to explore the conditions that support teacher professional development in inquiry based learning through learning communities and examine how teacher professional development will impact students learning outcomes. The five teachers selected were a group of teachers who were members of the lesson study community at SMP Negeri 11 Bengkulu city and participated in this study. The qualitative results in this study reveal that the interactive domain, in which the teacher’s professional learning community works collaboratively by sharing teaching experiences and developing assessment tools, plays an important role in promoting teacher professional development. These results reinforce the understanding that conditions and important supporting mechanisms that must be possessed by an effective model for teachers professional development can lead to improved students learning outcomes.
Analysis of Mathematical Concepts in the Traditional Palak Babi Game of Bengkulu Province Harahap, Mardhatillah Hafidzah; Risnanosanti, Risnanosanti; Kashardi, Kashardi
Unnes Journal of Mathematics Education Vol. 13 No. 1 (2024): Reguler Issue
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/rqwssw44

Abstract

Analysis of Mathematical Concepts in the Traditional Palak Babi Game of Bengkulu Province. Culture is the identity of a nation that is formed from values, beliefs, customs, and norms that are held firmly and passed down from generation to generation. The culture of a region is reflected in various aspects of people's lives, one of which is through traditional games in Bengkulu Province. The traditional game is the traditional Palak Babi game, which effectively contributes to building mathematical concepts. Mathematical concepts appear in society and culture. Ethnomathematics is the study of mathematical concepts in traditional games as a culture. The purpose of this research was to analyze the mathematical concepts that were naturally involved in the traditional Palak Babi game. The method used in this research was the descriptive qualitative method. The concepts include measurement, comparison, addition, multiplication, and angles. Thus, the traditional Palak Babi game as part of culture contains valuable ethnomathematical values. Therefore, it can provide new insights into developing more contextualized mathematics learning strategies and expand understanding of mathematics.
WORKSHOP KINEMASTER BAGI GURU UNTUK MENINGKATKAN KUALITAS VIDEO PEMBELAJARAN Riwayati, Selvi; Ristontowi, Ristontowi; Destania, Yuriska; Masyita, Nyayu; Risnanosanti, Risnanosanti; Masri, Masri; Syofiana, Mardiah
JE (Journal of Empowerment) Vol 2, No 2 (2021): DESEMBER
Publisher : Universitas Suryakancana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/je.v2i2.1470

Abstract

ABSTRAK Keterbatasan  pengetahuan, skill, dan pelatihan  merupakan salah satu faktor kurangnya minat tenaga pengajar yaitu guru dalam  memanfaatkan alat  peraga berbasis TIK  pada proses pembelajaran di kelas. Tujuan pelatihan ini yaitu agar guru termotivasi untuk memperbaiki kinerja, cara pembelajaran atau menambah wawasan keilmuan seorang guru. Metode kegiatan ini berupa sosialisasi dan workshop pembuatan bahan ajar berbasis TIK dengan menggunakan Aplikasi KineMaster. Kegiatan ini dilaksanakan di SMP Negeri 18 Kota Bengkulu. Kegiatan ini diikuti oleh 15 orang guru dari berbagai mata pelajaran seperti Matematika, IPA, Bahasa Indonesia, Bahasa Inggris dan guru BK. Evaluasi dilakukan melalui Aplikasi Zoom yang melibatkan seluruh peserta guru SMP Negeri 18 Kota Bengkulu. Pelatihan dan pendampingan pembuatan bahan ajar berbasis TIK tidak hanya dilakukan melalui tatap muka, tim pengabdian juga menjelaskan kepada mitra untuk dapat berkonsultasi dengan menggunakan telpon dan aplikasi Whatsapp. Hasil dari kegiatan pengabdian agar guru dapat membuat video pembelajaran beranimasi dengan menggunakan Aplikasi KineMaster. ABSTRACTLimited knowledge, skills, and training are one of the factors for the lack of interest in teaching staff, namely teachers in using IT-based teaching aids in the learning process in the classroom. The purpose of this training is to motivate teachers to improve performance, learning methods or add scientific insight to a teacher. The method of this activity is in the form of socialization and workshops on making ICT-based teaching materials using the KineMaster Apk. This activity was carried out at SMP Negeri 18 Bengkulu City. This activity was attended by 15 teachers. The evaluation was carried out through the Zoom application which involved all teacher participants of SMP Negeri 18 Bengkulu City. The result of this service activity is that teachers can create animated learning videos using the KineMaster Apk.
PENDAMPINGAN PERSIAPAN LCTS TINGKAT KECAMATAN BAGI SISWA SMP NEGERI 25 BENGKULU UTARA Agustina, Septia; Jumri, Rahmat; Ramadianti, Winda; Asmara, Adi; Risnanosanti, Risnanosanti; Ristontowi, Ristontowi; Yudha, Romadhona Kusuma
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 4 No. 6 (2023): Volume 4 Nomor 6 Tahun 2023
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v4i6.24412

Abstract

Kegiatan pendampingan belajar bagi siswa Sekolah Menengah Pertama merupakan salah satu kegiatan yang dilakukan oleh mahasiswa Kampus Mengajar Mandiri Universitas Muhammadiyah Bengkulu tahun 2023. Kegiatan ini dilaksanakan di SMP Negeri 25 Bengkulu Utara. Melalui Program Kampus Mengajar Mandiri ini, diharapkan Mahasiswa dapat memperoleh pengalaman hidup dalam terjun langsung ke dunia pendidikan dan mampu menerapkan pengetahuan akademik mereka. Mahasiswa program studi Pendidikan Matematika Universitas Muhammadiyah Bengkulu pada Program Kampus Mengajar Mandiri melaksanakan salah satu kegiatan yaitu bimbingan belajar bagi anak-anak kelas VIII dan IX yang akan mengikuti Lomba Cepat Tepat Sains (LCTS) kepada siswa di SMP Negeri 25 Bengkulu Utara, demi meningkatkan motivasi dan minat belajar siswa terutama pada matematika. Dengan itu untuk dapat lebih mengingat lagi mata pelajaran matematika pada tingkat Sekolah Menengah Pertama di kelas VII, VIII dan IX tidaklah mudah, dibutuhkan banyak metode agar anak-anak tingkat Sekolah Menengah Pertama dapat dengan mudah untuk menerima dan memahami dalam pembelajaran matematika. Salah satu metode yang digunakan dalam kegiatan pendampingan adalah pembahasan soal-soal latihan olimpiade dan tanya jawab. Kegiatan ini dapat memberikan nilai positif pada proses pembelajaran pemahaman matematika pada anak-anak di SMP Negeri 25 Bengkulu Utara. Hasil penelitian menunjukkan bahwah telah diperoleh 50% anak-anak Sekolah Menengah Pertama sudah menguasai materi yang pernah dipelajari sebelumnya. Sehingga menghasilkan hasil yang maksimal yaitu meraih juara 1 dalam Lomba Cepat Tepat Sains (LCTS).
PEMBELAJARAN INTERAKTIF BERBASIS CANVA SMP 03 SATAP LUBUK BESAR Sari, Dea Julita; Risnanosanti, Risnanosanti
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 5 No. 3 (2024): Volume 5 No. 3 Tahun 2024
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v5i3.28683

Abstract

Pembelajaran Matematika bertujuan untuk dapat mengembangkan kemampuan menghitung mengukur, dan dapat menggunakan rumus matematika yang digunakan serta diperlukan dalam kehidupan nyata melalui materi Aljabar, Geometri, statistika dan lain-lain. Dalam mengatasi permasalahan diatas maka dibuatlah media interaktif berbentuk canva yang bertujuan agar dapat meningkatkan kemampuan berfikir dan minat belajar peserta didik terutama untuk kelas VIII SMP 03 Satap Lubuk Besar. Kegiatan berlangsung di SMP N 03 Satap Lubuk Besar, Desa Batu Beriga, Kecamatan Lubuk Besar,Kabupaten Bangka Tengah, Provinsi Kepulauan Bangka Belitung. hasil observasi mengenai minat belajar peserta didik,  diperoleh beberapa  indikator dalam minat belajar peserta didik seperti Perhatian, Ketertarikan serta keterlibatan peserta didik dalam pembelajaran berlangsung. Penerapan media pembelajaran interaktif berbasis Canva dapat meningkatkan semangat serta minat belajar peserta didik dalam mempelajari materi Bentuk Aljabar, mata  pelajaran Matematika SMP dengan tampilan yang menarik
APLIKASI PROGRAM MEAL GATHERING TERHADAP PENINGKATAN INTERAKSI SOSIAL SISWA DI SDN 72 KOTA BENGKULU Jahara, Widya; Risnanosanti, Risnanosanti; Saputra, Surya Ade
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 5 No. 3 (2024): Volume 5 No. 3 Tahun 2024
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v5i3.30267

Abstract

Pengabdian kepada masyarakat mengenai aplikasi program meal gathering untuk meningkatkan interaksi sosial siswa di SDN 72 Kota Bengkulu. Program meal gathering diimplementasikan dengan tujuan memperkuat hubungan sosial antar siswa melalui kegiatan berkumpul, berbagi makanan, dan berinteraksi di luar jam belajar formal. Penelitian ini menggunakan pendekatan kualitatif dengan teknik observasi dan wawancara untuk mengumpulkan data dari siswa, guru, dan orang tua. Hasil penelitian menunjukkan bahwa program meal gathering memberikan kontribusi positif dalam meningkatkan interaksi sosial siswa di SDN 72. Siswa menunjukkan peningkatan dalam kemampuan berkomunikasi, kerjasama, dan rasa kebersamaan. Selain itu, program ini juga memperkuat kolaborasi antara siswa dan guru serta meningkatkan keterlibatan orang tua dalam kegiatan sekolah. Temuan ini menegaskan bahwa program meal gathering tidak hanya mendukung perkembangan sosial siswa tetapi juga menciptakan lingkungan belajar yang inklusif dan mendukung di sekolah.
School Assistance Program Through Accreditation at SD Muhammadiyah 1 Bengkulu City Asmara, Adi; Risnanosanti, Risnanosanti; Ramadianti, Winda; Ariani, Nyayu Masyita; Riwayati, Selvi; Masri, Masri; Jumri, Rahmat
DIKDIMAS : Jurnal Pengabdian Kepada Masyarakat Vol. 1 No. 2 (2022): DIKDIMAS : JURNAL PENGABDIAN KEPADA MASYARAKAT  VOL 1 NO 2 August 2022
Publisher : Asosiasi Profesi Multimedia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/dikdimas.v1i2.28

Abstract

The Community Service Program (PPM) which was carried out aims to assist SD Muhammadiyah 1 Bengkulu City in compiling an IASP 2020-based accreditation form. In 2022, reaccreditation will be carried out. Based on the results of interviews with school principals and teachers, the school accreditation preparation team did not fully understand the 2020 IASP, the deadline for preparation for accreditation in the near future, insufficient physical evidence, incomplete accreditation guidelines, schools did not have time to conduct self-evaluations and lack of coordination. and communication between individuals and teams. Based on this, it is necessary to carry out assistance activities in preparation for accreditation. The method used is discussion and question and answer. The subject of this community service is the team that composes the accreditation form for SD Muhammadiyah 1 Bengkulu City. This activity has been carried out for 4 meetings, which include the socialization of IASP 2020, filling out accreditation forms, presenting the results of filling out forms, and evaluating forms. During this service activity, all teams have carried out the form preparation activities well. The result of this service activity is that SD Muhammadiyah 1 Bengkulu City has completed all components of the accreditation form and met the internal quality standard values.
Mathematics Concepts in Making Kites as a Tool in Ethno-STEM Based Learning Risnanosanti, Risnanosanti; Ristontowi, Ristontowi; Ramadianti, Winda
International Journal of STEM Education for Sustainability Vol 4, No 1 (2024)
Publisher : Gemilang Maju Publikasi Ilmiah (GMPI) 

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53889/ijses.v4i1.301

Abstract

Kite is a traditional game with many mathematical concepts, making them applicable in ethno-STEM (science, technology, engineering, and mathematics)-based learning. Therefore, this research explores the mathematical concepts inherent in kite flying related to ethnomathematics and STEM education. This research employs a qualitative exploratory approach. Data are collected through three methods: documentation, observation, and interviews. After collecting data, a descriptive analysis is conducted, including data reduction, presentation, and verification. Based on the data analysis, the mathematical concepts in kite-making include geometry, measurement, area and perimeter calculations, ratios and scales, patterns and symmetry, and arithmetic. Kite-making can be applied in ethno-STEM-based mathematics learning as it aligns with the current curriculum and adheres to STEM learning principles. Therefore, kite-making can serve as a tool for mathematics education, making learning more meaningful, enjoyable, interactive, and contextual. This research exploration suggests that numerous mathematical concepts can be further examined in ethno-STEM-based learning. Additionally, this research highlights the connection between mathematics and the socio-cultural context.
Etnomatematika pada permainan tradisional lompek kodok bengkulu Ananda, Wella; Risnanosanti, Risnanosanti; Syofiana, Mardiah
Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika Vol 10 No 1 (2024): Jurnal Math Educator Nusantara
Publisher : Program Studi Pendidikan Matematika, Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jmen.v10i1.22264

Abstract

Ethnomathematics combines elements of mathematics with the culture and traditions of society. Culture is a complete and comprehensive unity that applies to society, while mathematics is a science that society uses to solve everyday problems. The aim of this research is to find mathematical patterns contained in the traditional game Lompek Kodok and to find out how players use mathematics naturally in the game strategy. Data collected through qualitative research methods, and interviews with elders and trusted people, direct game observation, and analysis of game rules. The first stage of research involves determining the topic and discussion that will be researched, then determining the area that will be used as the search location. After that, design and organize the time needed to complete data collection using interviews and observations. Then record the results of the interview and document them. The next step is data analysis by processing the data obtained and describing the ethnomathematics in the traditional Bengkulu lompek kodok game. It is hoped that the results of this research will provide new insights into how mathematical concepts can be used in local culture through ethnomathematics.