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Retensi Informasi Berbasis Aksesibilitas Buku Non-Teks Cerita Bergambar Dalam Meningkatkan Hasil Belajar Peserta Didik Sekolah Dasar Sukniasih; Sarwi; Sudarmin; Nur Cahyono, Adi
Jurnal Pelita PAUD Vol 9 No 1 (2024): Jurnal Pelita PAUD
Publisher : Universitas Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/pelitapaud.v9i1.4407

Abstract

Penelitian ini bertujuan untuk mengetahui bagaimana Retensi Informasi siswa melalui pengembangan aksesibilitas buku non-teks sebagai media pembelajaran untuk meningkatkan pencapaian hasil tujuan pembelajaran pada siswa sekolah dasar kelas rendah yaitu kelas 1. Metode penelitian yang di gunakan menggunakan metode literature review atau tinjauan pustaka. Literature review merupakan kegiatan yang fokus terhadap sebuah topik spesifik yang menjadi minat untuk dianalisis secara kritis terhadap isi naskah yang dipelajari. Literature review ini menggunakan literatur terbitan tahun 2017-2024 yang dapat diakses fulltext dalam format pdf dan scholarly (peer reviewed journals) dengan menggunakan google schoolar dalam aplikasi Publish or Perish (PoP), penelitian ini mengeksplorasi bagaimana buku non-teks dapat diakses dan digunakan oleh siswa, serta dampaknya terhadap motivasi dan hasil belajar. Hasil penelitian menunjukkan bahwa penggunaan buku non-teks yang dirancang dengan baik dapat meningkatkan keterlibatan siswa dan hasil belajar.
Pengembangan Media Pembelajaran Interaktif Berbasis Smart Apps Creator 3 untuk Meningkatkan Kolaborasi Peserta Didik Pada Materi Bangun Ruang Ahmad Farham Majid; Jum’anil Agustini; Sudarmin; Fathiyah Marsya Tilawah
Griya Journal of Mathematics Education and Application Vol. 5 No. 3 (2025): September 2025
Publisher : Pendidikan Matematika FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/griya.v5i3.659

Abstract

Perkembangan kebutuhan pembelajaran abad ke-21 semakin menuntut inovasi dalam sistem pendidikan, khususnya pada pengembangan media yang mampu mendorong interaksi dan kolaborasi peserta didik. Namun, kenyataannya pembelajaran matematika di sekolah masih didominasi oleh pendekatan konvensional yang berpusat pada guru dan minim interaksi antar siswa. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif berbasis Smart Apps Creator 3 (SAC 3) untuk meningkatkan kolaborasi peserta didik pada materi bangun ruang. Jenis penelitian ini adalah penelitian dan pengembangan (research and development) dengan menggunakan model pengembangan 4D yang terdiri dari empat tahap, yaitu define, design, develop, dan disseminate. Subjek uji coba dalam penelitian ini adalah peserta didik kelas VIII SMP Islam Athirah Bukit Baruga. Teknik pengumpulan data dilakukan melalui angket, observasi, dan tes hasil belajar. Data dianalisis dengan pendekatan deskriptif kuantitatif untuk mengukur kevalidan, kepraktisan, dan keefektifan media. Hasil penelitian menunjukkan bahwa media pembelajaran interaktif berbasis SAC 3 memenuhi kriteria valid, praktis, dan efektif. Dengan demikian, media ini dapat menjadi solusi inovatif dalam mendukung pembelajaran matematika yang kolaboratif dan menyenangkan, khususnya pada materi bangun ruang
Backpropagation Neural Network Method For The Classification of Districts/Cities Based On Macro Socio-Economic Indicators In The Province Of South Sulawesi Rais, Zulkifli; Sudarmin; Syahputra, Akbar
Quantitative Economics and Management Studies Vol. 6 No. 2 (2025)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.qems3982

Abstract

Classification is a way of grouping objects based on the characteristics possessed by the objects of classified. One of the developing classification methods is the backpropagation neural network. This study aims to look at the descriptive and classification results of the District/City Macro Socioeconomic Indicators in South Sulawesi Province. The data set comprises 24 observations with 9 variables, namely population density, poverty line, Gini ratio, open unemployment rate, life expectancy, average length of schooling, labor force participation rate, life growth rate, and GRDP at current prices. A model with a total of 9 hidden layers and a learning rate of 0.002 is obtained with an accuracy of 70%, precision of 70%, recall of 100%, and F1 score of 87%.
SPATIAL AUTOREGRESSIVE MODEL (SAR) AND SPATIAL ERROR MODEL (SEM) MODELING ON LIFE EXPECTANCY DATA IN SOUTH SULAWESI PROVINCE 2022 Hafid, Hardianti; Ayu Pebriyanti; Sudarmin
Parameter: Journal of Statistics Vol. 5 No. 1 (2025)
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam Universitas Tadulako

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22487/27765660.2025.v5.i1.17397

Abstract

Spatial regression is a development of classical linear regression which takes into account the spatial or spatial effects of the data being analyzed. The Spatial Autoregressive Model (SAR) and Spatial Error Model (SEM) methods include spatial regression models show that spatial effects on response variables and predictor variables. This research aims to model the factors that influence life expectancy in South Sulawesi Province in 2022. The analysis method used in this research is the SAR and SEM methods. The results show that based on the Lagrange Multiplier test values, there are lag and error dependencies. Based on the research results, it was found that the SAR and SEM models each had Akaike’s Information Criterion (AIC) values of 94.0069 and 90.6410, so the best model for analyzing the influence life expectancy value was the SEM model because the smallest had Akaike’s Information Criterion (AIC) value was obtained. The factors that have a significant influence on life expectancy are average years of schooling and gross regional domestic product which have a positive effect. Then, the percentage of poor population and per capita expenditure have a negative effect.
Development of an E-Magazine Based on Ethnoscience of Semarang's Traditional Food in the Topic of Temperature and Heat to Train Students' Scientific Literacy Skills Safitriani, Indah; Sudarmin; Febriyanto, Hendra; Naufal, Muhammad; Eralita, Norma; Budoyo, Joto; Anisah, Siti
Journal of Physics Education and Science Vol. 2 No. 4 (2025): September
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/physics.v2i4.1959

Abstract

This study aims to analyze the characteristics, feasibility, and effectiveness of an e-magazine based on ethnoscience of Semarang's traditional food on the subject of temperature and heat to train students' scientific literacy skills. The Research and Development (R&D) method, utilizing the ADDIE model, was employed. The study involved VII D class students at SMP Negeri 5 Semarang, with data collected through feasibility validation, pretest, posttest, and student responses. The results showed that the characteristics of the e-magazine produced include an attractive and colorful visual design, compatibility with various devices, efficiency, practicality, and flexibility, interactive features, an ethnoscience approach, science literacy aspects, and encouragement of independent learning. The findings indicate the e-magazine is highly feasible for use, scoring 96.11% for media aspects, 96.21% for content aspects, and 91% for student readability. Its effectiveness in improving science literacy was statistically significant (Wilcoxon test 0.00 < 0.05). An N-Gain score of 0.73 indicates a high improvement in science literacy, with an overall effectiveness level of 73% (moderately effective category). In conclusion, the ethnoscience-based e-magazine on Semarang's traditional food supports innovative learning, is highly suitable as a learning medium, and is sufficiently effective in developing students' science literacy skills.
Development of Ethno-vlog Media and Virtual Reality (VR) Teh Oyol Ecology and Biodiversity Materials to Equip Students Science Process Skills Luky Hidayat; Sudarmin; Hendra Febriyanto; Norma Eralia; Sunardi
ISEJ : Indonesian Science Education Journal Vol. 5 No. 3 (2024): September
Publisher : Yayasan Darussalam Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62159/isej.v5i3.1658

Abstract

Education in the 21st century requires innovative approaches that integrate technology and local wisdom to strengthen students’ science process skills (SPS). This study aims to develop, validate, and evaluate the effectiveness of ethno-vlog and virtual reality (VR) media based on the cultural context of Oyol tea in enhancing junior high school students’ SPS on ecology and biodiversity topics. Employing a research and development design with the 4D model (Define, Design, Develop, Disseminate), this study involved small-scale (n = 15) and large-scale (n = 32) trials with grade VII and VIII students at a junior high school in Indonesia. Data were collected through expert validation, student response questionnaires, observation sheets, and pre-post assessments of SPS. The results indicated that both media met the “very feasible” criteria from expert validators (average ≥ 87.5%) and received highly positive responses from students. Statistical analysis using N-gain (0.76, high category) and the Mann–Whitney test (p < 0.05) confirmed a significant improvement in students’ SPS, particularly in observation, prediction, inference, classification, measurement, and communication skills. These findings demonstrate that the integration of ethnoscience-based vlog and VR provides a meaningful, interactive, and culturally relevant learning experience. The study contributes to digital pedagogy by bridging local knowledge and advanced technologies, offering a scalable model for science education in developing countries. Future research may extend this approach to other cultural contexts and subject areas to strengthen broader applicability.
Integrating Ethno-Vlog into Liveworksheet-Based E-LKPD: Developing Contextual Ecology Learning Media to Enhance Students’ Science Literacy Azqia Noviatun Nisa; Sudarmin; Risa Dwita Hardianti; Hendra Febriyanto; Fredy Supriadi
ISEJ : Indonesian Science Education Journal Vol. 5 No. 3 (2024): September
Publisher : Yayasan Darussalam Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62159/isej.v5i3.1678

Abstract

The low level of Indonesian students’ science literacy as reflected in the PISA 2022 results highlights the need for innovative, contextualized learning media that can bridge scientific concepts with real-life and cultural experiences. This study aimed to develop and evaluate a Liveworksheet-integrated E-LKPD enriched with an ethno-vlog of Bukit Manengteung on ecology and ecosystem material to enhance students’ science literacy. Employing a research and development design with the 4D model (define, design, develop, and disseminate), the product was validated by experts, tested for readability, and implemented with seventh-grade students at SMP Negeri 2 Ciledug during the 2024/2025 academic year. Validation results indicated high feasibility with Aiken’s V values above 0.87, while student responses confirmed that the media was engaging, clear, and easy to use. Effectiveness tests showed a significant improvement in students’ science literacy, with pretest and posttest scores increasing from an average of 45.69 to 81.72 and an N-Gain of 0.68, categorized as medium to high. Improvements were observed across all science literacy dimensions, particularly in scientific attitudes, and the integration of ethno-vlog content enabled students to contextualize ecology concepts within their local cultural environment. These findings confirm that the developed media is valid, practical, and effective, with implications that integrating ethnoscience-based digital media into science instruction can enhance students’ scientific competencies while simultaneously preserving and strengthening cultural identity.
Eksplorasi Etnomatematika Aksara Lontara dalam Pembelajaran Matematika Jenjang Sekolah Menengah Pertama Sudarmin; Kusumayanti, Andi; Baharuddin; Nurul Rezky
Mandalika Mathematics and Educations Journal Vol 7 No 3 (2025): Edisi September
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jm.v7i3.9603

Abstract

Lontara script in ethnomathematics study can provide a deep understanding of the relationship between mathematics and local culture of the community and with the ethnomathematics approach provides opportunities for students in the culture and principles of mathematics contained in Lontara script. The purpose of this study is to explore the mathematical concepts contained in Lontara script. This type of research is qualitative with an ethnomathematics approach. Data collection techniques used are observation, interviews and documentation. Testing the validity of the data used is technical triangulation. Data analysis techniques used are data reduction, data presentation and drawing conclusions. The results of this study indicate that Lontara script has mathematical elements such as the concept of sets, geometry concepts and number concepts found in the elements of Lontara script at the Balla Lompoa Museum, Gowa Regency, South Sulawesi. In addition to mathematical aspects, Lontara script supports efforts to preserve culture in Bugis-Makassar and as a reflection of the richness of culture in Indonesia that can be linked to the concept of learning mathematics. The implications of this study are not only to enrich insight in the form of literature but also to contribute as an alternative approach to learning mathematics through the context of local culture
ANALISIS KEBUTUHAN MEDIA PEMBELAJARAN EDUGAMES IPAS MATERI DAERAHKU Utami, Desi; Sudarmin; Ellianawati; Bambang Subali; Wahyu Lestari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 03 (2024): Volume 09 No. 03 September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i03.18004

Abstract

This study aims to analyze the needs of students related to learning media that accommodates the needs of edugames-based students such as quizizz in the implementation of my area material for IPAS learning subjects in grade IV Elementary School. The method used in this research is a qualitative description method with research instruments in the form of observation, interviews and questionnaires. Based on the interview, it was found that there were difficulties in conveying the material of my region in the IPAS subject. The questionnaire results strongly agreed that most students felt that interactive media increased engagement and made the learning process more enjoyable. The needs analysis obtained that the majority of fourth grade students need variations in learning methods, including the use of visual and interactive media, the needs of students can be met in edugames learning media such as quizizz material my area IPAS subjects grade IV SD. The use of edugames media such as quizizz can change the learning atmosphere to be more fun, increase the enthusiasm of students and of course attract the attention of students. .