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Media Pembelajaran Online terhadap Kemampuan Berpikir Tingkat Tinggi Matematika di Tengah Pandemi Covid-19 Syamsuddin Syamsuddin; Herlina Ahmad; Afriani Afriani
Pepatudzu : Media Pendidikan dan Sosial Kemasyarakatan Vol 16, No 1 (2020): Pepatudzu Volume 16, Nomor 1, Mei 2020
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Al Asyariah Mandar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35329/fkip.v16i1.659

Abstract

Covid pandemic 19 conditions that require the learning process between teachers and students to be done from home. This study aims to see whether there is an influence of high-level thinking ability in mathematics through online learning media amid the co-19 pandemic. High-level thinking ability tests or HOTS questions which are the instruments of this research, contain the process of analyzing, evaluating and creating. The results of the research analysis showed (1) the average value of 50.5% pretest while 75.5% posttest (2) one sample t-test analysis test obtained significance of 0.00 <α, and (3) the fulfillment of student activity was in the criterion minimum active is above 75%. Based on the results of the study concluded that the application of online learning media affect the ability to think of high-level students of SMK Mega Link Majene in the midst of a covid-19 pandemic.
PROJEK PEMBUATAN FILM MELALUI MODEL PEMBELAJARAN PROJECT BASED LEARNING DAN MODEL PENGEMBANGAN 4D Abdul Latif; Asdar Asdar; Herlina Ahmad; Ainun Rahimah; Sulemana Sulemana; Nurainun Nurainun; Afriani Afriani
Pepatudzu : Media Pendidikan dan Sosial Kemasyarakatan Vol 20, No 2 (2024): Volume 20, Nomor 2, November 2024
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Al Asyariah Mandar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35329/fkip.v20i2.5798

Abstract

This study applies the Project Based Learning (PjBL) learning model to the Pancasila subject of class X students at SMK Mega Link Majene. PjBL is an innovative learning that is centered on students and places teachers as motivators and facilitators, where students are given the opportunity to work autonomously to construct what they want to learn. This study aims to produce a collaborative project between students and PKn teachers in making films. This type of research is Research and Development (RnD) by applying the 4D model (Define, Design, Develop, Disseminate). The research instruments are (1) a test to assess the results of the film project. (2) teacher observation sheets to observe the practice of implementing PjBL in making films. (3) student observation sheets to observe student activities during the film making project process (4) Response questionnaires to the PjBL learning model in the film making project. Based on the research results, the process of determining the film was obtained, namely problem recognition, designing project planning, compiling a project schedule, project implementation and monitoring, project presentation, and evaluation and reflection. The data collected in this study are (1) Expert Validation Result Data; the distribution of the film project design development prototype was carried out complete with an assessment rubric, student reflection sheets, and teacher reflection sheets. (2) Learning outcome data in this case is the value of the film project that has been worked on by students with 5 stages of assessment, namely orientation/problem recognition, film project planning design, film project schedule preparation, film project implementation and monitoring, film project presentation, and evaluation and reflection. (3) Student activity data using observation sheets to observe students working on film projects. (4) Learning implementation data using teacher observation sheets to assess teacher implementation in implementing PjBL. (5) Student response data using questionnaires and given at the end of film project learning.
PENDAMPINGAN PENYELESAIAN SOAL TRIGONOMETRI BERBASIS GAMIFIKASI Febryanti Febryanti; Herlina Ahmad; Yasmin Fajriani; Afriani Afriani
JURNAL SIPISSANGNGI: Jurnal Pengabdian Kepada Masyarakat Vol 6, No 2 (2026): Sipissangngi Volume 6, Nomor 2, Juni 2026
Publisher : Lembaga Penelitan dan Pengabdian Masyarakat, Universitas Al Asyariah Mandar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35329/jp.v6i2.6954

Abstract

Pembelajaran trigonometri di Sekolah Menengah Kejuruan (SMK) masih menghadapi berbagai kendala, antara lain rendahnya motivasi belajar dan kesulitan siswa dalam menyelesaikan soal-soal trigonometri. Kegiatan Pengabdian kepada Masyarakat (PkM) ini bertujuan untuk meningkatkan pemahaman dan kemampuan siswa SMK Mega Link Majene dalam menyelesaikan soal trigonometri melalui pendampingan berbasis gamifikasi menggunakan aplikasi Wayground. Metode pelaksanaan meliputi tahap perencanaan, pelaksanaan pendampingan, dan evaluasi. Pendampingan dilakukan melalui pemanfaatan fitur kuis interaktif, sistem penilaian berbasis poin, dan tantangan bertingkat pada aplikasi Wayground yang dirancang sesuai dengan kompetensi dasar trigonometri. Subjek kegiatan adalah siswa SMK Mega Link Majene yang mengikuti kegiatan pendampingan secara aktif. Evaluasi dilakukan melalui pemberian pretest dan posttest serta observasi keaktifan siswa selama kegiatan berlangsung. Hasil kegiatan menunjukkan adanya peningkatan kemampuan siswa dalam menyelesaikan soal trigonometri serta meningkatnya motivasi dan partisipasi siswa dalam pembelajaran. Dengan demikian, pendampingan penyelesaian soal trigonometri berbasis gamifikasi menggunakan aplikasi Wayground efektif diterapkan sebagai alternatif pembelajaran matematika di SMK Mega Link Majene dan berkontribusi pada peningkatan kualitas pembelajaran matematika.