Articles
PENGARUH KARAKTERSITIK GURU TERHADAP MOTIVASI DAN POLA BELAJAR SISWA
Helsa Fitra P;
Ahmad Swandi;
Sri Rahmadhanningsih;
Ulfah Syam;
Rampeng Rampeng;
Restu Januarty
KLASIKAL : JOURNAL OF EDUCATION, LANGUAGE TEACHING AND SCIENCE Vol 3 No 1 (2021): Klasikal: Journal of Education, Language Teaching and Science
Publisher : Fakultas Keguruan dan Ilmu Pendidikan
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DOI: 10.52208/klasikal.v3i1.319
Motivation is a series of attitudes and values that influence individuals to achieve specific things according to individual goals that can be obtained from within oneself, the people around them, and the environment. The purpose of this research is to identify how the influence of the characteristics possessed by a teacher on the motivation and learning patterns of vocational students in remote areas. The type of research used was a mix-method, with a sample of 29 vocational students in one of the districts of West Halmahera. Data analysis is quantitative data from observation, questionnaires, and in-depth interviews. Based on the results of the study, various information was obtained, namely, the characteristics possessed by the teacher incredibly had an influence on student motivation and learning patterns. The standard or example of learning is the teacher
Uji Coba Gim Edukasi dalam Meningkatkan Hasil Belajar Bahasa Inggris
Susalti Nur Arsyad;
Runniarsiti Runniarsiti;
Ahmad Swandi;
Arief Fauzan;
Sparisoma Viridi;
Burhan Burhan;
Sri Rahmadhanningsih
Journal of Education and Instruction (JOEAI) Vol 6 No 1 (2023): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)
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DOI: 10.31539/joeai.v6i1.4954
ABSTRACT This study aims to test the effectiveness of educational game-based digital learning media in improving grade IV elementary school English learning outcomes. The pre-experimental design and One Group Pretest-Posttest were used in this study with a sample of 20 students in a school in Makassar. Pretests and posttests are given to learners to obtain data on improving learning outcomes, which are then analyzed using t-tests and N-Gain. The results showed that there was a significant difference in test results between pretest and posttest seen from the sig.2-tailed value of 0.000, where this result was smaller than 0.05. In addition, an N-Gain of 0.49 indicates a moderate category and indicates that the trial of educational game-based digital learning media can improve student learning outcomes. Educational games can be used as an effective learning medium in the learning process and need to be developed in a better direction. Keywords: Learning Media, Educational Games, Learning Outcomes.
The Effectiveness of The Implementation of The Gold Standard Project Based Learning Model to Increase The Digital Literacy Index of Teachers
Ahmad Swandi;
Asdar Asdar;
Susalti Nur Arsyad;
Sri Rahmadhanningsih;
Nurhayati Nurhayati
JETL (Journal of Education, Teaching and Learning) Vol 8, No 1 (2023): Volume 8 Number 1 March 2023
Publisher : STKIP Singkawang
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DOI: 10.26737/jetl.v8i1.3320
One way to improve the quality of learning today is the use of various types of digital media in learning properly and correctly, which is known as school digitization. To support this program, it is necessary to carry out various activities for teachers to be able to improve their index and digital literacy skills. This study aims to find out how the index level and digital literacy skills of teachers after being given training and assistance with the Gold Standard Project Based Learning (GS-PjBL) model. The study was conducted on 20 teachers who participated in online and offline education and training activities. The research data was taken using two google form-based questionnaires, namely (i) a digital literacy index questionnaire, (ii) a digital literacy skills questionnaire given before and after training and mentoring activities. Based on the results of the analysis, there was an increase in the percentage of the digital literacy index before and after the activity which was marked by the Gain value. Based on the results of the analysis, the increase in the digital literacy index is in the medium and low categories. Therefore, the impact is seen that there is an increase in the index and literacy skills of the teacher group in Makassar City after participating in training and mentoring activities with the GS-PjBL model.
UJI PRAKTIKALITAS PEMBELAJARAN BERBASIS GIM EDUKASI MENGGUNAKAN GDEVELOP PADA MATA PELAJARAN IPA DI SEKOLAH DASAR
Susalti Nur Arsyad;
Ahmad Swandi;
Yulia Nurmasita Devi;
Sri Rahmadhanningsih;
Arief Fauzan;
Andi Hamzah Fansury
KLASIKAL : JOURNAL OF EDUCATION, LANGUAGE TEACHING AND SCIENCE Vol 4 No 3 (2022): Klasikal: Journal of Education, Language Teaching and Science
Publisher : Fakultas Keguruan dan Ilmu Pendidikan
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DOI: 10.52208/klasikal.v4i3.618
This research was conducted to find out how to practice science learning for elementary school students using educational games that have been developed with the Gdevelop application. This goal is based on the stigma in the form of public perception that games have a negative impact on learning, as well as a lack of knowledge about using games or other digital learning tools in the classroom, which causes students to become more accustomed to learning using conventional teaching techniques. This research was conducted using a qualitative descriptive method, and the instruments used were questionnaires and interviews using the data analysis technique of Miles and Huberman's model (Analysis Interactive Model). This research was conducted at SDN Lariang Bangi I, the number of respondents in this study were 23 students. The practicality of educational games is determined based on product trials and the responses of teachers and students to educational games. The results of this study indicate that there are (83%) students who agree that the use of educational games as learning media can make it easier for them to understand science learning material. In addition, based on the validation results, it shows that the teacher's assessment of the product is above 80% which indicates that the product is suitable for use in learning. From the results of the research that has been done, it can be concluded that the use of educational games based on Gdevelop is considered very practical in its use.
Technology-enabled active learning simulations (TEALSim) on distance learning of physics
Ahmad Swandi;
Sri Rahmadhanningsih;
Sparisoma Viridi
THABIEA : JOURNAL OF NATURAL SCIENCE TEACHING Vol 6, No 1 (2023): THABIEA : JOURNAL OF NATURAL SCIENCE TEACHING
Publisher : Institut Agama Islam Negeri Kudus
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DOI: 10.21043/thabiea.v6i1.9754
The effect of the spread of the Coronavirus 2019 has an impact on the implementation of face-to-face learning to distance learning. So that the learning that applies in Indonesia today needs to be supported by the right technology and supporting teaching materials. The selection of appropriate and interesting media will have a good impact on the quality of distance learning. This study aims to determine students' perceptions of the use of Technology-Enabled Active Learning Simulation (TEALSim) which is rich in interactive simulations and videos in physics learning and to determine the correlation between student perceptions of learning outcomes. With 26 students as respondents who were selected by random sampling. After using TEALSim, students fill out a questionnaire via google form that has been developed and validated by experts and then students take a concept understanding test. Based on the analysis, it shows that the majority of students have a perception with a percentage above 80% which is in the good category and in general is in the very good category. Besides, there is a good correlation between student perceptions and learning outcome data which is indicated by a correlation value of 0.7.
Peningkatan Keterampilan Penggunaan Learning Management System Menggunakan Moodle Gnomio untuk Tenaga Pengajar di Lembaga Pendidikan Permata Bunda
Ahmad Swandi;
Sri Rahmadhanningsih;
Susalti Nur Arsyad;
Asdar Asdar
Tongkonan: Jurnal Pengabdian Masyarakat Vol. 1 No. 1 (2022): Tongkonan: Jurnal Pengabdian Masyarakat
Publisher : Publikasi dan UKI Press UKI Toraja.
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DOI: 10.47178/tongkonan.v1i1.1520
Digital competence of teachers is needed to be able to be creative in the implementation of online learning through the use of various ICT products. One of the problems experienced by teachers and community members from the Permata Bunda Educational Institution (LPPB) is the lack of knowledge and experience in using e-learning or the Learning Management System (LMS). Therefore, training and mentoring are carried out which aim to encourage teachers and community members to be able to create e-learning-based learning media. The e-learning development training activity was carried out for one day followed by mentoring activities. This activity was carried out in collaboration with a team of lecturers from the Faculty of Teacher Training and Education at the University of Bosowa with the Permata Bunda Educational Institution through the Matching Fund Kedaireka 2021 program. The training was carried out in a hybrid manner where community members from LPPB were present directly in the activity, while participants from other agencies followed online using an application. zoom. The training was carried out for one day by dividing into 3 types of activities, namely the introduction of the Learning Management System (LMS), direct practice of making LMS Moodle and evaluation of activities. As an evaluation material, at the end of the activity, participants filled out a satisfaction questionnaire with the ongoing training activities. Based on the results of the analysis, the majority of participants' mastery of the training material was in the good category. Meanwhile, the participants' ability to follow instructions from the resource persons was also in the good category.
Pelatihan Pembuatan dan Penggunaan Website Pembelajaran Berbasis WordPress untuk Guru di Kabupaten Kubu Raya
Sri Rahmadhanningsih;
Susalti Nur Arsyad;
Ahmad Swandi;
Asdar Asdar;
Nurwidyayanti Nurwidyayanti
Tongkonan: Jurnal Pengabdian Masyarakat Vol. 1 No. 1 (2022): Tongkonan: Jurnal Pengabdian Masyarakat
Publisher : Publikasi dan UKI Press UKI Toraja.
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DOI: 10.47178/tongkonan.v1i1.1649
Pelatihan ini bertujuan dari adalah mendorong para dosen, guru dan mahasiswa agar mampu mengembangan dan menggunakan media pembelajaran berbasis website menggunakan WordPress. Pelatihan dilakukan secara hybrid (daring dan luring) yang berlangsung selama 2 hari. Pelatihan diberikan dengan membagi kedalam 3 topik yaitu pengenalan tentang media pembelajaran berbasis website, praktik langsung pembuatan website pembelajaran dan validasi media pembelejaran berbasis website. Setelah pelatihan berlangsung dilanjutkan dengan evaluasi terhadap keterlaksanaan kegiatan. Berdasarkan hasil evaluasi diperoleh informasi bahwa 14,7% peserta telah mampu mengembangkan konten website pembelajaran, 23,52% peserta telah mampu melakukan pengaturan menu pada tema, 60,29% peserta telah mampu menginstal dan memilih tema dan 1,47% peserta yang mampu menyelesaikan pemilihan layanan hosting. Selain itu, sebagai bahan evaluasi, diakhir kegiatan peserta juga mengisi angket kepuasan terhadap kegiatan pelatihan yang berlangsung. Berdasarkan analisis respon kepuasan peserta diatas 79% yang masuk dalam kategori baik. Hal ini menunjukkan peserta puas dengan pelatihan yang telah mereka terima meskipun terdapat beberapa kekurangan.
Adaptasi Iptek dan Kepakaran melalui Pelatihan Pembuatan Aplikasi Pembelajaran Interaktif
Susalti Nur Arsyad;
Ahmad Swandi;
Asdar Asdar;
Sri Rahmadhanningsih;
Abdurrachman Rachim;
Burhan Burhan
Tongkonan: Jurnal Pengabdian Masyarakat Vol. 1 No. 1 (2022): Tongkonan: Jurnal Pengabdian Masyarakat
Publisher : Publikasi dan UKI Press UKI Toraja.
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DOI: 10.47178/tongkonan.v1i1.1650
Berbagai upaya dalam mendukung suksesnya pembelajaran, salah satunya melalui peningkatan kreatifitas pendidik dalam mengembangkan dan menggunakan aplikasi media pembelajaran interaktif. Tujuan dari kegiatan ini adalah memberikan pelatihan dan pendampingan kepada para mahasiswa dalam membuat aplikasi pembelajaran berbasis windows dan andoroid. Pelatihan dilakukan secara hybrid jumlah peserta sebanyak 60 peserta. Pelatihan dilakukan selama dua hari dengan membagi kedalam 3 jenis kegiatan yaitu pengenalan tentang aplikasi pembelajaran, praktik langsung pembuatan aplikasi pembelajaran dan sebagai kegiatan penutup diberikan angket sebagai evaluasi keberhasilan kegiatan. Berdasarkan hasil evaluasi diperoleh informasi bahwa 6,67% peserta telah mampu mengembangkan aplikasi pembelajaran hingga tahap publikasi, 50,00% peserta telah mampu mengembangkan konten (isi) aplikasi pembelajaran dan 20% peserta yang mampu menyelesaikan pada tahapan perancangan kerangka media pembelajaran, sedangkan 23,33% masih pada tahapan instalasi program. Selain itu, diakhir kegiatan peserta juga mengisi angket kepuasan terhadap kegiatan pelatihan yang berlangsung. Berdasarkan analisis respon kepuasan peserta yaitu 87,6% yang masuk dalam kategori sangat baik. Hal ini menunjukkan peserta sangat puas dengan pelatihan yang telah mereka terima.
Pengaruh Game Petualangan Dragon Dalam Menumbuhkan Motivasi Belajar Peserta Didik di Kelas IV UPT SPF SDN Lariang Bangi I Kota Makassar
Vinsen Balalembang;
Andi Hamsiah;
Ahmad Swandi
EMBRIO PENDIDIKAN: JURNAL PENDIDIKAN DASAR Vol. 8 No. 1 (2023): Embrio Pendidikan: Jurnal Pendidikan Dasar
Publisher : Lembaga Jurnal FKIP Universitas Bosowa
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DOI: 10.52208/embrio.v8i1.699
Penelitian ini dilakukan dengan tujuan untuk mengetahui pengaruh game petualangan dragon dalam menumbuhkan motivasi belajar peserta didik di kelas IV UPT SPF SDN Lariang Bangi I Kota Makassar. Jenis penelitian ini ialah penelitian eksperimen dengan pendekatan kuantitatif dengan desain penelitian Nonequivalent Control Qroup Desaign, yaitu penelitian ini dilakukan dengan memberikan perlakuan dengan memberikan game edukasi kepada kelompok eksperimen dan menyediakan kelompok kontrol sebagai pembanding. Sampel penelitian ini adalah peserta didik di kelas IV A dan IV C sebanyak 42 Orang. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah angket yang dianalisis dengan statistik deskriptif. Hasil penelitian menunjukkan bahwa ada pengaruh penggunaan media game petualangan dragon dalam pembelajaran terhadap motivasi belajar peserta didik. Hal ini dapat dilihat berdasarkan hasil analisis bahwa nilai tHitumg sebesar 3,761 dan ttabel untuk 21 responden sebesar 1,734 maka 3,761 > 1,734 dapat disimpulkan bahwa terdapat pengaruh yang signifikan pada penggunaan game edukasi terhadap motivasi belajar siswa kelas IV UPT SPF SDN Lariang Bangi I Kota Makassar.
PEMANFAATAN GAME EDUKASI CES DALAM MENINGKATKAN HASIL BELAJAR IPAS PADA SISWA KELAS IV UPT SPF SDN LARIANG BANGI I KOTA MAKASSAR
Citra Elfia Saputri;
SUSALTI NUR ARSYAD;
AHMAD SWANDI
EMBRIO PENDIDIKAN: JURNAL PENDIDIKAN DASAR Vol. 8 No. 1 (2023): Embrio Pendidikan: Jurnal Pendidikan Dasar
Publisher : Lembaga Jurnal FKIP Universitas Bosowa
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DOI: 10.52208/embrio.v8i1.729
Citra Elfia Saputri. 2023. Pemanfaatan Game Edukasi CES dalam Meningkatkan Hasil Belajar IPAS pada Siswa Kelas IV UPT SPF SDN Lariang Bangi 1 Kota Makassar. Skripsi program studi Pendidikan Guru Sekolah Dasar, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Bosowa. Dibimbing oleh Susalti Nur Arsyad dan Ahmad Swandi. Penelitian ini dilakukan dengan tujuan untuk mengetahui pemanfaatan media game edukasi CES terhadap peningkatkan hasil belajar IPAS siswa kelas IV UPT SPF SDN Lariang Bangi 1 Kota Makassar. Jenis penelitian ini adalah penelitian ekperimen dengan desain penelitian Pre-eksperimental design one group pretest-posttes, yaitu pemberian tes sebelum adanya perlakuan, kemudian memberikan tes setelah adanya perlakuan dengan menggunakan media Game Edukasi CES. Sampel penelitian ini adalah siswa kelas IV sebanyak 21 orang. Penelitian dilakukan sebanyak 5 kali pertemuan. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah teknik tes dan angket yang dianalisis dengan statistik deskriptif dan statistik inferensial. Penelitian menunjukkan bahwa terdapat manfaat media game edukasi CES terhadap peningkatan hasil belajar IPAS siswa kelas IV UPT SPF SDN Lariang Bangi 1 Kota Makassar. Hal ini dapat dilihat berdasarkan hasil analisis uji hipotesis paired sampel t-test diperoleh nilai thitung= -11,612 lebih besar dari pada ttabel= 1,72913. Selain itu juga berdasarkan dengan nilai mean yang didapatkan pada nilai pretest yaitu 49,86 dan posttest yaitu 80,24 hal ini menunjukkan adanya peningkatan nilai mean dari kedua data subjek penelitian. Berdasarkan hasil tersebut dapat disimpulkan bahwa ada perbedaan yang signifikan sebelum dan sesudah dilakukan perlakuan berupa media game edukasi CES terhadap hasil belajar siswa. Dengan demikian, dapat disimpulkan bahwa terdapat manfaat positif antara media game edukasi CES terhadap hasil belajar siswa. Kata kunci: Game edukasi CES, Hasil belajar siswa.