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The Role of Mentimeter in Increasing Classroom Interaction and Participation Sianipar, Rimma; Sinaga, Andromeda Valentino; Stefanie Inggried Gorap; Sihombing, Liston
Journal of Classroom Action Research Vol. 4 No. 2 (2025): August, 2025
Publisher : English Lecturers and Teachers Association (ELTA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52622/jcar.v4i2.487

Abstract

This study investigates the role of Mentimeter in activating students to be more engaged in the Universitas Negeri Makassar Educational Technology Study Program. Utilizing both quantitative and qualitative methods, data were collected from a total of 20 participants (n = 20) through questionnaires, observations, and interviews. The results are that Mentimeter activates students to be more active (50% strongly agree, 40% agree) and freer to respond (55% strongly agree, 35% agree). Interactive features such as polling, word cloud, and anonymous Q&A were rated as engaging by 60% of students strongly agreeing and 30% agreeing. The application in understanding the material was strongly agreed by 45% and agreed upon by 38%, while 12% were neutral and 5% disagreed. Additionally, 58% strongly agreed and 32% agreed that Mentimeter should be adopted by other courses. This study confirms that Mentimeter is able to create a heightened interactive and engaging learning environment despite constraints such as overreliance on internet connectivity as well as educator preparedness.
PENGEMBANGAN INFOGRAFIS SEBAGAI MEDIA PENUNJANG PEMBELAJARAN P5 DI KELAS VIII A SMP NEGERI I BANTAENG Andi Meisya Nurul Maulidiah; ABD Haling; Andromeda Valentino Sinaga
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10 Nomor 1, Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.22002

Abstract

ABSTRACT This study aims to develop infographics as an innovative learning media in the subject of Pancasila Education and Strengthening the Pancasila Student Profile (P5) with the topic “Voice of Democracy” at the Junior High School (SMP) level. The development method used is the ADDIE model, which consists of the stages of Analysis, Design, Development, Implementation, and Evaluation. At the analysis stage, student needs and learning constraints were identified through surveys and interviews with teachers and students. The infographics developed were tested on students of class VIII A SMP Negeri 1 Bantaeng. The effectiveness of the media was measured using pre-test, post-test, and student response questionnaires to the infographics. The results showed that the use of infographics improved students' conceptual understanding in the very good category, and encouraged creativity and participation in class discussions. Based on the evaluation, the infographics were rated excellent from the aspects of design, content, and usability by teachers and students. Thus, this infographic is recommended as a supporting media for P5 learning.
Integrasi Nilai Budaya dan Perkembangan IPTEK dalam Pengembangan Kurikulum Monoarfa, Merrisa; Sinaga, Andromeda Valentino; Wizerti, Wizerti Ariastuti Saleh
Publikasi Pendidikan Vol 14, No 1 (2024)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/publikan.v14i1.62824

Abstract

Penelitian ini bertujuan untuk mengkaji nilai-nilai budaya yang dapat diintegrasikan dengan terus berkembangnya ilmu pengetahuan dan teknologi. Penelitian ini menggunakan pendekatan studi literatur sebagai metodenya. Untuk menganalisis data penelitian digunakan berbagai teknik, seperti menetapkan tujuan yang diinginkan, menentukan konsep-konsep kunci, memilih unit tertentu untuk dianalisis, mengumpulkan data yang berkaitan dengan topik, dan menjalin hubungan logis antara informasi yang dikumpulkan yang digunakan untuk menggambarkan hasil studi ini sesuai dengan maksud riset dan bertujuan untuk menanggapi masalah yang telah diidentifikasi. Penelitian ini menyoroti pentingnya integrasi nilai budaya dan perkembangan ilmu pengetahuan dan teknologi (IPTEK) dalam pengembangan kurikulum pendidikan. Integrasi ini tidak hanya memungkinkan penyelarasan pendidikan dengan konteks sosial, budaya, dan perkembangan teknologi yang terkini, tetapi juga mempromosikan kesadaran akan keberagaman budaya dan memberikan akses terhadap pembelajaran yang lebih interaktif, inklusif, dan efektif. Hasil penelitian menegaskan bahwa kurikulum yang mencerminkan nilai-nilai budaya dan memanfaatkan kemajuan IPTEK dapat menjadi instrumen yang kuat dalam meningkatkan mutu pendidikan serta mencapai tujuan pembelajaran yang diinginkan.
A COMPARATIVE STUDY ON THE EFFECTIVENESS OF CASE-BASED AND PROJECT-BASED LEARNING IN ENHANCING STUDENT LEARNING OUTCOMES Sinaga, Andromeda Valentino; Sianipar, Rimma
Jurnal Review Pendidikan dan Pengajaran Vol. 8 No. 2 (2025): Volume 8 No. 2 Tahun 2025
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v8i2.43878

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This study aims to compare the effectiveness of Case-Based Learning (CBL) and Project-Based Learning (PBL) in improving student learning outcomes. The study was carried out on 60 sixth-semester students of the Educational Technology program at Universitas Negeri Makassar, divided into two groups: CBL and PBL. A quasi-experimental method with a pre-test and post-test design was employed. The results indicate that both methods positively contributed to students' learning outcomes, but with varying degrees of effectiveness. The average pre-test score for the CBL group was 66, while the PBL group scored 64, showing relatively equal initial abilities. After the learning intervention, the CBL group improved by 18.2%, achieving an average post-test score of 78, whereas the PBL group showed a more significant improvement of 31.3%, reaching an average score of 84. Statistical analysis using the t-test revealed a significant difference in learning outcomes between the two groups (p < 0.05), indicating that PBL was more effective than CBL. These findings suggest that PBL is superior in enhancing student comprehension through active engagement in real-world projects. Therefore, PBL is recommended as a more effective instructional strategy, particularly for courses requiring applied skills. Future research should explore factors that maximize PBL effectiveness and its application across various disciplines.
Inovasi Kurikulum dengan Pendekatan Pembelajaran Edutainment Interaktif untuk Penguatan Pendidikan Karakter Siswa Sekolah Dasar Raihan, Siti; Monoarfa, Merrisa; Sinaga, Andromeda Valentino; Ibrahim, Nur Wahyuningsih
JPM: Jurnal Pengabdian Masyarakat Vol. 6 No. 2 (2025): October 2025
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/jpm.v6i2.2859

Abstract

Character education in elementary schools faces problems of low student engagement (65%) and limited interactive learning media that is enjoyable, making the internalization of the eight dimensions of Profil Pelajar Pancasila less optimal. This community service applies curriculum innovation with interactive edutainment learning approach based on student character card media using Participatory Action Research (PAR) method involving schools, teachers, and students actively. Stages include needs analysis, media design, teacher training, implementation with assistance, field observation monitoring, and evaluation using observation sheets, student engagement questionnaires, and field notes on 30 fourth-grade students at partner elementary school. Results show edutainment interactive curriculum innovation increased student engagement by 35% (to 88%) and average character score rose 36.7% (from 2.59 to 3.54). Significant increases occurred in creativity (61%), communicative (46%), mutual cooperation (41%), and collaborative (39%). This innovation effectively creates enjoyable and meaningful learning, enhances learning motivation, and strengthens student character holistically, with replication potential in other elementary schools
PELATIHAN GAMIFIKASI DALAM PEMBELAJARAN: MENINGKATKAN KETERLIBATAN DAN PARTISIPASI SISWA SEKOLAH MENENGAH PERTAMA H, Nurhikmah; Bena, Baso Asrul N.; Ramli, Abdul Malik; Mustafa, Mustafa; Sinaga, Andromeda Valentino
As-Sidanah Vol 7 No 2 (2025): OKTOBER
Publisher : LP2M Universitas Ibrahimy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35316/assidanah.v7i2.304-326

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The limited technological infrastructure in West Sulawesi challenges teachers in integrating technology into education, hindering interactive and engaging learning experiences. Gamification offers a solution by creating engaging learning environments with existing resources. A gamification training program at SMPN 1 Majene aimed to enhance junior high school teachers' skills in applying gamification to improve student engagement and participation. Before the training, most teachers were familiar with gamification through social media, but few understood its educational context. Despite the unstable internet, teachers had sufficient computer skills and showed enthusiasm for gamification. The program included sessions on gamification principles and practical applications using platforms like Wordwall and Genialy. Post-training evaluations revealed significant improvements in teachers' knowledge and skills. All participants felt confident and prepared to implement gamification, with most reporting enhanced abilities in designing gamified lessons. The training effectively addressed infrastructure limitations, enabling teachers to create interactive, motivating, and engaging learning experiences, ultimately improving teaching quality and student participation in the classroom.
INTEGRASI AI DALAM PEMBELAJARAN: PERSEPSI MAHASISWA DAN IMPLIKASINYA TERHADAP PEMBELAJARAN MANDIRI Andromeda Valentino Sinaga; Merrisa Monoarfa; Rimma Sianipar
Al-Irsyad: Journal of Education Science Vol 5 No 1 (2026): Al-Irsyad: Journal of Education Science
Publisher : Sekolah Tinggi Keguruan dan Ilmu Pendidikan Darud Da'wah Wal Irsyad Pinrang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58917/aijes.v5i1.476

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Perkembangan kecerdasan buatan (AI) menawarkan peluang besar dalam mendukung pembelajaran mandiri mahasiswa. Penelitian ini bertujuan menelaah persepsi mahasiswa terhadap integrasi AI serta implikasinya terhadap kemandirian belajar. Dengan desain quasi-eksperimen non-equivalent control group dan pendekatan mixed methods, penelitian melibatkan 60 mahasiswa Teknologi Pendidikan Universitas Negeri Makassar yang dibagi ke dalam kelompok eksperimen (AI) dan kontrol (konvensional). Data dikumpulkan melalui pre-test, post-test, angket, wawancara, dan observasi. Hasil menunjukkan peningkatan signifikan pada kelompok eksperimen dibanding kontrol (∆=16,70 vs 6,30; p<0,05). Mahasiswa menilai AI positif terutama dalam aspek inisiatif, pencarian informasi, dan refleksi diri, meski muncul kekhawatiran terkait kebergantungan dan validitas informasi. Temuan ini menegaskan bahwa integrasi AI dapat memperkuat pembelajaran mandiri, namun memerlukan dukungan infrastruktur, literasi digital, dan regulasi etis agar implementasinya efektif dan berkelanjutan.
Implementation of quantum learning in english language teaching for sports students Rimma Sianipar; Andromeda Valentino Sinaga; Jonris Tampubolon
Priviet Social Sciences Journal Vol. 5 No. 4 (2025): April 2025
Publisher : Privietlab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55942/pssj.v5i4.361

Abstract

This study provides closer insight into how Quantum Learning may be applied in teaching English to first-semester students in the Universitas Negeri Makassar Physical Education, Health, and Recreation Program. Given its emphasis on active participation, experiential learning, and the creation of a positive learning environment, Quantum Learning is considered a possible means of raising student motivation and participation in language acquisition. The survey consisted of 50 students and utilized a quasi-experimental design to measure the changes in student motivation and participation. Pretest and post-test questionnaires, classroom observations, and follow-up interviews were used to measure the changes. The findings showed a noticeable improvement: student motivation increased by 26.4% and participation increased by 32.0%. Class observations revealed that the students were more active and assertive, especially when discussing in groups, playing games, and conducting experiments. Some students even said that they felt less stressed when communicating in English and that learning was more fun compared to previous classes. But all was not well. One of the most significant challenges was the gap in the level of English proficiency among students. This necessitated teachers to adjust their style so that everyone could maintain pace. Differentiated instructions and adapted support are essential for making learning accessible. Finally, the observations are that Quantum Learning can prove to be a successful method for developing English classes and making them more interactive and student-centric, especially in the sphere of sports education. More research could examine its long-term effects, explore how it can be paired with technology, or examine how it contributes to other language skills, such as writing and listening.
SHARING SESSION PENDIDIKAN ANAK DI ERA DIGITAL: MEMBANGUN SIKAP BIJAK DALAM PENGGUNAAN TEKNOLOGI Andromeda Valentino Sinaga; Rimma Sianipar; Muhammad Isnawan Syafir; Kartini Kartini; Fauziah Fauziah
Devote: Jurnal Pengabdian Masyarakat Global Vol. 5 No. 1 (2026): Devote : Jurnal Pengabdian Masyarakat Global, Maret 2026
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/devote.v5i1.5708

Abstract

The rapid growth of digital technology has profoundly influenced children, shaping their cognitive, social, and emotional development. Technology offers many benefits, such as greater access to information and learning opportunities. However, poor supervision can lead to numerous problems, including screen addiction, social issues, and mental health disorders. This community service project was designed to educate parents on both the positive and negative impacts of digital technology in children's lives and to equip them with the skills needed to guide their children toward healthy technology use. Teaching sessions, case-based training, and interactive forums formed the core of the program's curriculum. To evaluate the program’s effectiveness, we conducted interviews and surveys with participants to assess changes in their knowledge and how effectively they applied the strategies taught. The results were encouraging: parents showed increased awareness of the impact of digital media on their children's lives and gained better control over the amount of screen time their children spent. Overall, the program successfully raised parental awareness about the importance of actively assisting and guiding children in the use of technology.
Pembelajaran Kontemporer: Analisis Preferensi Mahasiswa antara Pembelajaran Daring, Luring, dan Hibrid Andromeda Valentino Sinaga
Afeksi: Jurnal Penelitian dan Evaluasi Pendidikan Vol. 7 No. 2 (2026)
Publisher : Pusat Studi Penelitian dan Evaluasi Pembelajaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59698/afeksi.v7i2.788

Abstract

Tujuan dari penelitian ini adalah untuk menyelidiki preferensi mahasiswa terhadap tiga model pembelajaran kontemporer, yaitu daring (online), luring (offline), dan hibrida (hybrid). Dengan menggunakan pendekatan kuantitatif yang dilengkapi umpan balik kualitatif, penelitian ini melibatkan 50 responden dari mahasiswa Universitas Negeri Makassar. Pembelajaran luring (tatap muka) dinilai sebagai yang paling memuaskan dan efektif, dengan jumlah hambatan yang paling sedikit dilaporkan. Model campuran (hybrid) dianggap sebagai alternatif yang menjanjikan karena menggabungkan interaksi dan fleksibilitas, meskipun tetap ditemukan beberapa kendala. Sementara itu, model pembelajaran daring sepenuhnya memperoleh skor terendah di semua aspek yang diukur, dengan hambatan terbesar berupa masalah teknis dan keterbatasan interaksi. Temuan ini menunjukkan bahwa mahasiswa masih sangat menghargai interaksi langsung dan lingkungan belajar formal sebagai faktor penting yang memengaruhi pengalaman belajar. Oleh karena itu, perguruan tinggi didorong untuk mempertahankan kualitas pembelajaran tatap muka, terus menyempurnakan desain pembelajaran hybrid yang adaptif, serta meningkatkan infrastruktur dan desain pembelajaran daring agar dapat lebih memenuhi kebutuhan mahasiswa.