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E-LKPD based on Problem-Based Learning on Physical Quantity Measurements to Improve Decision-Making Skills Nur Khoiri
Journal of Innovation in Educational and Cultural Research Vol 4, No 4 (2023)
Publisher : Yayasan Keluarga Guru Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46843/jiecr.v4i4.1110

Abstract

The development of digital learning media as problem-based E-LKPD (electronic LKPD) has become a significant trend in the education sector. This media utilizes information and communication technology to provide students with a more interactive, interesting, and relevant learning experience. Nonetheless, it is crucial to determine the extent to which this media contributes to decision-making. Therefore, this research aims to determine the effectiveness of PBL-based electronic LKPD on physical quantity measurement to improve decision-making skills. This research was quasi-experimental with a one-group pretest-posttest design. The research subjects were 25 10th-grade students. The research instrument was a physical quantity measurement test containing decision-making skills. Effectiveness was measured using the N-Gain test. The research results show that the effectiveness of E-LKPD is in the high category. Moreover, this research reveals that decision-making skills can be trained using problem-based E-LKPD. Furthermore, the results of this research can be developed for other physics topics. This study could assist in the following four domains: curriculum design, learning resource development, continuing professional development for teachers, and integrating technology into the classroom.
E-Schedule Agenda Kegiatan Pegawai Dinas Pengendalian Penduduk Dan Keluarga Berencana Kota Semarang Berbasis Web Eka Sri Wahyuningsih; Nur Khoiri; Wijayanto Wijayanto
JIPETIK:Jurnal Ilmiah Penelitian Teknologi Informasi & Komputer Vol 3, No 1 (2022): JIPETIK : Jurnal Ilmiah Pendidikan Teknologi Informasi & Komputer
Publisher : Universitas PGRI Semarang

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Abstract

ABSTRAK Dinas  Pengendalian  Penduduk  dan  Keluarga  Berencana  Kota  Semarang  memilili berbagai bidang yaitu bidang pengendalian penduduk, bidang keluarga berencana, bidang penyuluhan dan penggerakan, bidang ketahanan kesejahteraan keluarga. Setiap bidang memiliki tugas  dan  kegiatan  yang berbeda-beda.  Dalam  penyusunan  agenda kegiatan  disetiap  bidang biasanya masih menggunakan cara manual, yaitu dengan cara diketik biasa melalui laptop/komputer kemudian dicetak. Jadwal kegiatan tersebut lalu disimpan oleh bagian arsip data disetiap bidang. Karena penyimpanan dan penginputan jadwal kegiatan masih manual sehingga sering terjadi hilangnya arsip jadwal kegiatan tersebut. Oleh karena itu perlu diatasi dengan membuat website khusus jadwal agenda kegiatan kantor. Tujuan dari penelitian ini adalah membuat website e-schedule agenda kegiatan untuk media penyimpanan jadwal kegiatan supaya lebih terstruktur.   Model pengembangan yang digunakan untuk website ini adalah model pengembangan waterfall. Model Waterfall dapat digunakan untuk bentuk pengembangan website yaitu (1) analysis, (2) desaign, (3) coding, (4) testing dan (5) Maintenance. Desain system dalam pembuatan meliputi pembuatan flowchart, use case diagram, activity diagram, dan sequence diagram. Kemudian diimplementasikan dalam bahasa pemograman PHP, Code Igniter, HTML, CSS dengan menggunkan data base MySQL. Hasil penelitian menunjukkan bahwa penilaian validasi ahli dengan menggunakan skala Likert didapatkan hasil rata – rata oleh  tiga validator ahli materi sebesar   99%, 100% dan 75%, sehingga rata – rata dari ke tiga validator dapat dinyatakan layak digunakan. Kemudian penilaian dari responden menggunakan skala Guttman, memperoleh hasil rata – rata sebesar 99% dan dinyatakan layak digunakan.Kata Kunci : website, jadwal, Waterfall,  PHP, Code Igniter, HTML, CSS,MySql
APLIKASI PENGENALAN HURUF HIJAIYYAH BERBASIS ANDROID MENGGUNAKAN UNITY 3D Khufi Faridatun Nisa; Nur Khoiri; Wijayanto Wijayanto
JIPETIK:Jurnal Ilmiah Penelitian Teknologi Informasi & Komputer Vol 1, No 1 (2020): JIPETIK: Jurnal Ilmiah Pendidikan Teknologi Informasi & Komputer
Publisher : Universitas PGRI Semarang

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Abstract

Penelitian ini dilatar belakangi oleh masih minimnya anak dalam kemauan belajar huruf hijaiyyah. Belajar mengenal huruf hijaiyyah sangatlah penting karena untuk kelanjutan agar bisa membaca alquran, sebab itu untuk membantu permasalah tersebut maka dikembangkanlah game edukasi berbasis android pengenalan huruf hijaiyyah. Tujuan penelitian ini dirancang guna mengetahui cara membangun / membuat aplikasi pengenalan huruf hijaiyyah berbasis Android menggunakan unity 3D untuk mengenalkan huruf hijaiyyah pada anak dengan mudah. Penelitian ini menggunakan model pembelajaran accelerated learning dengan metode penelitian borg and gall sampai 6 langkah. Perancangan aplikasi pengenalan huruf hijaiyyah dimulai dengan pembuatan flowchart, stoyboard, mempersiapkan bahan untuk pembuatan media, kemudian proses pembuatan media. Pada saat diuji cobakan kepada siswa, siswa sangat berantusias dengan aplikasi yang diberikan. Penelitian ini mendapatkan hasil : 1) Pada uji ke validitas ahli media mendapatkan persentase sebesar 82,5 % , sedangkan uji validitas ahli materi mendapatkan persentase sebesar 88,3%. Jadi dapat disimpulkan bahwa media game edukasi ini layak untuk digunakan sebagai media pembelajaran. 2) Hasil angket responden yang diberikan terhadap siswa persentase yang dicapai sebesar 99,35%, sehingga dapat disimpulkan bahwa peserta didik lebih tertarik pembelajaran menggunakan media android dibandingkan dengan konvensional.
Analysis of the Characteristics of the Development of Web-Based Science Learning Media with the STEAM Approach Wilem Rilexen S P Mulder; Nur Khoiri; Muhammad Syaipul Hayat
Jurnal Penelitian Pendidikan IPA Vol 9 No 11 (2023): November
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i11.5095

Abstract

This research aims to analyze the characteristics of developing Web-Based Science Learning Media using the STEAM approach. This research is development research using the Research and Development (R&D) method with the Thiagarajan 4-D Model which consists of definition, design, development and implementation. Based on the validation results from experts and practitioners, the results are very suitable for use and have character because they have an attractive design, ease of use, and color selection that utilizes color psychology. The features provided are very responsive to learning needs, with an effective project-based STEAM learning flow using scaffolding. Users also have access to Google Data Studio to monitor the progress of each student's STEAM stages and processes. Discussion forums provide flexible interaction and feedback, while STEAM learning modules can be downloaded by teachers for more specific learning situations. The conclusion is that the website developed has unique and unique characteristics that combine color, a project-based STEAM learning flow with a real-time scaffolding system and presents features that make it easier for students to learn
Optimalization of Neural Network Method on Harmonis Damped Swing Fikri Haiqal Faturahman; Armawanto, F; Faradita, D.A.; Wahyuni, T.; Kurniawan, W.; Khoiri, N.; Handayani, D.E.; Saefan, J.
Jurnal Pendidikan Fisika Undiksha Vol. 13 No. 3 (2023)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpf.v13i3.70347

Abstract

Numerical methods are used to solve the differential equations in the case of a damped pendulum system. In this paper, we aim to solve the equation of dumped pendulum motion using some numerical. Four numerical methods are decomposed, each the Euler method, fourth-order Runge-Kutte, Odeint provided in Python, and Neural Network scheme. All answers obtained are approximations or predictions that include errors. The error of those methods will be compared with the analytical solution of the case, known as the global error. The Odeint and fourth-order Runge-Kutta methods are more accurate than the other methods. The Odeint is built from the Runge-Kutta fourth-order method.The Neural Network method has less accuracy than Runge-Kutta, but the error obtained is still within acceptable tolerance limits.