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PENGEMBANGAN MEDIA POSTER BERBASIS AUDIO VISUAL UNTUK PENINGKATAN PEMAHAMAN SEKS EDUKASI PADA ANAK Muhaimin, Muh; Sutriyani, Wulan; Wiranti, Dwiana Asih; aprilian, afinda dwi; wakit, ahmat
Tunas Nusantara Vol 5, No 2 (2023)
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34001/jtn.v5i2.5929

Abstract

The occurrence of child sexual violence in the digital era has witnessed a concerning increase, exemplified by an escalation from 8,730 cases in 2020 to 2021. As of January 2022, there were already 797 recorded cases. This research aims to develop and evaluate an audio-visual-based poster media as an educational tool for children's sexual education, focusing on enhancing understanding to prevent sexual violence. Adopting a Research and Development approach, the study follows the developmental stages outlined by Plomp's model, involving needs analysis, initial design, field trials, and revisions. Data were gathered through literature reviews, interviews with sexual education experts, and field observations to formulate content suitable for children's comprehension. The development method includes designing posters with audio-visual elements such as images, diagrams, and short narratives. Expert validation was conducted to ensure the accuracy and suitability of the poster's content and design. The results of expert validation contributed positively to improvements and refinements in the design. Subsequently, the poster media underwent field trials with children to measure its effectiveness. The results of the field trials indicated an improvement in children's understanding of sexual education materials. Media validation was performed by collecting data from various sources, including feedback from teachers and parents. The results of media validation demonstrated that the audio-visual-based poster is effective in supporting children's understanding of issues related to sexuality. This study contributes to the development of an innovative and relevant sexual education media model for children in the modern era, aiming to mitigate the alarming prevalence of child sexual violence.
EFEKTIFITAS MODEL PROBLEM BASED LEARNING BERBANTUAN MEDIA PADI (PAPAN DIAGRAM) TERHADAP HASIL BELAJAR MATEMATIKA Apriliani, Yunisatizzahroh; Nur Arif, Mohammad; Sutriyani, Wulan; Wakit, Ahmat
Jurnal Muassis Pendidikan Dasar Vol. 2 No. 3 (2023): Volume 2 Nomor 3 September 2023
Publisher : Primary School Teacher Education, Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jmpd.v2i3.129

Abstract

The aim of this research is to determine the effectiveness of implementing the problem based learning (PBM) learning model using diagram board media (PADI) on the learning outcomes of class V students at SDN 3 Menganti Jepara. This type of research is experimental research with One-Group Pretest-Posttest Design. The population in this study was all class V students at SDN 03 Menganti Jepara with a sample of 21 students. The data collection techniques used are tests, observation and documentation. Data analysis used includes (1) prerequisite tests, namely normality tests and homogeneity tests, (2) effectiveness tests. The results of this research show that learning with PBL assisted by PADI media on mathematics learning outcomes is effective because it fulfills three things, namely (1) the use of the PBL model with PADI media by teachers reaches the good category with a score of 3.62, (2) student activity in participating in learning using PBL with PADI media is in the good category with a score of 3.19, and (3) there is an increase in mathematics learning outcomes.
Pelatihan Pengembangan Media Pembelajaran Interaktif Berbasis Smart Apps Creator (Sac) Wulan Sutriyani; Riska Anintyawati; Hana Septya Rahmadhani; Ahmat Wakit; Dwiana Asih Wiranti; Abdullah Efendi; Nailis Ilmiana
Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat Vol. 6 No. 1 (2026): Januari 2026 - Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat
Publisher : Indonesian Scientific Journal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59395/altifani.v6i1.1064

Abstract

Kegiatan Pengabdian kepada Masyarakat (PKM) ini dilaksanakan sebagai respons terhadap rendahnya pemanfaatan media pembelajaran digital interaktif oleh guru akibat keterbatasan kompetensi dalam pengembangan media. Topik ini penting karena pembelajaran yang kontekstual dan interaktif menjadi kebutuhan dalam mendukung transformasi pembelajaran berbasis teknologi. Kegiatan PKM difokuskan pada pelatihan pengembangan media pembelajaran interaktif berbasis Smart Apps Creator (SAC) bagi guru di MI Miftahul Huda Tegalsambi. Metode pelaksanaan dilakukan melalui workshop dan pendampingan berbasis praktik yang meliputi pengenalan aplikasi, pemaparan fitur serta simulasi penggunaan SAC. Hasil kegiatan menunjukkan bahwa guru memperoleh pengalaman langsung dan pemahaman praktis dalam mengembangkan media pembelajaran digital interaktif yang ditujukan keterlibatan aktif peserta selama pelatihan berdasarkan dokumentasi kegiatan. Kegiatan ini penting sebagai upaya awal dalam mendukung kesiapan guru memanfaatkan teknologi pembelajaran interaktif di sekolah.
Interactive Ethnomathematics-Based Learning Media: Development of Articulate Storyline 3 to Improve Mathematical Communication Skills Azin Taufik; Anggar Titis Prayitno; Ahmat Wakit; Wulan Sutriyani
AlphaMath : Journal of Mathematics Education Alphamath: Vol. 12, No. 1, May 2026
Publisher : Department of Mathematics Education, Universitas Muhammadiyah Purwokerto, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/alphamath.v12i1.30143

Abstract

Mathematical communication skills are essential for critical thinking and conceptual understanding, yet they remain low among students, particularly in connecting mathematics to real-life contexts. This study aims to develop interactive ethnomathematics-based learning media using Articulate Storyline 3 and to examine its feasibility and potential in improving students’ mathematical communication skills. The novelty of this study lies in integrating local cultural contexts from Kuningan Regency into interactive digital media designed specifically to facilitate mathematical communication. This research employed an R&D approach with the ADDIE model (analysis, design, development, implementation, evaluation). The subjects were 23 tenth-grade students of MAN 1 Kuningan. Instruments included expert validation sheets, mathematical communication tests, and response questionnaires. Expert validation showed very high feasibility: material experts 93.21% and media experts 96.92%. Practicality was also very high: student responses 92.85% and teacher responses 96.66%. Effectiveness was demonstrated by an average N-Gain of 0.55 (medium category). The highest improvement occurred in explaining calculation results in written form (N-Gain 0.78, high category), while conveying mathematical contexts and explaining concepts achieved N-Gains of 0.52 and 0.50 (medium category). The main contribution is empirical evidence that integrating ethnomathematics into Articulate Storyline 3 media can be effectively designed, validated, and implemented to improve mathematical communication skills, while offering a contextual media development model adaptable to other local cultures. These findings confirm that interactive ethnomathematics-based learning media are feasible, practical, and effective as an innovative alternative to strengthen students’ mathematical communication skills.
Pemberdayaan Masyarakat Melalui Pelatihan Pembuatan Minuman Dawet Ikan yang Berdaya Saing di Desa Kemujan, Karimunjawa Nurcahyo Kursistiyanto; Luky Mudiarti; Desi Setiyowati; Arif Mustofa; Ahmat Wakit; Boedi Lofian; Khofifa Rohmawati; Nisyaun Nur Aizah
JURIBMAS : Jurnal Hasil Pengabdian Masyarakat Vol 5 No 1 (2026): Juli 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juribmas.v5i1.1285

Abstract

Kegiatan pengabdian masyarakat ini bertujuan untuk meningkatkan keterampilan dan kemandirian ekonomi masyarakat Karimunjawa melalui pelatihan pembuatan minuman dawet ikan yang inovatif dan berdaya saing. Program ini dilatar belakangi oleh potensi perikanan yang melimpah di Karimunjawa yang belum sepenuhnya dimanfaatkan untuk produk olahan kreatif. Metode pelaksanaan meliputi observasi, sosialisasi, pelatihan, pendampingan, dan evaluasi hasil. Hasil kegiatan menunjukkan peningkatan kemampuan peserta dalam mengolah bahan ikan menjadi minuman bernilai jual tinggi serta munculnya wirausaha baru yang berorientasi pada produk lokal unggulan.
HUBUNGAN ANTARA AKTIVITAS BELAJAR DI RUMAH DENGAN HASIL SIMULASI UJIAN SEKOLAH MATA PELAJARAN MATEMATIKA Ahmat Wakit
AL KHAWARIZMI: Jurnal Pendidikan Matematika Vol. 6 No. 1 (2026): VOL 6 NO 1
Publisher : Sekolah Tinggi Keguruan dan Ilmu Pendidikan (STKIP) Melawi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46368/kjpm.v6i1.4953

Abstract

Penelitian ini bertujuan untuk mengetahui hubungan antara aktivitas belajar siswa di rumah dengan hasil simulasi ujian sekolah mata pelajaran matematika siswa kelas VI SDN 01 Datar Kecamatan Mayong Kabupaten Jepara. Penelitian ini menggunakan pendekatan kuantitatif dengan desain korelasional. Populasi penelitian adalah seluruh siswa kelas VI yang berjumlah 21 siswa, sekaligus dijadikan sebagai sampel penelitian. Teknik pengumpulan data dilakukan melalui kuesioner untuk mengukur aktivitas belajar siswa di rumah, wawancara kepada orang tua sebagai data pendukung, serta dokumentasi nilai simulasi ujian sekolah mata pelajaran matematika. Analisis data menggunakan statistik deskriptif dan uji korelasi product moment dengan bantuan program SPSS 26.0 for Windows. Hasil analisis deskriptif menunjukkan bahwa rata-rata aktivitas belajar siswa di rumah berada pada kategori rendah dengan nilai mean sebesar 55,71, sedangkan rata-rata hasil simulasi ujian sekolah matematika berada pada kategori sedang dengan nilai mean sebesar 69,71. Hasil uji korelasi menunjukkan nilai koefisien korelasi (r) sebesar 0,735 pada taraf signifikansi 5% (r_tabel = 0,433), sehingga r_hitung > r_tabel. Hal ini menunjukkan adanya hubungan yang positif dan signifikan antara aktivitas belajar siswa di rumah dengan hasil simulasi ujian sekolah mata pelajaran matematika, dengan tingkat hubungan yang termasuk kategori kuat. Berdasarkan temuan tersebut, dapat disimpulkan bahwa semakin tinggi aktivitas belajar siswa di rumah, maka semakin baik hasil simulasi ujian sekolah matematika yang diperoleh. Oleh karena itu, diperlukan peran aktif guru dan orang tua dalam mendorong serta mengawasi kegiatan belajar siswa di rumah guna meningkatkan hasil belajar matematika.
ANALISIS KESALAHAN DAN PERSEPSI SISWA MENYELESAIKAN SOAL MATEMATIKA DALAM UJIAN BERBASIS KOMPUTER Ahmat Wakit; Erna Zumrotun; Wulan Sutriyani
Jurnal Pendidikan Matematika (JPM) Vol 8 No 1 (2022): Jurnal Pendidikan Matematika (JPM)
Publisher : Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33474/jpm.v8i1.15399

Abstract

This research is a descriptive qualitative research. The purpose of this study was to determine students' perceptions in carrying out computer-based tests (CBT) and to describe students' mistakes in solving math problems in CBT. Data collection methods used are questionnaires, interviews and documentation. The research subjects were 1 class majoring in religion and 1 class majoring in science. The results of this study indicate that the average score on the computer-based test (CBT) in religion class is 51.16, the score on algebra questions is 56.96, the score on calculus questions is 54.59, the score on geometry and trigonometry questions is 36.61 and the score on statistics questions. and the odds are 42.06. The average score on the computer-based test (CBT) in the Science class is 35.71, the score on algebra questions is 36.97, the score on calculus questions is 25.71, the score on geometry and trigonometry questions is 23.21 and the score on statistics and probability questions is 42.86. Students' perceptions of computer-based exams are classified as very good. The advantage of CBT is that computer-based exams are more effective, there are warnings if there are unanswered questions, for English questions using a headset so that listening questions are clearer and you don't have to worry about the exam paper being damaged. Meanwhile, the weakness of CBT is that it can hurt the eyes because the light from the computer screen is too bright when carrying out a computer-based exam.Penelitian ini merupakan penelitian kualitatif desktiptif. Tujuan penelitian ini adalah untuk mengetahui persepsi siswa dalam melaksanakan ujian berbasis komputer/computer based test (CBT) dan untuk mendeskripsikan kesalahan siswa menyelesaikan soal matematika SMA dalam CBT. Metode pengumpulan data yang digunakan adalah dengan angket, wawancara dan dokumentasi. Subjek penelitian adalah 1 kelas jurusan keagaman dan 1 kelas jurusan IPA. Hasil penelitian ini menunjukkan bahwa nilai rata-rata ujian berbasis komputer kelas jurusan Keagamaan adalah 51.16, nilai pada soal aljabar 56.96, nilai pada soal kalkulus 54.59, nilai pada soal geometri dan trigonometri 36.61 dan nilai pada soal statistika dan peluang adalah 42.06. Nilai rata-rata ujian berbasis komputer di kelas Jurusan IPA adalah 35.71, nilai pada soal aljabar 36.97, nilai pada soal kalkulus 25.71, nilai pada soal geometri dan trigonometri 23.21 dan nilai pada soal statistika dan peluang adalah 42.86. Persepsi siswa terhadap ujian berbasis komputer tergolong sangat baik. Keunggulan CBT adalah pelaksanaan ujian berbasis komputer lebih efektif, ada peringatan jika ada soal yang belum terjawab, untuk soal Bahasa inggris menggunakan headset sehingga soal listening lebih jelas dan tidak khawatir kertas ujian rusak. Sedangkan kelemahan CBT adalah dapat membuat mata pedih karena cahaya dari layar komputer terlalu terang saat melaksanakan ujian berbasis komputer.
DIGITALIZATION OF ETHNOMATHEMATICS THROUGH THE STEM APPROACH: LANGGAR ETNOMATEMATIKA DIGITAL (LEDI) CARD BASED ON AUGMENTED REALISTICS Wulan Sutriyani; Riska Anintyawati; Siti Fatimah; Dwiana Asih Wiranti; Aan Widiyono; Abdullah Efendi; Ahmat Wakit
JURNAL EDUSCIENCE Vol 13, No 4 (2026): Jurnal Eduscience (JES), (Authors from South Africa, Philippines, and Indonesia
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v13i4.9206

Abstract

Purpose - This study aims to describe the development stages and test the feasibility, effectiveness, and practicality of the LEDI Card (Langgar-Ethnomatematika Digital) media, based on Augmented Reality (AR) and a STEM approach, as a contextual and meaningful innovation in geometry learning.Methodology - This study employed a Research and Development approach using the ADDIE model. The trial involved two subject matter experts, two media experts, and 31 fifth-grade elementary school students as the primary subjects. Data analysis was conducted comprehensively using qualitative and quantitative approaches.Findings - The results of the study show: (1) AR-based LEDI Card media was successfully developed through five systematic stages of the ADDIE model by integrating STEM elements and ethnomathematics of Jepara's 'Langgar' architecture. (2) LEDI Card media was declared very valid based on the results of the material expert validity test (80.3%) and the results of the media expert validity test (91%). The results of the paired-sample T test showed a significant difference between pretest and posttest learning outcomes (Sig. 0.000 < 0.05), while the N-Gain test result of 0.60 was in the moderate category, indicating a fairly effective interpretation. (3) The media was considered very practical based on teacher responses (81%) and student responses (85.4%).Contribution - Particularly by demonstrating that integrating ethnomathematics, STEM, and AR technology can reduce cognitive load, reduce math anxiety, and present mathematics as a contextual, inclusive, and enjoyable discipline while honoring local cultural roots.
DAMPAK GAME ONLINE TERHADAP PRESTASI BELAJAR SISWA TINGKAT SEKOLAH DASAR Ahmat Wakit
Jurnal Muassis Pendidikan Dasar Vol. 5 No. 2 (2026): Volume 5 Nomor 2 Mei 2026
Publisher : Primary School Teacher Education, Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/gmnhdm10

Abstract

This study aims to determine the impact of the use of online games on the learning achievements of elementary school students. Thhe benefit of this research is to find out the reasons why students are addicted to playing online games on a daily basis. The research method in this study is qualitative research with a descriptive approach. The research was conducted at SDN 02 Ujung Batu, Jepara Regency. The data collection techniques used in this research are observation, interviews and documentation. Interviews were conducred with homeroom teachers and guardians of students who were the objects of research. The results of the study show that there is an influence of online games on students’ learning achivement. The impact of addiction from playing online game is 1) low focus on learning in students, 2) feeling uncomfortable while studying at home and students want to finish quickly, 3) declining health in students. It can be concluded from this research that addiction to playing online gams will affect students’ learning achievement in terms of cognitive, affective and psychomotor. It is hoped that readers will be able to understand the impacts caused by excessive use of technology, especially on elemntary school children.
Pelatihan Diversifikasi Produk Olahan Rumput Laut di KUB Latoh Jaya, Bulu Jepara Mudiarti, Luky; Prihatmoko, Dias; Budi Wahono, Buang; Wakit, Ahmat; Latifa, Milfa; Abdur Rohman, Farid
ABDINE: Jurnal Pengabdian Masyarakat Vol. 4 No. 2 (2024): ABDINE : Jurnal Pengabdian Masyarakat
Publisher : Institut Teknologi dan Bisnis Riau Pesisir

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52072/abdine.v4i2.1149

Abstract

Pengabdian ini bertujuan untuk meningkatkan nilai tambah rumput laut melalui diversifikasi produk olahan yang dapat memberikan manfaat ekonomi bagi masyarakat pesisir. Rumput laut merupakan komoditas unggulan yang memiliki potensi besar, namun pemanfaatannya masih terbatas pada produk olahan sederhana seperti agar-agar atau bahan mentah untuk ekspor. Melalui program pengabdian ini, masyarakat dilatih berbagai teknik pengolahan rumput laut menjadi produk bernilai ekonomis lebih tinggi, seperti makanan ringan dan kosmetik berbahan dasar alami. dengan tujuan untuk meningkatkan kesejahteraan petani rumput laut..Metode yang digunakan dalam kegiatan ini meliputi pelatihan teknis pengolahan rumput laut, pendampingan dalam proses produksi, serta penyuluhan terkait pemasaran produk. Peserta pengabdian, yang merupakan pelaku usaha kecil dan menengah (UKM) di wilayah pesisir dengan nalma Kelompok Usaha Bersama (KUB) Latoh Jaya di Desa Bulu Kecamatan/Kabupaten Jepara, diberi pemahaman mengenai pentingnya inovasi produk untuk meningkatkan daya saing di pasar lokal maupun nasional. Selain itu, program ini juga memberikan edukasi terkait manajemen usaha dan akses ke jaringan pemasaran yang lebih luas. Hasil dari kegiatan ini menunjukkan peningkatan keterampilan masyarakat dalam mengolah rumput laut menjadi produk diversifikasi yang bernilai ekonomis lebih tinggi. Selain itu, terdapat peningkatan kesadaran masyarakat terhadap peluang usaha dari produk olahan rumput laut. Diharapkan, program ini dapat berkontribusi dalam meningkatkan kesejahteraan masyarakat pesisir serta mendorong pertumbuhan ekonomi lokal melalui sektor kelautan