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Perbandingan Media Kartu Pintar dan Truth and Dare Terhadap Hasil Belajar Materi Larutan Penyangga di SMAN 1 Alalak Dony, Novrian; Mashuri, Mohan Taufiq; Nuriah, Nuriah
PSEJ (Pancasakti Science Education Journal) Vol. 4 No. 2 (2019)
Publisher : Program Studi Pendidikan IPA, FKIP Universitas Pancasakti (UPS) Tegal

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (280.814 KB) | DOI: 10.24905/psej.v4i2.10

Abstract

Media kartu adalah salah satu inovasi media pembelajaran yang terdiri dari berbagai jenis. Penelitian ini bertujuan mengetahui efektifitas melalui studi perbandingan antara Kartu Pintar dan Truth and Dare pada materi larutan penyangga di SMA Negeri 1 Alalak. Penelitian ini menggunakan metode eksperimen semu dengan desain non equivalent group design. Teknik analisis instrumen menggunakan validitas, reliabilitas, taraf kesukaran, dan daya pemebeda soal. Teknik analisis data menggunakan uji normalitas, uji homogenitas, dan uji t. Dari hasil penelitian disimpulkan bahwa pembelajaran yang menggunakan media Kartu Pintar dan Truth and Dare dapat meningkatkan hasil belajar siswa. Nilai postest yang menggunakan kartu pintar menghasilkan nilai yang lebih baik dari pada yang menggunakan media truth and dare. Serta terdapat perbedaan yang signifikan antara hasil belajar siswa yang menggunakan media kartu pintar dan truth and dare dilihat dari hasil ttabel < thitung yang diperoleh ttabel 2,008 dan thitung 3,242.
Application of Interactive Learning Games in Stimulating Knowledge About Object Recognition in Early Childhood Arifin, Arifin; Mashuri, Mohan Taufiq; Lestari, Nana Citrawati; Satria, Erwinsyah; Dewantara, Rizki
Educenter : Jurnal Ilmiah Pendidikan Vol. 2 No. 1 (2023): Educenter : Jurnal Ilmiah Pendidikan
Publisher : ARKA INSTITUTE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55904/educenter.v2i1.528

Abstract

Teachers and parents must pay close attention to the golden age phase of early infancy since children's growth and development can occur swiftly during this time. In the early childhood learning process, it is crucial to transfer knowledge so that children can acquire information, including the introduction of objects into the child's environment. There are already a plethora of diverse, entertaining learning materials for young children. One of them is interactive learning media that emphasizes visual features to catch children's attention during the learning process. Based on the relevance of learning media in early childhood, the purpose of this research is to build interactive learning game media in order to promote comprehension and stimulate early children's ability to recognize the introduction of things. 93.3% of students like object recognition learning media and the Figures on the learning media, 80% of students can comprehend object recognition material and can answer according to choice, and 86.67 % of students stated that the terms of color, animation, audio, video, and text were feasible. So that this object identification learning material has an appealing visual design, is simple to use, and can be comprehended by pupils.
Pengaruh Model Pembelajaran Problem Based Learning (PBL) Terhadap Kemampuan Berpikir Kritis dan Respon Siswa Kelas VIII MTs. Putri Al-Ishlahuddiny Kediri Lombok Barat Lalu Muktar; Rokyal Aini; Mohan Taufiq Mashuri; Aulia Zulfaeda; Bq Siti Maulida Azmi
Otus Education: Jurnal Biologi dan Pendidikan Biologi Vol. 1 No. 2 (2023): Desember 2023
Publisher : Otus Edu Journal Prodi Tadris IPA Biologi UIN Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62588/crg9fp63

Abstract

This research aims to determine whether there is an influence of the Problem Based Learning (PBL) learning model on the critical thinking abilities of class VIII MTs students. Putri Al-Ishlahuddiny Kediri, West Lombok. This research is a quasi-experiment research with a quantitative approach, non-equivalent control group research design. The population in this study were all class VIII students consisting of 4 (four) classes. The sampling technique uses cluster random sampling technique. The sample in this study was 42 students from class VIII C as the control class and 41 students from class VIII D as the experimental class. The research instrument uses tests. Based on the research results, the average pretest score for the control class was 24.31 and the average pretest score for the experimental class was 24.29, while the average score for the experimental class posttest was higher than the control class posttest with the average posttest class score the experimental score was 68.29 and the average posttest score for the control class was 62.92 and was included in the equally high class category. Apart from that, the average N-Gain value for the experimental class is 0.57 and the average N-Gain value for the control class is 0.50. The difference in increase from pretest to posttest for the experimental class was 44, while for the control class it was 28.61. Further test results based on the t test using paired samples test show a significant value of 0.000 < 0.05, so it can be seen that H0 is rejected and H1 is accepted.
Application of Interactive Learning Games in Stimulating Knowledge About Object Recognition in Early Childhood Arifin, Arifin; Mashuri, Mohan Taufiq; Lestari, Nana Citrawati; Satria, Erwinsyah; Dewantara, Rizki
Educenter : Jurnal Ilmiah Pendidikan Vol. 2 No. 1 (2023): Educenter : Jurnal Ilmiah Pendidikan
Publisher : ARKA INSTITUTE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55904/educenter.v2i1.528

Abstract

Teachers and parents must pay close attention to the golden age phase of early infancy since children's growth and development can occur swiftly during this time. In the early childhood learning process, it is crucial to transfer knowledge so that children can acquire information, including the introduction of objects into the child's environment. There are already a plethora of diverse, entertaining learning materials for young children. One of them is interactive learning media that emphasizes visual features to catch children's attention during the learning process. Based on the relevance of learning media in early childhood, the purpose of this research is to build interactive learning game media in order to promote comprehension and stimulate early children's ability to recognize the introduction of things. 93.3% of students like object recognition learning media and the Figures on the learning media, 80% of students can comprehend object recognition material and can answer according to choice, and 86.67 % of students stated that the terms of color, animation, audio, video, and text were feasible. So that this object identification learning material has an appealing visual design, is simple to use, and can be comprehended by pupils.
Application of Interactive Learning Games in Stimulating Knowledge About Object Recognition in Early Childhood Arifin, Arifin; Mashuri, Mohan Taufiq; Lestari, Nana Citrawati; Satria, Erwinsyah; Dewantara, Rizki
Educenter : Jurnal Ilmiah Pendidikan Vol. 2 No. 1 (2023): Educenter : Jurnal Ilmiah Pendidikan
Publisher : ARKA INSTITUTE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55904/educenter.v2i1.528

Abstract

Teachers and parents must pay close attention to the golden age phase of early infancy since children's growth and development can occur swiftly during this time. In the early childhood learning process, it is crucial to transfer knowledge so that children can acquire information, including the introduction of objects into the child's environment. There are already a plethora of diverse, entertaining learning materials for young children. One of them is interactive learning media that emphasizes visual features to catch children's attention during the learning process. Based on the relevance of learning media in early childhood, the purpose of this research is to build interactive learning game media in order to promote comprehension and stimulate early children's ability to recognize the introduction of things. 93.3% of students like object recognition learning media and the Figures on the learning media, 80% of students can comprehend object recognition material and can answer according to choice, and 86.67 % of students stated that the terms of color, animation, audio, video, and text were feasible. So that this object identification learning material has an appealing visual design, is simple to use, and can be comprehended by pupils.
The Impact of Implementing a Collaborative Learning Model on the Learning Independence of Prospective Science Teacher Students in Developing Educational Media Mashuri, Mohan Taufiq
JURNAL PENDIDIKAN & PENGAJARAN (JUPE2) Vol. 3 No. 2 (2025): Juli 2025
Publisher : Pusat Penelitian dan Pengabdian Masyarakat STIKes Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54832/jupe2.v3i2.671

Abstract

This study aims to investigate the impact of implementing a collaborative learning model on the learning independence of prospective science teachers in developing learning materials. This study employs a quasi-experimental design with a mixed-methods approach, utilizing a posttest-only non-equivalent control group design. The research sample consisted of 34 prospective science teachers selected from one of the state universities in Indonesia and divided into two groups: the experimental class and the control class. The experimental class received treatment through the implementation of a collaborative learning model, while the control class used a regular learning model. Data were collected using a learning independence score instrument, student reflection journals, and observation sheets to assess the implementation of the learning model. Analysis of the questionnaire data began with conducting validity and reliability tests to evaluate the Learning Independence Questionnaire, followed by normality and homogeneity tests on the Learning Independence data between the experimental and control classes. Hypothesis testing was conducted using an independent t-test. The results of the validity and reliability tests indicate that the Learning Independence Questionnaire is suitable for use. The results of the hypothesis test suggest that implementing a collaborative learning model can enhance the learning independence of prospective science teachers in developing learning materials. In addition, based on the reflection journal and observation sheet, it is also evident that the experimental class had better development of learning media results compared to the control class.
PERAN TEKNOLOGI VIRTUAL REALITY (VR) DALAM PEMBELAJARAN INTERAKTIF DI PERGURUAN TINGGI Suprihartini, Yayuk; Supadi, Ari; Marlin, Marlin; Siregar, Yuliza Andriyani; Mashuri, Mohan Taufiq; Vierdiana, Dyah
Jurnal Review Pendidikan dan Pengajaran Vol. 8 No. 1 (2025): Volume 8 No. 1 Tahun 2025
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v8i1.41604

Abstract

Penelitian ini bertujuan untuk mengeksplorasi peran teknologi Virtual Reality (VR) dalam pembelajaran interaktif di perguruan tinggi dengan metode studi literatur. Berdasarkan analisis terhadap berbagai penelitian sebelumnya, VR terbukti meningkatkan keterlibatan mahasiswa, pemahaman konsep yang kompleks, dan kemampuan untuk menerapkan teori dalam praktik. Teknologi ini memberikan pengalaman pembelajaran yang imersif dan aman, terutama dalam bidang seperti kedokteran dan teknik. Namun, penelitian ini juga mengidentifikasi sejumlah tantangan, termasuk biaya tinggi, keterbatasan infrastruktur, dan kebutuhan akan pelatihan bagi tenaga pengajar. Penelitian ini menyimpulkan bahwa VR memiliki potensi besar untuk merevolusi pendidikan tinggi, tetapi keberhasilan implementasinya memerlukan pendekatan holistik yang mencakup pengembangan kurikulum, infrastruktur yang memadai, dan kolaborasi antar pemangku kepentingan. Penelitian ini memberikan kontribusi pada literatur dengan menyoroti gap penelitian dan memberikan rekomendasi untuk penerapan VR di berbagai disiplin ilmu.