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Keefektifan Penggunaan Virtual Lab Terhadap Penguasaan Konsep Materi Fisika Modern Isra, Hutri Handayani; Rahman, Mardia Hi
EDUKASI Vol 21, No 3 (2023): EDISI OKTOBER 2023
Publisher : Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/j.edu.v21i3.6811

Abstract

The effectiveness of the Physics learning process, especially in higher education, will be good if the implementation is able to emphasize the process, because the quality of the process will determine learning outcomes. Practicum is very important in order to support learning and emphasize the process aspect. This is based on the aim of learning as a process, namely improving thinking skills, the teaching and learning process using a virtual laboratory can stimulate students to be more active in participating in teaching and learning activities. The class atmosphere became more lively and students were more enthusiastic in participating in the learning process. The purpose of this study was to see student perceptions of the use of virtual laboratories for modern physics topics.
Kepemimpinan Kepala Sekolah Dalam Meningkatkan Mutu Sekolah di Era Revolusi Industri 4.0 Fitra Nita Nur; Mardia Hi Rahman; Marwia Tamrin Bakar
Manajemen Kreatif Jurnal Vol. 1 No. 1 (2023): Februari: Manajemen Kreatif Jurnal
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/makreju.v1i1.989

Abstract

Artikel ini bertujuan untuk menganalisis mengenai kepemimpinan kepala sekolah dalam meningkatkan mutu sekolah di era revolusi industry 4.0. Metode yang digunakan dalam artikel ini yaitu studi literatur. Data diperoleh dengan cara mengkaji berbagai sumber lteratur. Hasil menunjukan bahwa kepemimpinan kepala sekolah pada era revolusi industri 4.0 diharuskan untuk selalu mengikuti perkembangan teknologi dalam menjalankan kepemimpinannya. Hal ini, sangat mempengaruhi mutu sekolah dalam menghadap perkembangan zaman. Salah satu unsur yang harus direalisasikan kepala sekolah dalam kepemimpinannya yaitu peran penting kepemimpinan untuk menjalankan kepemimpinannya secara efektif dan efisien. Kepala sekolah diharapkan dapat meninjau kembali sistem yang telah terapkan selama ini, apakah sistem tersebut telah jalan dan sesuai dengan perkembangan di era revolusi industry 4.0.
Implementation of Problem-Based Learning (PBL) Model Integrated with Augmented Reality to Improve Learning Outcomes of Class XI MAN 2 Tidore Kepulauan on Uniform Linear Motion Material Rosdiana S Syahman; Rahman, Mardia Hi; Isra , Hutri Handayani
Eduvest - Journal of Universal Studies Vol. 6 No. 2 (2026): Eduvest - Journal of Universal Studies
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/eduvest.v6i2.52954

Abstract

This research investigates the effect of integrating the Problem-Based Learning (PBL) model with Augmented Reality (AR) in improving student learning outcomes in physics, specifically in the material of Regular Straight Motion (GLB). Conducted at MAN 2 Tidore Islands, the study involved grade XI students during the odd semester of the 2025/2026 school year. Using a quantitative approach with a Pretest-Posttest Control Group Design, the results showed significant improvements in the experimental group. The average final score of the experimental class was 62.46, while the control class scored 40.23, with a p-value of 0.005 (< 0.05), confirming that AR-based PBL effectively enhanced learning outcomes. The N-Gain analysis revealed a 73.35% improvement in the experimental class, categorized as quite effective, compared to 24.58% in the control class. The integration of AR provided interactive, engaging, and accessible visualizations of abstract concepts, fostering better understanding and active student involvement. This study highlights the potential of AR-assisted PBL as an innovative teaching strategy to improve the quality of physics learning and suggests further exploration of this model in other educational contexts.
Pendampingan Perancangan dan Pemanfaatan Aplikasi Gamifikasi dalam Pembelajaran di SMP Al-Irsyad Kota Ternate Nurdin Abdul Rahman; Saprudin Saprudin; Rahim Achmad; Fatma Hamid; Mardia Hi. Rahman; Nurlaela Muhammad; Sumarni Sahjat; Erni Arfa; Wa Mirna La Misran; Arvitarli Arman; Mawaddah S. Kippu
Elevasi: Jurnal Pengabdian Masyarakat dan Inovasi Vol. 2 No. 1 (2026): Januari
Publisher : Arfah BHMS Foundation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63980/elevasi.v2i1.135

Abstract

This article describes a community service (PKM) activity related to mentoring in designing and utilizing gamification applications in learning at the partner school. This PKM activity involved the PKM team, students, teachers, and educational staff at Al-Irsyad Junior High School in Ternate City. Data related to teacher competency achievement at the partner school was collected using performance observation sheets and product assessments. Data analysis was conducted using descriptive quantitative techniques. This PKM activity resulted in knowledge transfer and technology product transfer, as well as increased teacher competency at the partner school in designing and utilizing gamification applications in learning.
Analisis Implementasi Sistem Kredit Semester Di SMA Negeri 8 Kota Ternate Irawati Dewi Ayu Hamid Aswin; Mardia Hi. Rahman; Marwia Tamrin Bakar
MUQADDIMAH: Jurnal Ekonomi, Manajemen, Akuntansi dan Bisnis Vol. 1 No. 2 (2023): April : Jurnal Ekonomi, Manajemen, Akuntansi dan Bisnis
Publisher : LP3M INSTITUT KH YAZID KARIMULLAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59246/muqaddimah.v1i2.151

Abstract

Sistem Kredit Semester (SKS) di SMA Negeri 8 Kota Ternate mulai diterapkan sejak tahun pelajaran 2020/2021. Sistem pembelajaran ini hadir sebagai pengganti dari program akselerasi dimana program akselerasi ini dimaksudkan untuk memfasilitasi peserta didik yang memiliki bakat, kemampuan dan kecerdasan di atas rata-rata. Tujuan dalam penelitian ini adalah untuk menganalisis impelementasi Sistem Kredit Semester di SMA Negeri 8 Kota Ternate. Penelitian ini menggunakan jenis penelitian kualitatif. Subyek penelitian ini adalah siswa, guru dan kepala sekolah. Teknik analisis data dalama penelitian ini dengan analisis interaktif model Miles dan Huberman yang dilakukan melalui 3 tahap diantaranya reduksi data, penyajian data dan penarikan kesimpulan. Hasil penelitian ini menunjukkan proses pembelajaran disesuaikan dengan prinsip pembelajaran yang diatur pemerintah. Implementasi program SKS di SMA Negeri 8 Kota Ternate didukung oleh komunikasi, komitmen, sumberdaya yang mencukupi, dan struktur birokrasi yang menunjang.
The implementation of gamification with video media variations to improve students’ concept mastery in science learning Oskar Erens Tumewu; Saprudin Saprudin; Usman Sambiri; Rahim Achmad; Mardia Hi Rahman; Fatma Hamid
JPPI (Jurnal Penelitian Pendidikan Indonesia) Vol. 11 No. 4 (2025): JPPI (Jurnal Penelitian Pendidikan Indonesia)
Publisher : Indonesian Institute for Counseling, Education and Theraphy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/020256620

Abstract

This study examines the effectiveness of ICT-based gamification combined with different video presentation types in improving students’ concept mastery of earthquakes and disaster mitigation. A quasi-experimental design was employed involving 50 eighth-grade students from a junior high school in West Halmahera Regency, North Maluku, who were divided into three groups: gamification with dialogue video, gamification with monologue video, and conventional learning. Students’ concept mastery was measured using a validated 25-item multiple-choice test administered before and after instruction. Data were analyzed using normalized gain scores and inferential statistics. The results indicate that students who learned through gamification supported by video media showed significantly higher concept mastery compared to those in conventional learning. Although the dialogue video group demonstrated higher gains than the monologue video group, the difference was not statistically significant. These findings suggest that gamification supported by video media is an effective instructional strategy, while highlighting the importance of interactivity in video design to support meaningful concept learning in science education.