Claim Missing Document
Check
Articles

Found 7 Documents
Search

Peningkatan Kompetensi TIK Guru Melalui Pemanfaatan Evaluasi Online Berbasis Project Based Learning Bagi Guru Sekolah Dasar Aldina Eka Andriani; Sri Sulistyorini; Siti Maryatul Kiptiyah; Arif Widagdo
BERNAS: Jurnal Pengabdian Kepada Masyarakat Vol. 4 No. 3 (2023)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jb.v4i3.5672

Abstract

Evaluasi pembelajaran memegang peranan yang sangat penting dalam proses pendidikan, kegiatan evaluasi selalu didahului dengan kegiatan pengukuran dan penilaian dengan menggunakan instrument. Tujuan pengabdian untuk meningkatkan pengetahuan dan keterampilan guru melalui workshop penggunaan live worksheet sebagai aplikasi LKPD interaktif. Metode yang digunakan ceramah dan diskusi. Hasil pelaksanaan kegiatan pengabdian kepada masyarakat mencakup 3 komponen keberhasilan, yaitu: ketercapaian tujuan kegiatan workshop, ketercapaian target materi yang telah direncanakan dan peningkatan pengetahuan dan keterampilan guru terbukti dengan adanya kenaikan persentase jumlah guru pada pengerjaan pre-test dan post-test pada kategori sangat baik yang awalnya 11% menjadi 66% dan pada kategori sangat kurang yang awalnya 32% menjadi 9%.
Peningkatan Kompetensi TIK Guru Melalui Pemanfaatan Evaluasi Online Berbasis Project Based Learning Bagi Guru Sekolah Dasar Aldina Eka Andriani; Sri Sulistyorini; Siti Maryatul Kiptiyah; Arif Widagdo
BERNAS: Jurnal Pengabdian Kepada Masyarakat Vol. 4 No. 3 (2023)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jb.v4i3.5672

Abstract

Evaluasi pembelajaran memegang peranan yang sangat penting dalam proses pendidikan, kegiatan evaluasi selalu didahului dengan kegiatan pengukuran dan penilaian dengan menggunakan instrument. Tujuan pengabdian untuk meningkatkan pengetahuan dan keterampilan guru melalui workshop penggunaan live worksheet sebagai aplikasi LKPD interaktif. Metode yang digunakan ceramah dan diskusi. Hasil pelaksanaan kegiatan pengabdian kepada masyarakat mencakup 3 komponen keberhasilan, yaitu: ketercapaian tujuan kegiatan workshop, ketercapaian target materi yang telah direncanakan dan peningkatan pengetahuan dan keterampilan guru terbukti dengan adanya kenaikan persentase jumlah guru pada pengerjaan pre-test dan post-test pada kategori sangat baik yang awalnya 11% menjadi 66% dan pada kategori sangat kurang yang awalnya 32% menjadi 9%.
Pengembangan Multimedia Interaktif berbasis Problem Based Learning untuk Meningkatkan Hasil Belajar IPAS Husna Maulida Adhana; Aldina Eka Andriani
Jurnal Penelitian Pendidikan IPA Vol 10 No 9 (2024): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i9.7588

Abstract

This research is an R&D (Research and Development) study with the Borg and Gall model. This research is motivated by the fact that teachers have not been optimal in using technology-based learning media and innovative learning models. This causes the low learning outcomes of grade V students on the material of the human digestive system. This research aims to develop media design, test the feasibility, and test the effectiveness of interactive multimedia based on problem-based learning. The techniques used in data collection are tests and non-tests (observation, interviews, questionnaires, and documentation). The results showed that (1) interactive multimedia was developed using the Canva application with components including cover, main menu, instructions, problem-based learning-based material, games, evaluation, and developer profile; (2) product feasibility from media experts 93.75%, material experts 92.5%, student responses 97.27%, and teacher responses 98.75% with very feasible criteria; (3) effectiveness seen from the increase in learning outcomes of 19.4948 and sig. (2-tailed) value of 0.000 which shows there is a significant difference in students before and after using interactive multimedia. The N-Gain test obtained was 0.4911 which showed medium criteria. The conclusion of this study states that interactive multimedia based on problem-based learning has been successfully developed, feasible, and effective in improving the learning outcomes of human digestive system IPAS of fifth-grade students of SD N 1 Ngadirejo Temanggung.
Pengembangan Media Pembelajaran Mobile Learning berbasis Problem Solving untuk Meningkatkan Hasil Belajar IPAS Luthfi Tsaniyyati; Aldina Eka Andriani
Jurnal Penelitian Pendidikan IPA Vol 10 No 9 (2024): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i9.7757

Abstract

Teachers have not optimally used technology learning media and have not implemented problem solving learning models, causing low student learning outcomes. The research objective is to develop, test feasibility, and measure effectiveness of Mobile Learning based on Problem Solving to improve IPAS learning outcomes for class V. This type of research is Research and Development with the Borg & Gall model. The research subjects were 21 class V students at SDN 02 Jatipurwo Karanganyar. Data collection techniques use tests (pretest, posttest) and non-tests (observation, interviews, questionnaires). Data analysis was carried out using normality test techniques, t test, and N-Gain test. The research results show: Mobile Learning based on Problem Solving was developed using the canva application containing a cover, learning outcomes, instructions for use, developer profile, references, accompanied by learning objectives, concept maps, materials and evaluation questions; the feasible of the media is shown from the validity test of material experts, media experts, teachers and students who receive a very feasible category; and effectiveness is shown from the analysis of pretest and posttest scores. The t test results get a sig value. (2-tailed) 0.000 < 0.005. The N-Gain test result is 0.4234 in the medium category. The conclusions in this research show that the development of Mobile Learning based on Problem Solving has been successfully developed, is very feasible, and is effectively used to improve the science and science learning outcomes of class V students at SDN 02 Jatipurwo Karanganyar
Development of Interactive Edugame Learning Evaluation Assited by Wordwall to Improve IPAS Learning Outcomes Avina Prameswari; Aldina Eka Andriani
Jurnal Penelitian Pendidikan IPA Vol 10 No 8 (2024): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i8.8224

Abstract

Teachers are less than optimal in conducting a variety of technology-based learning evaluations, this is supported by learning evaluations that are still conventional, causing low students learnig outcomes. Purpose of this research is to develop a design, test the feasibility and effectiveness of interactive edugame learning evaluation assisted by wordwall to improve IPAS learning outcomes. Type of research is Research and Development (RnD) using the Borg and Gall model. The subjects of this study were 25 fourth grade students of SDN Harjosari 01. Data collection techniques used tests and non-tests. Technical data analysis using normality test, homogeneity test, t test and N-gain test. The results showed: (1) the design of this interactive edugame learning evaluation uses wordwall and canva applications with  cover, learning objectives, learning flow, and learning evaluation; (2) the feasibility of  learning evaluation is shown from the validation results of media experts, material experts, student responses, and teacher responses with a very feasible category; (3) the effectiveness of learning evaluation is shown from the results of the analysis of pretest and posttest scores. The t-test results obtained a sig value. 0,000> 0,05. N - gain test results 0.43 with moderate criteria. The conclusion of this study is the development of interactive edugame learning evaluation assisted by wordwall successfully developed, very feasible, and effective to improve the learning outcomes of IPAS fourth grade students of SDN Harjosari 01
Development of Smart Book-Based Augmented Reality Learning Media to Improve Student Learning Outcomes of Human Respiratory System Materials Ghina Syakirah; Aldina Eka Andriani
JURNAL PENDIDIKAN MIPA Vol. 16 No. 3 (2026): JURNAL PENDIDIKAN MIPA
Publisher : Pusat Publikasi Ilmiah, STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/jpm.v16i3.4683

Abstract

The limited availability of learning media capable of concretely visualizing objects has resulted in low student learning outcomes regarding the human respiratory system. This study aims to describe the design and development, test the feasibility, and evaluate the effectiveness of smart book-based augmented reality learning media to improve the learning outcomes of fifth-grade students at SDN Wonolopo 02 in Semarang. This is an R&D study using the ADDIE model, which includes analysis, design, development, implementation, and evaluation. The research subjects consisted of 28 fifth-grade students. Non-test data collection techniques included observation, interviews, and documentation, as well as questionnaires and tests, such as pre-tests and post-tests. Data analysis utilized normality tests, paired-sample t-tests, and N-Gain tests. The results showed that the media was developed using Assembler Edu which was integrated with a smart book to display 3D interactively and equipped with a learning stimulus. The feasibility of the media was shown by the validation of the material experts of 93.75%, the media experts 93% of the very feasible category and the teacher's response of 96.66%, the response of 93.45% of the students in the very feasible category. The effectiveness of the media was shown by an increase in learning outcomes of 20.32%, the significance value of the paired sample t-test was 0.000 (<0.05), and the average value of N-Gain was 0.5206 in the medium category. In conclusion, smart book-based augmented reality learning media has been successfully developed, very feasible and effective in improving the learning outcomes of grade V students of SDN Wonolopo 02.
PENGARUH MEDIA PEMBELAJARAN DIGITAL TERHADAP KONSENTRASI BELAJAR Novi Setyasto; Nida Hilya Az-Zahra; Aldina Eka Andriani
Joyful Learning Journal Vol. 13 No. 1 (2024): Joyful Learning Journal: Maret 2024
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v13i1.64453

Abstract

Perkembangan teknologi digital perlu dapat meningkatkan hasil kualitas pembelajaran. Konsentrasi belajar adalah faktor kognitif yang sangat penting dalam proses pembelajaran. Dengan konsentrasi yang baik memungkinkan individu untuk memahami, mengolah, dan menerima informasi dengan mudah. Individu yang memiliki konsentrasi belajar yang baik akan mencapai prestasi akademik yang baik. Metode penelitian ini menggunakan metode kualitatif deskriptif dengan metode studi literatur. Proses penelitian dengan pengumpulan sumber kepustakaan, termasuk sumber primer dan sekunder. Data dan referensi yang diperoleh disajikan dalam bentuk temuan penelitian. Hasil penelitian menunjukkan bahwa kemajuan teknologi digital dapat mempengaruhi konsentrasi belajar dan hasil belajar peserta didik. Media pembelajarandigital seperti e-book, email, powerpoint, video pembelajaran, serta kemudahan akses informasi lainnya dapat meningkatkan kualitas belajar,meningkatkan kreativitas dan inovasi bagi guru maupun peserta didik. Namun konsentrasi belajar akan terganggu apabila penggunaan media pembelajaran digital tidak digunakan dengan bijak.