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Peningkatan Kemampuan Baca Tulis Aksara Jawa Melalui Media Pembelajaran Berbasis Game Kwartet Aksara Jawa Sita Nuraseh; Annisa Indah Ayu; Alyna Kirana Dewi; Syerliana Nur Annisa; Fiska Petricia; Rahmat Rahmat
Society : Jurnal Pengabdian Masyarakat Vol 2, No 6 (2023): November
Publisher : Edumedia Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55824/jpm.v2i6.344

Abstract

The Javanese language subject is a subject at the Elementary School (SD) level which includes learning related to Javanese literature, language, and culture. One indicator of the success of learning Javanese is that students have the ability to read and write Javanese script. Students' skills in reading and writing Javanese script are influenced by the condition of students in knowing Javanese script letters. So that students can be skilled in reading and writing Javanese script. We conducted this research to improve the ability of fifth grade students at Wirogunan 2 Public Elementary School in writing and reading Javanese script using the Javanese Script Quarted Game. This research involved 22 students of class V at SD Negeri Wirogunan 2 as research subjects. In this study, the authors used a qualitative descriptive approach. Data collection techniques used are observation, interviews, documentation, and tests. Data validity uses source triangulation, namely comparing information obtained from different sources to re-check the degree of trustworthiness of information. The results of the research explain that the learning media innovation uses this quartet game, namely the students are very enthusiastic about learning to memorize Javanese script and it is hoped that through this game over time students can memorize all forms of Javanese script. In addition, the students will be challenged and enthusiastic in memorizing the Javanese script letters, because if they have memorized all the Javanese script letters, it will be easy to win this game. 
PENGARUH PEMBELAJARAN SPREADSHEET BERBASIS CHAT GENERATIVE PRETRAINED TRANSFORMER TERHADAP KETERAMPILAN BERPIKIR KOMPUTASI SISWA AKUNTANSI Fiska Petricia; Sri Sumaryati
Journal of Economic, Bussines and Accounting (COSTING) Vol 7 No 5 (2024): Journal of Economic, Bussines and Accounting (COSTING)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/costing.v7i6.12495

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan ChatGPT terhadap keterampilan berpikir komputasi siswa akuntansi. Penelitian ini merupakan penelitian kuasi eksperimen. Populasi dalam penelitian ini adalah siswa kelas XI Akuntansi dan Keuangan Lembaga SMK sebanyak 107 siswa. Sampel yang dipilih menggunakan teknik pengumpulan cluster random sampling yaitu sebanyak 60 siswa. Metode penelitian yang digunakan dalam penelitian ini adalah metode kuantitatif. Pengumpulan data dilakukan dengan Tes. Teknik analisis data menggunakan analisis statistik deskriptif dan uji independent sample t-test yang diolah menggunakan program IBM SPSS versi 29.0. Hasil penelitian menunjukkan bahwa terdapat pengaruh penggunaan ChatGPT terhadap keterampilan berpikir komputasi siswa akuntansi. Hal ini dibuktikan oleh hasil uji-t dengan t hitung 2,67 > t tabel(dk 58) 2,00 dan sig 0,01 < 0,05.