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Pengaruh Penggunaan Media Sosial Tiktok Terhadap Karakter Siswa Kelas XI Di SMA Negeri 1 X Koto Singkarak chaniago, silviya; Putri, Desi Armi Eka; ., Ikhwan
Jurnal Pendidikan, Sains Dan Teknologi Vol. 5 No. 2 (2026): April-Juni
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpst.v5i2.4589

Abstract

This research is motivated by the low character of students at SMA Negeri 1 X Koto Singkarak which is allegedly influenced by the use of TikTok social media. The purpose of the study was to determine the influence of TikTok social media use on the character of grade XI students at SMA Negeri 1 X Koto Singkarak. This type of research is descriptive with a quantitative approach. The research population is 183 students in grade XI for the 2024/2025 school year, with the cluster random sampling technique a sample of 65 people was obtained. The data analysis technique used is simple linear regression. The results of the study showed that the use of TikTok social media had a positive and significant effect on students' character with a contribution of 11.7%. The calculated t value of 2.885 is greater than the t of table 1.669 at a significance level of 0.05, so the hypothesis is accepted. Based on these results, it can be concluded that the use of TikTok social media has an influence on students' characters. The suggestion for students is to be able to manage the time of using TikTok social media so that they are more focused on learning and wiser in utilizing social media.
Pengembangan Media Pembelajaran Berbasis Smartboard pada Kelas VIII dalam Pembelajaran IPS di SMP Negeri 4 Kubung Jannah, Miftahul; Basyirun, Fajri; Putri, Desi Armi Eka
Indo-MathEdu Intellectuals Journal Vol. 7 No. 3 (2026): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v7i3.5480

Abstract

Social Studies learning in the eighth-grade curriculum at SMP Negeri 4 Kubung requires active participation and the ability of students to engage dynamically with social phenomena. However, traditional teaching methods still dominate, leading to a more passive approach among students, despite the availability of technological resources such as smartboards at school. This study aims to create a smartboard-based learning media to facilitate interactive and collaborative learning experiences for eighth-grade students at SMP Negeri 4 Kubung. This study uses a Research and Development (R&D) methodology with the ADDIE model. This study focuses on class VIII.2 and social studies teachers. Data collection techniques include observation, interviews, expert validation questionnaires for content, media, and language, and a practicality response survey. The results show that the developed smartboard-based learning media is categorized as highly valid based on expert assessments. The practicality test shows that both teachers and students consider the media very practical. The use of this media has been proven effective in increasing active participation and enthusiasm for learning among students through its interactive features. Future researchers are advised to develop similar smartboard media for other eighth-grade social studies materials such as social dynamics or globalization.
Pengaruh Gaya Belajar Siswa terhadap Keaktifan Belajar Siswa pada Mata Pelajar IPS di SMP Negeri 9 Kubung Rahmatika, Desi; Putri, Desi Armi Eka; Basyirun, Fajri
YASIN Vol 4 No 6 (2024): DESEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v4i6.4286

Abstract

This research is motivated by the low active learning participation of students in Social Studies at SMP Negeri 9 Kubung. It is suspected that this is due to the students' lack of understanding of their learning styles, making it difficult for them to grasp and comprehend the lessons effectively. The aim of this study is to determine how much influence students' learning styles have on their active learning in Social Studies at SMP Negeri 9 Kubung. In this research, the researcher used a quantitative approach. The population of the study consisted of all students enrolled in SMP Negeri 9 Kubung in the 2024/2025 academic year, totaling 40 students. The sample was taken using the total sampling technique, as the sample included all elements of the population. The analysis technique used was simple linear regression analysis. The results of the study showed that the students' learning style (X) had a significance level of 0.000 < 0.05 and a t-value of 7.558 > t-table value of 2.024, indicating that the alternative hypothesis (Ha) is accepted and the null hypothesis (H0) is rejected. Based on the results, it can be concluded that there is a positive and significant influence of students' learning styles on their active learning in Social Studies at SMP Negeri 9 Kubung. The influence of the learning style variable (X) on tactive learning variable (Y) is 60.1%.
Pengaruh Model Pembelajaran Gamifikasi terhadap Sikap Positif Siswa Pada Kelas VIII SMPN 4 Kubung Yuri, Cicia Oktri; Putri, Desi Armi Eka; Basyirun, Fajri
Jurnal Pendidikan Tambusai Vol. 10 No. 1 (2026)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v10i1.38065

Abstract

Penelitian ini dilatarbelakangi oleh masih rendahnya sikap positif siswa dalam proses pembelajaran, seperti kurangnya motivasi, disiplin, dan partisipasi aktif. Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran gamifikasi terhadap sikap positif pada siswa kelas VIII SMPN 4 Kubung. Penelitian ini menggunakan pendekatan kuantitatif dengan metode asosiatif, populasi yang diambil adalah siswa kelas VIII.1 dan VIII.2 di SMPN 4 Kubung pada tahun ajaran 2025/2026, berjumlah 43 orang. Sampel penelitian berjumlah 43 siswa dengan teknik total sampling. Teknik analisis data menggunakan uji asumsi klasik dan regresi linear sederhana. Hasil penelitian menunjukkan bahwa terdapat pengaruh positif dan signifikan antara gamifikasi terhadap sikap positif siswa dengan nilai signifikan 0,000 < 0,05 dan nilai t hitung 6,505 > t tabel 1,681. Koefisien determinasi sebesar 50,8% menunjukkan bahwa gamifikasi berkontribusi terhadap sikap positif siswa. Dengan demikian, gamifikasi dapat digunakan sebagai alternatif model pembelajaran untuk meningkatkan sikap positif siswa.
THE EFFECT OF THE USE OF MIND MAPPING ON STUDENTS' LEARNING INTERESTS IN SOCIAL STUDIES CLASS VII AT SMPN 6 KOTA SOLOK Putri, Yanda Zakiyah; Putri, Desi Armi Eka; Zora, Fera
Algebra : Jurnal Pendidikan, Sosial dan Sains Vol. 5 No. 4 (2025): Algebra : Jurnal Pendidikan Sosial dan Sains
Publisher : Yayasan Amanah Nur Aman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58432/f138va03

Abstract

Students' interest in learning is very important in education, and mind mapping is an effective method of organizing information visually. This study aims to determine the positive and significant influence of the use of mind mapping on students' learning interest in social studies class VII at SMPN 6 Solok City. This type of research is quantitative with an associative approach, involving 64 students from grades VII.2 and VII.3 through total sampling techniques. Data were collected using questionnaires and analyzed by classical assumption tests, including normality, linearity, homocedasticity, and simple linear regression t-tests. The results of the study showed that the significant value of mind mapping was 0.000 < 0.05 and  6.532 while  1.669 was rejected, so it was  rejected and  accepted. This means that there is a positive and significant influence between the use of mind mapping on students' learning interests. About 40.8% of the variation in learning interests was explained by mind mapping, while 59.2% was influenced by other factors. The regression model was obtained with the formula: Y = 23.163(α) + 0.405(X), showing that an increase of 1 unit of mind mapping use increased students' learning interest by 0.405 points, assuming other factors were constant. Based on research, it can be concluded that the use of mind mapping has a positive influence on students' interest in learning. This method helps visualize information and increase participation. Students are advised to continue to develop skills in making mind mapping more interesting and easy to understand.
Pendampingan Peningkatan Kualitas Aksi Nyata Pada Plafon Merdeka Mengajar Melalui Pemanfaatan Artificial Intellegence (AI) Desi Armi Eka Putri; Ikhwan; Merika Setiawati; Miftahul Jannah; Ririn Septya Yunita; Arman Ririnni
Ekasakti Jurnal Penelitian dan Pengabdian Vol. 5 No. 1 (2024): Ekasakti Jurnal Penelitian dan Pengabdian
Publisher : LPPM Universitas Ekasakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31933/ejpp.v5i1.1232

Abstract

SMPN 4 Kubung teachers already have good basic competencies but are lacking in maximizing technology with limited training. Apart from that, the school already has classroom facilities equipped with projectors and infocus screens, as well as the availability of other devices such as 15 units of computers, 15 units of chrome books and 82 units of tablets. So with the availability of these facilities their use has not been maximized in the learning process. The process, through the PKM program implemented, namely the use of technology supported by smart boards and AI, will create more interactive digitalization era learning. Method of implementing socialization service, training for 15 teachers, application of AI technology in the learning process at SMPN 4 Kubung, mentoring and evaluation. The implementation of the service program at SMPN 4 Kubung with a focus on improving real action documents showed significant results. The results of accurate data analysis from the implementation of community service at SMPN 4 Kubung show that the application of AI technology significantly improves the quality of real action documents prepared by teachers. By utilizing applications such as ChatGPT, Gemini, Canva, Quizizz, and Wordwall, teachers can produce more structured and informative documents. The community service activity with the title "Improving the Quality of Real Action on the Merdeka Teaching Ceiling through the Use of Artificial Intelligence (AI)" at SMPN 4 Kubung has succeeded in achieving several goals. increasing teachers' understanding of AI, increasing teachers' ability to integrate AI in learning, improving the quality of teachers' real actions, increasing the effectiveness and efficiency of the learning process at SMPN 4 Kubung.