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Pengembangan Edu-Game dalam Meningkatkan Kesadaran Mitigasi Bencana untuk Anak Usia Dini Sari, Novita; Dayurni, Popi; Nur, Maulida
Murhum : Jurnal Pendidikan Anak Usia Dini Vol. 4 No. 2 (2023): Desember
Publisher : Perkumpulan Pengelola Jurnal (PPJ) PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/murhum.v4i2.352

Abstract

Edu-Game mitigasi bencana bertujuan untuk meningkatkan kemampuan mitigasi bencana bagi anak usia dini, hal ini berlandaskan dari rendahnya kesiapsiagaan anak usia dini dalam menghadapi situasi bencana alam. Penelitian ini merancang produk yang dapat digunakan sebagai media pembelajaran yang bisa dioprasikan melalui komputer atau android. Tujuan dari penelitian ini dapat membantu guru dalam meningkatkan dan menumbuhkan kesadaran mitigasi bencana sejak dini kepada siswa. Pada edu-game mitigasi bencana dapat digunakan sebagai penunjang media pembelajaran yang efektif yang dapat digunakan oleh guru dalam meningkatkan kesiapsiagaan dan kemampuan mitigasi bencana bagi anak. Metode yang digunakan dalam penelitian menggunakan penelitian dan pengembangan dengan desain model ADDIE yang terdiri dari 5 tahapan yaitu Analize, Design, Development, Implementation, dan Evaluate. Adapun Teknik pengumpulan data berupa validasi yang dilakukan oleh para ahli yaitu ahli PAUD, ahli Bahasa dan ahli media yang selanjutnya dilakukan uji coba ke lapangan. Lokasi penelitian dilakukan di TKN PKCJ pada kelompok B. Adapun hasil dari penelitian ini menunjukan bahwa edu-game mitigasi bencana sangat layak digunakan dan efektif dalam memberikan pemahaman mitigasi bencana bagi anak usia dini.
Pengenalan Mitigasi Bencana Pada Anak Usia Dini Melalui Edugame Berbasis Science Technology Engineering Art and Mathematics (STEAM) Rini, Ratu Yustika; Sari, Novita; Surya, Havid; Kholifah, Siti; Dayurni, Popi
JURNAL BUNGA RAMPAI USIA EMAS Vol 9, No 2: Oktober 2023 Special Edition
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jbrue.v9i2.52618

Abstract

Indonesia menduduki peringkat kelima untuk angka kematian paling tinggi yang disebabkan oleh bencana alam. Pengenalan mitigasi bencana menjadi kebutuhan yang wajib dilakukan melalui kegiatan yang anak gemari. Penelitian dengan tema mengenalkan mitigasi bencana pada anak usia dini melalui edugame berbasis STEAM memiliki tujuan untuk mengurangi resiko terjadinya bencana alam yang dapat dilakukan atas kelalaian manusia, dan anak mampu melindungi dirinya dari ancaman bencana. Penelitian ini menggunakan metode System Development Life Cycle (SDLC) model Waterfall. Hasil Kesimpulan dari penelitian adalah edugame mitigasi bencana berbasis STEAM dapat mengenalkan langkah yang harus dilakukan anak ketika berada dalam situasi bencana dan dampak terjadinya bencana alam. Rekomenasi pada penelitian lanjutkan ialah adanya edugame yang focus membuat langkah-langkah kelestarian alam yang bertujuan mencegah terjadinya bencana
Meta-Analysis Study: The Effect of Android-Based Learning Media on Student Learning Outcomes Romadiah, Hikmah; Dayurni, Popi; Fajari, Laksmi Evasufi Widi
International Journal of Asian Education Vol. 3 No. 4 (2022): IJAE Vol. 03, No. 4, December 2022
Publisher : Research and Education Development (READ) Institute collaborate with Faculty of Education and Teacher Training of IAIN Palopo (Fakultas Tarbiyah dan Ilmu Keguruan IAIN Palopo)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46966/ijae.v3i4.300

Abstract

The city of Banjarmasin is one of the riverbank areas, which every year accepts new college students from various regions every day. Adjustment to the new learning environment and system creates problems for new college students. This study describes the problems new college students face from the class of 2021 at Lambung Mangkurat University. This research was conducted using mixed methods with an explanatory sequential design. The research sample was selected by purposive sampling technique. Quantitative data was collected using a problem checklist, and qualitative data were obtained using counseling interviews. Quantitative data shows that in group analysis, new college students face problems in personal 44.9%, social 59.5%, career 59.5%, and academic 60.3%. Qualitative data collected using counseling showed that these students experienced personal and social problems. The social issues are 1) difficulty managing time; (2) lack of confidence; (3) harboring issues on their own, so they get stressed quickly, (4) overthinking, (5) relationships with parents that are not good; (6) unhealthy friendships or toxic relationship; (7) there is a misunderstanding with peers; and (8) difficulty adapting to the class schedule and new environment. Problems in these two fields have an impact on the academic field, making students less motivated to learn because of the mismatch between the desires and the majors studied, difficulty dividing time, and difficulty adapting to a new environment, coupled with problems that make new students feel stressed and depressed with their study activities.
Perancangan Augmented Reality (AR) Book Dasar Komputer pada Mata Pelajaran Informatika Kelas X TJKT 2 di SMK Negeri 1 Pandeglang Mutaqin, Reihan; Dayurni, Popi; Ismatullah, Ismatullah
ISLAMIKA Vol 7 No 1 (2025): JANUARI
Publisher : Pendidikan Agama Islam STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/islamika.v7i1.5466

Abstract

This research aims to develop an Augmented Reality (AR) Book for the Informatics subject for class X students of the TJKT 2 class at SMK Negeri 1 Pandeglang, with the goal of improving the quality of learning, which has previously been conducted in a conventional manner. The research method used is Research and Development (RnD) with the Multimedia Development Life Cycle (MDLC) model, which consists of six stages: concept, design, material collection, assembly, testing, and distribution. The validity of this AR Book was assessed by subject matter experts and media experts, yielding very satisfactory results, with averages of 93.78% and 94.67%, respectively. This AR Book on Basic Computer Skills has proven to have high levels of validity, practicality, and effectiveness, making it an efficient learning tool to support Informatics education in vocational schools.
Pengembangan Learning Management System (LMS) dalam Mengelola Kelas pada Mata Pelajaran Kejuruan di SMKN 1 Pandeglang Kania, Siti Adira; Dayurni, Popi; Ismatullah, Ismatullah
ISLAMIKA Vol 7 No 1 (2025): JANUARI
Publisher : Pendidikan Agama Islam STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/islamika.v7i1.5467

Abstract

This research is motivated by the lack of technology utilization in classroom management. There is a need for new innovations in the creation of classroom management systems. The purpose of this research is to determine the validity and effectiveness of the classroom management system using the Learning Management System (LMS) in managing vocational subjects at SMKN 1 Pandeglang. This research uses the Research and Development (RnD) methodology, with the Rapid Application Development (RAD) model, which includes the stages of Requirement Planning, User Design, Construction, and Cutover. Data collection techniques in this study include observation, distributing questionnaires, and documentation. The data collection instruments used in this study are questionnaires in the form of validity, practicality, and effectiveness instruments. The data analysis technique in this study employs descriptive analysis in the form of results from tests of validity, practicality, and effectiveness. Based on the research results, the validity evaluation by 4 validators received an average score of 86.6%, with a rating of "Very Valid," indicating that the Learning Management System (LMS) is suitable for use as a classroom management system. Additionally, the effectiveness evaluation by 35 students showed an average score of 93.2%, with a rating of "Very Good," indicating that the Learning Management System (LMS) is effective in classroom management.
Kontribusi Lingkungan Belajar Terhadap Kemampuan Literasi Teknologi Siswa di SMKN 7 dan 9 Padang Dayurni, Popi; Rizal, Fahmi; Ambiyar, Ambiyar
Jurnal Aplikasi IPTEK Indonesia Vol 4, No 2 (2020)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (531.399 KB) | DOI: 10.24036/4.24326

Abstract

The problem in this research is the development of technology such as computers and the internet is not used for learning purposes but for things that are not important such as social media and games, the lack of habit of using technology such as computers to support the learning process results in the emergence of computer anxiety (doubt in using computers. from the doubt of using this computer, the motivation of students to use computers effectively will decrease and the learning environment does not support the sustainability of the learning process by utilizing technology to the maximum, then the lack of motivation of students in doing school work using existing technology and the lack of the role of teachers or parents in control the use of technology by students so that technological development is not utilized for the benefit of learning. The purpose of research is to know the learning environment that contributes to the ability n technology literacy of students. This research uses correlational quantitative research. Based on the results of the study it was found that there was a positive and significant contribution to the learning environment towards the ability of students' technology literacy with a contribution percentage of 64.5%.
Dampak Penggunaan Media PowerPoint Interaktif terhadap Hasil Belajar Matematika: Studi Eksperimen pada Siswa Sekolah Dasar Aufa, Sayyid; Ismatullah, Ismatullah; Dayurni, Popi
Ibtida'i Vol 12 No 1 (2025): Juni 2025
Publisher : Program Studi Pendidikan Guru Madrasah Ibtidaiyah Fakultas Tarbiyah dan Keguruan Universitas Islam Negeri Sultan Maulana Hasanuddin Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32678/ibtidai.v12i1.11533

Abstract

Penelitian ini bertujuan untuk mengevaluasi efektivitas penggunaan media PowerPoint interaktif dalam meningkatkan hasil belajar matematika pada materi satuan waktu di kelas III SD IT Tamaddun Kota Cilegon. Latar belakang penelitian ini didasarkan pada rendahnya minat dan pemahaman siswa terhadap mata pelajaran matematika, yang antara lain disebabkan oleh kurangnya pemanfaatan media pembelajaran yang sesuai dengan karakteristik kognitif anak usia sekolah dasar. Penelitian ini menggunakan pendekatan kuantitatif dengan metode kuasi-eksperimental dan desain nonequivalent control group. Sampel penelitian terdiri atas dua kelas yang masing-masing berjumlah 50 siswa. Instrumen yang digunakan berupa tes hasil belajar yang diberikan sebelum dan sesudah perlakuan (pre-test dan post-test). Hasil analisis menunjukkan bahwa penggunaan media PowerPoint interaktif memberikan kontribusi positif terhadap peningkatan hasil belajar matematika siswa. Temuan ini juga menggarisbawahi pentingnya peningkatan kompetensi guru dalam merancang media pembelajaran digital yang inovatif dan responsif terhadap perkembangan teknologi, guna menciptakan pengalaman belajar yang menyenangkan, partisipatif, dan bermakna di jenjang pendidikan dasar.
Enhancing the Competitiveness of MSMEs Through Halal Certification Counseling, NIB Registration, and Trademark Registration in Pagar Agung Sub-district, Walantaka District, Serang City Basrowi; Dayurni, Popi; Mulyawan, Galuh; Jannah, Roikhatul; Andriani, Nepi; Nurlela
Jurnal Pengabdian Masyarakat Vol. 6 No. 1 (2025): Jurnal Pengabdian Masyarakat
Publisher : Institut Teknologi dan Bisnis Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jpm.v6i1.2340

Abstract

Purpose: This community service aims to improve the competitiveness of MSMEs in Pagar Agung Village by addressing low legal awareness through halal certification counseling, NIB registration, and trademark assistance. Method: The program involved MSME identification, counseling, technical assistance, and monitoring to support participants in completing business legality processes. Practical Application: Around 70% of participants began the registration processes, leading to improved consumer trust and market access. The program offers a replicable model for enhancing MSME competitiveness. Conclusion: The initiative increased legal awareness and had a positive impact on MSME growth. Continued support is needed to help all participants complete the legality process and remain competitive.
PEMANFAATAN MEDIA PEMBELAJARAN TEKNOLOGI INFORMASI DAN KOMUNIKASI DI KELAS V SDN TAMAN BARU 1 CILEGON Sa’adiyah, Sa’adiyah; Dayurni, Popi; Ismatullah, Ismatullah
Journal of Professional Elementary Education Vol. 4 No. 1 (2025): Journal of Professional Elementary Education
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jpee.v4i1.126

Abstract

The use of Information and Communication Technology (ICT) in learning is an important need in the digital era to improve the quality of education. However, at the elementary school level, the application of ICT still faces challenges such as limited infrastructure and teacher competence. This study aims to describe the use of ICT-based learning media in grade V of SD Negeri Taman Baru 1 Cilegon. The research method used is a case study with a qualitative approach. Data were collected through interviews, observations, and documentation of grade V teachers. Data analysis was carried out descriptively to understand the extent to which ICT is utilized in the learning process. The results of the study indicate that the use of ICT-based learning media in SD Negeri Taman Baru 1 Cilegon has been quite optimal. Teachers use devices such as LCD projectors and the internet to deliver materials, which makes learning more interesting and increases student motivation. Students show high enthusiasm, are active in discussions, and are able to learn independently.
Membangun UMKM Tangguh dan Berdaya Saing di Era Digital untuk Meningkatkan Perekonomian Keluarga Kartika, Rika; Saefullah, Encep; Dayurni, Popi; Mulyani, Adinda Dwi; Dina, Aufa
I-Com: Indonesian Community Journal Vol 5 No 3 (2025): I-Com: Indonesian Community Journal (September 2025)
Publisher : Fakultas Sains Dan Teknologi, Universitas Raden Rahmat Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70609/i-com.v5i3.8009

Abstract

Kelurahan Sukalaksana, Kecamatan Curug, Kota Serang, didominasi oleh UMKM rumah tangga yang menghadapi tantangan digitalisasi, manajemen usaha, dan akses pasar. Keterbatasan literasi digital dan pelatihan menjadi hambatan utama. Program ini bertujuan meningkatkan kapasitas UMKM melalui pelatihan digital marketing, manajemen keuangan, desain kemasan, dan teknologi tepat guna. Metode meliputi observasi FGD, seminar, pelatihan, pendampingan, serta evaluasi partisipatif. Hasilnya adalah peningkatan pemahaman literasi digital melalui pre- test dan post- test dari semula di skala 45-50 menjadi 70-80, menghasilkan akun marketplace UMKM Berkah Jaya, kemasan produk lebih inovasi, dan mampu membuat dan memahami pencatatan keuangan. Sehingga UMKM mitra mengetahui nilai laba usaha dan efektivitasnya. Program ini sukses mendorong transformasi digital dan manajerial UMKM serta pemberdayaan ekonomi lokal berkelanjutan.