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Meningkatkan Kemampuan Berhitung Anak Usia 5-6 Tahun Melalui Media Loosepart di PAUD Aisyiyah Bustanul Athfal Hadijah, Hadijah; Pahrul, Yolanda; Tabrani, Mohamad Bayi; Nur, Maulida; Dayurni, Popi
Jurnal Penelitian Ilmu Pendidikan Indonesia Vol. 4 No. 3 (2025)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jpion.v4i3.723

Abstract

Penelitian ini dilatarbelakangi oleh pentingnya stimulasi aspek kognitif anak usia dini, khususnya dalam mengembangkan kemampuan berhitung sebagai salah satu dasar keterampilan akademik. Observasi awal di PAUD Aisyiyah Bustanul Athfal Linduk menunjukkan bahwa sebagian besar anak usia 5–6 tahun masih mengalami kesulitan dalam mengenal konsep angka, menyebutkan urutan bilangan, serta melakukan kegiatan menghitung sederhana. Permasalahan tersebut menjadi dasar perlunya penggunaan media pembelajaran yang menarik, kreatif, dan sesuai dengan karakteristik anak. Tujuan penelitian ini adalah untuk mengetahui proses pembelajaran berhitung dengan memanfaatkan media loosepart serta menganalisis sejauh mana media tersebut mampu meningkatkan kemampuan berhitung anak. Metode yang digunakan adalah penelitian tindakan kelas (PTK) dengan teknik pengumpulan data berupa observasi langsung dan dokumentasi kegiatan belajar. Hasil penelitian memperlihatkan bahwa penggunaan media loosepart dapat meningkatkan kemampuan anak dalam mengenal angka, menghitung benda, serta mengurutkan bilangan secara lebih tepat. Peningkatan hasil belajar terlihat dari perbedaan antara siklus I dan siklus II. Selain itu, media loosepart menjadikan pembelajaran lebih menyenangkan, interaktif, serta mampu menumbuhkan minat belajar anak. Dengan demikian, dapat disimpulkan bahwa loosepart merupakan media efektif untuk mendukung perkembangan kognitif anak usia dini, khususnya dalam keterampilan berhitung.
Kontribusi Computer Anxiety dan Motivasi Terhadap Literasi Teknologi Siswa SMA Negeri 8 Kota Serang Dayurni, Popi; Umalihayati, Umalihayati
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 1 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v5i1.27715

Abstract

One of the capabilities expected in 21st century education is technological literacy. Technological literacy is the ability to use and utilize technology, especially for learning. However, based on observations made, there are still many students who have low technological literacy. Factors that influence technological literacy are computer anxiety and motivation. The purpose of this study is to explain how much computer anxiety and motivation contribute to students' technological literacy abilities. This study uses a type of correlational quantitative research. This research was conducted at Serang City Public High School where previously researchers conducted instrument trials and then researchers conducted research through questionnaires and tests on 328 students. To test the hypothesis in this study used regression analysis techniques, correlation analysis, and F test analysis. Based on the results of the study, it was found that the data was normal, linear and there was no multicollinearity. The test results obtained rx1y value of 0.629 with rtable 0.1088 because rcount > rtable, the first hypothesis was accepted. Then the rx2y value is 0.565 because rcount > rtable, the second hypothesis is accepted. And it is supported by the value of Fcount = 146.384 and Ftable = 2.632 so that Fcount > Ftable (146.38 > 2.632). With a significant correlation, it can be concluded that computer anxiety and motivation together make a positive contribution to the technological literacy skills of students at SMA Negeri 8 Kota Serang by 57.5%. Kata kunci: Computer Anxiety, Literasi Teknologi, Motivasi, Pendidikan abad 21 
Pengembangan Gameboard MIKO (Misi Koding) sebagai Media Pembelajaran Coding Unplugged untuk Anak Usia Dini 5-6 Tahun Dayurni, Popi; Rahmadhani, Kurniati
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 9 No. 6 (2025)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v9i6.7509

Abstract

Perkembangan teknologi menuntut penguasaan keterampilan abad ke-21 sejak usia dini, salah satunya berpikir komputasional yang dapat dikenalkan melalui kegiatan coding. Namun, pembelajaran coding di PAUD masih menghadapi kendala seperti keterbatasan perangkat digital, rendahnya pemahaman guru dan orang tua, serta keterbatasan media yang sesuai karakteristik anak. Penelitian ini bertujuan untuk mengembangkan dan menguji kelayakan serta efektivitas Gameboard MIKO (Misi Koding) sebagai media coding unplugged bagi anak usia dini. Metode penelitian menggunakan pendekatan Research and Development dengan model ADDIE. Subjek penelitian terdiri dari tiga ahli media sebagai validator, 11 guru dan orang tua sebagai responden, serta 12 anak dari tiga lembaga PAUD. Hasil penelitian disimpulkan bahwa Gameboard MIKO merupakan media coding unplugged yang layak, praktis, dan efektif untuk meningkatkan kemampuan berpikir komputasional anak usia dini, khususnya pada aspek sequencing, pattern recognition, debugging, dan problem solving. Penelitian selanjutnya disarankan untuk memperluas uji coba ke lebih banyak sekolah dan menambahkan variasi tantangan permainan agar efektivitas media semakin optimal.  
Pengaruh Hybrid Learning dengan Menggunakan Chatbot Berbasis AI terhadap Hasil Belajar Siswa pada Mata Pelajaran Jaringan Komputer dan Telekomunikasi Rohmayanti, Rohmayanti; Dayurni, Popi; Fricticarani, Adei
EduInovasi:  Journal of Basic Educational Studies Vol. 5 No. 3 (2025): EduInovasi:  Journal of Basic Educational Studies
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/edu.v5i3.9987

Abstract

This research is motivated by the relatively low learning outcomes of students in the Computer Networks and Telecommunications subject. Furthermore, low exam scores and low student engagement during the learning process are also contributing factors. This study aims to determine the effect of hybrid learning using an AI-based chatbot on improving student learning outcomes in the Computer Networks and Telecommunications subject and to determine the extent of this effect. This study employed a quantitative method, analyzing the data obtained using statistical formulas to draw conclusions. This study employed a correlational research design. Correlational research designs are able to identify relationships between independent variables and the dependent variable and determine the extent to which the independent variable can predict the dependent variable. The results of this study indicate that the use of hybrid learning using an AI-based chatbot has a positive impact on student learning outcomes in the Computer Networks and Telecommunications subject. This is demonstrated by simple linear regression analysis with a significance value (Sig.) of 0.000, less than <0.05. Therefore, it can be concluded that H0 is rejected and Ha is accepted. The use of hybrid learning using AI-based chatbots has an impact on improving student learning outcomes in the subject of computer networks and telecommunications, with the RSquare value of 0.660. This value indicates that the impact of hybrid learning using AI-based chatbots (X) on improving student learning outcomes in the subject of computer networks and telecommunications (Y) is 66%, while 34% of cognitive development is influenced by other variables not examined. The interpretation of the coefficient of determination (R2) shows that the value of 66% is considered strong.
Pengembangan Media Pembelajaran Berbasis Flip-Book digital Pada Subtema “Aku Anak Mandiri” di Kelas 3 Sekolah Dasar Nopian, Mohammad Anggi; Ismatullah, Ismatullah; Dayurni, Popi
Journal of Professional Elementary Education Vol. 4 No. 2 (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.v4i2.128

Abstract

This research is motivated by the low use of digital learning media at SDN Ketileng 1, especially in thematic learning for grade III. Teachers tend to use lecture methods and textbooks, which cause students to be less active and get bored quickly. To overcome this, a digital Flip-Book-based learning media was developed on Theme 8 Subtheme 2 "I am an Independent Child". The research method used is Research and Development (R&D) according to Sugiyono, modified into six stages: problem analysis, data collection, product design, design validation, design revision, and product trial. The digital Flip-Book media developed includes PPKn, Indonesian, and Mathematics materials, adjusted to Basic Competencies and learning indicators. The validation results by media experts showed an average feasibility of 75.95%, while validation by material experts reached an average of 84.6%, both of which are in the "Feasible" to "Very Feasible" categories. Limited trials on grade III students resulted in a positive response with a percentage of 86.88%, indicating that this media is very good for use in learning. Thus, this digital Flip-Book effectively increases student engagement and understanding in thematic learning
The impact of the removal of information and communication technology subjects on students' digital literacy Lestari, Siska; Dayurni, Popi; Evasufi Widi Fajari, Laksmi; Ya, Kyaw Zay
Journal of Computer-based Instructional Media Vol. 1 No. 1 (2023): Regular Issue
Publisher : Researcher and Lecturer Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58712/jcim.v1i1.17

Abstract

This study aims to find out how the perception of class XI MA Darul Irfan students in Serang City about the abolition of ICT subjects, and also to determine the level of digital literacy skills of students in class XI MA Darul Irfan Serang City after the abolition of ICT subjects. The type of research used in this research is qualitative. Qualitative research is research that intends to understand the phenomena experienced by research subjects such as behaviour, perception, and motivation through descriptions in the form of words and language. So, in this study, researchers conducted observations, interviews and documentation. The results of the study show that: 1) ICT subjects are very important for students in schools to face the current digital era so that students are not ignorant about using technology. 2) the ability of students to find, manage, and convey information through digital is already high. Student's preparation to take advantage of digital literacy in learning is already high. The ability of students to think critically, creatively and innovatively in the use of technology is still low. Student participation in digital literacy activities is quite high.
EFEKTIVITAS PLATFORM LEARNING MANAGEMENT SYSTEM BERBASIS WEB SEBAGAI MEDIA PEMBELAJARAN BLENDED LEARNING DALAM MENINGKATKAN MOTIVASI BELAJAR SISWA Ihza, Falih; Hayati, Umali; Dayurni, Popi; Surani, Dewi
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 4 No. 2 (2023): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pti.v4i4.1405

Abstract

The study aims to determine how much the effectiveness of the Learning Management System Platform as a Blended Learning Media on Student Learning Motivation. This type of quantitative research is pre-experimental, the research design used is one group pretest postest. This research was conducted at SMKN 1 Kota Serang, with a population of X TKJ class totaling 78 people where the researchers previously conducted instrument trials, the researchers then conducted research through questionnaires., the sample in the study of X TKJ 1 class students as many as 38 people and data analysis was carried out by descriptive analysis test, hypothesis testing and n-gain test. Based on the results of the study, it was found that the data was normal and the results of the learning motivation questionnaire were 70.18% for the pretest and 90.26% for the posttest, while the results of the hypothesis test with the results of the Sig. value obtained was 0.000 <0.05 which means that the H0 hypothesis is rejected and the Ha hypothesis is accepted, supported by the n-gain test obtained of 0.67 (medium) for learning motivation. Based on the results of the pretest and posttest, hypothesis testing and n-gain test, it is concluded that the use of the Diriku Learning Management System platform as a Blended Learning-based learning media is effective on student learning motivation with moderate criteria.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID MENGGUNAKAN APLIKASI SMART APP CREATOR 3 PADA MATA PELAJARAN TEKNOLOGI INFORMASI DAN KOMUNIKASI Ali, Jihan; Annisa, Annisa; Wasid, Ahmad; Rahmadani, Kurniati; Fricticarani, Ade; Dayurni, Popi
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 1 (2024): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v5i1.1843

Abstract

The use of learning media is an integral part of the learning method used. This study aims to develop Smart App Creator 3 learning media in Information and Communication Technology subjects. The research method used is the R&D method with data collection techniques through a questionnaire given to 17 class X students of SMK Pasundan 1 Serang City. The results of the study were valid learning media with a value of 0.875. Practicality test of learning media given to 1 teacher and 1 lecturer with an average percentage of 83.6%. While the results obtained from the analysis of practicality by students are an average percentage of 82.35%. So it can be concluded that Smart App Creator 3 learning media is feasible to use as learning media. This research is expected to be a learning media for Information and Communication Technology subjects and can be useful for teachers, students and advanced researchers.
Pengaruh Penggunaan Media Pembelajaran Berbasis Animasi untuk Meningkatkan Kreativitas Siswa Kelas XII Pada Mata Pelajaran TIK Di MA Madani Kota Serang Sintia, Merlin; Umalihayati, Umalihayati; Dayurni, Popi
Innovative: Journal Of Social Science Research Vol. 4 No. 2 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i2.9240

Abstract

Animasi baik dalam industri hiburan maupun pendidikan, memiliki potensi besar sebagai alat dan sumber belajar. Penelitian ini dilatarbelakangi oleh kurangnya pemanfaatan teknologi di MA Madani Kota Serang, yang masih menggunakan metode konvensional, menyebabkan rendahnya kreativitas siswa dalam pembelajaran TIK. Oleh karena itu, penelitian ini bertujuan untuk menguji pengaruh penggunaan media pembelajaran berbasis animasi menggunakan Macromedia Flash 8 terhadap kreativitas siswa kelas XII pada mata pelajaran TIK. Metode penelitian yang digunakan adalah kuantitatif dengan teknik pengumpulan data melalui observasi dan uji coba instrumen. Populasi penelitian ini adalah seluruh siswa kelas X-XII di MA Madani Kota Serang, dengan sampel sebanyak 15 siswa kelas XII. Hasil penelitian ini diharapkan dapat meningkatkan kualitas pembelajaran TIK melalui pemanfaatan media berbasis animasi, merangsang kreativitas siswa, dan mendukung keberhasilan proses pembelajaran. Media pembelajaran berbasis animasi dengan menggunakan Macromedia Flash 8 telah melalui beberapa tahap, yaitu analisis, perancangan, produksi, dan evaluasi. Kualitas produk media pembelajaran ini pada mata pelajaran Teknologi Informasi dan Komunikasi di MA Madani Kota Serang, berdasarkan penilaian siswa, tergolong baik. Oleh karena itu, media pembelajaran ini layak dan efektif digunakan oleh siswa kelas XII MA Madani Kota Serang.   
MEDIA PEMBELAJARAN BERBASIS MACROMEDIA FLASH TERHADAP DAYA TARIK SISWA PADA PEMBELAJARAN TIK Fricticarani, Ade; Rini, Ratu Yustika; Dayurni, Popi; Purnamasari, Alena
Jurnal Inovasi dan Teknologi Pendidikan Vol. 1 No. 3 (2023): Jurnal Inovasi dan Teknologi Pendidikan
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jurinotep.v1i3.45

Abstract

This research is motivated by the lack of enthusiasm for learning and the attractiveness of students towards learning Information and Communication Technology (ICT) so that the lack of achievement and learning outcomes obtained and this study aims to determine how much influence the learning media has on student attractiveness. This study uses a quantitative approach with a descriptive survey method with all class XII students as a sample of 30 respondents and uses statistical tests, namely validity test, reliable test, normality test, simple linear regression test, f test and coefficient of determination test (R2). The results showed that there was a significant and positive influence simultaneously (simultaneously) between learning media (X) on student attractiveness (Y), with a value of Fcount > Ftable which was 54.529 > 4.20 which was at a significant level of F 0.001 and the results of the coefficient of determination test (R2) state that learning media (X) has an influence on student attractiveness (Y) of 66.1% so that the conclusions in this study can be stated that there is a significant effect of learning media using Macromedia Flash on student attractiveness with the statement Ho is rejected and Ha is accepted