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PENGARUH PEMBELAJARAN DESAIN GRAFIS BERBASIS PHOTOSHOP TERHADAP MINAT BELAJAR SISWA PADA MATA PELAJARAN MULTIMEDIA KELAS X Fricticarani, Ade; Rini, Ratu Yustika; Dayurni, Popi; Rosdiana, Ana
Jurnal Inovasi dan Teknologi Pendidikan Vol. 2 No. 2 (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.v2i2.55

Abstract

This thesis discusses the Effect of Photoshop-Based Graphic Design Learning on Student Interest in Multimedia Subject Class X at SMK Al-Falah Pandeglang. Lack of student interest in graphic design, the researchers aimed to conduct research with the title The Effect of Photoshop-Based Graphic Design Learning on Student Interests in Multimedia Subject Class X at Al-Falah Vocational School. The sample in this study was 25 students. It is a quantitative research with survey method, data collection technique by observation, survey, interview and documentation. Data collection is done by using a questionnaire. The results showed that there was a significant effect of the correlation coefficient r of 0.718 (70.18%) at an average interval of 0.60-0.799. This means that the variable X (Influence of Photoshop-Based Graphic Design Learning) has an effect on the Y variable (Students' Learning Interest). The results of the study can be concluded that there is an influence. Researchers highly recommend this research can be continued by further researchers
PENGARUH MEDIA PEMBELAJARAN BERBASIS SMART APPS CREATOR PADA PELAJARAN DESAIN GRAFIS TERHADAP MINAT BELAJAR SISWA Fricticarani, Ade; Dayurni, Popi; Abdala, Muhamad Iqbal
Jurnal Inovasi dan Teknologi Pendidikan Vol. 2 No. 1 (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.v2i1.64

Abstract

This research aims to determine the effect of Smart Apps Creator-based learning media in graphic design lessons on students' learning interest. This research uses a Quasi-Experimental quantitative research method. Based on the research results, it can be concluded that the influence of Smart Apps Creator-based learning media on graphic design lessons is moderate, namely with a gain index of 0.63, the influence of conventional learning media is included in the medium criteria, namely with a gain index of 0.54 and increased learning outcomes with Smart learning media. Apps Creator is better than increasing learning outcomes from conventional learning media in graphic design lessons in Class XI MA Al-Khairiyah Pipitan Serang. Based on the results of the t test from the average value of students' learning interest, tcount > ttable (8.952> 2.02809), and the significance value (P) is <(0.05), thus Ho is rejected and Ha is accepted. There is an influence of smart apps creator-based learning media on class XI students' interest in learning at MA Al-Khairiyah Pipitan Serang
Pengaruh Model Flipped Clasroom dengan Media Interaktif Adobe Flash Terhadap komunikasi Matematis Siswa dan Pemecahan Masalah Matematis Siswa SMK Pasudan 1 Kota Serang Dayurni, Popi; Hutabarat, Tika Elisabet Aprilia; Nurlaela, Siti Sarah; Wida, Fa'izatul; Hanipah, Hanipah; Audi, Nadia Putri
Jurnal Inovasi dan Teknologi Pendidikan Vol. 4 No. 1 (2025): Jurnal Inovasi dan Teknologi Pendidikan
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jurinotep.v4i1.112

Abstract

This study discusses the effect of the flipped classroom learning model supported by the Adobe Flash application on the mathematical communication skills and mathematical problem solving of students at SMK Pasundan 1 Kota Serang. This study uses a quantitative approach with an experimental method with the Pre-Experimental type. The study was conducted in one class only (experimental class Using a one group pretest posttest design. In this study, an initial test was carried out before being given treatment (pretest) then treatment was carried out (flipped classroom learning model with the help of the Adobe Flash application), then a final test was given after being given treatment (posttest). The results showed that there was a significant difference between the learning outcomes of students in the pretest and posttest classes. Students who were given treatment with the flipped classroom learning model using Adobe Flash showed an increase in mathematical communication skills and mathematical problem solving that were better than students who were given treatment with conventional learning models. These results indicate that the Flipped Classroom Model with Adobe Flash Interactive Media can improve the mathematical communication skills and mathematical problem solving of students at SMK Pasundan 1 Kota Serang
Development of DILETA: A Digital-Based Ethical Dilemma Simulation Application for Interactive Character Education Learning for Children Rahmadani, Kurniati; Dayurni, Popi
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 3 (2025): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to develop and test the feasibility, practicality, and effectiveness of the DILETA (Ethical Dilemma) application as a digital-based interactive learning media for early childhood character education. The study used the Research and Development (R&D) method with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The research subjects included five teachers in the needs analysis stage, six expert validators (media, language, materials), 20 early childhood education teachers in Focus Group Discussions (FGD), and 15 early childhood education in limited trials. The research instruments consisted of validation forms, FGD guides, and observation sheets based on the Child Development Achievement Level Standards (STPPA) according to Permendikbud No. 137 of 2014. Expert validation results showed an average score of 88.5%, categorized as very adequate. Teacher responses through FGDs obtained an average of 81.6%, categorized as very good, with the highest scores for aspects of narratives that are easy for children to understand (92.5%) and media utilization for class discussions (92.5%). Effectiveness testing through observations of 15 children resulted in an average score of 77.7%, categorized as positive. Children were more consistent in understanding religious and nationalistic values, while integrity values still require reinforcement through habituation and teacher guidance. Overall, the research concluded that the DILETA app is feasible, practical, and effective as a character education tool for early childhood. This tool has the potential to become a digital innovation in supporting the strengthening of character education in accordance with early childhood development standards.
Efektivitas Media Flashcard Alfabet Bergambar Dalam Meningkatkan Kemampuan Membaca Permulaan Anak Usia 4-5 Tahun Ramadhan, Putri Irlita; Rini, Ratu Yustika; Dayurni, Popi; Sari, Novita; Tabrani, M Bayi
QISTINA: Jurnal Multidisiplin Indonesia Vol 4, No 2 (2025): December 2025
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/qistina.v4i2.7436

Abstract

Efektivitas media flashcard alfabet bergambar diuji untuk meningkatkan kemampuan membaca permulaan anak usia 4–5 tahun di PAUD Al Khairiyah Delingseng. Pendekatan kuantitatif digunakan dengan metode eksperimen semu dan desain one group pretest-posttest. Subjek penelitian berjumlah 10 anak yang dipilih melalui teknik total sampling. Instrumen meliputi lembar observasi dan tes kemampuan membaca, mencakup pengenalan huruf, fonem, suku kata, dan kata sederhana. Analisis data dilakukan dengan statistik deskriptif dan uji-t untuk mengetahui perbedaan skor sebelum dan sesudah perlakuan. Hasil menunjukkan peningkatan signifikan kemampuan membaca permulaan setelah penggunaan media flashcard bergambar. Gambar yang menarik meningkatkan fokus, minat belajar, dan daya ingat anak dalam mengenali huruf dan kata. Hasil ini menunjukkan media flashcard alfabet bergambar efektif digunakan dalam pembelajaran membaca permulaan di usia dini. Rekomendasi diberikan bagi pendidik PAUD untuk mengintegrasikan media visual menarik dalam kegiatan literasi awal.
Keterbatasan Coding Unplugged dan Urgensi Interaksi Digital dalam Pembelajaran Computational Thinking Anak: Sebuah Systematic Literature Review Dayurni, Popi; Rahmadani, Kurniati
Jurnal Pendidikan Indonesia : Teori, Penelitian, dan Inovasi Vol 5, No 6 (2025): Jurnal Pendidikan Indonesia : Teori, Penelitian, dan Inovasi
Publisher : Penerbit Widina, Widina Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59818/jpi.v5i6.2357

Abstract

The growing emphasis on digital literacy in primary education requires computational thinking (CT) instruction that not only introduces conceptual foundations but also provides operational experiences through digital interaction. Although coding unplugged approaches are widely used to introduce CT through concrete, physical activities, recent studies indicate that these approaches do not sufficiently support children’s understanding of how digital systems actually execute instructions. This study aims to identify the limitations of unplugged approaches and explain the urgency of digital interaction in CT learning for children. A Systematic Literature Review (SLR) was conducted by analyzing 19 primary articles and six supporting sources retrieved from Scopus, Web of Science, ERIC, Google Scholar, and SINTA. Data were examined using extraction matrices and thematic analysis to identify consistent patterns across studies. The findings reveal several key limitations of unplugged activities, including the absence of immediate digital feedback, weak transfer from physical to digital representations, limited support for advanced CT concepts, and dependence on teachers’ interpretations. In contrast, digital interaction is essential for developing accurate mental models, enhancing debugging skills, and facilitating the understanding of complex programming structures. These results highlight a pedagogical gap between physical and digital learning experiences and indicate that integrating both approaches is necessary for effective CT instruction. Practically, this study provides a foundation for designing curricula and learning media that balance physical activities with meaningful digital engagement.ABSTRAKPerkembangan literasi digital dalam pendidikan dasar menuntut pembelajaran computational thinking (CT) yang tidak hanya mengenalkan konsep, tetapi juga memberi pengalaman operasional melalui interaksi digital. Namun, meskipun pendekatan coding unplugged banyak digunakan dalam pendidikan anak, sejumlah studi menunjukkan bahwa pendekatan ini belum mampu memberikan representasi autentik mengenai cara komputer mengeksekusi instruksi. Penelitian ini bertujuan untuk mengidentifikasi keterbatasan pendekatan unplugged serta menjelaskan urgensi pengalaman interaksi digital dalam pembelajaran CT anak. Studi ini menggunakan metode Systematic Literature Review (SLR) dengan menganalisis 19 artikel primer dan enam referensi pendukung yang diperoleh dari Scopus, Web of Science, ERIC, Google Scholar, dan SINTA. Proses analisis dilakukan melalui ekstraksi data dan thematic analysis untuk mengidentifikasi pola temuan yang konsisten. Hasil kajian menunjukkan bahwa pendekatan unplugged memiliki beberapa keterbatasan utama, termasuk ketiadaan umpan balik digital, lemahnya transfer konsep dari fisik ke digital, keterbatasan representasi konsep CT lanjutan, serta ketergantungan pada interpretasi guru. Sebaliknya, interaksi digital terbukti esensial dalam membangun mental model yang akurat, meningkatkan kemampuan debugging, dan memfasilitasi pemahaman struktur pemrograman kompleks. Temuan ini menegaskan adanya kesenjangan pedagogis antara pengalaman fisik dan digital, serta menunjukkan bahwa integrasi keduanya diperlukan untuk pembelajaran CT yang efektif. Secara praktis, hasil penelitian ini memberikan landasan bagi pengembangan kurikulum dan media pembelajaran yang mengombinasikan aktivitas fisik dan digital secara lebih seimbang.
PENGARUH PENGGUNAAN APLIKASI DILETA TERHADAP PENGUATAN NILAI INTEGRITAS ANAK USIA DINI Dayurni, Popi; Rahmadani, Kurniati
Jurnal Manajemen Pendidikan Vol. 11 No. 1 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i1.1352

Abstract

This study aims to analyze the effect of using the DILETA application on strengthening the integrity values ​​of early childhood. The background of the study lies in previous findings that show that although the DILETA application is effective in improving several aspects of character, integrity values ​​are still the component with the lowest achievement. This study uses a quantitative approach with an explanatory design through simple linear regression analysis. The study sample consisted of 30 children aged 5–6 years who participated in learning using the DILETA application. The research instruments were an application usage questionnaire and an integrity observation sheet that had been validated by experts. The results showed that the use of the DILETA application had a significant effect on children's integrity values ​​(p < 0.05), with a regression coefficient of 0.599. The determination value (R² = 0.457) indicates that 45.7% of the variation in children's integrity is explained by the use of the application, while the rest is influenced by external factors such as habits at home, the school environment, and children's social interactions. These findings confirm the effectiveness of ethical dilemma simulations in stimulating moral development according to the theories of Piaget, Kohlberg, and Hurlock. However, the initial version of the DILETA application was still linear and therefore unable to provide an adaptive moral experience.
PENGARUH GADGET TERHADAP PERKEMBANGAN KOGNITIF ANAK USIA 5-6 TAHUN Eni, Eni; Dayurni, Popi; Rini, Ratu Yustika; Mulyawan, Galuh
Jurnal Pendidikan Sultan Agung Vol 6, No 1 (2026)
Publisher : Universitas Islam Sultan Agung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30659/jp-sa.6.1.205-215

Abstract

Perkembangan teknologi digital yang pesat menjadikan gadget sebagai bagian tak terpisahkan dari kehidupan anak usia dini. Fenomena ini menarik dikaji karena meskipun gadget memiliki potensi edukatif, penggunaannya yang berlebihan dapat berdampak negatif terhadap kemampuan kognitif anak. Penelitian ini bertujuan untuk menganalisis pengaruh penggunaan gadget terhadap perkembangan kognitif anak usia 5–6 tahun di TK As Sabil Khoir. Jenis penelitian yang digunakan adalah kuantitatif dengan desain korelasional. Subjek penelitian berjumlah 35 anak, dengan sampel sebanyak 19 anak kelas B. Data dikumpulkan melalui observasi, angket kepada orang tua dan guru, serta dokumentasi, kemudian dianalisis menggunakan uji regresi linear sederhana dengan bantuan program SPSS. Hasil penelitian menunjukkan nilai koefisien regresi sebesar –0,257 dengan tingkat signifikansi 0,000 < 0,05 dan nilai R² sebesar 0,423. Temuan ini menunjukkan bahwa penggunaan gadget berpengaruh negatif terhadap perkembangan kognitif anak, meskipun pengaruhnya tergolong lemah karena sebagian besar anak menggunakan gadget dalam durasi wajar dan masih mendapat stimulasi kognitif melalui aktivitas lain. Penelitian ini menegaskan pentingnya pendampingan dan pengaturan waktu penggunaan gadget agar teknologi dapat dimanfaatkan secara positif dalam mendukung perkembangan anak usia dini.
Efektivitas Media Flash Card Raca (Ratu Membaca) Tema Buah Berbiji Dalam Meningkatkan Kemampuan Membaca Anak Nur'aeni, Nur'aeni; Rini, Ratu Yustika; Dayurni, Popi
Southeast Asian Journal of Technology and Science Vol. 6 No. 1 (2025): Southeast Asian Journal of Technology and Science
Publisher : Indonesian Institute for Counseling, Education, and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/810668000

Abstract

Penelitian ini bertujuan untuk mengetahui efektivitas media flash card RACA (Ratu Membaca) bertema buah berbiji dalam meningkatkan kemampuan membaca anak usia 5-6 tahun di KOBER Al-Hidayah. Kemampuan membaca sebagian anak usia 5–6 tahun masih berada pada tahap pengenalan huruf dan suku kata sederhana, serta menunjukkan rendahnya minat anak dalam mengikuti kegiatan membaca. Hal ini disebabkan oleh keterbatasan variasi media pembelajaran yang digunakan guru, yang cenderung bersifat monoton dan kurang kontekstual dengan pengalaman anak sehari-hari. Kemampuan membaca merupakan fondasi penting dalam perkembangan literasi anak usia dini yang perlu distimulasi dengan media pembelajaran yang menarik dan sesuai perkembangan. Metode penelitian yang digunakan adalah kuantitatif dengan desain kuasi eksperimen One-Group Pretest-Posttest Design. Sampel penelitian berjumlah 15 anak kelompok B yang dipilih menggunakan teknik total sampling. Instrumen yang digunakan meliputi 20 butir soal untuk mengukur pengenalan huruf, bunyi huruf, suku kata, dan kata sederhana. Teknik analisis data menggunakan statistik deskriptif dan uji paired t-test. Hasil penelitian menunjukkan adanya peningkatan skor rata-rata dari pretest sebesar 15,67 menjadi 17,73 pada posttest, dengan selisih rata-rata 2,07 poin. Uji normalitas dan homogenitas menunjukkan data berdistribusi normal dan homogen. Hasil uji paired t-test menunjukkan perbedaan skor sebelum dan sesudah perlakuan signifikan secara statistik (t-hitung ≈ 3,57; p-value = 0,003 < 0,05), dengan effect size Cohen's d = 0,91 yang menunjukkan efektivitas tinggi. Seluruh butir instrumen dinyatakan valid berdasarkan uji validitas dengan r hitung > r tabel (0,514). Dengan demikian, media flash card RACA efektif dalam meningkatkan kemampuan membaca anak usia dini dan dapat menjadi alternatif pembelajaran literasi yang menarik dan bermakna di lembaga PAUD.
THE EFFECTIVENESS OF ANIMAL FLASH CARD MEDIA IN INTRODUCING ENGLISH VOCABULARY FOR CHILDREN AGED 5-6 YEARS Kusmiati, Kusmiati; Yustika Rini, Ratu; Dayurni, Popi; Mulyawan, Galuh
Jurnal Inovasi dan Teknologi Pendidikan Vol. 4 No. 3 (2026): Jurnal Inovasi dan Teknologi Pendidikan
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jurinotep.v4i3.226

Abstract

Study This aim for know the effectiveness of animal flashcard media in introduce vocabulary​​ English for children age 5-6 years. The method used is pre- experimental with one pretest-posttest design. Subjects study totaling 10 children Group B in an Integrated Islamic Kindergarten Annida. Data collection techniques use test mastery vocabulary before and after​ treatment. The pretest results showed that all over child is at in category low with an average score of 17.5. After given treatment learning using animal flashcard media, posttest scores increased with an average of 35.6. A total of 5 children is at in category tall and 5 children is at in very high category. The t-test results show existence significant difference​ between the pretest and posttest. The results of the N-Gain test reached the value of 32.3% which is included in high. Besides that, the results of the Pearson correlation test show very strong and significant relationship between use of flashcard media with improvement vocabulary, with r value = 0.966 and p = 0.000. With thus, it can It can be concluded that animal flashcard media is effective. in introduce vocabulary​​ English for children age 5-6 years