Cicih Cicih
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Analisis Pembelajaran Kooperatif Model Team Games Tournament Pada Mata Pelajaran Pendidikan Pancasila M Aqim Nur Hubi; Febrian Alwan Bahrudin; Euis Sundarti; Sinta Nuryuliani; Indah Cahaya Mulia; Noviyasti Alfanda; Cicih Cicih
Garuda: Jurnal Pendidikan Kewarganegaraan Dan Filsafat Vol. 1 No. 4 (2023): Desember : Jurnal Pendidikan Kewarganegaraan dan Filsafat
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/garuda.v1i4.1743

Abstract

The research was conducted against the backdrop of students' difficulty understanding the subject matter and their lack of enthusiasm for teaching and learning activities, which affected their learning results when they participated in class. This study uses the Team Games Tournament (TGT) model in Pancasila Education courses with mutual cooperation materials to investigate whether or not there are changes in learning outcomes and student performance. Descriptive analytical research methodology using a qualitative approach is employed. This study's findings showed a 13.5% rise. The average score was 77.5% before receiving the Team Games Tournament (TGT) therapy; following the Team Games Tournament (TGT) treatment, the average score increased to 91%.  In session 1 the number of students who met the good criteria was 68%, while in session 2 it was 100%.
Redesign User Interface Dan User Experience Aplikasi Any.Do Menggunakan Metode Design Thinking Cicih Cicih
Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi Vol. 2 No. 2 (2024): Mei : Jurnal Ilmu Komputer Dan Teknologi Informasi
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/neptunus.v2i2.85

Abstract

As part of the final project for the Independent Study Certified Campus Merdeka program, we developed a prototype of the Any.do application through a redesign effort by applying the Design Thinking methodology. This project integrated various aspects of sustainable design into the User Interface (UI) and User Experience (UX), aligning them with user needs as well as environmentally-conscious business objectives. The primary aim of this final project was to explain the features and functionalities of the application that can contribute positively to environmental sustainability and create a more intuitive and user-friendly UI/UX experience. The evaluation results demonstrated positive feedback from users regarding the design improvements and the overall enhanced quality of the application experience.