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PENGARUH SNOWBALL DRILLING TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN BAHASA INDONESIA KELAS X SMKN 7 BONE Fira Yuniar; Cheriani; Jusman
BEGIBUNG: Jurnal Penelitian Multidisiplin Vol. 2 No. 3 (2024): BEGIBUNG: Jurnal Penelitian Multidisiplin, Juli 2024
Publisher : Lembaga Berugak Baca

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62667/begibung.v2i3.103

Abstract

Penelitian ini merupakan jenis penelitian dengan pendekatan eksperimen. Desain pada pnelitian ini yaitu Desain penelitian yang digunakan dalam penelitian ini adalah Nonequivalent Only Control Group Design yang terdiri dari kelompok eksperimen dan kelompok kontrol. Penelitian bertujuan untuk mengetahui pengaruh pengaruh metode snowball drilling terhadap hasil belajar siswa dalam mata pelajaran Bahasa Indonesia di SMK Negeri 7 Bone. Sampel terdiri atas kelas X1 dan X4 SMK Negeri 7 Bone sebagai kelas kontrol maupun eksperimen. Teknik pengumpulan data yaitu tes dan dokumentasi. Teknik analisis data yang digunakan adalah analisis statistik deskriptif dan analisis statistik inferensial. Berdasarkan hasil penelitian dan analisis data dapat disimpulkan hasil nilai signifikansi kelompok kontrol sebesar 0.306 > 0.05, yang berarti tidak ada perbedaan yang signifikan hasil belajar siswa pretest dan postest pada kelompok kontrol. Sedangkan rata-rata hasil belajar siswa pada kelompok eksperimen diperoleh nilai signifikansi sebesar 0.000 < 0,05 yang berarti bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa sebelum dan sesudah penerapan metode snowball drilling yang artinya H0 di tolak dan Ha diterima. Maka dapat dipahami bahwa terdapat pengaruh metode snowball drilling terhadap hasil belajar siswa dalam mata pelajaran Bahasa Indonesia Kelas X di SMK Negeri 7 Bone.
LEARNING ANGKLUNG AT SAUNG UDJO: THE EXPERIENCE OF STUDENTS OF THE P MM 3 PROGRAM AT THE INDONESIAN EDUCATION UNIVERSITY IN UNDERSTANDING AND PLAYING ANGKLUNG Yuli Musfiani; Cheriani; Jusman
Multidisciplinary Indonesian Center Journal (MICJO) Vol. 2 No. 2 (2025): Vol. 2 No. 2 Edisi April 2025
Publisher : PT. Jurnal Center Indonesia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62567/micjo.v2i2.587

Abstract

This article presents the experiences of students from the Independent Student Exchange Program (PMM) 3 at the Indonesian Education University in understanding and playing angklung at Saung Angklung Udjo. From the results of the interviews conducted, it was revealed that before participating in this activity, most students had never tried playing angklung. However, after participating in the angklung learning activity at Saung Angklung Udjo, a significant increase in their skills was seen. In addition, students also showed an increase in understanding of the cultural values of angklung as a traditional musical instrument. Several factors that contributed to the success of this learning included the quality of teaching, adequate facilities, time and intensity of practice, and student motivation and interest. The positive experiences gained during learning at Saung Angklung Udjo not only improved technical skills, but also instilled cultural values and togetherness among students. This research is expected to provide valuable insights for the development of arts and culture education curriculum in Indonesia.
Edukasi Dampak Penggunaan Gadget Pada Anak Usia Dini: Penelitian Cheriani; Muh. Fahrul; Irwan Pradana; Nurul Syafika; Umi Agustiana; Riska Damayanti; A. Imel Wiguna; Ayu Safitra8; Nelli Rezkina Shandra
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 2 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 2 (October 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i2.2879

Abstract

The use of gadgets among elementary school children has significantly increased, bringing both positive and negative impacts. While gadgets can serve as effective learning tools through educational applications and digital literacy, excessive use may lead to problems such as reduced social interaction, decreased learning concentration, and eye health risks. This study aims to provide education to students of SD Inpres 6/75 Libureng regarding the impacts of gadget use and to foster awareness of its wise utilization. The research employed an educational approach through counseling, interactive discussions, and Q&A sessions with 40 fifth- and sixth-grade students as research subjects. The findings revealed that prior to the educational program, most students primarily used gadgets for entertainment, such as playing games (45%) and watching videos (35%), while learning-related use was relatively low (15%). After the educational intervention, a significant improvement was observed in students’ understanding: the high-level understanding category increased from 15% to 45%, while the low category decreased from 50% to 15%. These results demonstrate that educational approaches are effective in enhancing children’s digital literacy from an early age. Thus, this study contributes to raising awareness of the importance of parental supervision and teacher guidance to ensure that gadget use supports children’s learning and overall development.
Sosialisasi Stop Bullying di Sekolah SDN 253 Padatuo: Pengabdian Cheriani; Yayang Saputra; Marda; Amelia Saputri; Arnita Sri Anggraeni; Yusmi; Satriani; Firda; Ferdiansyah; Aditya Septiawan Putra; Tita Mutmainna
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 2 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 2 (October 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i2.3010

Abstract

Fenomena perundungan (bullying) di lingkungan pendidikan menjadi isu krusial yang berdampak negatif terhadap perkembangan psikologis dan prestasi akademik siswa. Menjawab tantangan tersebut, program pengabdian kepada masyarakat oleh mahasiswa Kuliah Kerja Nyata (KKN) Universitas Muhammadiyah Bone diimplementasikan dengan tujuan utama untuk membangun kesadaran anti-perundungan sejak dini. Kegiatan ini berupa psikoedukasi yang menyasar siswa kelas 4, 5, dan 6 di SDN 253 Padatuo, Kecamatan Tonra. Melalui metode ceramah interaktif, diskusi kelompok, dan studi kasus sederhana, siswa dibekali pemahaman komprehensif mengenai definisi, jenis-jenis, dampak destruktif, serta strategi preventif dan intervensi terhadap perilaku perundungan. Program ini diharapkan tidak hanya meningkatkan literasi siswa tentang perundungan, tetapi juga membentuk mereka menjadi agen perubahan (agent of change) yang proaktif dalam menciptakan iklim sekolah yang aman, inklusif, dan suportif.
MENINGKATKAN PENGETAHUAN DAN KESADARAN SISWA TENTANG PENTINGNYA PENDIDIKAN MELALUI KEGIATAN MACCULE MAGGURU DI DESA GALUNG KECAMATAN ULAWENG KABUPATEN BONE Muh. Afdal Nur; Astutika; Rahmawati; Zul Faslan; Hasrianto; Rahmat Hidayat; Nur Yulia Rahman; Sarfina Seprianti; Nuraini; Cheriani
PEDAMAS (PENGABDIAN KEPADA MASYARAKAT) Vol. 1 No. 03 (2023): SEPTEMBER 2023
Publisher : MEDIA INOVASI PENDIDIKAN DAN PUBLIKASI

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

Abstract

Maccule Magguru adalah suatu kegiatan atau proses pembelajaran di luar kelas dengan melibatkan dua sekolah yakni SD Negeri 132 Galung dan SD Negeri Inpres 4/82 Galung. Dalam pelaksanaa kegiatan ini merangkum kegiatan Lego-Lego Magguru dengan memberikan materi yang bervariasi yang diselipkan dengan permainan tradisional agar gen-z tidak melupakan permainan tradisional., untuk jadwalnya setiap hari Rabu dan Sabtu jam 14.00 Wita. Tujuan dilaksanakan kegiatan ini yaitu memberi pemahaman pentingnya Pendidikan, meningkatkan semangat belajar dan pengalaman belajar serta menumbuhkan kepercayaan diri dan kerjasama antar siswa. Kegiatan ini berkolaborasi dengan beberapa pihak yaitu komunitas Gubuk Harapan dan OSIS Pesantren BI Islami.
Pengaruh Media Pembelajaran Melalui Aplikasi Capcut Terhadap Hasil Belajar Kognitif Siswa Pada Mata Pelajaran Prakarya Kelas XI SMAN 7 Bone: Penelitian Nurfaizah Idris; Cheriani; Syarif Nur
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 3 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 3 (Januari 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i3.3959

Abstract

Penelitian ini dilatar belakangi oleh rendahnya hasil belajar kognitif peserta didik kelas XI di SMAN 7 Bone. Hal yang dapat meningkatkan hasil belajar kognitif peserta didik adalah media pembelajaran melalui aplikasi. Didasari asumsi bahwa media pembelajaran melalui aplikasi ini dapat membantu peserta didik menguasai gagasan penting yang diajarkan. penelitian dilaksanakan pada semester ganjil tahun ajar 2024/2025. Popilasi terdiri dari 3 kelas, kemudian Teknik simple random sampling diperoleh kelas XI MIPA 4 sebagai kelas eksperimen dan kelas XI MIPA 3 sebagai kelas kontrol. Instrumen yang digunakan yaitu tes. Data-data yang terkumpul menggunakan uji-t. bila melihat uji-t diperoleh Thitung = 2,5884 dan Ttabel = 2,0075 maka Thitung > Ttabel, sehingga Ho ditolak dan Ho diterima. Berdasarkan hasil penelitian yang telah dilakukan, maka menunjukkan bahwa penggunaan media pembelajaran dapat meningkatkan hasil belajar kognitif siswa. Dengan demikian dapat disimpulkan bahwa terdapat pengaruh media pembelajaran melalui aplikasi capcut terhadap hasil belajar kognitif siswa pada mata pelajaran prakarya kelas XI SMAN 7 Bone
Persepsi Mahasiswa Terhadap Penggunakan Aplikasi ChatGPT dalam Mendukung Pembelajaran di Era Digital Pada Program Studi Teknologi Pendidikan Semester IV Universitas Muhammadiyah Bone Safitri, Nur Afni; Cheriani; A. Suharman
Forum Cendekia: Jurnal Ilmiah Multidisipliner Vol 1 No 1 (2024)
Publisher : DPW FORSILADI SULSEL

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Abstract

This research aims to determine students' perceptions of using the ChatGPT application to support learning in the digital era. The research method used was qualitative, data was collected through interviews with 10 students and 2 lecturers in the educational technology study program. The research results show that the majority of students have a positive perception of using ChatGPT as a learning aid. They appreciate this application's ability to provide fast and accurate answers and help in understanding difficult material. However, some students expressed concerns regarding over-reliance on this technology and the potential for reducing student interaction in the learning process.
SINERGI PEMBELAJARAN NILAI-NILAI KEWARGANEGARAAN DAN KEGIATAN OLAHRAGA BERBASIS MODEL COSPLAY DALAM PEMBENTUKAN KARAKTER SISWA DI MAN 1 BONE Cheriani; Sofiyan; Iksar, Muhammad; Salsabila, Annisa; Jaya, Riska; Muliya, Suci; Sulpadli, Muh
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.46777

Abstract

This study examines the role of citizenship learning and sports coaching activities in fostering student character development at MAN 1 Bone. Using a qualitative descriptive approach, data were collected through observations, interviews, and documentation involving 50 students, teachers, and coaches. The findings indicate that classroom learning promotes discipline, responsibility, and patriotism, while sports coaching strengthens teamwork, resilience, and leadership through structured training. The synergy between both creates a holistic character-building environment, reflected in improved behavior and social responsibility. This integration can be further enhanced through a cosplay-based learning model as a role-play approach to internalize character values. Despite challenges such as limited facilities, the program demonstrates an effective model for character education in madrasahs.
ANALISIS PELAKSANAAN PLP 2 DALAM MENGEMBANGKAN KOMPETENSI PROFESIONAL MAHASISWA PENDIDIKAN BAHASA DAN EKONOMI SEBAGAI CALON GURU Cheriani; Aisyah; Alfatihani Punna, Putri; Kurnia Fitrah, Arviqa; Ramadhani, Nuriah; Nursyakilah; Rini
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.47011

Abstract

This study aims to analyze the implementation of the School Field Introduction Program II (PLP II) in developing the professional competence of students in Indonesian Language Education, English Language Education, and Economic Education as prospective teachers. This research employed a qualitative approach with a descriptive method. The subjects consisted of PLP II students from the three study programs. Data were collected through observation, interviews, and documentation, and analyzed using the interactive model of Miles and Huberman. The results indicate that PLP II significantly contributes to the improvement of students’ professional competence, including lesson planning, teaching implementation, and evaluation skills. Language education students demonstrated improvement in communication, literacy, and the use of communicative approaches, while economic education students showed enhanced ability in contextual analysis and simplifying economic concepts. However, several challenges were identified, including limited practice time, variations in mentoring quality, and differing levels of student readiness. In conclusion, PLP II is an effective program in developing the professional competence of prospective teachers through direct field experience, although further optimization is still needed.
PENINGKATAN KEAKTIFAN SISWA MELALUI INTEGRASI POWERPOINT INTERAKTIF DAN GAME EDUKATIF DALAM PEMBELAJARAN BIOLOGI DAN MATEMATIKA Cheriani; Naila Maharani, Andi; Lira Virna, Andi; Nurafifah; Az Zahra, Rahma; Nabil Salsah, Aditya; Aristan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02, Juni 2026 Produce
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.46993

Abstract

This study aims to analyze the integration of educational technology through the use of PowerPoint media and educational games in biology and mathematics learning to improve student activeness. The background of this research is based on the low level of student participation in learning processes that are still dominated by conventional teaching methods. This study employed a quantitative approach with a quasi-experimental design involving students as research subjects. Data were collected using observation sheets and assessments of student activeness during the learning process. The results indicate that the use of interactive learning media in the form of PowerPoint combined with game-based evaluation significantly improves student activeness, as shown by increased participation, interaction, and student responses during learning activities. In addition, the integration of educational technology creates a more engaging and enjoyable learning environment, which enhances students’ learning motivation. Therefore, the integration of educational technology in biology and mathematics learning is considered an effective alternative strategy to improve student activeness in schools.