Mira, Trisari Dewi Novyanti B
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Application of Multimedia Learning for Pancasila and Citizenship Education in SD Inpres Waingapu 3 Mbana, Marlyn Rambu Day; Hariadi, Fajar; Mira, Trisari Dewi Novyanti B
Journal of Artificial Intelligence and Engineering Applications (JAIEA) Vol. 3 No. 3 (2024): June 2024
Publisher : Yayasan Kita Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59934/jaiea.v3i3.532

Abstract

PPKn is an essential subject in elementary schools to instill Pancasila values and national identity. However, the results of the End-of-Semester Assessment (PAS) at SD Inpres Waingapu 3 consistently show low PPKn scores. To address this issue, this study developed a multimedia learning application for PPKn. This application is designed to enhance student understanding of PPKn material, particularly related to Pancasila values. The SDLC (Software Development Life Cycle) Waterfall method was used in the application's development. The application's effectiveness was tested through pre-test and post-test, showing a significant increase in the average score of 79.5%. The application's usability was also tested using the System Usability Scale (SUS), with an average score of 85 and a category of "Excellent". These results indicate that the PPKn multimedia learning application is effective and ready for use in elementary schools. hopefully this application can help improve the quality of PPKn learning and instill Pancasila values more strongly in students.
Educational Game Introducing Cells in Animals and Plants Based on Android Using the Linear Congruential Generator Algorithm Ina, Anggri Hada; Lede, Pingky Alfa Ray Leo; Mira, Trisari Dewi Novyanti B
Journal of Artificial Intelligence and Engineering Applications (JAIEA) Vol. 4 No. 1 (2024): October 2024
Publisher : Yayasan Kita Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59934/jaiea.v4i1.558

Abstract

In the world of education, science lessons have been taught since elementary school. However, material related to the introduction of animal and plant cells is only given at the junior high school level. State Junior High School 2 Kanatang, East Sumba is one of the secondary schools that provides introductory material to animal and plant cells for class VIII students. In teaching and learning activities, the delivery of material by teachers still uses limited teaching materials, which results in students not understanding the material related to the introduction of animal cells and plant cells. This is proven based on data on student scores for learning material on animal cells and plant cells. Student scores are still below average. flat. For this reason, an educational game about the introduction of cells in animals and plants was created to help students learn science. The method used in this research is the Multimedia Development Life Cycle (MDLC) method. In making the application, the Linear Congruential Generator algorithm was applied to randomize the practice questions in the educational game application for introducing cells in animals and plants. The aim of this research is to produce an educational game for recognizing cells in animals and plants which is able to improve students' ability to remember the cells in animals and plants at SMP N 2 Kanatang, East Sumba. The tools used to build this application are Unity.