Pebi Fauziyana Br Tarigan
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Analisis Kompetensi Kepribadian Guru Kelas IX di SMP Negeri 23 Medan Johannes Tamba; Pebi Fauziyana Br Tarigan; Putri Isnaini; Sani Susanti
Harmoni Pendidikan : Jurnal Ilmu Pendidikan Vol. 2 No. 3 (2025): Harmoni Pendidikan : Jurnal Ilmu Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/hardik.v2i3.1825

Abstract

This study aims to analyze the personality competence of ninth-grade teachers at SMP Negeri 23 Medan based on students' perceptions. The research employed a qualitative descriptive approach with data collected through observation and in-depth interviews involving nine purposively selected students. The findings reveal that most teachers demonstrated basic aspects of personality competence, such as punctuality and responsibility. However, several issues were identified, including emotional instability in handling classroom situations, favoritism, and the use of physical punishment as a disciplinary method. These findings indicate that teachers' personality competence still needs improvement, particularly in emotional regulation, fairness, and role modeling. The study recommends structured and continuous personality development programs for teachers to foster a positive classroom environment and support students' character development.
Pengembangan Game Labirin Berbasis Artificial Intelligence Sebagai Media Pembelajaran Transformasi Geometri Ferdiansyah Rigani; Nuraidah Zahra; Pebi Fauziyana Br Tarigan; Fevi Rahmawati Suwanto
Katalis Pendidikan : Jurnal Ilmu Pendidikan dan Matematika Vol. 2 No. 4 (2025): Desember : Katalis Pendidikan : Jurnal Ilmu Pendidikan dan Matematika
Publisher : Lembag

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/katalis.v2i4.2671

Abstract

This study aims to develop learning media in the form of an Artificial Intelligence-based maze game on geometric transformation material. The development of this learning media is motivated by the fact that mathematics learning tends to be boring, especially on geometric transformation material. This occurs because the application of monotonous learning methods, such as lecture methods, causes students to tend to be more passive and can lead to a decrease in student learning motivation. So the researcher developed a more interesting learning media in the form of an AI-based maze game to build student learning motivation. The game developed contains geometric transformation questions and presents them adaptively through AI logic. This research method uses an R&D (Research and Development) approach with the ADDIE model. The ADDIE stages are Analyze, Design, Development, Implementation, and Evaluation. The subjects of this study were ninth-grade students of SMP Yayasan Pendidikan Ghafa Medan. The results showed that this Artificial Intelligence-based maze game obtained a validity percentage of 82% with a very valid category, practicality obtained a percentage of 85.6% with a very practical category, and effectiveness obtained a percentage of 83.1% with a very effective category. The final evaluation showed that this learning tool was suitable for use, although improvements were still needed, such as adding penalties for wrong answers and enlarging the movement buttons. Overall, this AI-based maze game was deemed valid, effective, and practical as an interactive learning tool for geometric transformations.