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PENDEKATAN TERPADU DALAM PERSIAPAN UTBK Elisya, Nur; Jupri, Al; Wahab A, Abdul; Izzah, Aqidatul; Laia, Harun Onesimus; Candraningsih, Yosy; Sungkono, Sugeng; Marjud, Fujiama
PAKEM : Jurnal Pengabdian Kepada Masyarakat Vol 5 No 2 (2025): Pakem : Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Pattimura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/pakem.5.2.62-71

Abstract

Preparing for the Computer-Based Written Examination (UTBK) poses a significant challenge for high school students, not only in terms of academic mastery but also in mental readiness to face exam pressure. One of the main issues identified is math anxiety, which can disrupt concentration and lower academic performance. To address this challenge, the SMART UTBK program was developed as a comprehensive approach that integrates anxiety management strategies with competency strengthening through UTBK-style practice questions. The program includes educational webinars that discuss techniques to overcome math anxiety and offer practical tips for solving UTBK math problems, as well as online tryout sessions designed to simulate real test conditions. A total of 100 senior high school students participated in this initiative. Evaluation results indicated that over 70% of participants found the math anxiety material helpful in managing excessive exam-related stress and reported improved understanding of problem-solving strategies. The tryout sessions were also considered representative and effective in helping students assess their readiness in a realistic context. This program not only addresses technical knowledge needs but also provides the psychological support essential for students facing university entrance exams. The SMART UTBK program underscores the importance of integrative interventions, demonstrating that equipping students both psychologically and academically can significantly enhance their emotional and cognitive preparedness
Media Pembelajaran Berbasis Teknologi Augmented Reality Sungkono, Sugeng; Apiati, Vepi; Santika, Satya
Mosharafa: Jurnal Pendidikan Matematika Vol. 11 No. 3 (2022): September
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v11i3.737

Abstract

Penelitian ini bertujuan menghasilkan media pembelajaran berbasis teknologi Augmented Reality pada materi limas dan mengetahui kelayakan pengunaannya. Penelitian ini berdasarkan hasil observasi di sekolah peserta didik masih kesulitan dalam menentukan bentuk, luas dan volume limas. Untuk mengatasi hal tersebut, perlu dikembangkan sebuah media pembelajaran yang mampu membuat peserta didik merasakan secara real dalam proses belajarnya. Metode yang digunakan yaitu metode Research & Development (R&D) dengan model Assessment/Analysis, Design, Development, Implementation & Evaluation (ADDIE). Teknik pengumpulan data menggunakan lembar angket. Instrumen yang digunakan angket penilaian kualitas media pembelajaran. Sumber data penelitian ini peserta didik kelas VIII SMP Negeri 1 Cikoneng yang berjumlah 15 orang. Hasil penelitian ini berupa media pembelajaran berbasis Tekonologi Augmented Reality pada materi limas bernama GEO3DAR. Kelayakan kualitas isi dan tujuan berada pada kategori layak. Kelayakan kualitas intruksional berada pada kategori sangat layak. This study aims to produce learning media based on Augmented Reality technology on pyramid material and determine the feasibility of its use. This research is based on observations in schools, students still have difficulty in determining the shape, area, and volume of the pyramid. To overcome this, it is necessary to develop a learning media that can make students feel real in the learning process. The method used is the Research & Development (R&D) method with the Assessment/Analysis, Design, Development, Implementation & Evaluation (ADDIE) model. The data collection technique used a questionnaire sheet. The instrument used is a questionnaire to assess the quality of learning media. The data sources for this research were 15 students of class VIII SMP Negeri 1 Cikoneng. The results of this study are learning media based on Augmented Reality Technology on pyramid material called GEO3DAR. The feasibility of the quality of the content and objectives are in the appropriate category. The feasibility of the instructional quality is in the very decent category.