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OPTIMALISASI PENGGUNAAN APLIKASI DIGITAL DALAM PROSES PEMBELAJARAN DI SEKOLAH DASAR PADA KOTA SERANG Rif'at Shafwatul Anam; Andy Sapta; Monika Handayani; Faizal Akhmad Adi Masbukhin; Pirdayuni Pirdayuni; Ati Rohmawati
Jurnal Pemberdayaan Sosial dan Teknologi Masyarakat Vol 4, No 2 (2024): Desember 2024
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jpstm.v4i2.2253

Abstract

Abstract: The rapid advancement of technology in various fields, including education, demands that teachers keep up with these developments. Today, teachers need to be able to teach conventionally and use technology as a teaching medium. To face the challenges of 21st-century learning, teachers need to have skills in Information and Communication Technology (ICT) to transfer this knowledge to students, equipping them with strong knowledge and technological skills. Teachers must also instill character and personality education in students, as knowledge and technology alone are not sufficient to meet the challenges of 21st-century learning. Therefore, teachers must possess extensive knowledge, think innovatively, be prepared to face various challenges and be wise in solving problems. This Community Service Activity (CSA) aims to strengthen teachers’ abilities in using digital applications in the learning process to make it more optimal, such as using applications like Canva, Quizizz, and others. The methods used in this PkM activity include training and assignments for teachers to create learning that meets the current needs of students. The impact of this activity is that teachers become more motivated to innovate in their classroom teaching processes.Keyword: digital applications; 21st century learning; elementary school Abstrak: Kemajuan teknologi yang pesat di berbagai bidang, termasuk pendidikan, menuntut guru untuk mengikuti perkembangan tersebut. Saat ini, guru tidak hanya harus mampu mengajar secara konvensional, tetapi juga harus menggunakan teknologi sebagai media pembelajaran. Untuk menghadapi tantangan pembelajaran di abad ke-21, guru perlu memiliki keterampilan dalam Teknologi Informasi dan Komunikasi (TIK) agar dapat mentransfer pengetahuan ini kepada siswa, sehingga siswa memiliki bekal pengetahuan dan teknologi yang kuat. Selain itu, guru juga harus membekali siswa dengan pendidikan karakter dan kepribadian, karena pengetahuan dan teknologi saja tidak cukup untuk menghadapi tantangan pembelajaran abad ke-21. Oleh karena itu, guru harus memiliki banyak pengetahuan, mampu berpikir inovatif, siap menghadapi berbagai tantangan, dan bijak dalam menyelesaikan masalah. Kegiatan Pengabdian kepada Masyarakat (PkM) ini bertujuan untuk memperkuat kemampuan guru dalam menggunakan aplikasi digital dalam proses pembelajaran agar lebih optimal, seperti penggunaan aplikasi Canva, Quizizz, dan lainnya. Metode yang digunakan dalam kegiatan PkM ini adalah pelatihan dan penugasan kepada guru untuk menciptakan pembelajaran yang sesuai dengan kebutuhan siswa saat ini. Dampak dari kegiatan ini adalah guru menjadi lebih terpacu untuk berinovasi dalam proses pembelajaran di kelasnya.Kata kunci: aplikasi digital, pembelajaran abad 21, sekolah dasar
Analysis of Prospective Students' Interest and Motivation for the Sports Study Program Pradityana, Karisdha; Sudarwo, Raden; Mudayat, Mudayat; Sapta, Andy
JIPES - JOURNAL OF INDONESIAN PHYSICAL EDUCATION AND SPORT Vol. 11 No. 01 (2025): JIPES (Journal of Indonesian Physical Education and Sport)
Publisher : Program Pascasarjana Universitas Negeri Jakarta

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

Abstract

Higher education plays an important role in producing superior human resources, including in the field of sports. In the midst of increasing public awareness of the importance of a healthy lifestyle and the need for sports professionals, interest in sports study programs is important to study. This study aims to analyse the level of interest, motivation, and factors that influence prospective students in choosing a sports study program. The method used was a quantitative descriptive survey with 200 respondents from various provinces in Indonesia. The results showed that 66% of respondents stated that they were very interested and 34% were interested in this study program. The main reasons behind this interest include the desire to become a professional sports teacher or coach (31.34%), personal interest in sports (23.88%), and the need for sports teachers in the region (20.40%). These findings are supported by Maslow, Holland, and Expectancy-Value theories which explain that academic choices are strongly influenced by internal motivations, social values, and perceptions of future success. This study recommends that higher education institutions strengthen their promotion strategies, curriculum development, and provision of broad career prospect information to attract more potential prospective students.
Development of Augmented Reality Media for Local Wisdom Learning Sapta, Andy; Risnawati, Erna; Panjaitan, Dedy Juliandri; Marisa, -; Nisa, Uliya Khoirun
JOIV : International Journal on Informatics Visualization Vol 9, No 4 (2025)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.9.4.4359

Abstract

Indonesia, as an archipelago, has much local wisdom. Teaching local wisdom materials in Indonesia so far tends to use images or videos that are not interactive. This medium has limitations in terms of student involvement. Therefore, it is necessary to develop learning media that can effectively display local wisdom from various cultures. This research uses the Research and Development method to develop Augmented Reality applications. Augmented Reality Local Wisdom: This research developed local wisdom in Indonesia, including the Batak, Javanese, Sundanese, and Betawi tribes. Material culture encompasses traditional clothing, vernacular architecture, indigenous weapons, and regional motifs. The research population comes from the provinces of North Sumatra, Jakarta, West Java, and Yogyakarta. This study's research product involves developing a project-based learning model grounded in local wisdom and supported by Augmented Reality. The development results show that using Augmented Reality in learning, particularly through the project-based learning model, is beneficial because it helps students describe material culture more effectively. This study suggests that students can become more engaged and interactive in their learning. Additionally, using Augmented Reality, students can explore culture more contextually, enhance their problem-solving skills, and reduce the time and costs associated with learning about local culture. The use of AR in local wisdom-based learning could be an innovative solution to enhance the quality of education and cultural preservation in the digital age.
Comparing Realistic Mathematics Education and Cyclical Learning: Effects on Mathematical Communication and Reasoning Skills Anim, Anim; Sapta, Andy
Mosharafa: Jurnal Pendidikan Matematika Vol. 14 No. 1 (2025): January
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v14i1.2205

Abstract

Penelitian kuasi-eksperimen ini bertujuan menguji perbedaan efektivitas model Realistic Mathematics Education (RME) dan Pembelajaran Bersiklus dalam meningkatkan kemampuan komunikasi dan penalaran matematis siswa. Melibatkan dua kelas eksperimen di SMP N 2 Kisaran (kelas VIII-4 dan VIII-5) yang dipilih melalui cluster random sampling, penelitian mengumpulkan data melalui instrumen tes yang kemudian dianalisis menggunakan ANOVA. Hasil penelitian menunjukkan bahwa kelompok RME mencapai performa yang secara signifikan lebih tinggi dalam kedua kemampuan dibandingkan kelompok Pembelajaran Bersiklus, dengan selisih 9,5% pada komunikasi matematis (F=4.627, p=0.03) dan 9,0% pada penalaran matematis (F=15.31, p=0.00). Temuan kunci mengungkap bahwa sementara kemampuan awal matematis tidak berinteraksi dengan model pembelajaran dalam memengaruhi komunikasi, interaksi signifikan terdeteksi pada kemampuan penalaran matematis (F=16.54, p=0.00). Kesimpulannya, model RME terbukti lebih unggul dalam mengembangkan kedua kemampuan matematis tersebut, menegaskan pentingnya pemilihan model pembelajaran yang sesuai untuk mencapai hasil belajar yang optimal. This quasi-experimental study aims to examine the difference in effectiveness between the Realistic Mathematics Education (RME) model and Cyclical Learning in improving students' mathematical communication and reasoning skills. Involving two experimental classes at SMP N 2 Kisaran (classes VIII-4 and VIII-5) selected through cluster random sampling, the study collected data through test instruments, which were then analyzed using ANOVA. The results showed that the RME group achieved significantly higher performance in both abilities compared to the Cyclical Learning group, with a difference of 9.5% in mathematical communication (F=4.627, p=0.03) and 9.0% in mathematical reasoning (F=15.31, p=0.00). Key findings revealed that while initial mathematical ability did not interact with the learning model in influencing communication, a significant interaction was detected in mathematical reasoning ability (F=16.54, p=0.00). In conclusion, the RME model proved to be superior in developing both mathematical abilities, emphasizing the importance of selecting an appropriate learning model to achieve optimal learning outcomes.
Penerapan Media Augmented Reality dalam Meningkatkan Hasil Belajar Kearifan Lokal Sapta, Mariam Nur Mutoharoh; Sapta, Andy
Pena Anda: Jurnal Pendidikan Sekolah Dasar Vol. 3 No. 1 (2025): April
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33830/penaanda.v3i1.11838

Abstract

Visual media has an important role in supporting the learning process of local wisdom. One form of media that can be applied to learning is Augmented Reality. This media offers an interesting interactive experience, so it has the potential to have a positive impact on its users. This study aims to analyze the application of Augmented Reality media in learning local wisdom in elementary schools and its effectiveness in improving students' understanding. This study uses a quantitative approach with an independent sample t-test analysis method and a pretest-posttest control group research design. The research subjects were students in two elementary schools in Pameungpeuk District, Bandung Regency. The results showed that the average posttest score of the experimental group reached 85.75, while the control group only obtained an average score of 55.04. Based on the hypothesis test, the result of t_count > t_table was obtained, so H₀ was rejected. Thus, there is a significant difference between the learning outcomes of the experimental and control groups. This study concludes that learning that utilizes Augmented Reality media is proven to be more effective than conventional learning methods.
Prediksi Kelancaran Pembayaran Angsuran Pada Koperasi Dengan Metode Naive Bayes Classifier Suwati; Yesputra, Rolly; Sapta, Andy
The Indonesian Journal of Computer Science Vol. 11 No. 2 (2022): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v11i2.3080

Abstract

This study aims to predict the smoothness of installment  payments in cooperatives, making it easier for staff to analyze credit lending. Lack of prudence in analyzing credit results in customers who are in arrears in paying installments, resulting in bad credit. To minimize errors that exist, it is necessary to evaluate the provision of loans to prospective debtors. By utilizing past member criteria data in the past that will be used to predict smooth payments using data mining. The data mining technique used is the Naive Bayes classifier method. The prediction process uses the naive Bayes method, namely by determining the probability or opportunity based on the previous member's data, and the results are used to help make a decision. The criteria used are member data: employment, income, house status, number of credits, and type of credit. Based on the naive Bayes method, the results obtained are 90.00% accuracy, 0.880% AUC, 83,33% recall, and 100% precision.
Penerapan Media Canva Sebagai inovasi Pembelajaran dalam Upaya Meningkatkan Hasil Belajar Pancasila Siswa SD fajrina, wilta; Andy Sapta; Dang Irvan Rahmat Safari
Epistema Vol. 6 No. 1 (2025): Vol. 6 No. 1 (2025)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/ep.v6i1.87204

Abstract

Abstract: Penelitian ini bertujuan untuk mendeskripsikan bagaimana pemanfaatan media pembelajaran Canva dapat berkontribusi dalam meningkatkan hasil belajar siswa pada mata pelajaran Pancasila di SDN Pamulang Indah. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus dengan setiap siklus meliputi tahap perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Subjek penelitian adalah seluruh siswa kelas IV D yang berjumlah 32 orang. Berdasarkan hasil penelitian, penggunaan media Canva terbukti memberikan pengaruh positif terhadap peningkatan hasil belajar siswa. Hal ini dapat dilihat dari perkembangan nilai siswa pada setiap tahap pelaksanaan. Pada tahap pra-siklus, nilai rata-rata siswa hanya mencapai 53,00 dengan tingkat ketuntasan belajar 31%. Setelah diterapkan tindakan pada Siklus I, nilai rata-rata meningkat menjadi 72,00 dengan persentase ketuntasan 59%. Peningkatan terus terjadi pada Siklus II, di mana nilai rata-rata siswa naik menjadi 81,84 dengan ketuntasan mencapai 88%. Hasil ini membuktikan bahwa media Canva mampu menarik perhatian siswa, meningkatkan minat dan motivasi belajar, serta mendorong keaktifan siswa dalam proses pembelajaran, sehingga berdampak pada perolehan hasil belajar yang lebih optimal. Kata kunci: Media Canva, Pancasila, Penelitian Tindakan Kelas, Hasil Belajar. This study aims to describe how the use of Canva as an instructional medium can improve students’ learning outcomes in Pancasila subjects at SDN Pamulang Indah. This research employed a Classroom Action Research (CAR) method conducted in two cycles, each consisting of the stages of planning, action implementation, observation, and reflection. The subjects of this research were all 32 students of class IV D. The findings indicate that integrating Canva into the learning process has a positive impact on enhancing students’ academic performance. This is evident from the improvement in students’ scores at each stage. Before the action was implemented (pre-cycle), the average score was only 53.00 with a mastery level of 31%. In Cycle I, the average score increased to 72.00 with 59% of students achieving mastery. Further improvement occurred in Cycle II, where the average score rose to 81.84 and the mastery level reached 88%. These results show that the use of Canva not only makes students more interested and motivated to learn but also encourages their active participation during lessons, which ultimately contributes to better learning outcomes. Keywords: Canva Media, Pancasila, Classroom Action Research, Learning Outcomes
NILAI KARAKTER CERITA ANAK SEBAGAI MEDIA PENGUATAN PENDIDIKAN KARAKTER Gafur, Abd; Lutfi, Moh; Sapta, Andy; Jameel, Ami Hibatul
Jurnal Bahastra Vol 7, No 2 (2023): Edisi Maret 2023
Publisher : Universitas Islam Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30743/bahastra.v7i2.6633

Abstract

Literature as a function of entertainment and guidance will not be separated from the so-called value. This then underlies the importance of learning literature in elementary schools to instill character education. Literature can be a bridge between teachers and students in schools in an effort to cultivate positive character values. One of the literary works that can be used as a medium for character education in schools is children's stories. This research is a qualitative descriptive research with the object of research in the form of children's story text. The use of a descriptive qualitative approach in this study aims to provide a real and clear picture of the results of an in-depth analysis of the research object. The results of the study show that children's stories can be a bridge or media in strengthening character education in elementary schools. A collection of children's stories entitled "Faldo Si Kleptomania" written by children contains various values, including the values of social care, environmental care, creative discipline, patience and hard work, religious, national spirit, communicative, tolerance, and fond of reading. concise and factual, including research objectives, research methods, results and conclusions. 
Using The Problem Posing Learning Model Based On Open Ended To Improve Mathematical Critical Thinking Ability Sapta, Andy; Pakpahan, Sondang Purnama; Sirait, Syahriani
Journal of Research in Mathematics Trends and Technology Vol. 1 No. 1 (2019): Journal of Research in Mathematics Trends and Technology (JoRMTT)
Publisher : Talenta Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32734/jormtt.v1i1.752

Abstract

The problem of this study is the low student mathematics learning outcomes caused by the lack of critical ability. The purpose of this study is to use the problem posing learning model based on open ended to improve mathematical critical thinking abilities. The population is the second semester of Asahan University students, amounting to 110 people. The sample is obtained using the cluster random sampling method. The study sample was two classes from 3 classes. The implementation of this research by giving use the problem posing learning model based on open ended. Data collection techniques by giving tests to students who are sampled. The research data shows that by applying the use of the problem posing learning model based on open ended to improve athematic critical thinking abilities in participating in probability courses.
DEVELOPMENT OF AUGMENTED REALITY IN UNDERSTANDING THE NETS AND RIBS OF SPATIAL BUILDINGS Pakpahan, Sondang Purnamasari; Sapta, Andy; Nisa, Uliya Khoirun
JURTEKSI (jurnal Teknologi dan Sistem Informasi) Vol. 10 No. 1 (2023): Desember 2023
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Royal Kisaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurteksi.v10i1.2972

Abstract

Abstract: Technology-based learning media is currently widely developed in accordance with the 21st-century learning model. Many subject matters are better delivered when using technology-based media. One of the media that can be used is Augmented Reality. Based on this, the purpose of this study is to develop Augmented Reality in conveying the material of nets and ribs in Build Space. Augmented Reality is developed using 3D modeling, rigging, and animating methods, which are then combined using Unity. The results of the development of Augmented Reality applications in understanding the nets and ribs of this building space have been validated by experts and users. The validation results of this Augmented Reality application are rated Very Good.Keywords: augmented reality; nets; ribs; spatial building. Abstrak: Media pembelajaran berbasis teknologi saat ini banyak dikembangkan sesuai dengan model pembelajaran abad 21. Banyak materi pelajaran yang lebih baik disampaikan bila menggunakan media berbasis teknologi. Salah satu media yang dapat digunakan adalah Augmented Reality. Berdasarkan hal tersebut, tujuan penelitian ini adalah untuk mengembangkan Augmented Reality dalam menyampaikan materi jaring-jaring dan rusuk pada Bangun Ruang. Augmented Reality ini dikembangkan dengan menggunakan metode 3D modeling, rigging dan animating, yang selanjutnya digabungkan dengan menggunakan Unity. Hasil pengembangan aplikasi Augmented Reality dalam memahami jaring-jaring dan rusuk dari bangun ruang ini telah divalidasi oleh ahli dan user. Hasil validasi aplikasi Augmented Reality ini dinilai Sangat Baik.Kata kunci: augmented reality; bangun ruang; jaring-jaring; rusuk