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Dampak TGT (Teams Games Tournament) Terhadap Hasil Belajar Kognitif Siswa pada Konsep Sistem Ekskresi Manusia [The Impact of TGT (Teams Games Tournament) on Students' Cognitive Learning Outcomes on the Concept of the Human Excretory System] Triandari, Rizki; Yules Gustaf Messa; Maulana Iskak
Jurnal Teropong Pendidikan Vol. 5 No. 1 (2025): Mei
Publisher : Magister Teknologi Pendidikan Fakultas Ilmu Pendidikan, Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19166/jtp.v5i1.9518

Abstract

Education is a deliberate effort to help children become mature and take responsibility for themselves, their families, communities, nations, and countries. Many schools in Indonesia still use conventional teaching methods that tend to make students passive and uninvolved in the learning process. Therefore, it is necessary to change the teaching method to a more innovative and interactive one to increase student engagement and improve learning outcomes. This study aims to investigate the effect of the cooperative learning model, specifically the Teams Games Tournament (TGT) type, on student learning outcomes in eighth-grade students on the human excretory system. The method used in this study is the pretest and post-test method, which was given in the form of questions to 64 students of class 8.1 and 8.2 at SMP Kristen Tiara Kasih in West Jakarta. The results of this study indicate that the TGT model has a significant effect on student learning outcomes. This study is expected to contribute to the development of more effective and innovative teaching methods to help students achieve optimal results.
Google Gemini as a Learning Assistant: Exploring Student Perceptions Majidah; Rullyana, Gema; Triandari, Rizki
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 9 No. 2 (2025): March
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v9i2.10008

Abstract

The emergence of Generative Artificial Intelligence (GAI) has had a significant impact on learning. One of the AI ​​technologies that is currently developing is Google Google Gemini, which has excellent potential for use as a learning assistant in physical classrooms. This research aims to understand students' perceptions of using Google Google Gemini as a tool in the learning process, with a focus on four main aspects: Perceived Usefulness (PU), Perceived Ease of Use (PEOU), Attitude Toward Using (ATU), and Behavioral Intention to Use (BIU). The research method used was a survey involving 45 students of the Educational Technology Study Program, Faculty of Education, Indonesian Universitas Pendidikan Indonesia (UPI). The research results show that students have a very positive perception of Google Google Gemini. In the PU aspect, students feel that Google Google Gemini helps them understand course material, improves learning efficiency, and provides relevant and helpful information during class learning. In the PEOU aspect, students stated that learning to use Google Google Gemini was very easy, interaction with this tool did not require much effort, and the tool had a user-friendly interface. In terms of ATU, students have a very positive attitude towards the use of Google Google Gemini, considering it a good idea and feeling that this tool makes the learning process more enjoyable. Finally, in the BIU aspect, students showed a firm intention to continue using Google Google Gemini in their future academic activities, as well as a desire to recommend this tool to their friends.
MAPPING OF SCIENTIFIC PUBLICATIONS ON LIBRARIES AND THE SUSTAINABLE DEVELOPMENT GOALS (SDGs): A BIBLIOMETRIC ANALYSIS gema; Triandari, Rizki
LIBRIA Vol. 17 No. 1 (2025): LIBRIA: LIBRARY OF UIN AR-RANIRY
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/31551

Abstract

This study explores the scientific literature that examines the role of libraries in implementing the Sustainable Development Goals (SDGs). Using a bibliometric approach, the dataset comprises 1,152 publications indexed in Scopus from 2016 to 2024, analyzed with VOSviewer software. The results reveal a growing trend in publications, particularly between 2020 and 2024. The most productive countries are the United States, India, and Nigeria, while the most influential journals include Emerald Emerging Markets Case Studies, Sustainability (Switzerland), and Library Philosophy and Practice. The most frequently cited articles focus on themes such as cultural sustainability, public libraries, digital inclusion, and open access. Co-occurrence analysis produced seven thematic clusters, encompassing areas such as information management, academic innovation, and information literacy. Overlay and density visualizations indicate a thematic shift from digital infrastructure to more contextual topics, including green libraries and community engagement. These findings affirm the position of Library as a social science discipline that contributes to sustainable development. In addition, these findings are expected to provide an empirical foundation for future research agendas.
Analisis Sentimen Ulasan Pengguna Indonesia terhadap Platform Pembelajaran Digital Ruangguru Menggunakan Algoritma Leksikal Multilingual Rullyana, Gema; Triandari, Rizki
Jurnal Komtika (Komputasi dan Informatika) Vol 9 No 2 (2025)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/komtika.v9i2.15110

Abstract

Penelitian ini bertujuan untuk mengidentifikasi sentimen pengguna terhadap Ruangguru, salah satu platform pembelajaran digital paling populer di Indonesia. Metode yang digunakan bersifat kualitatif dengan pendekatan analisis sentimen menggunakan Orange Data Mining. Data yang dianalisis terdiri dari 1.913 ulasan pengguna aplikasi Ruangguru yang dikumpulkan dari Google Play Store dalam rentang waktu 1 Januari 2024 hingga 1 Januari 2025. Proses analisis mencakup tahapan praproses, analisis frekuensi kata, visualisasi, serta klasifikasi berdasarkan polaritas sentimen. Kata-kata yang paling sering muncul antara lain “bagus”, “belajar”, dan “aplikasi”, yang menunjukkan fokus pengguna pada kinerja aplikasi dan pengalaman belajar. Hasil penelitian menunjukkan bahwa 1.091 ulasan (57,02%) diklasifikasikan sebagai positif, mencerminkan kepuasan terhadap fitur, kualitas konten, dan kemudahan penggunaan. Sementara itu, 679 ulasan (35,49%) bersifat netral, dan hanya 143 ulasan (7,47%) bersifat negatif. Visualisasi word cloud, scatter plot, dan histogram sentimen memperkuat temuan tersebut, dengan distribusi emosi yang didominasi oleh joy dan surprise. Temuan ini menyiratkan bahwa mayoritas pengguna memiliki pengalaman yang positif secara kognitif maupun emosional saat menggunakan aplikasi Ruangguru. Implikasi dari temuan ini menggarisbawahi pentingnya bagi pengembang aplikasi pembelajaran digital untuk mempriotaskan optimalisasi performa teknis dan peningkatan fitur interaktif berbasis pengalaman pengguna. Hal tersebut tidak hanya krusial untuk menjaga tingkat kepuasan pengguna yang telah terbentuk, tetapi juga esensial dalam membangun retensi dan loyalitas jangka panjang dalam ekosistem pembelajaran digital yang semakin kompetitif.