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Sharing Session Publikasi Ilmiah dan Sitasi dengan Aplikasi Mendeley: Workshop Pengabdian Kolaborasi Mursalin, M; Rohantizani, R; Fajriana, F; Azhari, Teuku; M, Deddy Satria
Jurnal Solusi Masyarakat Dikara Vol 3, No 3 (2023): Desember 2023
Publisher : Yayasan Lembaga Riset dan Inovasi Dikara

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Publikasi ilmiah adalah proses pengungkapan pengetahuan, temuan, hasil penelitian, dan pemikiran ilmiah kepada masyarakat akademis dan umum melalui media tertentu yang diakui sebagai sumber informasi ilmiah. Definisi ini mencakup berbagai jenis publikasi, termasuk jurnal ilmiah, konferensi ilmiah, buku akademis, tesis, disertasi, laporan penelitian, dan lain sebagainya. Tujuan pengabdian ini adalah untuk memberikan pemahaman kepada mahasiswa semester akhir agar mampu menggunakan aplikasi Mendeley dalam menulis tugas akhir (Skripsi) serta artikel ilmiah untuk dipublikasikan dalam jurnal. Aplikasi Mendeley mampu memberikan kemudahan untuk mengatur dan mengelola referensi bagi penulis. Metode pelaksanaan pengabdian dilakukan dalam bentuk workshop tentang publikasi ilmiah dan sitasi dengan menggunakan aplikasi Mendeley. Materi worshop disampaikan dalam bentuk presentasi, diskusi dan praktek langsung di Laboratorium Komputer. Kegiatan pengabdian ini memiliki dampak yang besar terhadap pemahaman tentang apa itu publikasi ilmiah, bagaimana menulis skripsi, artikel dan sitasi dengan menggunakan aplikasi Mendeley, dimana tingkat pemahaman mahasiswa yang awalnya hanya ada 10% paham cara menggunakan aplikasi mendeley, kemudian mengalami kenaikan menjadi 95% mahasiswa mampu menggunakan aplikasi mendeley.
Model Pembinaan Pendidikan Agama dan Anak Usia Dini di Gampong Cot Keumuneng Kecamatan Sawang Kabupaten Aceh Utara Fajri, F; Ali, Muhammad; Mursalin, M
Jurnal Solusi Masyarakat Dikara Vol 2, No 1 (2022): April 2022
Publisher : Yayasan Lembaga Riset dan Inovasi Dikara

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Pendidikan agama merupakan suatu wawasan spritual yang dipahami manusia untuk dapat melakukan komunikasi dan interaksi antara sesama manusia, hubungan manusia untuk dapat berhubungan antara satu individu dengan individu yang lain dengan mempertimbangkan akidah, akhlaq dan muamalah diantara sesama manusia. Untuk itu pendidikan agama merupakan keharusan dan kewajiban bagi setiap individu untuk dapat diterapkan, dipelajari, dan diamalkan sehingga hubungan baik dan berkesinambungan akan tetap harmonis diantaranya adalah anak dengan ayah, anak dengan ibu anak dengan keluarga inti dan anak dengan lingkungan hal ini dilakukan untuk prilaku anak memiliki jiwa dan keperibadian yang cocok, baik sesuai dengan kebiasaan adat istiadat menurut perspektif agama islam dan masyarakat islam. Setiap keluarga memiliki anak, dimana anak ini harus dibina, dibesarkan, diberikan pendidikan dan diajarkan hal-hal baik dengan maksud anak tersebut memiliki perilaku mandiri sehingga bila dewasa kelak akan mudah berinteraksi dan berkomunikasi dengan lingkungannya dimanapun berada. Kegiatan pengabdian desa lingkungan yang di buka oleh Kampus Universitas  Malikussaleh  kepada  para dosen untuk memberikan pembinaan dan model pendidikan agama yang baik untuk usia dini, remaja dan masyarakat setempat.
Workshop Mendeley Berseri: Optimalisasi Penggunaan Aplikasi Mendeley Untuk Meningkatkan Keterampilan Menulis Karya Ilmiah Mahasiswa FISIP Universitas Malikussaleh Mursalin, M; Ali, Muhammad
Jurnal Solusi Masyarakat Dikara Vol 3, No 3 (2023): Desember 2023
Publisher : Yayasan Lembaga Riset dan Inovasi Dikara

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Karya ilmiah mahasiswa adalah sebuah karya tulis atau proyek penelitian yang dibuat oleh mahasiswa sebagai bagian dari tugas akademik mereka dalam menyelesaikan studi di perguruan tinggi. Karya ilmiah ini biasanya memiliki tujuan untuk mengembangkan pemahaman mahasiswa terhadap suatu topik atau masalah tertentu, serta untuk mengasah keterampilan analisis, sintesis, dan penyajian informasi. Karya ilmiah dapat berupa makalah ilmiah atau paper ilmiah, artikel jurnal, artikel prosoding, skripsi, tesis, hingga disertasi. Berdasarkan hasil observasi di Fakultas Ilmu Sosial dan Ilmu Politik (FISIP) Universitas Malikussaleh, masih terdapat mahasiswa yang belum memahami dan mengerti bagaimana menulis karya ilmiah tersebut dengan menggunakan aplikasi Mendeley. Aplikasi Mendeley adalah sebuah software yang dapat membantu penulis untuk mengatur dan mengelola referensi dengan baik dan benar pada naskah karya ilmiah. Oleh karena itu, tujuan pengabdian ini adalah untuk memberikan pemahaman kepada mahasiswa dalam menggunakan aplikasi Mendeley. Metode pelaksanaan pengabdian dilakukan dalam bentuk workshop tentang karya ilmiah dan sitasi dengan menggunakan aplikasi Mendeley. Workshop disampaikan dalam bentuk presentasi, diskusi dan praktek langsung di Laboratorium Komputer FISIP Universitas Malikussaleh. Kegiatan pengabdian ini dihadiri oleh perwakilan mahasiswa lintas program studi yang sedang Menyusun skripsi.
Perubahan Temperatur Lembaran Kaca terhadap Perpindahan Kalor Tunak / Steady State Julianto, Eko; Sarwono, Eko; Mursalin, M
Prosiding Simposium Nasional Rekayasa Aplikasi Perancangan dan Industri 2019: Prosiding Simposium Nasional Rekayasa Aplikasi Perancangan dan Industri
Publisher : Universitas Muhammadiyah Surakarta

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Penelitian ini bertujuan untuk mengevaluasi perpindahan kalor konduksi dan tegangan panas pada permukaan kaca lembaran dengan menggunakan aplikasi komputer secara simulasi finite element analysis. Penelitian ini merujuk kepada ketebalan yang berbeda dari 4-19 mm. Parameter penelitian ini berfokus kepada perpindahan kalor tunak / thermal steady state dan tegangan panas. Metode perpindahan panas yang terjadi secara konduksi, diasumsikan bahwa dengan paparan panas secara steady 200⁰ - 600ºC dari waktu 20 menit, pada proses simulasi didistribusikan kalor tetap dengan suhu maksimal yaitu 394.2˚C. Hasil riset menunjukkan bahwa terjadi di mana kaca 19 mm dengan kalor maksimal 396.6 ˚C dan 4 mm minimum 159.9 ˚C. laju aliran kalor konduksi sebesar 4131 Joule dan minimum kalor 213 Joule. Kaca mengalami tegangan panas yang mengakibatkan kaca float mendapatkan tegangan statik von mises stress (VM) yaitu 16.3 – 176.8 MPa, Titik retak menunjukkan hasil dimana eksperimen sebelumnya sama yaitu pada bagian tepi kaca tersebut.
Gamification in STEM Education: A Systematic Literature Review Mursalin, M; Fonna, Mutia; Saputra, Eri; Ali, Muhammad; Setiawan, S
International Journal of Trends in Mathematics Education Research Vol 7, No 3 (2024)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ijtmer.v7i3.368

Abstract

This study aims to assess the impact of gamification in STEM education by focusing on student motivation, engagement, and learning outcomes. Gamification, or the use of game elements in non-game contexts, is applied in STEM education to enhance more engaging and interactive learning experiences. The literature review is carried out in a narrative manner by analyzing relevant research in the last 10 years obtained from various databases, such as Google Scholar and IEEE Xplore. The results of the study show that gamification elements, such as leaderboards, points, and badges, are effective in increasing student motivation and engagement, especially in subjects that tend to be difficult. In addition, gamification plays an important role in the formation of collaborative skills through activities such as "escape rooms" and gamification-based project simulations. However, the implementation of gamification is faced with challenges, such as adaptation to the institutional context and the need for adequate design to sustain long-term impacts. This review recommends the implementation of planned gamification, contextual adjustments, and continuous evaluation to improve the effectiveness of gamification in STEM education. Thus, the results of this study provide guidance for educators in integrating gamification as a relevant and adaptive learning strategy in the modern education era.
Optimization of TPACK-Based Project Learning in Micro Teaching Courses in the Mathematics Education Study Program Nuraina, Nuraina; Hayati, Rahmi; Rohantizani, Rohantizani; Mursalin, M; Muliana, Muliana; Unaida, Ratna
Electronic Journal of Education, Social Economics and Technology Vol 6, No 2 (2025)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ejeset.v6i2.1166

Abstract

The purpose of this research is to optimize project learning based on Technological Pedagogical Content Knowledge (TPACK) in the Micro Teaching course in the Mathematics Education Study Program. A descriptive qualitative approach is used to describe student involvement in each stage of the project: starting from planning, digital media development, implementation of micro teaching, reflection, revision, to publication of results. Data was collected through observations, project documents, and assessment sheets based on the TPACK rubric. The results showed that students were able to integrate elements of technology, pedagogy, and content quite well, with the highest scores in the Pedagogical Knowledge (4.5) and TPACK (4.4) dimensions, and the lowest scores in the Technological Content Knowledge dimension (4.1). These findings show that the TPACK-based project learning model is effective in developing the competencies of prospective 21st century mathematics teachers who not only master the material and learning strategies, but are also able to utilize technology appropriately. This study recommends the sustainable application of similar models to support the transformation of digital-based education and innovative pedagogy in higher education.
The Role of Gamification in Increasing Motivation to Learn Mathematics: A Scoping Review Mursalin, M; Muhammad, Iryana; Fonna, Mutia; Nuraina, Nuraina; Muliana, Muliana; Nufus, Hayatun; Ali, Muhammad; Armita, Desi
Electronic Journal of Education, Social Economics and Technology Vol 6, No 2 (2025)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ejeset.v6i2.1354

Abstract

Low motivation to learn mathematics is still a global challenge in modern education, although various pedagogical innovations have been developed to address it. One of the approaches that is now widely used is gamification, which is the application of game elements in the context of non-game learning to increase student engagement and motivation. This study aims to systematically examine how gamification is implemented in mathematics learning and evaluate its impact on students' learning motivation based on the results of international research published between 2010 and 2022. The study used a Systematic Literature Review (SLR) design with PRISMA guidance and the PICOC approach, searching articles from the Scopus, Web of Science, ScienceDirect, SpringerLink, Taylor Francis, and ERIC databases. A total of 30 articles met the inclusion criteria after going through the identification, screening, and eligibility stages. The results of the synthesis showed that gamification consistently increased students' intrinsic motivation, engagement, and perseverance in learning mathematics with moderate to high effects. Elements such as points, badges, leaderboards, and challenges have been proven to strengthen students' sense of competence and autonomy, in accordance with the principles of Self-Determination Theory. However, its effectiveness is influenced by the game design, duration of the intervention, level of education, and cultural context. In conclusion, gamification has the potential to be an effective pedagogical strategy to increase motivation to learn mathematics, with practical implications for teachers, media developers, and education policies in creating a more engaging and meaningful learning environment.
Connecting, Organizing, Reflecting, Extending Learning Model Assisted By Wordwall Media On Stundents’ Numeracy Skills Nurjannah, Nurjannah; Rohantizani, Rohantizani; Elisyah, Nur; Muliana, Muliana; Qausar, Haves; Mursalin, M
Electronic Journal of Education, Social Economics and Technology Vol 6, No 2 (2025)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ejeset.v6i2.879

Abstract

Students’ low numeracy skills are caused by their unfamiliarity in solving word problems, the continued use of conventional learning models, and the limited utilization of instructional media. This research seeks to examine the influence of the Connecting, Organizing, Reflecting, and Extending learning model, supported by Wordwall media, on students' numeracy abilities. This study adopted a quantitative approach through a quasi-experimental design, specifically utilizing the Nonequivalent Control Group framework. The population consisted of all 11 th-grade students at SMAN 1 Kuta Makmur. The sampling technique used was purposive sampling, where class XI A1 was assigned as the experimental group and class XI A2 as the control group. Data collection techniques included observation and testing. The prerequisite tests consisted of the normality test (Shapiro-Wilk), homogeneity test (Levene’s statistic), and Mann-Whitney test, assisted by SPSS 26 software. The hypothesis testing results showed a significance value of 0.002 α (α = 0.05), indicating that the  Connecting, Organizing, Reflecting, Extending  learning model assisted by Wordwall media had a significant effect on students’ numeracy skills. This result demonstrates that students in the experimental class had better numeracy skills than those in the control class.
Preview, Question, Read, Reflect, Recite, Review Learning Strategy on Mathematical Ploblem-Solving Ability with the Assistance of Mural Software Fadhilah, Nur; Rohantizani, Rohantizani; Hidayat, Amam Taufiq; Isfayani, Erna; Elisyah, Nur; Mursalin, M
Electronic Journal of Education, Social Economics and Technology Vol 6, No 2 (2025)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ejeset.v6i2.882

Abstract

The low level of students mathematical problem-solving ability remains a challenge in mathematics education, often resulting from limited engagement, lack of active reading, and ineffective instructional strategies. This study aimed to investigate the effect of the PQ4R (Preview, Question, Read, Reflect, Recite, Review) learning strategy on students mathematical problem-solving ability, supported by Mural software as a digital learning aid. The research employed a quantitative approach using a quasi-experimental design involving two tenth-grade classes at SMA Negeri 1 Kuta Makmur. The experimental group received instruction using the PQ4R strategy integrated with Mral software, while the control group wa taught using conventional methods. Data were obtained through pretest and posttest consisting of essay questions based problem-solving indicators. The Mann-Whitney U test wa used for hypothesis testing. The findings show that the PQ4R learning strategy, when assistes by Mural software, has a significant effect on students mathematical problem-solving ability.
Creative Problem-Solving Learning Model Assisted by Articulate Storyline 3 Media on Students' Mathematical Creative Thinking Ability Ramadhani, Disa; Rohantizani, Rohantizani; Ningtiyas, Fitri Ayu; Listiana, Yeni; Sinaga, Nurul Afni; Mursalin, M
Electronic Journal of Education, Social Economics and Technology Vol 6, No 2 (2025)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ejeset.v6i2.886

Abstract

The low level of students’ mathematical creative thinking ability is the main focus of this study. Based on interviews and observations, students were found to have difficulties solving problems that require creative thinking. This research aims to investigate the effect of the Creative Problem Solving (CPS) learning model assisted by Articulate Storyline 3 media on students’ mathematical creative thinking ability. A quantitative approach was used with a quasi-experimental method and Non-Equivalent Control Group Design. The research sample consisted of two seventh-grade classes at SMP Negeri 2 Dewantara, with class VII-A as the experimental group and VII-B as the control group. The instruments included a mathematical creative thinking ability test and observation sheets for both teachers and students. Data analysis was conducted using the Mann Whitney non-parametric test. The results showed that the Asymp. Sig. (2-tailed) value was 0.001 0.05, indicating a significant difference between the experimental and control groups. Therefore, the CPS model assisted by Articulate Storyline 3 had a positive impact on improving students’ mathematical creative thinking. The model facilitated students in exploring ideas, thinking in alternatives, and developing open-ended problem-solving strategies, making it a relevant alternative for mathematics learning at the junior high school level.