Claim Missing Document
Check
Articles

Found 6 Documents
Search

PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN E-LEARNING TERHADAP MOTIVASI BELAJAR SISWA: e-learning Jenivia Anggi Afriandini; Anjeli; Detri Amelia Chandra; Agung Setiawan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 Nomor2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.27189

Abstract

This study aims to describe the impact of using e-learning instructional media on students' learning motivation through a qualitative approach using literature review. The data were collected from various secondary sources such as scientific journal articles, books, and previous research reports. The analysis shows that the use of e-learning-based instructional media contributes positively to enhancing students’ motivation to learn. E-learning is considered capable of creating a more interactive and flexible learning environment that aligns with individual learning styles. These findings highlight that the integration of technology in education can significantly increase students’ engagement and motivation.
PENGARUH INTENSITAS PENGGUNAAN E-LEARNING TERHADAP PRESTASI AKADEMIK SISWA SMA NEGERI 1 RAMBAH SAMO KELAS XI. Sonia; Detri Amelia Chandra; Agung Setiawan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.27247

Abstract

The digital transformation in education has necessitated the adoption of technology-based learning methods, one of which is e-learning. This study aims to determine the effect of e-learning usage intensity on students’ academic achievement at SMA Negeri 1 Rambah Samo. The research employed a quantitative correlational approach, involving a population of 210 students with a purposive sample of 60 students. Data were collected through a questionnaire measuring the intensity of e-learning usage and documentation of students’ academic scores. The data were analyzed using Pearson Product Moment correlation. The results indicate a positive and significant relationship between the intensity of e-learning usage and students’ academic achievement, with a correlation value of r = 0.512 and a significance level of p = 0.000. These findings suggest that the more actively students engage with e-learning, the better their academic performance. Intensive use of e-learning also strengthens students’ self-regulated learning and higher-order thinking skills. This study recommends the structured implementation of e-learning in schools and encourages further research with broader variables and a mixed-method approach. E-learning should be optimized as a long-term learning strategy to support the quality of secondary education in the digital era.  
Relationship Between Mathematics Self-Efficacy and Problem-Solving Ability through the Jigsaw Cooperative Learning Model Jufri Jufri; Detri Amelia Chandra; Syed Asif Ali
International Journal of Mathematics and Science Education Vol. 1 No. 3 (2024): August : International Journal of Mathematics and Science Education
Publisher : Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijmse.v1i3.246

Abstract

This study investigates the relationship between mathematics self-efficacy and problem-solving ability, exploring the role of the Jigsaw cooperative learning model in enhancing both factors. Self-efficacy, defined as students' belief in their ability to successfully perform mathematical tasks, has been shown to significantly impact students' problem-solving capabilities. The research focuses on understanding how this belief influences academic performance and how the Jigsaw model, which fosters collaborative learning, affects students’ self-efficacy and problem-solving skills. A survey-based research design was employed, with participants consisting of university students enrolled in mathematics courses. Data collection involved administering a self-efficacy scale to assess students' confidence in solving mathematical problems and a problem-solving test to evaluate their abilities. Path analysis was used to determine the relationship between self-efficacy and problem-solving skills, and the effect of the Jigsaw model was evaluated by comparing pre- and post-test scores between the experimental and control groups. The results revealed a strong positive relationship between self-efficacy and problem-solving ability (β = 0.45). Additionally, the Jigsaw model significantly enhanced this relationship, improving both students' self-efficacy and problem-solving performance. These findings highlight the importance of fostering self-efficacy in mathematics education and the effectiveness of the Jigsaw cooperative learning model in achieving this goal. The study provides valuable insights into improving teaching strategies in mathematics, particularly for subjects requiring critical thinking and problem-solving skills, by promoting a more interactive and supportive learning environment.
Pelatihan Internet of Things (IoT) Berbasis Mikrokontroler untuk Meningkatkan Literasi Teknologi dan Keterampilan Praktik Mahasiswa Fakultas Ilmu Komputer Universitas Rokania Ridwan; Detri Amelia Chandra; Muslim; Elyandri Prasiwiningrum; Sri Wahyudi; Jufri
JURNAL MASYARAKAT NEGERI ROKANIA Vol 7 No 01 (2026): JURNAL MASYARAKAT NEGERI ROKANIA
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Rokania

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56313/jmnr.v7i01.521

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan literasi teknologi dan keterampilan praktik mahasiswa Fakultas Ilmu Komputer melalui pelatihan penerapan Internet of Things (IoT) berbasis mikrokontroler. Kegiatan dilaksanakan dengan pendekatan edukatif, partisipatif, dan praktik berbasis proyek yang melibatkan 30 mahasiswa. Materi pelatihan meliputi konsep dasar IoT, konfigurasi mikrokontroler ESP32, integrasi sensor dan aktuator, pemrograman menggunakan Arduino IDE, komunikasi nirkabel, pemantauan data real-time, dan pengujian dashboard sederhana. Teknik pengumpulan data dilakukan melalui observasi, pre-test dan post-test, tugas praktik, respon peserta, serta dokumentasi kegiatan. Hasil kegiatan menunjukkan adanya peningkatan pemahaman dan keterampilan praktik mahasiswa. Rata-rata nilai peserta meningkat dari 54,2 pada pre-test menjadi 86,1 pada post-test dengan persentase peningkatan sebesar 31,9%. Mahasiswa menjadi lebih mampu menjelaskan arsitektur IoT, merangkai rangkaian dasar, membaca data sensor, mengunggah program ke mikrokontroler, dan menampilkan hasil monitoring melalui dashboard web sederhana. Secara keseluruhan, pelatihan ini efektif dalam memperkuat literasi IoT, berpikir komputasional, dan kompetensi praktik mahasiswa. Kegiatan ini juga menegaskan bahwa praktik IoT berbasis mikrokontroler relevan digunakan sebagai strategi pembelajaran kontekstual untuk menyiapkan mahasiswa menghadapi perkembangan teknologi industri digital.
EFEKTIFITAS MEDIA PEMBELAJARAN GAME MATH FOR KIDS TERHADAP KEMAMPUAN NUMERASI SISWA KELAS V SD NEGERI 013 RAMBAH Amthorie Bangkit Pratama; Detri Amelia Chandra; Ari Aprilia Dwiana; Muslim Muslim
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 8 No. 3 (2025): August 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i3.4277

Abstract

Abstract:This study aims to examine the effectiveness of the Game Math for Kids learning media in improving the numeracy skills of fifth-grade students at SD Negeri 013 Rambah. The research employed an experimental method with a One Group Pretest-Posttest design involving 24 students as participants. The instrument used was a set of pretest and posttest assessments designed to measure students’ numeracy abilities before and after the treatment. Data analysis revealed an increase in the average score from 58.88 (pretest) to 74.04 (posttest). The paired sample t-test showed a significance value of 0.000 (< 0.05), indicating a significant difference between pretest and posttest scores. The calculated N-Gain score was 0.369, which falls into the moderate effectiveness category. Furthermore, the effect size measured by Cohen’s d was 2.06, indicatinga very large effect. Therefore, the use of Game Math for Kids is proven to be effective in significantly and meaningfully enhancing elementary school students’ numeracy skills. Keyword:GameMathfor Kids, numeracyskills, learning media, N-Gain, Cohen’s d.  Abstrak:Penelitian ini bertujuan untuk menguji efektivitas media pembelajaran GameMathfor Kids terhadap peningkatan kemampuan numerasi siswa kelas V SD Negeri 013 Rambah. Penelitian ini menggunakan metode eksperimen dengan desain One Group Pretest-Posttest, yang melibatkan 24 siswa sebagai subjek penelitian. Instrumen yang digunakan berupa tes pretest dan posttest yang dirancang untuk mengukur kemampuan numerasi siswa sebelum dan sesudah perlakuan. Hasil analisis data menunjukkan bahwa terdapat peningkatan skor rata-rata dari 58,88 pada pretest menjadi 74,04 pada posttest. Uji pairedsample t-test menunjukkan nilai signifikansi sebesar 0,000 (< 0,05), yang berarti terdapat perbedaan yang signifikan antara skor pretest dan posttest. Nilai N-Gain yang diperoleh sebesar 0,369 menunjukkan kategori efektivitas sedang. Sementara itu, perhitungan effectsize dengan menggunakan Cohen’s d menghasilkan nilai sebesar 2,06 yang termasuk kategori efek sangat besar. Dengan demikian, penggunaan GameMathfor Kids terbukti efektif dalam meningkatkan kemampuan numerasi siswa sekolah dasar secara signifikan dan bermakna.  Kata kunci:GameMathfor Kids, kemampuan numerasi, media pembelajaran, N-Gain, Cohen’s d.   
EFEKTIVITAS PENGGUNAAN MODEL PEMBELAJARAN AKTIF LEARNING TERHADAP HASIL BELAJAR MATEMATIKA DI SD NEGERI 018 RAMBAH SAMO Fhardlon Alfaro; Sri Wahyudi; Detri Amelia Chandra; Muslim Muslim
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 8 No. 3 (2025): August 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i3.4294

Abstract

Abstract: This study aims to analyze the effectiveness of the Active Learning model in improving mathematics learning outcomes among elementary school students. The research is motivated by the low levels of student participation and academic achievement, particularly in mathematics, which remains below the minimum competency threshold. A quantitative approach was employed using a pre-experimental design of the One-Group Pretest-Posttest Design type, involving 23 fourth-grade students at SD Negeri 018 Rambah Samo as research subjects. Data collection instruments included mathematics learning outcome tests, student activity observation sheets, and implementation observation sheets for the Active Learning model. The findings revealed that the average pre-test score was 61.087, which increased to 77.608 in the post-test. The calculated normalized gain (N-gain) score of 0.425 falls into the moderate category, indicating that the Active Learning model is fairly effective in enhancing students’ mathematics achievement. Moreover, the percentage of students achieving mastery rose from 17.39% to 65.22% after the implementation of the model. Observational data also indicated a significant increase in student engagement during lessons, and teachers were able to implement each stage of the learning model in a structured and consistent manner. Therefore, the Active Learning model is considered a viable instructional strategy to improve mathematics learning outcomes in elementary education. Keyword: Active Learning, Learning Outcomes, N-gain Abstrak: Penelitian ini bertujuan untuk menganalisis efektivitas model pembelajaran Active Learning dalam meningkatkan hasil belajar matematika siswa sekolah dasar. Latar belakang penelitian ini didasarkan pada rendahnya partisipasi aktif dan capaian belajar siswa yang masih di bawah standar ketuntasan minimal, khususnya pada mata pelajaran matematika. Penelitian menggunakan pendekatan kuantitatif dengan desain pre-eksperimen tipe One-Group Pretest-Posttest Design, melibatkan 23 siswa kelas IV SD Negeri 018 Rambah Samo sebagai subjek penelitian. Instrumen pengumpulan data meliputi tes hasil belajar matematika, lembar observasi keaktifan siswa, dan lembar observasi keterlaksanaan pembelajaran. Hasil penelitian menunjukkan bahwa rata-rata nilai pre-test siswa adalah 61,087 dan meningkat menjadi 77,608 pada post-test. Nilai normalized gain (N-gain) yang dihitung berdasarkan rerata skor sebesar 0,425 tergolong dalam kategori sedang, yang menunjukkan bahwa model Active Learning cukup efektif dalam meningkatkan hasil belajar matematika. Persentase ketuntasan siswa juga meningkat dari 17,39% menjadi 65,22% setelah diterapkannya model pembelajaran ini. Selain itu, hasil observasi menunjukkan bahwa siswa lebih aktif dalam proses pembelajaran dan guru mampu melaksanakan tahapan pembelajaran secara terstruktur. Dengan demikian, model pembelajaran Active Learning layak untuk diterapkan sebagai strategi alternatif dalam pembelajaran matematika di jenjang sekolah dasar. Kata kunci: Active Learning, hasil belajar, N-gain