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JOURNAL OF SCIENCE AND SOCIAL RESEARCH
Published by Smart Education
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Journal of Science and Social Research is accepts research works from academicians in their respective expertise of studies. Journal of Science and Social Research is platform to disclose the research abilities and promote quality and excellence of young researchers and experienced thoughts towards Change for Development. The journal releases on February and July.
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PENGEMBANGAN E-SCRAPBOOK BERBASIS CANVA PADA WEBSITE HEYZINE UNTUK HASIL BELAJAR MATERI SEL SMAN1 PEMATANGSIANTAR Nur Wardany; Mastiur Verawaty Silalahi; Masni Veronika Situmorang
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 8 No. 4 (2025): November 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i4.5016

Abstract

Abstract: Science and Technology (IPTEK) has shown significant changes in the field of education, making the teaching and learning process more effective and interactive. Difficulties in learning are reflected in the minimal use of media during the learning process, which affects the quality of student achievement at SMA Negeri 1 Pematangsiantar. From the results of observations conducted, it was obtained that only 165 students out of 432 students received scores above the Minimum Completion Minimum (KKM). Based on the information above, this study aims to understand the feasibility of teaching media, student responses, and the value of learning outcomes after implementing e-scrapbooks. The research and development (R&D) model uses the ADDIE approach. The location of this research is SMA Negeri 1 Pematangsiantar and the period is from April to August 2025. The results of the product feasibility test based on expert validator standardization with 82.45%. All aspects are in the very good category. The results of student responses obtained through a questionnaire of 50.60% prove that most students expressed a favorable reaction to the implementation of e-scrapbook teaching media. The learning outcomes in the experimental class, as many as 29 students (90.90%) achieved a score above the KKM, while in the control class only 8 students (22.22%) completed The value of the non-parametric test results using Mann-Whitney, proves that the significance score of 0.00 is less than 0.05, indicating that Ho is rejected and Ha is accepted. Keywords: E-scrapbook; Heyzine;  Pematangsiantar; Cells. Abstrak: IPTEK (Ilmu Pengetahuan dan Teknologi) telah menunjukkan perubahan signifikan pada bidang pendidikan, menjadikan proses belajar mengajar lebih efektif dan interaktif. Kesulitan dalam pembelajaran tercermin dari minimnya penggunaan media selama proses pembelajaran, yang memengaruhi kualitas prestasi siswa di SMA Negeri 1 Pematangsiantar. Dari hasil pengamatan yang dilakukan diperolah bahwa yang mendapat nilai diatas KKM hanya 165 siswa dari 432 siswa. Berdasarkan keterangan diatas penelitian ini bertujuan untuk memahami kelyakan media ajar, respon tanggapan siswa, dan nilai hasil belajar sesudah menerapkan e-scrapbook. Model penelitian pengembangan atau Research and Development (R&D) memakai pendekatan ADDIE. Lokasi riset ini di SMA Negeri 1 Pematangsiantar serta jangka waktu bulan April sampai Agustus 2025. Hasil uji kelayakan produk berdasarkan standardisasi validator ahli dengan 82,45%. Seluruh aspek tersebut berada pada kategori sangat baik. Hasil respon siswa diperoleh melalui angket sebanyak 50,60% membuktikan kebanyakan peserta didik menyampaikan reaksi menguntungkan terhadap penerapan media ajar  e-scrapbook. Nilai hasil belajar di kelas eksperimen, sebanyak 29 siswa (90,90%) mencapai nilai di atas KKM, sementara di kelas kontrol hanya 8 siswa (22,22%) yang tuntas. Nilai hasil uji non-parametrik menggunakan Mann-Whitney, membuktikan skor nilai signifikansi 0,00 lebih kecil 0,05  menandakan Ho ditolak dan Ha diterima. Kata kunci: E-scrapbook; Heyzine; Pematangsiantar; Sel.
ANALISIS KUALITAS PELAYANAN TERHADAP KEPUASAN NASABAH DI BANK MUAMALAT KANTOR CABANG BENGKULU Theryansyah Putra; Fathur Rohman; Uswatun Hasanah
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 8 No. 4 (2025): November 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i4.5017

Abstract

AbstrakPenelitian ini bertujuan untuk menganalisis kualitas pelayanan dan kepuasan nasabah di Bank Muamalat Kantor Cabang Bengkulu berdasarkan penerapan nilai-nilai syariah. Penelitian menggunakan pendekatan kualitatif deskriptif dengan teknik pengumpulan data melalui observasi, wawancara mendalam, dan dokumentasi. Subjek penelitian terdiri atas pegawai bagian pelayanan dan beberapa nasabah aktif yang dipilih menggunakan teknik purposive sampling. Hasil penelitian menunjukkan bahwa penerapan lima dimensi kualitas pelayanan (SERVQUAL) di Bank Muamalat—tangible, reliability, responsiveness, assurance, dan empathy—telah berjalan dengan baik. Nilai-nilai syariah seperti amanah, keadilan, dan profesionalisme menjadi landasan utama dalam memberikan pelayanan kepada nasabah. Meskipun demikian, masih terdapat kendala berupa lamanya proses administrasi dan keterbatasan layanan digital banking. Secara keseluruhan, kualitas pelayanan Bank Muamalat tergolong baik dan berpengaruh positif terhadap kepuasan nasabah, terutama pada dimensi empati dan assurance. Diperlukan peningkatan efisiensi waktu pelayanan serta pengembangan sistem digital agar pelayanan semakin optimal dan sesuai dengan prinsip perbankan syariah.Kata kunci: Bank Muamalat, kualitas pelayanan, kepuasan nasabah, nilai-nilai syariah, pelayanan berbasis Islam.AbstractThis study aims to analyze service quality and customer satisfaction at Bank Muamalat, Bengkulu Branch, based on the implementation of Islamic values. The research employs a descriptive qualitative approach with data collected through observation, in-depth interviews, and documentation. The research subjects include service staff and several active customers selected using purposive sampling. The findings reveal that the five dimensions of service quality (SERVQUAL)—tangible, reliability, responsiveness, assurance, and empathy—are well implemented at Bank Muamalat. Islamic values such as trustworthiness (amanah), justice, and professionalism serve as the foundation for customer service. However, several challenges remain, including lengthy administrative processes and limited digital banking features. Overall, the service quality at Bank Muamalat is considered good and positively influences customer satisfaction, particularly in the empathy and assurance dimensions. Enhancing service efficiency and expanding digital systems are recommended to optimize performance in accordance with Islamic banking principles.Keywords: Bank Muamalat, service quality, customer satisfaction, Islamic values, Islamic-based service.
PENGEMBANGAN MEDIA WORDWALL BERBASIS NEARPOD MATERI SEL UNTUK MENINGKATKAN HASIL BELAJAR SMPN 12 PEMATANGSIANTAR Nurul Fadila; Mastiur Verawaty Silalahi; Gunaria Siagian
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 8 No. 4 (2025): November 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i4.5020

Abstract

Abstract: The role of technology in learning in schools is very important and diverse. Learning media that are not varied makes students bored in following the learning, so the learning objectives cannot be conveyed properly to students. Through interview data and observations of researchers through science teachers at SMP Negeri 12 Pematangsiantar, data from the results of the mid-term exams of students were obtained that 43.2% of students completed while 56.8% of students did not complete so from this data it was found that many students did not complete science learning. The purpose of this study was to determine the effect of using wordwall game learning media based on the nearpod application and to determine students' responses to wordwall game learning media based on the nearpod application. The researcher used (Research and Development (R&D) as the type of research and used the ADDIE model. The results of the feasibility test of the nearpod application-based wordwall game media based on 4 feasibility tests by expert validators obtained an overall percentage of 81.6% very feasible. The achievement of students in classes that use nearpod application-based wordwall game teaching materials has a high value compared to those who do not use nearpod application-based wordwall game media. The student response to the nearpod application-based wordwall game media as a learning medium obtained a percentage of 83.3%% with a good category.  Keywords: Learning Media, Wordwall Game, Nearpod Abstrak: Peran terknologi dalam pembelajaran di sekolah sangat penting dan beragam. Media pembelajaran yang tidak bervariasi membuat siswa menjadi jenuh dalam mengikuti pembelajaran, maka tujuan pembelajaranya tidak dapat tersampaikan dengan baik kepada siswa. Melalui data wawancara serta pengamatan peneliti melalugu pendidik IPA di SMP Negeri 12 Pematangsiantar diperoleh data hasil UTS siswa bahwasanya siswa yang tuntas 43,2% sedangkan siswa yang tidak tuntas sebanyak 56,8% jadi dari data ini didapatkan banyak siswa yang tidak tuntas pada pembelajaran IPA. Adapun tujuan dari penelitian ini adalah untuk mengetahui pengaruh penggunaan media pembelajaran game wordwall berbasis apliksi nearpod serta mengetahui respon siswa terhadap media pembelajaran game wordwall berbasis apliksi nearpod. Peneliti memakai (Research and Development (R&D) sebagai jenis penelitiannya serta memakai model ADDIE. Hasil uji kelayakan media game wordwall berbasis aplikasi nearpod berdasarkan 4 uji kelayakan oleh para validator ahli memperoleh hasil persentase keseluruhan 81,6% sangat layak. Pencapaian peserta didik di kelas yang memakai bahan ajar game wordwall berbasis apliksi nearpod memiliki nilai yang tinggi dibandingkan yang tidak memakai media game wordwall berbasis apliksi nearpod. Adapun tangapan siswa terhadap media game wordwall berbasis apliksi nearpod sebagai media pembelajaran diperoleh persentase 83,3%% dengan kategori baik. Kata Kunci: Media Pembelajaran, Game Wordwall, Nearpod
ASPEK HUKUM PERANAN OTORITAS JASA KEUANGAN (OJK) DALAM PEMENUHAN HAK PEMEGANG POLIS ASURANSI OLEH PERUSAHAAN ASURANSI YANG TELAH DINYATAKAN PAILIT Zhavira Zhavira; Sunarmi Sunarmi; Hasim Purba; Detania Sukarja
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 8 No. 4 (2025): November 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i4.5066

Abstract

Abstract: Insurance companies that are in a critical period will raise receivables for policy holders, so that the policy holders are entitled to the money and ask the insurance company to pay the insurance claim debt in accordance with the previously agreed insurance policy. Claiming insurance can lead to problems, such as the company not being able to provide insurance claims, which can lead to debts and possibly the insurance company going bankrupt. What are the consequences of bankruptcy law on insurance companies that have been declared bankrupt? What is the position of insurance policy holders in insurance companies that have been declared bankrupt? What is the role of the Financial Services Authority in protecting the rights of insurance policy holders against insurance companies that have been declared bankrupt? The research method used in this research is normative legal research with library study data collection. The data sources used in this research are primary and secondary data sources and the data analysis used is qualitative. The results of this research are (1) An insurance company that is declared bankrupt or insolvent based on a Commercial Court decision, results in the company losing its civil rights to control and manage its assets since the bankruptcy decision was declared. (2) The policy holder is positioned in the group of creditors with special privileges or as a preferred creditor whose level is higher or prioritized in receiving their rights regarding the distribution of their assets. (3) The Financial Services Authority is required to ensure that the company is insolvent in order to protect more significant interests. Keyword: Bankruptcy, Insurance Company, Financial Services Authority Abstrak: Perusahaan asuransi yang berada dalam masa kritis akan memunculkan piutang bagi  pemegang  polis,  sehingga  pemegang  polis  berhak  atas  uang tersebut  dan meminta  kepada  perusahaan  asuransi  untuk  membayarkan utang  klaim  asuransi sesuai  dengan  polis  asuransi yang  telah  disepakati  sebelumnya. Untuk mengklaim sebuah asuransi bisa saja mendapat permasalahan, seperti halnya pihak perusahaan tidak dapat  memberikan klaim asuransi sehingga dapat memunculkan utang dan memungkinkan perusahaan asuransi tersebut mengalami pailit. Bagaimana akibat hukum kepailitan terhadap perusahaan asuransi yang telah dinyatakan pailit Bagaimana kedudukan pemegang polis asuransi pada perusahaan asuransi yang telah dinyatakan pailit. Bagaimana peran Otoritas Jasa Keuangan dalam melindungi hak pemegang polis asuransi terhadap perusahaan asuransi yang telah dinyatakan pailit. Metode penelitian yang digunakan dalam penelitian ini adalah penelitian hukum normatif dengan pengumpulan data studi kepustakaan. Sumber data yang digunakan dalam penelitian ini adalah sumber data primer dan sekunder dan analisis data yang digunakan bersifat kualitatif. Hasil penelitian iniadalah (1) Perusahaan asuransi yang dinyatakan bangkrut atau pailit berdasarkan putusan Pengadilan Niaga, mengakibatkan Perusahaan tersebut kehilangan hak keperdatanya untuk menguasai dan mengurus kekayaannya sejak putusan pailit dinyatakan. (2) Pemegang polis diposisikan dalam golongan kreditor dengan hak istimewa atau sebagai kreditur preferent yang tingkatannya lebih tinggi atau diutamakan dalam menerima hak-haknya atas pembagian harta kekayaannya. (3) Otoritas Jasa Keuangan diharuskan memastikan bahwasanya perusahaan tersebut memanglah dalam keadaan insolvent guna melindungi kepentingan yang lebih signifikan pula. Kata kunci: Kepailian, Perusahaan Asuransi, Otoritas Jasa Keuangan
PENGEMBANGAN BAAMBOOZLE BERBASIS CANVA MATERI SEL UNTUK MENINGKATKAN HASIL BELAJAR SISWA SMPN 8 PEMATANGSIANTAR Renova Manurung; Gunaria Siagian; Mastiur Verawaty Silalahi
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 8 No. 4 (2025): November 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i4.5069

Abstract

Abstract: Media suitability, student responses, and learning outcomes are the objectives of this scientific study. The background of the study was based on the decline in learning outcomes for the material. It was found that 33.8% of students reached the Minimum Completion (KKM), and the implementation of the teaching and learning process was still conventional. Development research is a type of development method with the ADDIE approach which includes the stages of analysis, design, development, implementation and evaluation The research subjects were students of grades VIII-2 (experimental class) and VIII-3 (control class) who had passed the sample selection process by random sampling. The research instruments included non-tests and tests (pretest and posttest). Data identification used media feasibility tests, student response questionnaires, and final scores as non-parametric statistical tests as answers to temporary decisions. The research results proved that the Canva-based Baamboozle teaching material was said to be very suitable for use based on the assessment decisions of material experts and media experts. Most students gave positive responses after implementing the media in the classroom, indicating a reciprocal response and involving learning participation. This resulted in differences in the experimental class that were not found in the control class. The final decision was based on the Mann-Whitney test results <0.000. Therefore, Ha was accepted and Ho was rejected.  Keywords: Baamboozle, Canva, animal cells, plant cells Abstrak: Kelayakan media, respon siswa, dan nilai belajar adalah tujuan dari kajian ilmiah ini. Latar belakang penelitian berlandaskan pada menurunya nilai hasil belajar terhadap materi tersebut. Diketahui 33,8% siswa mencapai KKM, serta penerapan proses belajar mengajar masih konvensional. Penelitian pengembangan adalah jenis metode pengembangan dengan pendekatan ADDIE yang mencakup tahap analisis, desain, pengembangan, penerapan, dan evaluasi. Subjek penelitian adalah siswa kelas VIII-2 (kelas eksperimen) dan VIII-3 (kelas control)  yang sudah melewati proses pemilihan sample secara random sampling. Instrumen penelitian meliputi non-tes dan tes (pretest dan posttest). Pengidentifikasian data memakai uji kelayakan media, angket respon siswa, serta nilai akhir sebagai uji statistik non-parametrik sebagai jawaban keputusan sementara. Hasil riset membuktikan jika bahan ajar Baamboozle berbasis Canva disebutkan sangat layak dipergunakan berdasarkan keputusan penilaian validador ahli. Kebanyakan respon positif diberikan siswa setelah penerapan media di dalam kelas yang,menandakan adanya respon timbal balik  serta melibatkan partisipasi belajar. Hal ini menimbulkan adanya perbedaan kelas eksperimen yang tidak dimiliki kelas kontrol. Keputusan akhir diperoleh berlandaskan hasil uji Mann-Whitney <0,000. Oleh karena itu, Ha diterima dan Ho ditolak. Kata Kunci : Baamboozle, Canva, sel hewan, sel tumbuhan
PENERAPAN TEORI PERMAINAN DALAM NEGOSIASI KEUANGAN DAN PERANCANGAN KONTRAK: TINJAUAN LITERATUR SISTEMATIS Via Oktarianti; Zefriyenni Zefriyenni
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 8 No. 4 (2025): November 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i4.5070

Abstract

Abstract: This study aims to systematically review the application of game theory in the context of financial negotiations and contract design. Game theory, as a mathematical approach to analyzing strategic interactions between parties with differing interests, has become an important tool in understanding economic behavior and decision-making. Using a systematic literature review, this study collects, analyzes, and reviews various previous studies addressing the application of game theory in the negotiation process and financial contract design. The results show that game theory is used to optimize negotiation strategies, minimize conflict risks, and create efficient and fair agreements between the parties involved. Furthermore, this study identifies trends, research gaps, and opportunities for developing game theory in modern financial practice. Thus, this study contributes to the theoretical and practical understanding of how a game theory approach can enhance the effectiveness of negotiations and contract design in the financial sector. Keywords: Financial negotiations; Contract design; Decision making; Economic strategy; Systematic analysis Abstrak: Penelitian ini bertujuan untuk meninjau secara sistematis penerapan teori permainan dalam konteks negosiasi keuangan dan perancangan kontrak. Teori permainan, sebagai pendekatan matematis untuk menganalisis interaksi strategis antar pihak dengan kepentingan yang berbeda, telah menjadi alat penting dalam memahami perilaku ekonomi dan pengambilan keputusan. Melalui metode tinjauan literatur sistematis, penelitian ini mengumpulkan, menganalisis, dan mengkaji berbagai penelitian terdahulu yang membahas penerapan teori permainan dalam proses negosiasi dan desain kontrak keuangan. Hasil kajian menunjukkan bahwa teori permainan digunakan untuk mengoptimalkan strategi negosiasi, meminimalkan risiko konflik, serta menciptakan kesepakatan yang efisien dan adil antara pihak-pihak yang terlibat. Selain itu, penelitian ini juga mengidentifikasi tren, kesenjangan penelitian, dan peluang pengembangan teori permainan dalam praktik keuangan modern. Dengan demikian, studi ini memberikan kontribusi terhadap pemahaman teoretis dan praktis mengenai bagaimana pendekatan teori permainan dapat meningkatkan efektivitas negosiasi dan perancangan kontrak di bidang keuangan. Kata Kunci: Negosiasi keuangan; Perancangan kontrak; Pengambilan keputusan; Strategi ekonomi; Analisis sistematis
TINJAUAN LITERATUR: POTENSI EEG-BASED BRAIN-COMPUTER INTERFACE UNTUK DESENTRALISASI KONTROL NEURAL PADA EKOSISTEM INTERNET OF AUTONOMOUS THINGS (IOAT) Geri Loyang Sari; Siti Aisyah
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 8 No. 4 (2025): November 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i4.5071

Abstract

Abstract: EEG-based Brain Computer Interface offers the potential for integration with Internet of Autonomous group control such as drones, robots, wheelchairs, AUVs, smart-home and smart-city devices, etc. This literature review aims to determine the potential for integration (BCI) in controlling smart devices and swarm intelligence within the IoAT ecosystem that collaborates in a corporate and decentralized manner. As well as compiling an initial abstract framework towards this development direction, based on a review of journals related to brain-computer interfaces, intent translator frameworks for IoT, LLM, mesh topology, federated learning, swarm-rules models, and human-swarm cybernetic/feedback loop integration. The results of the review show that BCI-IoAT integration through a swarm intelligence approach has the potential to create a robust, independent, and autonomous system. Keywords: Brain Computer Interface; EEG; Swarm intelligence; IoT; LLM; human-swarm; Autonomous Things Abstrak: Brain Computer Interface berbasis EEG menawarkan potensi integrasi dengan kendali kelompok Internet Of Autonomous seperti drone, robot, kursi roda, AUV, perangkat smart-home dan smart-city, dsb. literature review ini bertujuan untuk mengetahui potensi integrasi (BCI) dalam mengendalikan perangkat pintar dan swarm intelligence di dalam ekosistem IoAT yang bekerja sama secara korporatif dan desentraliasi. Serta menyusun kerangka abstrak awal menuju arah pengembangan tersebut, berdasarkan review jurnal-jurnal yang berhubungan dengan brain-computer interface, framework intent translator for IoT, LLM, topologi mesh, federated learning, model swarm-rules, dan integrasi human-swarm cybernetic/feedback loop. Hasilnya tinjauan menunjukkan bahwa integrasi BCI-IoAT melalui pendekatan swarm intelligence berpotensi menciptakan sistem yang bersifat robust, mandiri, dan otonom.  Kata kunci: Brain Computer Interface; EEG; Swarm intelligence; IoT; LLM; human-swarm; Autonomous Things
PENGEMBANGAN PEDOMAN KULIAH KERJA LAPANGAN (KKL) BERBASIS KONTEKSTUAL DI PROGRAM STUDI PENDIDIKAN SEJARAH Karel Juniardi; Emusti Rivasintha Marjito
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 8 No. 4 (2025): November 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i4.5072

Abstract

Abstract: This research aims to develop contextual-based Field Work Lecture (KKL) guidelines for students in the History Education Study Program at Universitas PGRI Pontianak. The main problem encountered in previous KKL implementations was the lack of guidelines tailored to local contextual needs, particularly in the application of learning based on the local environment and socio-cultural context. This research employed a Research and Development (R&D) method with a modified Borg & Gall development model consisting of six stages: needs analysis, planning, initial product development, limited trials, product revision, and field trials. The results indicate that these contextual-based KKL guidelines effectively improve students' ability to identify local potential, design KKL activities appropriate to the local socio-cultural context, and strengthen their reflective and collaborative skills. Expert validation indicated a "very feasible" rating with an average score of 91%, while field test results demonstrated a significant increase in students' understanding of contextual learning concepts. Therefore, these guidelines are suitable for use as the official reference for KKL implementation within the Faculty of Teacher Training and Education, Universitas PGRI Pontianak. Keywords: KKL, contextual learning, guidelines, R&D, history education Abstrak: Penelitian ini bertujuan untuk mengembangkan pedoman Kuliah Kerja Lapangan (KKL) berbasis kontekstual bagi mahasiswa Program Studi Pendidikan Sejarah Universitas PGRI Pontianak. Permasalahan utama yang dihadapi dalam pelaksanaan KKL sebelumnya adalah belum adanya pedoman yang menyesuaikan dengan kebutuhan kontekstual daerah, terutama dalam penerapan pembelajaran berbasis lingkungan dan sosial budaya lokal. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan Borg & Gall yang dimodifikasi menjadi enam tahap, yaitu: analisis kebutuhan, perencanaan, pengembangan produk awal, uji coba terbatas, revisi produk, dan uji coba lapangan. Hasil penelitian menunjukkan bahwa pedoman KKL berbasis kontekstual ini efektif meningkatkan kemampuan mahasiswa dalam mengidentifikasi potensi lokal, merancang kegiatan KKL sesuai konteks sosial-budaya daerah, serta memperkuat keterampilan reflektif dan kolaboratif mahasiswa. Validasi ahli menunjukkan kategori “sangat layak” dengan skor rata-rata 91%, sedangkan hasil uji lapangan menunjukkan peningkatan signifikan dalam pemahaman mahasiswa terhadap konsep pembelajaran kontekstual. Dengan demikian, pedoman ini layak diterapkan sebagai acuan resmi pelaksanaan KKL di lingkungan Fakultas Keguruan dan Ilmu Pendidikan Universitas PGRI Pontianak. Kata kunci: KKL, pembelajaran kontekstual, pedoman, R&D, pendidikan sejarah
PENGARUH MEDIA PEMBELAJARAN AUDIO VISUAL BERBASIS CANVA PADA MATERI SISTEM PENCERNAAN MANUSIA TERHADAP HASIL BELAJAR SISWA KELAS XI SMA NEGERI 2 PEMATANGSIANTAR Melisa Melisa; Gunaria Siagian; Winarto Silaban
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 8 No. 4 (2025): November 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i4.5073

Abstract

Abstract: This study aims to determine: The Effect of Canva-Based Audio Visual Learning Media on the Human Digestive System Material on the Learning Outcomes of Class XI Students of SMA Negeri 2 Pematangsiantar. This study uses a true experimental research design (a true experiment), because in this design, researchers can control all external variables that affect the course of the experiment. The population of this study was all class XI of SMA Negeri 2 Pematangsiantar. The sampling technique was a random technique (Simple Random Sampling) with a sample of class XI MIA-3 as the experimental class and XI MIA-2 as the control class. The variables in this study include the independent variable, namely canva-based audio visual media, and the dependent variable, namely student learning outcomes. The data collection technique used a test method. The instrument used in this study was a multiple-choice test. Learning outcome data were analyzed using the Independent Sample T-Test test. The results of the Independent T-Test test obtained a significance value (2-tailed) of 0.000 <0.05 which can be stated that the hypothesis is accepted. So it can be concluded that canva-based audio visual media can improve student learning outcomes. Keyword: Audio Visual Learning Media; Learning Outcomes. Abstrak: Penelitian ini bertujuan untuk mengetahui: Pengaruh Media Pembelajaran Audio Visual Berbasis Canva Pada Materi Sistem Pencernaan Manusia Terhadap Hasil Belajar Siswa Kelas XI SMA Negeri 2 Pematangsiantar. Pada penelitian ini menggunakan desain penelitian true experimental (eksperimen yang betul-betul), karena dalam desain ini, peneliti dapat mengontrol semua variabel luar yang mempengaruhi jalannya eksperimen. Populasi dari Penelitian ini seluruh kelas XI SMA Negeri 2 Pematangsiantar. Teknik pengambilan sampel Adalah teknik acak (Simple Random Sampling) dengan sampel kelas XI MIA-3 sebagai kelas eksperimen dan XI MIA-2 sebagai kelas kontrol. Variabel pada penelitian ini meliputi variabel bebas yaitu media audio visual berbasis canva, dan variabel terikat yaitu hasil belajar siswa. Teknik pengumpulan data menggunakan metode tes. Instrumen yang digunakan pada penelitian ini adalah berupa tes pilihan ganda. Data hasil belajar dianalisis dengan menggunakan uji Independent Sample T-Test. Hasil uji Independent T-Test memperoleh nilai signifikansi (2-tailed) 0,000 < 0,05 yang dapat dinyatakan bahwa hipotesis diterima. Maka dapat disimpulkan bahwa media audio visual berbasis canva dapat meningkatkan hasil belajar siswa. Kata kunci: Media Pembelajaran Audio Visual; Hasil Belajar.
Efektivitas Pemberian Asam Amino dan Kombinasi Media Tanam Terhadap Pertumbuhan Tanaman Lidah Buaya (Aloe barbadensis Milleer) Turi Handayani; Ade Fipriani Lubis
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 8 No. 4 (2025): November 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i4.5078

Abstract

Abstract: Effectiveness of Providing Amino Acids and Planting Media Combinations on the Growth of Aloe Vera Plants (Aloe barbadansis Milleer). This research will be carried out at AFD VI Pamerahan, Perkebunan. Air Batu III/IX Hamlet V, Air Batu District, Asahan Regency and will be held from December to February 2024 at a height of 12 m above sea level. This research was structured based on a factorial randomized block design (RAK) with 2 treatment factors and 3 replications. The first factor is that amino acids consist of 4 levels, including A0 = 0 ml/polybag, A1 = 2 ml/polybag, A2 = 4 ml/polybag, A3 = 6 ml/polybag. The second factor is that the planting medium consists of 4 levels, including M0 = topsoil + sand, M1 = topsoil + compost,    M2 = topsoil + vermicompost, M3 = topsoil + bokashi.Providing amino acids had a significant effect on the parameters of plant height, number of leaves, longest leaf length, widest leaf width, total wet weight. Amino acid dosage treatment showed a significant effect on plant height parameters, where the best treatment resulted in treatment A3, namely 6 ml/polybag which had a plant height of 14.41 cm, number of leaves of 8.25, longest leaf length of 18.74 cm, width The widest leaves are 6.25 cm, total wet weight is 133.29 g. The combination of planting media influences the parameters of plant height, number of leaves, longest leaf length, widest leaf width, total wet weight. The combination treatment of topsoil + compost (M1) planting media had a plant height of 13.95 cm, number of leaves of 8.91, leaf length of 20.54 cm, leaf width of 6.00 cm, total wet weight of 131.54 g. The interaction of amino acid administration and the combination of planting media had no effect on all observed parameters Keywords:  amino acid, aloe vera, planting media  Abstrak: Efektivitas Pemberian Asam Amino dan Kombinasi Media Tanam Terhadap Pertumbuhan Tanaman Lidah Buaya (Aloe barbadansis Milleer). Penelitian ini akan dilaksanakan di AFD VI Pamerahan, Perkebunan. Air Batu III/IX Dusun V Kecamatan Air Batu Kabupaten Asahan dan dilaksanakan pada bulan Desember sampai Februari 2024 dengan ketinggian 12 m dpl. Penelitian ini disusun berdasarkan Rancangan Acak Kelompok (RAK) Faktorial dengan 2 faktor perlakuan dan 3 ulangan. Faktor pertama adalah asam amino terdiri dari 4 taraf, diantaranya A0 = 0 ml/ polibag, A1 = 2 ml/ polibag, A2  = 4 ml/ polibag, A3 = 6 ml/ polibag. Faktor kedua adalah media tanam terdiri dari 4 taraf, diantaranya M0 = topsoil + pasir, M1 = topsoil + kompos, M2 = topsoil + kascing, M3 = topsoil + bokashi.Pemberian asam amino berpengaruh nyata terhadap parameter tinggi tanaman, jumlah daun, panjang daun terpanjang, lebar daun terlebar, berat basah total. Perlakuan dosis asam amino menunjukkan berpengaruh nyata pada parameter tinggi tanaman, dimana perlakuan yang terbaik dihasilkan perlakuan A3 yaitu 6 ml/ polibag yang memiliki tinggi tanaman 14,41 cm, jumlah daun sebanyak 8,25 helai, panjang daun terpanjang 18,74 cm, lebar daun terlebar 6,25 cm, berat basah total sebanyak 133,29 g. Kombinasi media tanam berpengaruh terhadap parameter tinggi tanaman, jumlah daun, panjang daun terpanjang, lebar daun terlebar, berat basah total. Perlakuan kombinasi media tanam tanah topsoil + kompos (M1) memiliki tinggi tanaman 13,95 cm, jumlah daun sebanyak 8,91 helai, panjang daun sepanjang 20,54 cm, lebar daun 6,00 cm, berat basah total 131,54 g. Interaksi pemberian asam amino dan kombinasi media tanam tidak berpengaruh terhadap semua parameter pengamatan. Kata kunci: asam amino, aloe vera, media tanam