cover
Contact Name
Mohammad Rizki Fadhil Pratama
Contact Email
mohammadrizkifadhilpratama@gmail.com
Phone
-
Journal Mail Official
mohammadrizkifadhilpratama@gmail.com
Editorial Address
-
Location
Kota palangkaraya,
Kalimantan tengah
INDONESIA
Bitnet: Jurnal Pendidikan Teknologi Informasi
ISSN : 25021923     EISSN : -     DOI : -
Core Subject : Science, Education,
The publication of Bitnet: Jurnal Pendidikan Teknologi Informasi indeed participates in disseminating the results of research and review of science and technology development conducted by lecturers and researchers especially from UM Palangkaraya and other universities. This edition contains seven articles consisting of Education topics.
Arjuna Subject : -
Articles 159 Documents
The Effectiveness Of Using Digital Storytelling Video In Teaching Speaking At SMK Telkom Banjarbaru: Efektivitas Penggunaan Digital Video Storytelling Dalam Pengajaran Berbicara di SMK Telkom Banjarbaru Sri Endang Ratnasari
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 8 No. 1 (2023): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v8i1.4901

Abstract

The efficiency of using a Digital Storytelling film in the classroom to teach speaking skills by means of question-and-answer sessions was evaluated at the eleventh SMK Telkom Banjarbaru.The purpose of this study is to investigate whether or not the use of digital story telling video is beneficial in enhancing the students' ability to communicate orally. The researcher used a purposive sampling method and took only class X the sample of the research which consisted of 37 students. In addition, the researcher applied an instrument of this research namely oral test. In pre-test and post-test, the researcher gave the topics through digital storytelling video to stimulate the students to speak in their daily activity. In pre-test and post-test, one by one of the students asked to speak face to face with the researcher in the class. After pre-test, the researcher applied a media of teaching as a treatment then the result of post-test was compared with the result of the student’s pre-test and find out the improvement of the students‟ speaking ability. The findings of the data analysis revealed that the mean score on pre-tests was 3.45, while the mean score on post-tests was 4.54. These findings were based on the fact that the pre-tests were administered before the post-tests. It was discovered that the result of the t-test was 10.33, which was higher than the value of the t-table, which was 1.688. The level of significance that was used was 0.05, and the degree of freedom (df) that was used was 37-1, which equaled 36. That the alternative hypothesis was accepted while the null hypothesis was rejected was the implication of this.
Analisis Penerapan Si-Bajakah di Kelas X Boga 2 SMK Negeri 3 Palangka Raya : Analysis of the Application of SI-Bajakah in Class X Boga 2 SMK Negeri 3 Palangka Raya Muhammad Jailani; Fitriya Liyani Futri
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 8 No. 1 (2023): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v8i1.4921

Abstract

Efisiensi penggunaan film Digital Storytelling di kelas sebelas untuk mengajarkan keterampilan berbicara melalui sesi tanya jawab dievaluasi di SMK Telkom Banjarbaru.Tujuan dari penelitian ini adalah untuk meneliti apakah penggunaan video bercerita digital bermanfaat atau tidak dalam meningkatkan kemampuan siswa untuk berkomunikasi secara lisan. Peneliti menggunakan metode purposive sampling dan hanya mengambil sampel penelitian kelas X yang berjumlah 37 siswa. Selain itu, peneliti menggunakan instrumen penelitian ini yaitu tes lisan. Dalam pre-test dan post-test, peneliti memberikan topik melalui video storytelling digital untuk merangsang siswa berbicara dalam aktivitas sehari-hari. Pada pre-test dan post-test, satu per satu siswa diminta untuk berbicara langsung dengan peneliti di kelas. Setelah pre-test, peneliti menerapkan media pembelajaran sebagai treatment kemudian hasil post-test dibandingkan dengan hasil pre-test siswa dan mengetahui peningkatan kemampuan berbicara siswa. Temuan dari analisis data mengungkapkan bahwa nilai rata-rata pada pre-test adalah 3,45, sedangkan nilai rata-rata pada post-test adalah 4,54. Temuan ini didasarkan pada fakta bahwa pre-test diberikan sebelum post-test. Diketahui bahwa hasil t-test adalah 10,33, lebih tinggi dari nilai t-tabel, yaitu 1,688. Tingkat signifikansi yang digunakan adalah 0,05, dan derajat kebebasan (df) yang digunakan adalah 37-1, yaitu 36. Bahwa hipotesis alternatif diterima sedangkan hipotesis nol ditolak adalah implikasi dari hal ini.
Analisis Kesulitan Pembelajaran Tematik Pada Peserta Didik Kelas IV-B SDN 4 Menteng Palangka Raya: Analysis of Thematic Learning Difficulties in Class IV-B Students of SDN 4 Menteng Palangka Raya Alhikmah; Agung Riadin
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 8 No. 1 (2023): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v8i1.4923

Abstract

Penelitian ini bertujuan untuk menganalisis kesulitan pembelajaran tematik pada peserta didik kelas IV-B SDN 4 Menteng Palangka Raya. Metode yang di gunakan dalam penelitian ini adalah metode kualitatif. Teknik pengumpulan data yang di gunakan adalah observasi, wawancara dan dokumentasi. Hasil penelitian mengungkapkan peserta didik mengalami kesulitan belajar tematik dikarenakan peserta didik mengalami kesulitan dalam pembelajaraan yang dilaksanakan di dalam kelas. Hasil penelitian menunjukan bahwa kesulitan belajar yang dialami peserta didik yaitu kesulitan dalam pembelajaran tematik yaitu kebingungan dalam perpindahan mata pelajaran, nilai hasil belajar rendah, mengganggu teman saat pembelajaran berlangsung, tidak fokus, tidak memahami materi kurang konsentrasi, dan di rumah lebih banyak bermain handphone.
Perbedaan Hasil Belajar Peserta Didik Menggunakan Model Creative Problem Solving Dengan Problem Based Learning Berbantuan Media Audio Visual: Differences in Learning Outcomes of Students Using Creative Problem Solving Models with Problem Based Learning Assisted by Audio Visual Media Suhaibatul Aslamiah; Bulkani; Rita Rahmaniati
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 8 No. 1 (2023): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v8i1.4987

Abstract

Penelitian ini menggunakan pendekatan kuantitatif komparatif dengan desain penelitian Pretest-Posttest Nonequivalent Multiple Group Design. Kelas eksperimen 1 berjumlah 27 orang yang pembelajarannya menggunakan model Creative Problem Solving berbantuan media audio visual dan kelas eksperimen 2 berjumlah 25 orang yang pembelajarannya menggunakan model Problem Based Learning berbantuan media audio visual. Hasil penelitian menunjukkan bahwa tidak ada perbedaan yang signifikan terhadap hasil belajar IPAS pada peserta didik kelas IV SD Muhammadiyah Pahandut yang pembelajarannya menggunakan model Creative Problem Solving dan Problem Based Learning berbantuan media audio visual. Sebelum dilakukan analisis terhadap hasil belajar, hasil pre-test dianalisis untuk mengetahui kemampuan awal pada kedua kelas eksperimen tersebut menggunakan uji independent sample t test yang diperoleh bahwa nilai Sig. (2-tailed) sebesar 0,746. Jika nilai Sig. (2-tailed) > 0,05, sehingga tidak terdapat perbedaan hasil pre-test pada kelas eksperimen 1 dan 2. Pada uji Normalitas, kelas eksperimen 1 diperoleh nilai signifikansi pada pre-test adalah 0,178 dan post-test 0,200, sedangkan kelas eksperimen 2 diperoleh nilai signifikansi pada pre-test adalah 0,244 dan post-test 0,200. Nilai signifikansi tersebut lebih dari 0,05, sehingga data penelitian ini berdistribusi Normal. Pada uji Homogenitas pre-test diperoleh nilai signifkansi sebesar 0,610 dan post-test sebesar 0,246. Nilai signifikansi tersebut lebih dari 0,05 sehingga varians data post-test dan pre-test pada kelas eksperimen 1 dan 2 bersifat Homogen. Pada uji hipotesis menunjukkan bahwa nilai Sig. (2-tailed) sebesar 0,889 yang artinya nilai Sig. (2-tailed) > 0,05, sehingga dalam penelitian ini Ho diterima.
Mobile Learning Kreatif: Meretas Batasan Pembelajaran dalam Mata Kuliah Komunikasi dalam Advokasi: Creative Mobile Learning: Breaking Learning Boundaries in the Course of "Communication in Advocacy” Setio Ardy Nuswantoro
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 8 No. 2 (2023): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v9i1.5366

Abstract

This study develops a mobile learning strategy in the course of "Communication in Advocacy" through the Research and Development (R&D) approach. Literature review indicates that mobile learning can enhance learning motivation, active participation, and accessibility to learning materials. In the context of this course, an integrated approach is needed to enable effective interaction among students and instructors, as well as to foster deep and critical communication skills. This research contributes to the development of mobile learning by designing engaging instructional strategies, ensuring synergistic curriculum integration, maintaining effective communication, and utilizing the latest technologies. The study has the potential to transform the paradigm of learning in the "Communication in Advocacy" course through the creative, critical, and innovative use of mobile learning.
Penggunaan Metode Permainan Tepuk Identitas Negara Untuk Meningkatkan Minat Mengenal Identitas Negara Indonesia Pada Anak Kelompok B TK Negeri Pembina Dharma Wanita: Using the National Identity Clapping Game Method to Increase Interest in Knowing Indonesian National Identity in Group B Children of the State Kindergarten of Pembina Dharma Wanita Husnul Khatimah
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 8 No. 2 (2023): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v8i2.5420

Abstract

This study aims to determine the use of the State Identity Tapping game method to increase interest in knowing Indonesian National Identity in Group B children at TK Negeri Pembina Dharma Wanita Bangkuang, Karau Kuala District, Academic Year 2020/2021 as many as 20 children. Learning improvement is carried out in 2 (cycles) carried out from October 19 2020 to October 30 2020. The instrument used was an observation sheet on teacher performance which was observed by colleagues, namely Ms. Indah Puspa Dewi from the beginning to the end of the learning process for each stage of improvement. Cycle I stage for 5 (five) consecutive days, from 19 October 2020 to 23 October 2020 and cycle II stage for 5 (five) consecutive days, from 26 October 2020 to 30 October 2020).
Mobile-assisted Language Learning(MALL) Exploration: Implementation in Extensive Reading subject for English Education study Program: Eksplorasi Mobile-Assissted Language Learning (MALL): Implementasi dalam pembelajaran Extensive Reading kepada Mahasiswa Pendidikan Bahasa Inggris Muhammad Sandy Al Fath; Muhammad Abdul Azis; Nikmah Sistia Eka Putri; Fatimah Setiani
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 8 No. 2 (2023): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v9i1.5540

Abstract

This research aims to: (1) Describe students' learning activities using the guided inquiry learning model assisted by audio-visual media for VA class students at SDN 4 Menteng. (2) Describe the activities of educators using the guided inquiry learning model assisted by audio-visual media for VA class students at SDN 4 Menteng. (3) Improving science learning outcomes for VA class students at SDN 4 Menteng by using a guided inquiry learning model assisted by audio-visual media. The subjects of this research were VA class students at SDN 4 Menteng. This type of research is Classroom Action Research. The data collection techniques used are observation and tests. The data analysis used is qualitative and quantitative analysis. The results of this research show that: (1) Students' learning activities when learning science on human circulatory system material using a guided inquiry learning model assisted by audio-visual media in the VA class at SDN 4 Menteng with good criteria. This can be seen as the more active students are in participating in learning activities. In cycle I, student learning activities obtained an average score of 4.1 and in cycle II, student learning activities obtained an average score of 4.7. (2) Educator activities during science learning on human circulatory system material using a guided inquiry learning model assisted by audio-visual media in the VA class at SDN 4 Menteng with good criteria. This can be seen from the learning process becoming more active and focused.
Rancang Bangun Website Pengelolaan Sistem Informasi Osis Dan Ekstrakurikuler di SMAN 1 Pandih Batu: Website Design For Osis Andextracurricular Information System Management In Public High School 1 Pandih Batu Miftahurrizqi Miftahurrizqi; M. Haris Qamaruzaman; Jamaliansyah
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 8 No. 2 (2023): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v9i1.5758

Abstract

Pandih Batu 1 Public High School, is one of the State Senior High Schools in Pandih Batu District, Pulang Pisau Regency, Central Kalimantan, to be precise on Jl. Pemdinding Desa Pangkoh Hulu. So far, the activities carried out by the OSIS as well as extracurricular activities at Pandih Batu 1 Public High School are still managed manually, such as in the election of new OSIS chair candidates at Pandih Batu 1 Public High School still using conventional methods, namely direct voting, do not take advantage of information technology. In overcoming these problems, the author intends to build an information system for the management of the Pandih Batu 1 State Senior High School student council called SI-OSIS. The title that will be raised by the author in this final project research is "Design and Build a Website Management of Student Council Information Systems and Extracurriculars at Pandih Batu 1 Public High School" with the hope that it will become a new tool and alternative that can facilitate the management of Pandih Batu 1 Public High School Student Council to become more sophisticated in the era of information technology that has been digitized so that students at SMA Negeri 1 Pandih Batu are not left behind with current information technology developments. The data collection methods used by the author are observation, interviews, and library research. Pandih Batu 1 Public High School, is one of the State Senior High Schools in Pandih Batu District, Pulang Pisau Regency, Central Kalimantan, to be precise on Jl. Pemdinding Desa Pangkoh Hulu. So far, the activities carried out by the OSIS as well as extracurricular activities at Pandih Batu 1 Public High School are still managed manually, such as in the election of new OSIS chair candidates at Pandih Batu 1 Public High School still using conventional methods, namely direct voting, do not take advantage of information technology. In overcoming these problems, the author intends to build an information system for the management of the Pandih Batu 1 State Senior High School student council called SI-OSIS. The title that will be raised by the author in this final project research is "Design and Build a Website Management of Student Council Information Systems and Extracurriculars at Pandih Batu 1 Public High School" with the hope that it will become a new tool and alternative that can facilitate the management of Pandih Batu 1 Public High School Student Council to become more sophisticated in the era of information technology that has been digitized so that students at SMA Negeri 1 Pandih Batu are not left behind with current information technology developments. The data collection methods used by the author are observation, interviews, and library research.
Pengembangan Multimedia Interaktif Sway pada Pembelajaran IPAS Kelas IV Sekolah Dasar : Development of Sway Interactive Multimedia in for Science Learning for The Fourth Graders of Primary School Nesha Maulidia
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 8 No. 2 (2023): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v8i2.5965

Abstract

This research is motivated by the lack of use of interactive multimedia in learning. The aim of this research is to develop valid, practical and effective interactive multimedia. This research is included in the development research (R&D) ADDIE development model. The interactive multimedia created is then validated by validators consisting of material expert validation, media expert validation and language expert validation. The results of research on interactive multimedia development show that the validity of material in the very effective category is 95%, the validity of media in the very effective category is 99.16%, and the validity of language in the very effective category is 87.5%. The teacher questionnaire results were 95.83% in the very practical category, and the student questionnaire results were 91.02% in the very practical category. The test results produced effective interactive multimedia from the results of the test sheet work which showed an average increase with a percentage of 88.46%. Therefore, it can be concluded that Sway's interactive multimedia on energy transformation material around us in grade 4 elementary school is declared as valid, practical and effective interactive multimedia.
Upaya Meningkatkan Hasil Belajar IPA Dengan Menggunakan Model Pembelajaran Inkuiri Terbimbing Berbantuan Media Audio Visual: Efforts To Improve Science Learning Outcomes Using A Guided Inquiry Learning Model Assisted By Audio Visual Media Dian Riyan Mike Triana; Rita Rahmaniati; Nurul Hikmah Kartini
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 8 No. 2 (2023): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v9i1.5968

Abstract

This research aims to: (1) Describe students' learning activities using the guided inquiry learning model assisted by audio-visual media for VA class students at SDN 4 Menteng. (2) Describe the activities of educators using the guided inquiry learning model assisted by audio-visual media for VA class students at SDN 4 Menteng. (3) Improving science learning outcomes for VA class students at SDN 4 Menteng by using a guided inquiry learning model assisted by audio-visual media. The subjects of this research were VA class students at SDN 4 Menteng. This type of research is Classroom Action Research. The data collection techniques used are observation and tests. The data analysis used is qualitative and quantitative analysis. The results of this research show that: (1) Students' learning activities when learning science on human circulatory system material using a guided inquiry learning model assisted by audio-visual media in the VA class at SDN 4 Menteng with good criteria. This can be seen as the more active students are in participating in learning activities. In cycle I, student learning activities obtained an average score of 4.1 and in cycle II, student learning activities obtained an average score of 4.7. (2) Educator activities during science learning on human circulatory system material using a guided inquiry learning model assisted by audio-visual media in the VA class at SDN 4 Menteng with good criteria. This can be seen from the learning process becoming more active and focused.

Page 11 of 16 | Total Record : 159