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Contact Name
Rometdo Muzawi
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+6281377008616
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jpstjurnal@gmail.com
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http://jurnal.minartis.com/index.php/jpst/about/editorialTeam
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INDONESIA
Jurnal Pendidikan, Sains dan Teknologi
ISSN : -     EISSN : 29635373     DOI : https://doi.org/10.47233/jpst
Jurnal Pendidikan, Sains dan Teknologi (E-ISSN : 2963-5373) Merupakan Jurnal Penelitian dan Kajian Ilmiah yang diterbitkan oleh CV.ITTC – INDONESIA. Redaksi menerima kiriman hasil kajian dan penelitian di bidang ilmu , Pengembangan dan implementasi model pembelajaran, Pengembangan bahan ajar, Teknologi Pembelajaran, Analisis Kebijakan Pendidikan, Pembelajaran Online, Media Pembelajaran, Strategi Pembelajaran, dan Model Pembelajaran, Matematika Terapan dalam Pendidikan dan Industri, Fisika Terapan dalam Pendidikan dan Industri, Biologi Terapan dalam Pendidikan dan Industri, Kimia Terapan dalam Pendidikan dan Industri, Teknik Elektronika, Big Data, Robotika, Teknologi Masa Depan, Kecerdasan Buatan, Teknik Elektro, Ilmu Komputer, Teknik Informatika, Teknik Telekomunikasi, Informasi, Teknologi Komunikasi, dan Teknologi Cerdas. Jurnal Pendidikan, Sains dan Teknologi terbit 2 kali dalam setahun yaitu bulan juni dan desember.
Articles 7 Documents
Search results for , issue "Vol. 1 No. 4 (2022): Jurnal Pendidikan, Sains Dan Teknologi" : 7 Documents clear
Implementasi Program Dalam Perilaku Menerapkan Gaya Hidup Bersih SDN Sukabumi 2 Probolinggo Ani Anjarwati; Errina Dinda Festawanti; Yuni Wulandari; Faradella Rahmadhini; Muthmainnah; Vega Fakis Alhamni; Hasyim Muzadi
Jurnal Pendidikan, Sains Dan Teknologi Vol. 1 No. 4 (2022): Jurnal Pendidikan, Sains Dan Teknologi
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpst.v1i2.394

Abstract

During the observation activities on a healthy lifestyle, the importance of maintaining cleanliness in the school environment and its surroundings. The purpose of implementing this program is to introduce students to maintaining cleanliness by washing their hands, disposing of garbage in its place, using healthy and nutritious food, and personal hygiene. To start a healthy lifestyle some students consider a tiring activity, a waste of time and other negative views. Based on the results of observations, it was concluded that SDN Sukabumi 2 grade 4 consisted of 30 students, quite understanding, and had implemented a clean and healthy lifestyle.
Nilai Moral Pancasila Untuk Membangun Bangsa Di Era Globalisasi Uswatun Hasanah; Maulitha Yuraida Rachman; Iwing Ade Miranda; Irfan Aminullah; Wulan Agustin; Adelia Meira Widirini Prayogi
Jurnal Pendidikan, Sains Dan Teknologi Vol. 1 No. 4 (2022): Jurnal Pendidikan, Sains Dan Teknologi
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpst.v1i2.405

Abstract

Writing this article aims to describe and explain the role, implementation and actualization of the values contained in each point of Pancasila in the era globalization in order to strengthen morals to build and advance the nation. In writing, this research was studied using qualitative methods or descriptive approaches in order to obtain discussion literature study obtained from various sources. After being the analysis, it is found that globalization is a thing that has an impact on changes in the order of people’s lives. In this case, Pancasila has a role to receive new incoming information so that the Indonesian nation, especially the younger generation, does not lose their identity, because the younger generation is expected to be able to continue the struggle in building and advancing the nation. With this it is necessary to instill Pancasila values to rebild and advance the nation.
Perancangan user interface multimedia interaktif game puzzle berbasis software macromedia flash 8 sebagai media edukasi pembelajaran siswa sekolah dasar Evan Alfian Syahnur; Muhammad Naufal Fathin Hibrizi; Mira Aripin Panjaitan; Ali Ikhwan
Jurnal Pendidikan, Sains Dan Teknologi Vol. 1 No. 4 (2022): Jurnal Pendidikan, Sains Dan Teknologi
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpst.v1i2.416

Abstract

Ini adalah sebuah penelitian yang bertujuan untuk membangun sebuah game puzzle interaktif sebagai media pembelajaran bagi siswa sekolah dasar. Tujuannya adalah untuk meningkatkan motivasi belajar siswa serta meningkatkan hasil belajar di sekolah. Penelitian ini menggunakan metode pengembangan media pembelajaran yang terdiri dari beberapa tahap, termasuk analisis kebutuhan, desain, implementasi, dan evaluasi. Hasil penelitian menunjukkan bahwa game puzzle ini dapat meningkatkan motivasi siswa dalam belajar serta meningkatkan hasil belajar di sekolah, sehingga dapat dijadikan sebagai salah satu pilihan media pembelajaran yang efektif bagi siswa sekolah dasar.
Analisis Tingkat Kemandirian Karang Taruna Pada Kemampuannya Dalam Perawatan Kendaraan Motor Anes Inda Rabbika; Mia Sumiarsih; Muhammad Hanhan Nugraha; Widyantoro; Rachmanto Hadiputranto
Jurnal Pendidikan, Sains Dan Teknologi Vol. 1 No. 4 (2022): Jurnal Pendidikan, Sains Dan Teknologi
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpst.v1i2.417

Abstract

The more villager have motorcycle, the more routine maintanance is needed. If the activity villager is high, so there is no chance to go to maintenance workshop because the place is far from village . the result of observation, during trip from village to city there is no a maintenance workshop, and if damage was found on the trip there is no solution except pushed the motorbike to find a maintanance workshop. the best solution for this problem is training ability self to maintain motorcycle by villager.the result of research are : 1) 4 indicators of the motorcycle maintenance karang taruna independence is positif2) Based of this research, The dominan indicator is having a strong desire to develop themselvesthe research method's used is questionnaire, Interview and observation. questionnaire data processing using likert scale.
Pengembangan Multimedia Pembelajaran Interaktif Berbasis Corel Draw X7 Dalam Pembuatan Kaligrafi Pada Yayasan Cerdas Murni REZA KURNIA LESMANA; RASYID RIDHO; ARYA PRATAMA DAMANIK; CAHAYA MUZADDIDAH; ALI IKHWAN
Jurnal Pendidikan, Sains Dan Teknologi Vol. 1 No. 4 (2022): Jurnal Pendidikan, Sains Dan Teknologi
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpst.v1i2.422

Abstract

Education is an effort to develop oneself both physically and spiritually related to skills, intelligence, and personality as well as creativity and improving soft skills, especially for teenagers at the high school level. In today's technologically advanced era, many teenagers have interests, especially in the field of graphic design which refers to multimedia learning. Multimedia-based learning media can be used to increase students' understanding of using the Corel Draw X7 application. Half of the pure intelligent TKJ 10-2 class members have a high interest in graphic design or Corel draw X7 subjects. But they are not proficient in using the features in Corel Draw X7 in making calligraphy. So that this research aims to introduce the features of Corel Draw X7 and their functions to students so they know how to make calligraphy through the Corel Draw X7 application. Utilization of the CorelDraw X7 software application program can improve students' soft skills and creativity. So they can pose as they want.
Pengaruh Pembelajaran Multimedia Interaktif Bagi Mahasiswa Atika Sari br pa; Lili Saputri; Muhammad Faiz; Ali Ikhwan
Jurnal Pendidikan, Sains Dan Teknologi Vol. 1 No. 4 (2022): Jurnal Pendidikan, Sains Dan Teknologi
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpst.v1i2.426

Abstract

The learning process is a deliberate effort by educators to impart knowledge, and create environmental systems using various methods so that students can complete learning activities effectively and efficiently and achieve optimal results. Multimedia is media that combines two or more elements consisting of text, graphics, images, photos, audio and animation in an integrated manner. Apart from making it easier for students to understand what they want to convey and so that the message can convey its meaning clearly, multimedia has the ability to stimulate the senses and allows humans to adjust to their own learning pace. This interactive learning can help users learn on their own. In addition, users are more interested in learning because of the attractive sound design and features. The purpose of this study is to determine the influence and development of multimedia learning media for students.
Pemanfaatan Media Pembelajaran Interaktif Lectora Inspire Untuk Motivasi Belajar Siswa Bagus Rizki Lubis; Novika Wulandari; Tursina Juliani Dlt; Ali Ikhwan
Jurnal Pendidikan, Sains Dan Teknologi Vol. 1 No. 4 (2022): Jurnal Pendidikan, Sains Dan Teknologi
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpst.v1i2.429

Abstract

Information and communication technology (ICT) innovation is progressing rapidly. The use of ICT in education is becoming more popular. Various advances and supporting applications have been created in the field of education. As a lesson planner, teachers should use a variety of appropriate learning tools and resources to plan lessons and help students learn quickly and effectively. The Lectora Inspire application is used to discuss learning resources using interactive teaching technology. Lectora Inspire is designed for beginners and its features make it easy to create learning materials and test or assessment materials. Through teacher training in primary education, the development of engaging and intuitive learning media is taking place. The Lectora Inspire application allows teachers to easily create unique interactive learning environments that can adapt to the student's situation, environment and needs. The strategy used is to build learning development institutions that use computer learning environments as learning tools. The aim is to create interactive learning media containing study instructions and exam questions. SDN 068332 Jalan Rami 4 No.6, Mangga, Medan Tuntungan District, Medan City, Medan City, North Sumatra, War der Ort for Dieses Training.

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