cover
Contact Name
Akbar Iskandar
Contact Email
akbariskandar@akba.ac.id
Phone
+6285255726616
Journal Mail Official
ceddicje@gmail.com
Editorial Address
Yayasan Cendekiawan Inovasi Digital Indonesia (CEDDI) Lembo Street, Rt.05/Rw.01, No.175 Makassar, Kel. Lembo, Kec. Tallo, Sulawesi, Indonesia, 90213 email: ceddidigital@gmail.com (or) admin@ceddi.id
Location
Kota makassar,
Sulawesi selatan
INDONESIA
Ceddi Journal of Education
ISSN : 28300017     EISSN : 28300025     DOI : https://doi.org/10.56134/cje.v1i1.13
Core Subject : Education,
Ceddi Journal of Education is a peer-reviewed journal that publishes articles through fair and transparent quality control. We understand that authors need facilities for their papers, whereas readers expect reliable information from these journals. Therefore, our editorial team and reviewers strive to maintain quality and ethics in the authorship and publishing of all articles. In principle, we strive to provide the best service for the research community around the world. We hope this journal can be a new source of insight and inspiration for future research. Ceddi Journal of Education publish the best articles the results of research on issues of concern, the latest and the trend internationally. Submitted papers must be written in English at title and abstract of paper for the initial review stage by editors and further review process by minimum of two reviewers. The scope of the journal includes: - Educational technology - Decisions based on education - Learning software - Gamification in education - Technology for Learning and Teaching - Blended Learning - Multimedia in Education - Problem Based Learning - Systems and Technologies in Education - ICT in Mathematics Education - Engineering education - Elementary education - Learning Analysis - Assessment & Evaluation in education
Articles 50 Documents
The Effectiveness of Distance Learning Using the NHT Type Cooperative Learning Model (Number Head Together) Ummiati Rahman; Marlinda R. Pagayang; Sutarsi Suhaeb
Ceddi Journal of Education Vol. 2 No. 1 (2023): June
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v2i1.29

Abstract

This study aims to (1) determine the learning process using the google meeting application in the Electronic Measuring Instruments and Measurement Systems course with the NHT type cooperative model, (2) determine the level of effectiveness of student learning outcomes using the google meeting application in the Measuring Instruments and Measurement Systems course Electronics with NHT type cooperative models. This type of research is PTK (Classroom Action Research) Participants. The subjects in this study were students majoring in Electronic Engineering Education (S1) Class 02, Faculty of Engineering, Universitas Negeri Makassar with 32 respondents. Data analysis techniques used in descriptive analysis research. The results of the study reveal that distance learning using the Google meeting application is effective and improves student learning outcomes. The pretest in cycle 1 obtained an average N gain in learning outcomes of 0.31, which means that no student reached the minimum standard of completeness (KKM), while in the posttest stage, 15 students met the minimum standard of completeness. Furthermore, classically obtained a posttest value of 46% in cycle 1 and there was an increase in cycle 2 with an average value of N learning gain of 0.70. In cycle 2, 6 students obtained pretest scores reaching KKM and 29 students achieving KKM on the posttest with a classical completeness percentage of 90%.
Designing an Android-Based Educational Game for Fruit Recognition in Seruni Pertiwi Preschool Dasril; Rinto Suppa; Andi Hasjidil
Ceddi Journal of Education Vol. 2 No. 1 (2023): June
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v2i1.30

Abstract

The objective of this research is to design and develop an Android-based educational game for fruit recognition in Seruni Pertiwi Preschool. The educational game application consists of a main menu, fruit menu, and tree menu. The fruit menu includes various fruit options such as bananas, papayas, apples, grapes, oranges, pineapples, watermelons, durians, rambutans, and strawberries. The research methodology employed in this thesis includes data and information collection, system design, software requirement analysis, interface design, coding, testing, and implementation. The Unity 3D engine is utilized for designing the educational game application. Based on the conducted testing, the following conclusions can be drawn: the developed educational game is free from errors based on the black-box testing results. The research findings indicate that the average validation score from user feedback, ranging from user 1 to user 10, is 4.6, which indicates a high level of agreement with the system assessment, falling under the category of "strongly agree".
Interactive Multimedia for Introducing Short Surahs from Juz Amma in Preschool Children: A Case Study of Datok Sulaiman Putra Islamic Preschool in Palopo City Muhammad Akram Hamzah; Andryanto Aman
Ceddi Journal of Education Vol. 2 No. 1 (2023): June
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v2i1.39

Abstract

This research aims to implement an interactive multimedia application using Unity software on a desktop platform, specifically designed to introduce short surahs from Juz Amma to students, with a focus on Datok Sulaiman Putra Islamic Preschool in Palopo City. This research is motivated by the need for innovative and engaging methods to enhance the learning experience of preschool students in Islamic education. The research follows the Multimedia Development Life Cycle (MDLC) and incorporates methods such as observation, interviews, and literature studies, including direct observation for data collection. The testing technique employed is Usability Testing, which aims to assess the user-friendliness and ease of use of the multimedia application. The results of this research, from the implemented application, can facilitate the process of introducing short chapters from Juz Amma, making it easier for students to read and understand them in the Qur'an. This research provides benefits in the development of interactive educational tools that can significantly contribute to the learning journey of preschool students in Islamic education.
The Development of TANAKA Android-based Application as an Information Media for Taka Bonerate National Park Amelia Firdhausya Dewi; Selvia Deviv; Nur Syamsinar Munir
Ceddi Journal of Education Vol. 2 No. 1 (2023): June
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v2i1.37

Abstract

This study aims to determine the development of the TANAKA application as an Android-based information media for Taka Bonerate National Park. The quality of the application was evaluated based on the ISO 9126 quality standards. The application was built using Adobe Flash CC software. Data was collected using interview techniques, questionnaires, and documentation. The application was validated by two media experts and two content experts. The application was evaluated by 30 respondents, and the data was analyzed using descriptive statistical analysis techniques. Based on the research results, an application was developed that can be used as an offline Android-based information media for Taka Bonerate National Park. According to the ISO 9126 testing, the following results were obtained: a) functionality testing using black box testing method scored 1 with an excellent category and fulfilled the functionality aspect; b) reliability testing using white box method was free from logical errors; c) portability testing on various types of smartphones and different versions of Android ran smoothly without any issues; d) usability testing with 30 respondents resulted in a percentage of 93.33%, with 28 respondents rating it as excellent and a percentage of 6.67% or 2 respondents rating.
Application of Adobe Premiere-Based Video Learning Media to Progress Understudy Learning Results at SMP Negeri 18 Bulukumba Muh. Syilfa Nooviar; Nur Fahmi Akhmad; Asri
Ceddi Journal of Education Vol. 2 No. 1 (2023): June
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v2i1.38

Abstract

This study aims to improve 18 Bulukumba learning outcomes of high school students through the use of educational videos in Adobe Premiere pro. The type of research used in this study is classroom research. The study was carried out in two cycles of data collection through experimentation, observation and recording, Actions, Plan, Do, Observe and Reflect, each of 2 parts. The collected data were then analyzed using descriptive analysis. Based on the findings of the study, it can be concluded that the Adobe Premiere Pro-based educational video environment application can improve students' learning. According to the study of Improving Student Learning Achievement in the 1st Cycle, 72.8, 14 students had a 56% success rate. then cycle II averaged 91.7, the frequency of learning completeness was 22 students with a percentage of completeness of 88%. passed the KKM standard for class VII.A/1 students of junior high school 18 Bulukumba.
Implementation of Decision Support System for Scholarship Recipients at Bank Indonesia Megah Sari, Dian; Arifin, Nurhikma; Nurfitrianingsih; Yusuf, Andi M
Ceddi Journal of Education Vol. 1 No. 1 (2022): June
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v1i1.10

Abstract

The Bank Indonesia Scholarship is a social program by Bank Indonesia that provides tuition assistance for undergraduate students at various State Universities (PTN). However, the process of determining scholarship recipients has often been inaccurate, primarily because the selection process has not utilized systematic tools or methods. To address this issue, a system has been designed to enhance the accuracy of scholarship recipient selection. The selection process requires precision and is time-consuming, as each student's data must be compared according to predetermined criteria, making it susceptible to human error. Currently, Bank Indonesia has not implemented a method to facilitate the selection of potential scholarship recipients, relying instead on manual comparisons. This study introduces the application of the Fuzzy Multiple Attribute Decision Making (FMADM) method combined with Simple Additive Weighting (SAW) to improve the selection process. The FMADM method is employed to identify the best alternatives from a set of options based on predefined criteria, while the SAW method is used to rank these alternatives. The findings of this study serve as a decision-making tool to recommend scholarship recipients, contributing to the development of knowledge in the field of decision support systems. By integrating these methods, the research advances the accuracy and efficiency of scholarship selection processes, offering a model that can be adapted for similar contexts in educational funding and beyond.
Development of Learning Media for Introductory Information and Communication Technology Courses Mustapa, Mahmud; Ummiati Rahmah; Muh. Asjart
Ceddi Journal of Education Vol. 1 No. 1 (2022): June
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v1i1.11

Abstract

This research aims to (1) assess the current learning conditions in the "Introduction to Technology of Information and Communication" course within the Electrical Engineering Education Department at Makassar State University; (2) outline the developmental stages of web-based learning media tailored for this course; and (3) evaluate the validity of the developed learning media based on assessments from material and media experts. The study employs the ADDIE development model, focusing on the phases of Analysis, Design, and Development. Conducted at the Electrical Engineering Education Department at Makassar State University, the research involved material and media experts as informants, with data gathered through observations and questionnaires and analyzed using descriptive techniques. The findings reveal the structured developmental process of the web-based learning media, which encompasses the Analysis, Design, and Development phases. The validation results show that the material experts rated the media's feasibility at 82.81%, while design experts gave it a rating of 89.58%, indicating a high level of effectiveness. The use of the Research and Development (R&D) approach in this study has proven successful in creating a robust educational tool that can significantly enhance the learning experience in the course. This research contributes to the broader field of educational technology by demonstrating the effectiveness of web-based learning media, particularly in technical education. Its implications extend to improving student engagement, fostering interactive learning, and providing scalable educational solutions in higher education, thereby advancing the quality of education in the digital age.
WEB Based Social Assistance Recipient Selection Application Based on Community Education Level With C4.5 Algorithm Nurdiansah, Nurdiansah; Usman; Harlina, Sitti; Irmawati
Ceddi Journal of Education Vol. 1 No. 1 (2022): June
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v1i1.12

Abstract

The Koramil 1408-02 Tallo office is responsible for distributing social assistance to recipients, including basic food assistance for the general community and support for micro, small, and medium enterprises (MSMEs). Each type of assistance has distinct criteria for determining eligibility, including educational level, which complicates the selection process for the staff. To address these challenges, this study leverages data mining techniques to develop a classification system using the C4.5 algorithm, aimed at determining social assistance recipients more effectively. The primary goal of this study is to create a system that simplifies the selection process for social assistance recipients by incorporating educational levels into the decision-making criteria. The outcome of the research is an application designed to assist Koramil 1408-02 Tallo in accurately identifying eligible recipients based on predefined criteria, thus resolving inefficiencies in the existing system. This study contributes to the advancement of knowledge by showcasing the practical application of the C4.5 algorithm in the context of social welfare distribution. It not only improves the accuracy and efficiency of recipient selection but also serves as a model that can be adapted and expanded to other domains of social assistance. The findings highlight the transformative potential of data-driven decision-making tools, offering valuable insights for future research and development in optimizing resource allocation and enhancing the effectiveness of social support systems.
Development of Teaching Methods Using Infographic Media and Comic Life Practice Towards Students Learning Interests Mansyur; Rudi, Ahmad; Iskandar, Akbar
Ceddi Journal of Education Vol. 1 No. 1 (2022): June
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v1i1.13

Abstract

The purpose of this study was to develop teaching methods that utilize infographics and Comic Life media to enhance students' interest in learning chemistry. These methods were found to be valid, practical, and effective for use in schools. The research is developmental in nature, employing data analysis techniques to validate the effectiveness and practicality of the developed media. The development process included a needs analysis, design phase, realization/construction phase, testing and evaluation, and implementation. The study's results led to the creation of infographic and Comic Life-based teaching methods that can be seamlessly integrated by teachers and students into the learning process. Instrument validation by experts involved several revisions, ensuring the final media were valid, effective, and practical for classroom use. The validation results showed an average validity score of 4.0. The practicality of these methods was confirmed by their ability to simplify the teaching process for educators and students alike. The methods' effectiveness was evidenced by positive student responses, with 70% strongly agreeing and 30% agreeing with the benefits of the new media. This study contributes to the field of educational methodology by providing innovative tools that merge visual media with traditional teaching, fostering greater student engagement and interest in chemistry. The findings underscore the potential of infographics and Comic Life media to transform how complex subjects are taught, offering new insights for future educational innovations.
Implementation of Extreme Programming in the Asoka Makassar Integrated Early Childhood Education E-Book Activities Awaliah, Neneng; Andryanto Aman; Nur Mustika; Erwin Gatot Amiruddin; Made Nuryani
Ceddi Journal of Education Vol. 1 No. 1 (2022): June
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v1i1.14

Abstract

Early childhood education is a critical phase that requires the attention of parents and the continued responsibility of teachers within early childhood education institutions (PAUD). One of the primary philosophies in early childhood education includes shaping, honing, loving, and fostering. Fostering refers to efforts aimed at developing a child's personality and identity, ensuring they possess essential qualities such as integrity, faith, and piety. This research aims to monitor children's activities at PAUD Asoka Makassar through the development of an electronic activity book, commonly known as an e-book of activities. The system manages school activities and monitors student progress, implemented using the Extreme Programming (XP) methodology and Visual Studio Code as the code editor. The implementation of this system facilitates the monitoring of children's activities by both schools and parents, thereby enhancing the overall quality of education at the institution. This research contributes to the knowledge base by demonstrating the practical application of XP in educational settings, providing insights for future studies on digital monitoring systems in early childhood education.