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GENESIS SEMBIRING DEPARI
Contact Email
genesissembiring@gmail.com
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+6285359562521
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genesissembiring@gmail.com
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Jl Sutomo Ujung No 28D, Medan
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INDONESIA
Asian Journal of Applied Education
ISSN : -     EISSN : 29635241     DOI : https://doi.org/10.55927/ajae.v2i2
Core Subject : Education,
Asian Journal of Applied Education (AJAE) is a scholarly, peer-reviewed journal published by Formosa Publisher that provides a platform for unpublished articles on contemporary educational issues. It encourages debate, both theoretical and practical, on a wide range of topics representing various interdisciplinary, cross-disciplinary, and trans-disciplinary interests. AJAE is interested in attracting submissions that exhibit innovative diverse research paradigms, methods, and approaches. The Journal seeks to arouse readers’ interest and stimulate debate on education and transformation with respect to education in its broadest sense, and to be accessible to the wide readership of the education community. AJAE publishes articles quarterly in January, April, July, and October.
Articles 130 Documents
Application of the Role Playing Learning Model in Improving Verbal Communication Skills of Early Childhood at RA Al-Mustaqim in Air Meles Atas Village Larasi Watia; Dewi Purnama; Aida Rahmi Nasution
Asian Journal of Applied Education (AJAE) Vol. 2 No. 3 (2023): July 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/ajae.v2i3.4901

Abstract

This study aims to apply the role playing learning model in improving verbal communication skills of early childhood at RA AL-Mustaqim in Air Meles Atas Village. Role playing is a learning tool that develops skills and understanding of human relations by living situations that are parallel to those that occur in real life. Sources of data used in this study are primary data and secondary data. Data collection techniques used are observation, interviews, and documentation. to analyze the data obtained is done with the principle of descriptive. Activities in data analysis in this study consisted of four interacting components, namely data collection, data reduction, data presentation and conclusion/verification. The results of the study showed that the role-playing learning model could improve the verbal communication skills of early childhood at RA Al-Mustaqim in Air Meles Atas Village.
Development of Animated Video-Based Learning Media Using the Animaker Application on Theme 7 Sub-theme 1 Class V SDN 101765 Bandar Setia Robenhart Tamba; Vinka Nova Tutiona Simanjuntak
Asian Journal of Applied Education (AJAE) Vol. 2 No. 3 (2023): July 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/ajae.v2i3.4975

Abstract

The purpose of this study was to prove the effectiveness of Animaker-based animation video learning media products on theme 7 sub-themes 1 learning 1, 2 and 3 Class V SDN 101765 Bandar Setia. The type of research used in this research is research and development or Research and Development (R&D) with the ADDIE development model. This research and development was carried out at SDN 101765 Bandar Setia which is located on Jln.Perjuangan Bandar Klippa, Kec.Percut Sei Tuan, Deli Serdang Regency, North Sumatra. The subjects of this research and development were 24 students of class V at SDN 101765 Bandar Setia and also teachers of class V (Five). The object of this research is the development of animation-based video-based media on theme 7 sub-themes 1 of learning 1,2, and 3. The results of the study show that proving that animation-based video learning media using animakers has succeeded in increasing student learning outcomes and increasing student learning interest, as well as video education with animation is positive enough to be used in learning and meets the criteria of "Very effective".
Factor Analysis of Student Discipline Implementing School Regulations at SD Negeri 101824 Durin Simbelang Sri Destisa Ria Ginting
Asian Journal of Applied Education (AJAE) Vol. 2 No. 3 (2023): July 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/ajae.v2i3.4999

Abstract

This study aims to determine the factors causing the indiscipline of fifth grade students towards school regulations at SD Negeri 101824 Durin Simbelang. This research is a type of qualitative research. The research subjects consisted of 7 people including 5 students who had undisciplined characteristics, 1 homeroom teacher for class V, and 1 principal of SD Negeri 101824 Durin Simbelang. Collecting data using the method of observation, interviews, and documentation. Analysis of the research data used a qualitative descriptive method, namely the presentation of data in writing and describing it in accordance with the facts and data obtained from the research results. Checking the validity of the data in this study used a triangulation technique. The results of this study indicate that there are several factors that influence student indiscipline including family factors and school factors. Family factors, especially from the lack of attention from parents, families that do not get along well, low family economy and parents' education. School factors related to human rights include giving punishments that are still light in accordance with the current law which must give punishments to educate not through physical violence.
Development of Learning Media Using the KineMaster Application for Learning English Class V SDN 065853 Tegal Sari Mandala II Kec. Denai Medan Michael Yobel Halomoan Siburian
Asian Journal of Applied Education (AJAE) Vol. 2 No. 3 (2023): July 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/ajae.v2i3.5001

Abstract

The research aims to determine the feasibility, practicality, and effectiveness of learning media using the Kine Master application in learning English for class V SDN 065853 Tegal Sari Mandala II T.A. 2022/2023. This type of research is R&D (Research and Development) using the 4D (Four-D) model which consists of Define, Design, Develop, and Disseminate. The subjects in the study were fifth grade students at SDN 065853 Tegal Sari Mandala II, Kec. Medan Denai, T.A 2022/2023. The object in this study is a learning medium using the Kine Master application. The results of this study indicate that learning media using the KineMaster application for learning English is very feasible. Validation results by media experts obtained a percentage score of 93.33% with very feasible criteria, then material validation by material experts obtained a score percentage of 93.84% with very feasible criteria, practicality validation was carried out by practical experts obtained a score percentage of 100% with very practical criteria , in field trials by carrying out learning outcomes tests obtained an average effectiveness of 88.6 with effective criteria. So it can be concluded that the learning media uses the KineMaster application in learning English for class V SDN 065853 Tegal Sari Mandala II, Kec. Medan Denai, very feasible, very practical, and effective for use in the learning process.
Introduction to Citrus Fruit Ripens Using the Deep Learning Convolutional Neural Network (CNN) Learning Method Josua Christian; Said Iskandar Al Idrus
Asian Journal of Applied Education (AJAE) Vol. 2 No. 3 (2023): July 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/ajae.v2i3.5003

Abstract

The export value of Indonesian fruits in 2023 will increase compared to 2021. For this reason, a program is needed to introduce fruit maturity, in this case, citrus fruits. Currently, the fruit maturity recognition system is still done manually which takes a long time and requires a lot of human resources. Thus, the purpose of this research is to use Machine Learning and the Convolution Neural Network (CNN) model in the classification of citrus fruit maturity. The computer image recognition method used is CNN, which has advantages in computer vision applications, face recognition, object detection, image recognition, and visual recognition. Datasets in the form of orange images are collected to be applied to the Machine Learning method. The test results showed that training accuracy reached 100% and validation accuracy reached 86.59% after 40 epochs using the CNN method on local varieties of orange images. Training loss reaches 0.7 and validation loss reaches 0.69 after 40 epochs.
The Application of Comic-Based Learning Assisted by Pixton to Improve Mathematical Creative Thinking Skill Of Class IX SMPN 8 Percut Sei Tuan Elkana Indah Sari Pakpahan; Bornok Sinaga
Asian Journal of Applied Education (AJAE) Vol. 2 No. 3 (2023): July 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/ajae.v2i3.5004

Abstract

This research aims to improve creative thinking skills of students of SMPN 8 Percut Sei Tuan grade IX with material Congruence by using the The Application of Comic-Based Learning Assisted by Pixton to Improve Mathematical Creative Thinking Skill . The subject of this research is the students of class IX.3 of SMPN 8 Percut Sei Tuan in the academic year 2022/2023. The object of this research is students’ creative thinking skills by applying the Comic-Based Learning Assisted by Pixton and is assisted with to material Congruence in class IX.3 of SMPN 8 Percut Sei Tuan. This research used Classroom Action Research as the type of research, that consists two cycles, I and II. The instruments that used are observation, tests. The result analysis revealed that, the observation for mathematical creative thinking skill increased from 61% in cycle I to 83% in cycle II, there are 18 out of 30 students (60%) have attained the standard of mathematical creative thinking skills with mean score 68,06, improved after the execution in cycle II became 26 out of 30 students (87%) and mean 80, with gain index of 0,37 indicating a medium improvement. Therefore, the researcher concludes that applying of Comic-Based Learning Assisted by Pixton to Improve Mathematical Creative Thinking Skill Of Class IX SMPN 8 Percut Sei Tuan with material Congruence.
The Effect of Using Smartphone Gadgets in the Digital Age on Interests and Thematic Learning Outcomes of SD N 173632 Porsea Students in the 2022/2023 Academic Year Rati Ramalia Napitupulu; Nurmayani; Wildansyah Lubis; Lala Jelita; Faisal
Asian Journal of Applied Education (AJAE) Vol. 2 No. 3 (2023): July 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/ajae.v2i3.5030

Abstract

The purpose of this study was to find out how much influence the use of smartphone gadgets has on the thematic learning interests and outcomes of SD N 173632 Porsea students. The research method used is a quantitative method, with the type of ex-post facto research. The sample in this study was class V, which consisted of 34 students. Data collection techniques and research instruments used were questionnaires. Data analysis techniques used were normality test, linearity test, multicollinearity test, hypothesis testing with simple regression analysis and regression analysis of intervening variables. The results of the study show that there is a positive and significant influence on the use of smartphone gadgets on the interest and thematic learning outcomes of SD N 173632 Porsea students in the 2022/2023 academic year. Based on the results of a partial hypothesis test (t test) the t_count value was obtained for the variable smartphone gadget use for interest in learning, namely 3.680, which means t_count > t_table (3.680 > 2.037). Thus it can be concluded that there is a positive influence between the use of smartphone gadgets on the learning interests of SD N 173632 Porsea students in the 2022/2023 academic year. The t test for the variable interest in learning on learning outcomes obtained t_count is 2.627, which means t_count > t_table (2.627 > 2.037). Thus it can be concluded that there is a positive influence between the use of smartphone gadgets on the learning interest of SD N 173632 Porsea students in the 2022/2023 academic year.
Student Mistakes in Solving Math Story Problems (Class V Study at SDN Sedatigede I Sidoarjo) Sumartono
Asian Journal of Applied Education (AJAE) Vol. 2 No. 3 (2023): July 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/ajae.v2i3.5043

Abstract

In working on word problems in mathematics, students often find answers that are not quite right. The purpose of this research is to describe the pattern of errors when working on math story problems, the factors that cause work errors, and alternative learning solutions to minimize student errors in solving word problems. Research data collection techniques used math tests in the form of story questions and student interviews. Factors that cause students' mistakes in solving math word problems, are the lack of mastery of mathematical concepts and understanding of problems in story problems, students' learning methods are not organized (not every day), they are lacking in doing exercises especially story problems, working on easy questions Of course, if you have difficulty don't ask directly to the teacher or friends who can (students choose to be silent), are not careful in carrying out calculations (addition, subtraction, multiplication and division operations), don't pay close attention to question orders, don't carry out the procedures used to solve problems. story problems and lack of mastery of material concepts related to story problems.
Development of Zepeto- and Kinemaster-Based 3D Animation Learning Videos on Fractional Number Material in Class IV SD Negeri 091326 Bahapal Raya Jessica Stephany Sirait; Nurmayani; Robenhart Tamba; Elvi Mailani; Fahrur Rozi
Asian Journal of Applied Education (AJAE) Vol. 2 No. 3 (2023): July 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/ajae.v2i3.5088

Abstract

The purpose of this study was to produce 3D animated video learning media based on Zepeto and Kinemaster, to determine the feasibility of 3D animated video learning media based on Zepeto and Kinemaster and to find out the effectiveness of 3D animated video learning media based on Zepeto and Kinemaster on Fractional Number Material in Class IV SD Negeri 091326 Bahapal Kingdom. This research and development was carried out using the ADDIE model (Analysis, Design, Development, Implementation and Evaluation) with the research subject being class IV students at SD Negeri 091326 Bahapal Raya. The results of this development research are in the form of appropriate and effective learning media to use. Based on the results of the pre-test and post-test, it was obtained an increase in student learning outcomes with KKM achievement. Before using 3D animation video learning media based on Zepeto and Kinemaster the average student score was 51.05 in the "Inadequate" category and the "Incomplete" completeness criterion. However, after the media was used the average value of students increased to 84.73 in the "Very Good" category and the "Complete" mastery criteria. So it can be concluded that 3D animation learning videos based on Zepeto and Kinemaster on fractional numbers in class IV SD Negeri 091326 Bahapal Raya can be developed and are feasible and effective as learning media.
The Influence of Playdough Media on the Achievement of Cognitive Development of Children Aged 4-5 Years in TK Negeri 2 Pembina Medan Dwi Purwanti; Anita Yus
Asian Journal of Applied Education (AJAE) Vol. 2 No. 3 (2023): July 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/ajae.v2i3.5127

Abstract

In this study, the problem is the achievement of children's cognitive development that has not fully developed significantly. This study aims to determine the effect of playdough media on cognitive development achievements of children aged 4-5 years at TK Negeri 2 Pembina Medan. This study uses an approach with experimental research methods (Quasi-experiment Design) with The Equaivalent Time Samples design. The population in this study were all children aged 4-5 years in class A with a total sample of 21 children at TK Negeri 2 Pembina Medan. The research was conducted with 3 treatments. The data collection instrument utilizes observation sheets. From the results of data analysis, the average score for treatment 1 was 5.85, then treatment 2 received a value of 7.85 while treatment 3 had an average value of 10.9. Based on data analysis through non-parametric hypothesis testing, the SPSS 26 statistic test value is 0.000. Therefore it can be concluded that playdough media has a significant influence on the achievement of cognitive development of children aged 4-5 years in TK Negeri 2 Pembina Medan.

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