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Contact Name
Adam Mudinillah
Contact Email
adammudinillah@staialhikmahpariangan.ac.id
Phone
+6285379388533
Journal Mail Official
adammudinillah@staialhikmahpariangan.ac.id
Editorial Address
Jln. Batu Tujuh Tapak, Jorong Sungai Tarab, Kec. Sungai Tarab, Kab. Tanah Datar Prov. Sumatera Barat
Location
Kab. tanah datar,
Sumatera barat
INDONESIA
Scientechno: Journal of Science and Technology
ISSN : 29864887     EISSN : 29637481     DOI : 10.70177/Scientechno
Scientechno: Journal of Science and Technology is published by Yayasan Pedidikan Islam Daarut Thufulah, West Sumatra, Indonesia. Is an international peer reviewed and open access journal in Science and Technology. The aim is to publish conceptual and research articles that explore the application of any Science and Technology. Its scope is international in that it welcomes articles from academics, researchers, graduate students and policy makers. All articles should be in English.
Articles 5 Documents
Search results for , issue "Vol. 3 No. 2 (2024)" : 5 Documents clear
Development, Implementation, and Evaluation of Instructional Learning Package in Teaching-Learning Geometry 7 Mercado, Justine; Sy, Julian John Paul; Ambay, Rica Joy
Scientechno: Journal of Science and Technology Vol. 3 No. 2 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/scientechno.v3i2.765

Abstract

The present study investigated the effectiveness of a developed learning package in teaching Geometry 7 specifically in constructions and solving problems involving polygons. Geometry is one of the subjects that many students find to be the most difficult and may be challenging for some children. The major goal of this study is to determine the effect of the developed learning package in teaching Geometry 7 improving the skills of construction and problem solving skills of the students. The learning package sought to provide an engaging learning environment by merging real-world situations and game-based components. The research design adapted a quasi-experimental design wherein it has a control and an experimental group. Pretest and posttest were conducted in the control and experimental group to compare the performance of students who utilized the learning package with those who did not. With the pretest and posttest scores of the students, it was found that the learning package was not effective in school A but effective in school B. The learning package has had a big impact in rural areas, resulting in the absence of significant differences between rural and urban schools. Furthermore, the study did not produce significant interaction between the locality and the usage of the developed learning package. Thus, the Developed Learning Package improved students’ comprehension and engagement with Geometry.
The Impact of Gamification Learning on Student Motivation in Elementary School Learning Sappaile, Baso Intang
Scientechno: Journal of Science and Technology Vol. 3 No. 2 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/scientechno.v3i2.1050

Abstract

Lately, many students have found a lack of motivation in learning in elementary schools. This can be caused by a lack of methods or use of technology that can attract students' attention so they are motivated to learn. Student motivation is a key factor in successful learning in elementary schools. However, one often finds it challenging to maintain high levels of motivation among students. For this reason, a gamification approach, which uses game elements in learning, has attracted attention as a way to increase student motivation. This research aims to determine the impact of gamified learning on student motivation in learning in elementary schools. The focus is to find out whether the use of game elements in learning can increase student motivation. This research uses a quantitative approach with a preposttest-posttest experimental design. Data was collected through questionnaires that measured students' motivation levels before and after the intervention. The research results show that gamified learning has a positive impact on student motivation in elementary schools. Students who engaged in learning with gamification elements showed greater increases in their motivation levels compared to students who received conventional learning. Factors such as challenge, reward, and self-recognition in the context of play help increase student interest and engagement in learning. The conclusion of this research explains that gamified learning can be an effective tool for increasing student motivation in elementary schools. The integration of game elements such as points, levels, and challenges in learning can increase student interest, engagement, and overall motivation. These findings provide an important contribution to the development of more innovative and effective learning strategies in the future.
Utilization of Google Meet Application as Computer Learning Media during COVID-19 Pandemic Yuri, Jennifer; Crosbie, Kho; Joanna, Charvet
Scientechno: Journal of Science and Technology Vol. 3 No. 2 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/scientechno.v3i2.1333

Abstract

Learning media is very influential in the teaching and learning process during the COVID-19 pandemic, especially in computer subjects. However, there are still many who have knowledge of existing technology, especially in the use of the Google Meet application in learning media, and to make it easier for teachers to carry out computer learning, it is necessary to use the Google Meet application. The purpose of the study was to determine the benefits of the Google Meet application media on computer learning in high school. This research method uses Quantitative methods with survey models. The survey conducted in this study was online-based using the Google Form Platform. The results of this study explain that learning media using the Google Meet application can be used by teachers and students in helping and improving the teaching and learning process of students in computer courses, especially in high school. The conclusion of this study illustrates that the use of the Google Meet Application is very helpful for teachers and students in the atmosphere of the COVID-19 pandemic. The limitation of this study is that researchers only conducted research on the utilization of the Google Meet Application in Computer subjects, researchers hope that future researchers can conduct the same research but develop it in other subjects.
Ethics of Using Social Media for Learning: Encouraging Appreciation and Responsibility Erwin, Erwin; Dakhalan, Andi Muhammad
Scientechno: Journal of Science and Technology Vol. 3 No. 2 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/scientechno.v3i2.1355

Abstract

In today’s era that is all about technology, social media is an important need for many people. Social media is now inherent in social circles, especially the current millennial generation. Almost all teenagers, adults and even children have social media. It is not uncommon for us to always be connected to the outside world through social media. The use of the internet through social media has presented a web forum that can form an online community. The purpose of the study is to find out the learning attitudes that can encourage students to use social media in learning in high school, as well as have a potential impact in encouraged, respectful and responsible attitudes in the use of social media as learning. The research uses a quantitative method that can be used to determine the results of research on student learning activities. The data was obtained from documents in the form of books and journals related to the theme, finally this research focused on encouraging students to social media as a form of attitude and responsibility in the world of Education. The results of these observations explain the ethics of using social media for learning in encouraging students to act respectfully and responsibly which can play an important role in encouraging the use of social media for students to be more concerned about their responsibilities. In this use, it is inseparable from an ability and a deficiency in the attitude of students if applied in learning, therefore educators and parents are very influential. The conclusion obtained from the study is that in encouraging the ethics of using social media today, social media has shown great hope in encouraging education. In this observation, the use of social media can be used as an attitude of respect and responsibility. With the use of social media, you can form good ethics to encourage mutual respect.
Utilizing the E-Book System in Supporting Students’ Literacy and Independent Learning Amrina, Amrina; Rahmi, Sri Nur
Scientechno: Journal of Science and Technology Vol. 3 No. 2 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/scientechno.v3i2.1356

Abstract

The development of the E-Book system in supporting learning literacy is very beneficial for students in the era of globalization. In today’s era of globalization, it has utilized the E-Book system in various schools in the learning system. The use of E-Books in learning has a positive impact on the present and the future. This study aims to understand the concept of utilizing the E-Book system in supporting students’ literacy and independent learning by utilizing the E-Book system in education and to find out the extent of the development of the E-Book system in education. So that teachers and students can use this E-Book system as a means of learning. The method used by the researcher in conducting this study is quantitative, with data obtained through disseminating questionnaires online using Google Forms. The word was processed using the SPSS application by statistical analysis through the ANOVA test; after completing the data test, the researcher presented the data in the form of graphs and tables containing respondents. The results of this study show that the introduction of an offline-based E-Book system will be able to support the literacy and independent learning of students in the world of education. Using the E-Book system in education brings various benefits, such as increasing student participation and supporting the understanding of complex concepts. Learning that utilizes the E-Book system has progressed compared to learning that still uses its own learning method, and cannot compete in the world of education. This study concludes that utilizing the E-Book system, especially independent learning, positively impacts education. The use of the E-Book system is expected to build interactive and effective learning resources. The use of the e-book system in education shows that it can improve the quality of learning and provide advantages in the educational process.

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