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Dian Tika SUjata
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INDONESIA
Dharma Acariya Nusantara: Jurnal Pendidikan, Bahasa dan Budaya
ISSN : 29860393     EISSN : 2985962X     DOI : 10.47861
Ilmu pendidikan, dan memublikasikan artikel-artikel yang berkaitan dengan Bahasa, sastra, budaya, pendidikan, dan pengajaran
Articles 97 Documents
Penerapan Model Pembelajaran Project Based Learning (PJBL) Terhadap Hasil Belajar Siswa Pada Mata Pelajaran Informatika Di SMA Negeri 5 Maros Putri Aulia Salam; Nur Maya; Nasir Nasir; Dewi Hikmah Marisda; Rismawaty Parawansa
Dharma Acariya Nusantara: Jurnal Pendidikan, Bahasa dan Budaya Vol. 2 No. 1 (2024): Maret: Jurnal Pendidikan, Bahasa dan Budaya
Publisher : Institut Nalanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47861/jdan.v2i1.802

Abstract

This research is classroom action research which aims to improve the learning outcomes of class X4 students at SMA Negeri 5 Maros in the informatics subject. This research was carried out in two cycles using a project- based learning model, Researchers carry out observations, interviews, tests and documentation. From the learning results in the first cycle, the number of students who reached the KKM was 17 students or 47.2% and those who did not reach the KKM were 19 people or 52.7% of the total number of students. In the second cycle the number of students who reached the KKM increased to 29 students or 80.5% and those who did not reach the KKM amounted to 7 students or 19.4% of the total students. Thus it can be concluded that the application of the project-based learning model can improve informatics learning outcomes for class X.4 SMA Negeri 5 Maros.
Gamfication dalam Evaluasi Pembelajaran untuk Meningkatkan Hasill Belajar dengan Aplikasi Kahoot Mata Pelajaran Informatika SMA Negeri 14 Maros Sunarti Rasdin; Ananda Amalia Rahma; Nasir Nasir; Sadriana Ayu; Muhammad Wahyu
Dharma Acariya Nusantara: Jurnal Pendidikan, Bahasa dan Budaya Vol. 2 No. 1 (2024): Maret: Jurnal Pendidikan, Bahasa dan Budaya
Publisher : Institut Nalanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47861/jdan.v2i1.815

Abstract

This research is clossroom action research (Classroom Action research) which aims to deretmine tha improvement in student learning outcomes in the informatics subject class X.1 SMA Negeri 14 Maros. The research subjects were students in class X.1 of SMA Negeri 14 Maros for the 2023/2024 academic year with a tital of 36 students. This research was conducted in two cycles and each cycle consisted of 4 meetings. The results of this research show that the application of kahoot game-based media can increase student activity and learning outcomes in informatics subjects. Quatitative analysis shows that learning outcomes in the initial test were 33.33%, in cycle i there was an increase of 55.55% and then in cycle II it became 88.88%. This means that there is a significant increase in student learning outcomes.
Penerapan Model Pembelajaran PBL dalam Mata Pelajaran Informatika Kelas X 5 untuk Meningkatkan Kreativitas Siswa di SMA Negeri 8 Maros Salsabilah Muslim; Nuramira Nuramira; Nasir Nasir
Dharma Acariya Nusantara: Jurnal Pendidikan, Bahasa dan Budaya Vol. 2 No. 1 (2024): Maret: Jurnal Pendidikan, Bahasa dan Budaya
Publisher : Institut Nalanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47861/jdan.v2i1.817

Abstract

In an era of cultural acceleration and rapid advancements in science and technology, this research evaluates the application of the Problem-Based Learning (PBL) model in Informatics at SMA Negeri 8 Maros, focusing on enhancing student creativity. Employing a quantitative method within the Classroom Action Research framework, this study involves cycles of planning, action, observation, and reflection. Data collected through creativity tests, surveys, and class observations reveal that PBL significantly boosts student creativity. These findings are crucial, considering the critical role of education in preparing future generations for digital era challenges. This study highlights how education, especially in Informatics covering programming, artificial intelligence, and computer networking, can adapt to changing times. By integrating technology and innovative approaches into the learning process, students can enhance creativity and other essential skills needed in the digital age. This research offers valuable insights for educators and policymakers in preparing students for a bright, sustainable future.
Pengembangan Video Animasi Berbasis Aplikasi Adobe Premiere Pro CC 2019 Untuk Meningkatkan Kemampuan Membaca Siswa Sekolah Dasar Siti Rohimah; Nurul Aini
Dharma Acariya Nusantara: Jurnal Pendidikan, Bahasa dan Budaya Vol. 2 No. 1 (2024): Maret: Jurnal Pendidikan, Bahasa dan Budaya
Publisher : Institut Nalanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47861/jdan.v2i1.822

Abstract

The very rapid development of technology requires all aspects of life to move forward, according to technological developments. One aspect that is demanded is education. Learning media as an alternative medium for materials taught by teachers to students today must prioritize technology in every learning media used. In line with this description, this research will try to develop a learning media based on Adobe Premier Pro CC 2019 to improve the reading skills of elementary school students. The method used in this research is Research and Development (R&D) with the ADDIE model. The ADDIE model is used as a procedure in developing products. Data collection techniques use interviews and questionnaires. Interviews and questionnaires are used as instruments to determine the results of needs analysis, aspects of the feasibility of the product being developed, as well as student responses regarding the product being developed. In the final stage, a student response test is carried out to determine the quality of the product. The results of the research show that this research was successful in developing a product with a very feasible category, obtaining a feasibility score of 88.265. The final product review shows that this product is ready and suitable for use.
Pengembangan LKPD Berbasis Whole Language Pada Pembelajaran Bahasa Indonesia Untuk Meningkatkan Kemampuan Membaca Siswa Kelas 2 Di SD Al Alawi Langkat Nazuwa Laili; Intan Andriana Saputri
Dharma Acariya Nusantara: Jurnal Pendidikan, Bahasa dan Budaya Vol. 2 No. 1 (2024): Maret: Jurnal Pendidikan, Bahasa dan Budaya
Publisher : Institut Nalanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47861/jdan.v2i1.823

Abstract

In learning activities, learning objectives can be achieved if students are active in learning activities. The form of student activity in learning can be seen from how they express their opinions, responsibilities and involvement in the study group. Therefore, teaching materials are needed that can make students active, as a tool to help in the learning process and can be used as a learning resource. One of them is the Student Worksheet (LKPD). However, the LKPD circulating in schools places more emphasis on questions and filling in questions without explaining how the process of obtaining answers to these questions. Therefore, it is necessary to develop LKPD which aims to determine the stages in making LKPD based on the whole language method in Indonesian language learning to improve the reading ability of grade 2 elementary school (SD) students, to determine the suitability of LKPD to be used as teaching materials, and to determine the response students towards LKPD based on the whole language method. This research was conducted at SD Al Alawi Langkat with the research subjects being 2nd grade elementary school students. LKPD is designed with appropriate whole language methodology and various activities that help understand concepts and differentiate learning in mind. The LKPD was then used in class 2 learning at SD Al Alawi Langkat. Data collection was carried out through observation, interviews and evaluation results during learning. The collected data was analyzed using qualitative descriptions. Research findings show that the use of LKPD in beginning reading learning can increase student engagement, conceptual understanding, and beginning reading skills. The use of LKPD increases students' interest and desire to learn. In addition, the series of activities in LKPD encourage independent learning and differentiation of learning according to the needs of each individual. Based on these data, it can be concluded that the development of LKPD as a learning medium for beginning reading was well received by teachers and students and has the potential to improve the beginning reading skills of grade 2 students at SD Al Alawi Langkat. The need to pay attention to the design and creation of appropriate worksheet to enable effective beginning reading learning in grade 2 of elementary school is an implication of this research.
Penerapan Pendekatan Komunikatif Pada Pembelajaran Bahasa Indonesia untuk Meningkatkan Pendidikan Karakter Pada Siswa Di SD Negeri 055983 Sei Mati Langkat Siti Rahmawati; Dela Kurniati
Dharma Acariya Nusantara: Jurnal Pendidikan, Bahasa dan Budaya Vol. 2 No. 1 (2024): Maret: Jurnal Pendidikan, Bahasa dan Budaya
Publisher : Institut Nalanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47861/jdan.v2i1.824

Abstract

This research aims to improve student character education. This research is classroom action research (PTK) using a qualitative approach. The reason the researcher used the classroom action research method was to improve students' character through a communicative approach to language learning. This research was carried out at State Elementary School 055983 Sei Mati Langkat. The subjects in the research were 20 class IV students consisting of 13 female students and 7 male students. The research object is the communicative approach. Data collection techniques are observation and tests.
Upaya Meningkatkan Keterampilan Berbicara Siswa Melalui Metode Storytelling Untuk Siswa Kelas Rendah May Indah sari; Fitri Maisyurah
Dharma Acariya Nusantara: Jurnal Pendidikan, Bahasa dan Budaya Vol. 2 No. 1 (2024): Maret: Jurnal Pendidikan, Bahasa dan Budaya
Publisher : Institut Nalanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47861/jdan.v2i1.825

Abstract

This research is Classroom Action Research regarding the application of the storytelling method. The aim of this research is to determine the effect of the storytelling method and taking a communicative approach in improving the speaking skills of second grade elementary school students. The background to this research is that the speaking skills of second grade elementary school students are still low. This research was carried out in two cycles consisting of planning, implementation, observation and reflection stages. The subjects in this research were 23 grade II elementary school students in Langkat Regency. The learning steps using the storytelling method consist of three stages, namely the stage of opening or starting the activity, the stage of telling the story, and the stage of closing the story and evaluating. The results of the research show that each cycle experiences an increase. This can be seen from the assessment of students' speaking skills in cycle I, which was 71 and cycle II, which was 80.4. The completion rate in cycle I was 60.9% and in cycle II was 87%. From the implementation of cycle I and cycle II, students' speaking skills increased by 26.1%. Based on the research results above, it can be concluded that the storytelling method with a communicative approach can improve students' speaking skills.
Pengembangan Bigbook Berbasis Metode Eja Pada Pelajaran Bahasa Indonesia Untuk Meningkatkan Minat Belajar Siswa Di Sekolah Dasar Aprila Nabila; Wahyu Satria; Renni Ramadhani
Dharma Acariya Nusantara: Jurnal Pendidikan, Bahasa dan Budaya Vol. 2 No. 1 (2024): Maret: Jurnal Pendidikan, Bahasa dan Budaya
Publisher : Institut Nalanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47861/jdan.v2i1.826

Abstract

The development of the Big Book based on the spelling method in Indonesian language lessons to increase students' interest in learning in elementary schools is based on the understanding that high interest in learning plays a crucial role in achieving learning. The aim of this research is to test the effectiveness of bigbook media based on the spelling method based on learning interest in elementary school students. The method used in this study uses a library research method or approach. Library research (library research) is research in which data collection is carried out by collecting data from various literature. This method is based on the previous page list which is often used initially, but this is also available, but the Ledger is available on both sides of the screen and visually which means it is in the right place. Just the same, a lot of people who have nothing to do with anyone else want to know what to do, but what's going on here.
The Perceptions of English Teachers on the Implementation of the Merdeka Curriculum in Idanogawo Schools Marinus Zai
Dharma Acariya Nusantara: Jurnal Pendidikan, Bahasa dan Budaya Vol. 2 No. 1 (2024): Maret: Jurnal Pendidikan, Bahasa dan Budaya
Publisher : Institut Nalanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47861/jdan.v2i1.827

Abstract

The curriculum is an important component in the education system. Curriculum changes can be influenced by various factors, one of which is student learning outcomes.  The interviews with English teachers regarding the implementation of the Merdeka curriculum in schools revealed various insights. The teachers expressed challenges in implementing the curriculum due to a lack of facilities and the recent initiation of the curriculum in their schools. They highlighted the potential of the Merdeka curriculum to improve English language learning by actively involving students in learning, enhancing critical thinking skills, and improving English language proficiency. The curriculum's learner-centered philosophy was met with mixed responses, with some teachers expressing uncertainty about its implementation. However, others acknowledged the potential benefits of the curriculum, such as providing freedom to students and creating enjoyable education. The teachers also emphasized the importance of readiness in terms of educators' competence, skills, and mindset, as well as the availability of infrastructure and facilities. Despite the challenges, they recognized opportunities for support from school principals, curriculum teams, and parents, as well as the positive use of technology in learning. Overall, the interviews reflected a range of perceptions on the Merdeka curriculum, highlighting both challenges and opportunities in its implementation.
Pengaruh Penggunaan Media Pembelajaran Kahoot Berbasis Game Based Learning Terhadap Hasil Belajar Siswa pada Mata Pelajaran Informatika di SMK Negeri 2 Maros A. Nurul Fitri; Nining Anggreini; Andi Quraissy; Ramliah Ramliah; Nasir Nasir
Dharma Acariya Nusantara: Jurnal Pendidikan, Bahasa dan Budaya Vol. 2 No. 1 (2024): Maret: Jurnal Pendidikan, Bahasa dan Budaya
Publisher : Institut Nalanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47861/jdan.v2i1.828

Abstract

This research aims to test whether there is an influence of the use of Game-based Learning media Kahoot on student learning outcomes in informatics subjects at SMK Negeri 2 Maros. Sampling used a purposive samplingtechnique. The sample taken was class X TKJT A with a total of 34 students. This research uses one independent variable, namely the use of Kahoot learning media (X) and one dependent variable, namely learning outcomes (Y). This research method uses pre-experiment, one group pretest and posttest. The data analysis technique used in this research is descriptive statistical analysis. The results of this research show that the significance value (Sign.) is 0.001, which means less than 0.05. The use of Kahoot learning media based on game based learning in informatics subjects can influence student learning outcomes at SMK Negeri 2 Maros. This can be proven by increasing student learning outcomes through pretest and posttest activities, where students can achieve an average score of 62.20% without treatment and students can achieve a score of 87.64% after treatment. So there was an increase in student scores of 25.44%..

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