cover
Contact Name
Singgih Subiyantoro
Contact Email
porotcimaru@gmail.com
Phone
-
Journal Mail Official
cognitivejurnal@gmail.com
Editorial Address
Sukoharjo
Location
Kab. sukoharjo,
Jawa tengah
INDONESIA
Cognitive Development Journal
ISSN : -     EISSN : 30258693     DOI : https://doi.org/10.32585/cognitive
Core Subject : Education,
This journal presents scientific articles that discuss various cognitive aspects, including thinking processes, memory, language, problem-solving, perception, and intelligence. The journal serves as a platform for researchers to share the latest findings, theories, research methods, and empirical discoveries in the field of cognitive development.
Articles 5 Documents
Search results for , issue "Vol. 1 No. 1 (2023): Cognitive Development Journal" : 5 Documents clear
Improving The Ability to Perform Summary Calculation Operations Using Number Bag Media Tri Wahyuni, Endah; Subiyantoro, Singgih; Suparti
Cognitive Development Journal Vol. 1 No. 1 (2023): Cognitive Development Journal
Publisher : Edutech Publishing Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/cognitive.v1i1.1

Abstract

Meaningful learning begins with active student participation in educational activities. However, learning often remains teacher-centered due to limitations in the use of teaching aids, resulting in low student engagement when solving problems. This study aims to improve first-grade students’ ability to solve addition problems in mathematics by applying number pocket media at SD Negeri Godog 1. The research employed Classroom Action Research using the Kemmis and McTaggart model, which includes the stages of planning, action, observation, and reflection at the end of each cycle. The research subjects were 15 first-grade students at SD Negeri Godog 1, Polokarto. Data were collected through observation, testing, and documentation. The results show that student learning outcomes in mathematics, specifically in addition, can be improved through the use of number pocket media. This is evident from the increase in student learning outcomes from seventy-three percent in the first cycle to ninety-three percent in the second cycle. This improvement indicates that the success indicators set in this study were achieved. Therefore, it can be concluded that the use of number pocket media has a significant positive impact on first-grade students mathematics learning outcomes in addition material. Furthermore, the study contributed not only to enhancing students mathematical abilities but also to improving teachers creativity in delivering engaging lessons.
Application of Problem-Based Learning Models and Puzzle Media to Improve The Learning Outcomes Maya Indrasari; Subiyantoro, Singgih; Hastuti, Dwi
Cognitive Development Journal Vol. 1 No. 1 (2023): Cognitive Development Journal
Publisher : Edutech Publishing Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/cognitive.v1i1.2

Abstract

The impact of the Covid-19 pandemic on education in Indonesia has led to a phenomenon known as learning loss. In response, teachers are required to innovate by applying strategies and learning models that enhance both the learning process and student outcomes. This study aims to describe the use of the Problem-Based Learning (PBL) model and puzzle media in improving student learning outcomes in Pancasila and Civic Education for first-grade elementary students. This research is a type of Classroom Action Research (CAR). The subjects of the study were 17 first-grade students at SDN Genengsari 03. Data were collected using test instruments and observation techniques. The data analysis employed a comparative descriptive technique by comparing the percentage of students meeting the minimum score, as well as the maximum and average scores between the first and second cycles. The results indicated an improvement in learning outcomes. In the pre-cycle, 8 out of 17 students, or forty-seven percent, achieved the minimum competency score, with an average score of 61. In the first cycle, 11 out of 17 students, or sixty-four percent, reached the minimum score, with an average score of 81. In the second cycle, 16 out of 17 students, or ninety-four percent, met the minimum score, with an average score of 88. In conclusion, the use of the Problem-Based Learning model and puzzle media proves to be effective in improving the learning outcomes of first-grade elementary students. Overall, this research contributes to enhancing student achievement and the quality of learning.
Optimizing the Use of Practical Methods to Improve Skills in Creating 2D and 3D Animations Subiyantoro, Singgih; Yuliana, Mita; Nurbaiti, Nita; Ramadhani, Sari Aisyah; Murti, Wandha Prayuda
Cognitive Development Journal Vol. 1 No. 1 (2023): Cognitive Development Journal
Publisher : Edutech Publishing Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/cognitive.v1i1.5

Abstract

Practice is a learning method that involves students directly in developing specific skills. Objectively, there are many advantages and disadvantages of using practical methods in learning. This research aims to improve students' skills in creating 2D and 3D animations through the use of practical methods. The research method used is Classroom Action Research (PTK) by adopting the Kemmis & Tagart model. The subjects of this study were students in class 11 A majoring in Multimedia at a Vocational High School (SMK) in Indonesia who were making 2D and 3D animations. Data was collected using observation sheets, interview guides, and portfolios. The research results show that the practical method is able to improve students' skills in creating 2D and 3D animations. The observation results showed that there was an increase in students' skills, namely by (7.01%) after using practical methods rather than just theory. The results of interviews and analysis of the portfolio also show data that is relevant to the results of these observations. In conclusion, the use of practical methods has proven to be effective in improving students' skills in creating 2D and 3D animations. Overall, this research contributes to solving learning problems, especially the low skills of students in making 2D and 3D animations which are commonly found in Vocational High Schools.
Development of Android-Based Mobile Learning Media in Educational Sciences Courses Putra, Hamda Kharisma
Cognitive Development Journal Vol. 1 No. 1 (2023): Cognitive Development Journal
Publisher : Edutech Publishing Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/cognitive.v1i1.6

Abstract

The aim of this research is to develop learning facilities through Android-based mobile learning media that are suitable for use in educational science courses. With mobile learning, users can access learning content anywhere and at any time, without having to visit a certain place at a certain time. So, users can access educational content without being bound by space and time. This research is a development research that goes through several stages. The first stage is a preliminary study, carried out to determine the results of a needs analysis based on learning objectives, mass, and learning strategies in order to produce products that suit student needs. The second stage is design, namely designing product prototypes according to the results of the needs analysis. The third stage is product development. In this stage, Android media products are started to be developed. The fourth stage is to carry out a product feasibility test using a scale of 4. From the results of material expert validation, a score of 29 was obtained for the 8 aspects of the material tested with an average score of 3.6, which is very suitable for use. Meanwhile, from the results of the media expert validation test, a total score of 42 was obtained for the assessment of 12 media aspects with an average of 3.5 or very decent. The field test is testing the product with student respondents. The results of this study are prototypes of Android-based mobile learning media products that are suitable for use in education science courses.
Analysis of Teachers' and Students' Perceptions of Using Artificial Intelligence Chatbots in Higher Education Subiyantoro, Singgih; Ekosusilo, Madyo; Ismail, Ismail; Putra, Hamda Kharisma; Fauziyah, Syifa
Cognitive Development Journal Vol. 1 No. 1 (2023): Cognitive Development Journal
Publisher : Edutech Publishing Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/cognitive.v1i1.7

Abstract

Artificial Intelligence (AI) chatbots have emerged as tools with the potential to enrich the learning experience. This research aims to analyze the perceptions of professors and students regarding the utilization of AI chatbots in the context of higher education. The primary objective of this study is to comprehend how teachers and students view the use of AI chatbots in higher education. This research adopts a qualitative approach employing semi-structured interviews and content analysis of relevant written documents. Data are collected and analyzed using descriptive statistics. The findings of this research reveal that most respondents, both professors and students, hold a positive attitude toward using AI chatbots in higher education. The critical benefits acknowledged include accessibility, assistance answering questions, and enhanced learning efficiency. Some challenges related to data security and the quality of interaction with chatbots are also identified. This research demonstrates that AI chatbots have significant potential to enhance the learning experience in higher education. However, attention must be given to existing technical challenges and privacy concerns to ensure broader acceptance. This study provides valuable insights into the perceptions of professors and students regarding AI chatbots, which can serve as a guide for educational institutions in developing effective implementation strategies. Furthermore, these results may stimulate further research into the use of AI technology in higher education.

Page 1 of 1 | Total Record : 5