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SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi
ISSN : 30646103     EISSN : 30646103     DOI : https://doi.org/10.62671/suliwa.v1i1.12
SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi adalah jurnal multidisiplin, peer-review, dan akses terbuka yang menyediakan platform untuk menghasilkan penelitian asli berkualitas tinggi, Ulasan, Surat, dan laporan kasus dalam ilmu alam, sosial, terapan, formal, seni, dan semua bidang terkait lainnya. Tujuan kami adalah untuk meningkatkan distribusi cepat ide dan hasil penelitian baru dan memungkinkan para peneliti untuk menciptakan pengetahuan, studi, dan inovasi baru yang akan membantu sebagai alat referensi untuk masa depan. Artikel yang dikirim ke SULIWA tidak boleh dipublikasikan di tempat lain. Naskah harus mengikuti pedoman penulis yang disediakan oleh SULIWA dan harus ditinjau dan diedit. SULIWA diterbitkan tiga kali dalam satu tahun, yaitu pada bulan Maret, Juli dan Nopember.
Arjuna Subject : Umum - Umum
Articles 38 Documents
PENGEMBANGAN PROGRAM PEMBELAJARAN COOPERATIVE UNTUK MENINGKATKAN KREATIVITAS SISWA PADA PELAJARAN BAHASA INDONESIA DI SMP Purtama , Hendri; Dewi, Happy Indira
SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi Vol. 2 No. 2 (2025): SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi, Juli 2025
Publisher : LEMBAGA KAJIAN PEMBANGUNAN PERTANIAN DAN LINGKUNGAN (LKPPL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62671/suliwa.v2i2.79

Abstract

The learning model at SMP Negeri 3 Batuatas is inefficient in enhancing student creativity because it generally uses the lecture method, also known as conventional learning. In this model, the teacher's role dominates, acting as the sole source of information, while students act as recipients. This study aims to develop and test the Cooperative Problem Solving (CPS) learning model to enhance student creativity in Indonesian language lessons at SMP Negeri 3 Batuatas, Southeast Sulawesi. This study employed both qualitative and quantitative methods. Qualitative data were obtained from assessments by material and language experts and learning design experts, which included responses, input, suggestions, and criticism. Meanwhile, quantitative data were collected through validation instruments for the learning tools used by the experts. The assessment results from the material and language experts indicated that the developed learning material product had achieved a very adequate qualification with a percentage of 92%. The validation results from product design experts showed that the developed learning model had achieved a very adequate qualification with a percentage of 77%.
PENGEMBANGAN WEBSITE INTERAKTIF BERBASIS NANO-LEARNING UNTUK PENGUATAN KOMPETENSI PEDAGOGIK DIGITAL GURU SD MUHAMMADIYAH INOVATIF MERTOYUDAN Fatkhussarifin, Fatkhussarifin; Wicaksono, Dirgantara
SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi Vol. 2 No. 2 (2025): SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi, Juli 2025
Publisher : LEMBAGA KAJIAN PEMBANGUNAN PERTANIAN DAN LINGKUNGAN (LKPPL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62671/suliwa.v2i2.83

Abstract

This research aimed to develop an interactive website based on nano learning as a digital pedagogical tool to strengthen the digital pedagogical competence of elementary school teachers. The development model followed the Dick and Carey instructional design framework, which consists of ten systematic stages ranging from goal identification, instructional analysis, learner analysis, to formative and summative evaluations. The product was tested through expert validation and field trials involving 10 teachers and 30 students at SD Muhammadiyah Inovatif Mertoyudan. Data collection techniques included interviews, observations, questionnaires, and pre-test/post-test. The website allowed teachers to independently create and share nano learning content in the form of short videos, fun facts, and interactive quizzes. Expert validation showed good to very good feasibility (average scores of 4.17 and 4.33), while user trials showed positive feedback on usability and content attractiveness. Effectiveness was measured using a Likert-scale perception test from students, indicating an increase in the average score from 3.22 to 4.38 after using the website. The findings indicate that nano learning-based digital content can be a practical and effective solution for improving digital pedagogy in schools.
PENGEMBANGAN MEDIA PEMBELAJARAN ILMU TAJWID BERBASIS ANDROID STUDIO UNTUK MENINGKATKAN KEMAMPUAN MEMBACA AL-QUR’AN PADA SANTRI TPA Hasan, Wirahamdi; Suryadi, Ahmad
SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi Vol. 2 No. 2 (2025): SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi, Juli 2025
Publisher : LEMBAGA KAJIAN PEMBANGUNAN PERTANIAN DAN LINGKUNGAN (LKPPL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62671/suliwa.v2i2.84

Abstract

Learning Media holds the most important aspect in supporting the teaching and learning process, especially for Qur'anic Tajweed lessons. For a Muslim, learning Tajweed Al-Qur'an is an obligation that must be done. However, student motivation is minimal due to lack of time and learning media that only use conventional media such as books and monotonous learning methods. Therefore, a Tajweed Application accompanied by an Android-based Al-Qur'an Tajweed learning media Educational Game will be able to increase interest and desire to learn the Qur'an to learn complete and interactive Al-Qur'an Tajweed. The authors of this study used a design model with the Unified Modeling Language (UML) consisting of Use Case Diagrams, Activity Diagrams, and Sequence Diagrams. The results of this study produced an android-based tajweed application learning product (MATA) on tajweed learning at TPA Nurul Iman using the 4-D development model by going through 4 procedures, namely define, design, develop and disseminate which were carried out on research subjects at TPA Nurul Iman Jakarta. In addition, the calculation of the effectiveness test using the N-Gain formula obtained an increase of 0.70, which means that the average increase is in the effective category, namely> 0.56. These results show that the MATA application on android-based tajweed learning is effective in learning.
PEMBELAJARAN TAHFIDZUL QUR’AN BER-SANAD MELALUI METODE TALAQQI BERBASIS DIGITAL MOBILE LEARNING Rohman, Dodik Fathur; Zulfitria, Zulfitria
SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi Vol. 2 No. 2 (2025): SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi, Juli 2025
Publisher : LEMBAGA KAJIAN PEMBANGUNAN PERTANIAN DAN LINGKUNGAN (LKPPL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62671/suliwa.v2i2.86

Abstract

This study aims to examine the implementation of sanad-based Qur’anic memorization (tahfidzul Qur’an) learning through the talaqqi method integrated with digital mobile learning at Pondok Pesantren Tahfidzul Qur’an (PPTQ) Al-Kaukab. The background of this research lies in the urgency of preserving the sanad tradition in Qur’anic transmission while adapting to the advancement of digital technology, particularly in the context of remote learning. This study employs a qualitative descriptive method with a case study approach. The findings reveal that the use of mobile learning in the talaqqi method at PPTQ Al-Kaukab effectively bridges the authenticity of sanad-based teaching with the flexibility of modern education. Through digital applications, students (santri) can submit their memorization directly to certified teachers, maintaining accuracy in pronunciation and tajwid. Technical challenges such as internet stability and limited verbal interaction do arise but can be mitigated with improved system management and structured online schedules. This research recommends the further development of a more organized mobile-based learning system to support the sustainability of sanad-based tahfidz education in the digital era.
PENGEMBANGAN MEDIA PEMBELAJARAN IPA BERBASIS GAMIFIKASI UNTUK MENINGKATKAN MINAT BELAJAR SISWA KELAS VII DI SMP MUHAMMADIYAH CIPANAS Ramdhani, Muhamad; Wicaksono, Dirgantara
SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi Vol. 2 No. 2 (2025): SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi, Juli 2025
Publisher : LEMBAGA KAJIAN PEMBANGUNAN PERTANIAN DAN LINGKUNGAN (LKPPL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62671/suliwa.v2i2.90

Abstract

This study aims to develop a gamification-based science learning media on the topic "Earth and Its Satellites" to enhance the learning interest of Grade VII students at SMP Muhammadiyah Cipanas. The research background stems from the low level of student interest in science subjects and the limited availability of interactive learning media that align with the characteristics of Generation Z. The research employed a Research and Development (R&D) approach using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Validation results indicated that the developed learning media is highly feasible, with average scores of 92% from subject matter experts, 91% from media experts, and 93% from science teachers. The practicality test showed that the media was easy to use by both teachers and students without the need for additional training. The effectiveness of the media was measured through an increase in students’ learning interest, with average questionnaire scores rising from 65.2 to 87.8. Learning outcomes also showed significant improvement, with the average pretest score of 58.4 increasing to a posttest score of 82.4, resulting in an N-Gain value of 0.58, categorized as moderate. Therefore, the gamification-based science learning media is proven to be feasible, practical, and effective in increasing students’ learning interest and outcomes.
PENGEMBANGAN PROGRAM PELATIHAN PEMBUATAN BAHAN AJAR BERBASIS AI UNTUK PENINGKATAN KOMPETENSI DIGITAL GURU DI LINGKUNGAN PERGURUAN MUHAMMADIYAH Wahyudi, Endang; Suryadi, Ahmad
SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi Vol. 2 No. 2 (2025): SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi, Juli 2025
Publisher : LEMBAGA KAJIAN PEMBANGUNAN PERTANIAN DAN LINGKUNGAN (LKPPL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62671/suliwa.v2i2.91

Abstract

This study aims to develop a training program for creating instructional materials based on Artificial Intelligence (AI) to enhance the digital competencies of teachers at Muhammadiyah Darul Arqom School, Cianjur. The research method employed is Research and Development (R&D) using the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. Media and content validation results showed an average score of 92 out of 100 (highly feasible) in terms of content quality, novelty, and usability of digital applications. The effectiveness of the training was evidenced by an increase in teachers’ understanding of AI tools such as Gamma App, Canva, and ChatGPT for developing open educational resources. The average pretest score of 61.2 increased to 83.7 in the posttest, with an N-Gain of 0.72 (high category). Participants also gave very positive feedback on the training. Therefore, the training program is considered feasible, practical, and effective in improving teachers’ digital competencies.
PENGARUH KECERDASAN KEROHANIAN, LITERASI DIGITAL, DAN MOTIVASI KERJA TERHADAP KINERJA GURU SMP MUHAMMADIYAH SE-KABUPATEN CIANJUR Sunarya, Ayi; Suryadi, Ahmad
SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi Vol. 2 No. 2 (2025): SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi, Juli 2025
Publisher : LEMBAGA KAJIAN PEMBANGUNAN PERTANIAN DAN LINGKUNGAN (LKPPL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62671/suliwa.v2i2.92

Abstract

This study aims to analyze the influence of spiritual intelligence, digital literacy, and work motivation on the performance of teachers at Muhammadiyah junior high schools across Cianjur Regency. The research employs a quantitative approach using the Structural Equation Modeling (SEM) method based on SmartPLS 3.0, involving 100 teacher respondents from various Muhammadiyah junior high schools during the 2024/2025 academic year. The analysis results indicate that spiritual intelligence has a significantly positive effect on teachers’ work motivation (t-statistic = 4.728, p < 0.05), and digital literacy also has a significant positive effect on work motivation (t = 3.621, p < 0.05). Moreover, spiritual intelligence has a direct impact on teacher performance (t = 2.843), as does digital literacy (t = 2.645), while work motivation has a highly significant effect on teacher performance (t = 5.029). Work motivation is also proven to mediate the relationship between spiritual intelligence and teacher performance (t = 3.112) as well as between digital literacy and teacher performance (t = 2.978). The research model shows a coefficient of determination (R²) of 0.678 for the teacher performance variable, indicating that 67.8% of the variation in teacher performance can be explained by the combined effects of spiritual intelligence, digital literacy, and work motivation. These findings affirm that the integration of spiritual values, digital literacy competence, and increased work motivation is a key strategy to strengthen teacher professionalism and build a value-based, technology-oriented, and highly dedicated educational ecosystem within the framework of progressive Islamic education.
PENGEMBANGAN MODUL PEMBELAJARAN MATEMATIKA BERBASIS PROJECT BASED LEARNING UNTUK MENINGKATKAN PEMAHAMAN KONSEP ALJABAR PADA SISWA KELAS VII SMP MUHAMMADIYAH CIPANAS Ranjani, Nuha Fatin; Wicaksono, Dirgantara
SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi Vol. 2 No. 2 (2025): SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi, Juli 2025
Publisher : LEMBAGA KAJIAN PEMBANGUNAN PERTANIAN DAN LINGKUNGAN (LKPPL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62671/suliwa.v2i2.93

Abstract

This study aims to develop a mathematics learning module based on Project Based Learning (PjBL) to enhance the conceptual understanding of algebra among Grade VII students at SMP Muhammadiyah Cipanas. The research employed a Research and Development (R&D) method using the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. The developed module incorporates a simulated buying and selling activity to connect algebraic concepts with real-life contexts. Expert validation and trial results indicated that the module is feasible for use (average validation score > 4.6) and effective in improving students’ conceptual understanding of algebra (N-Gain = 0.72, categorized as high). The module also received very positive responses from students (average questionnaire score = 4.74). The PjBL module has proven to help students link abstract algebra concepts to real-world situations through trading simulations. Therefore, this PjBL-based mathematics learning module is proven to be feasible, practical, and effective in enhancing students’ conceptual understanding of algebra.
PENGARUH PEMBELAJARAN  JIGSAW DAN DISIPLIN BELAJAR TERHADAP KOMPETENSI PENGUKURANBANGUN DATAR DI SD Aliyah, Niken; Suryadi, Ahmad
SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi Vol. 2 No. 2 (2025): SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi, Juli 2025
Publisher : LEMBAGA KAJIAN PEMBANGUNAN PERTANIAN DAN LINGKUNGAN (LKPPL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62671/suliwa.v2i2.94

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya penguasaan siswa tentang konsep dasar matematika kompetensi dalam pengukuran bangun datar. Penelitian ini bertujuan untuk mengkaji pengaruh model pembelajaran Jigsaw dan disiplin belajar terhadap kompetensi pengukuran bangun datar siswa kelas V secara parsial maupun simultan. Penelitian ini menggunakan metode eksperimen dengan desain Nonequivalent Control Group Design, melibatkan dua kelas V SDN Tugu Utara 11. Kelas eksperimen menggunakan model Jigsaw, sementara kelas kontrol menggunakan metode Group Investigation. Hasil Uji t-Paired pada kelas kontrol menunjukkan t-value -6.82 dengan p-value 8.22e-09 (p < 0.05), yang mengindikasikan peningkatan signifikan disiplin belajar antara pretest dan posttest. Pada kelas eksperimen, t-value -8.42 dengan p-value 2.07e-11 (p < 0.05), menunjukkan peningkatan lebih signifikan. Uji Two-Way ANOVA menunjukkan bahwa kelas eksperimen memiliki F-value 111.40 dan p-value 9.77e-15 (p < 0.05), sedangkan kelas kontrol memiliki F-value 75.14 dan p-value 8.35e-12 (p < 0.05), menunjukkan perbedaan signifikan antara pretest dan posttest di kedua kelompok. Temuan ini menunjukkan bahwa metode pengajaran aktif pada kelas eksperimen memiliki pengaruh lebih besar dalam meningkatkan disiplin belajar siswa dibandingkan kelas kontrol, mencerminkan dampak yang lebih kuat dari pengajaran aktif dalam mendukung mindful learning. Penelitian ini diharapkan memberikan kontribusi pada pengembangan strategi pembelajaran yang lebih efektif dan relevan dengan tantangan yang dihadapi siswa di daerah padat penduduk.
PENGARUH MEDIA PEMBELAJARAN QUIZWHIZZER DAN MOTIVASI BELAJAR TERHADAP HASIL BELAJAR KOMPETENSI PENGUKURAN GEOMETRI Linda, Sisna; Suryadi, Ahmad
SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi Vol. 2 No. 2 (2025): SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi, Juli 2025
Publisher : LEMBAGA KAJIAN PEMBANGUNAN PERTANIAN DAN LINGKUNGAN (LKPPL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62671/suliwa.v2i2.95

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar dan motivasi siswa kelas IV SDN Semper Barat 15 Pagi pada materi pengukuran geometri, yang dianggap sulit dan membosankan. Tujuan dari penelitian ini adalah untuk menguji pengaruh penggunaan media pembelajaran berbasis gamifikasi (Quizwhizzer vs. Quizlet) dan tingkat motivasi belajar (tinggi vs. rendah), serta untuk menguji ada tidaknya interaksi antara kedua faktor tersebut terhadap hasil belajar kompetensi pengukuran geometri. Penelitian ini menggunakan metode kuantitatif dengan desain eksperimen faktorial 2x2. Sampel penelitian terdiri dari 64 siswa kelas IV yang dibagi menjadi kelompok eksperimen (Quizwhizzer) dan kelompok kontrol (Quizlet). Teknik pengumpulan data menggunakan instrumen tes hasil belajar (pre-test dan post-test) dan angket motivasi belajar. Data yang terkumpul dianalisis menggunakan Analisis Varian (ANOVA) Dua Arah. Hasil penelitian menunjukkan tiga temuan utama: (1) Terdapat pengaruh utama yang signifikan dari media pembelajaran dan motivasi belajar terhadap hasil belajar geometri. (2) Terdapat pengaruh interaksi yang signifikan antara media pembelajaran dan tingkat motivasi belajar. (3) Media pembelajaran Quizwhizzer secara signifikan lebih unggul daripada Quizlet dalam meningkatkan hasil belajar, baik pada siswa dengan motivasi tinggi maupun rendah. Namun, keunggulan Quizwhizzer menjadi paling menonjol dan signifikan secara statistik pada kelompok siswa dengan motivasi belajar awal yang rendah. Kesimpulannya, efektivitas media pembelajaran gamifikasi dimoderasi oleh tingkat motivasi siswa. Media berbasis kompetisi sosial seperti Quizwhizzer terbukti sangat efektif untuk memantik keterlibatan dan meningkatkan hasil belajar, terutama bagi siswa yang memiliki motivasi awal yang rendah.

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