50 research outputs found

    Hasil unplag artikel Analisis Kemampuan Mendeteksi Error Kode Program Mata Kuliah Pemrograman Berorientasi Objek pada Program Studi Pendidikan Teknologi Informasi UMSIDA

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    Berikut adalah hasil unplag artikel yang berjudul "Analisis Kemampuan Mendeteksi Error Kode Program Mata Kuliah Pemrograman Berorientasi Objek pada Program Studi Pendidikan Teknologi Informasi UMSIDA" yang dipublikasikan di Jurnal Teknologi, Kejuruan, dan Pengajarannya. Fitria Nur Hasanah, M.Pd. Universitas Muhammadiyah Sidoarj

    Hasil unplag artikel Case Study of Teacher Leadership Style in Improving Student Dicipline. Universitas Muhammadiyah Sidoarjo.

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    Berikut adalah hasil unplag artikel prosiding yang berjudul "Case Study of Teacher Leadership Style in Improving Student Dicipline" yang diseminarkan di ICIGR 2017. Fitria Nur Hasanah, M.Pd. Universitas Muhammadiyah Sidoarj

    Hasil unplag Interactive Multimedia Based Mathematics Problem Solving to Develop Students Reasoning Fitria Nur Hasanah, M.Pd. Universitas Muhammadiyah Sidoarjo

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    Berikut adalah hasil unplag artikel yang berjudul "Interactive Multimedia Based Mathematics Problem Solving to Develop Students Reasoning" yang dipublikasikan di International Journal of Engineering & Technology. Fitria Nur Hasanah, M.Pd. Universitas Muhammadiyah Sidoarj

    Pengembangan Mobile Learning “Detektif Siput” Kelas X SMK

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    The purpose of this study was to develop and determine the feasibility of learning media, in the form of mobile learning with the name "Snail Detective" for class X students majoring in Computer and Network Engineering at Dian Indonesia Vocational High School Sidoarjo. The development model used in this study is the ADDIE model which consists of the analysis, design, development, implementation, and evaluation stages. The subjects in this study were students of class X majoring in Computer and Networking Engineering. The research instrument used is in the form of a questionnaire. The data obtained will then be analyzed using the likert scale. “Detective Snail” mobile learning was validated by media experts, material experts, and tested on groups with a limited scale. Based on the results of the development, it was found that the development of "Snail Detective" mobile learning in class X SMK Dian Indonesia Sidoarjo was declared very feasible as a learning support tool. The validation results from media experts get a score percentage of 94% with a very decent category, the results of material expert validation get a score percentage of 87% with a very decent category and trials to students get an average score percentage of 91.2% with a very decent category . So it is concluded that the “Snail Detective” mobile learning is very feasible to use and can be implemented for the learning process

    Development of Science Learning Media Klanimal Android-Based for Elementary School Students

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    The difficulties students face in understanding the concepts of Science are due to their abstract nature, making it difficult to retain long-term memory. The research objective is to develop an interactive Android-based media to visualize Science learning, specifically the concept of animal classification based on their types of food, to facilitate its retention in students' long-term memory. The "Klanimal" media is an Android-based platform that includes content menus, learning objectives menus, animal guessing menus, and quiz menus. The research methodology employed in this study is the Research and Development (R&D) approach. The development model used is the ADDIE development model, which consists of the Analysis, Design, Development, Implementation, and Evaluation stages. Media experts and subject matter experts validated the Klanimal media. Subsequently, it was tested on 6th-grade students. The test results showed a percentage of 89.8, indicating a highly suitable category. Pretest and post-test scores improved, and the N Gain analysis indicated a value of 0.70, indicating a significant increase in understanding. The research findings suggest that the effective use of Android-based Science learning media enhances the understanding of 5th-grade students at SDN Candibinangun IV Sukorejo, specifically regarding the topic of animal classification based on their types of food

    PENGARUH MEDIA PEMBELAJARAN INTERAKTIF TERHADAP MINAT BELAJAR SISWA MATA PELAJARAN IPA SD

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    Minat belajar siswa yang rendah serta suasana belajar yang kurang nyaman dan kurang bermakna dapat mempengaruhi minat belajar siswa. Sebagian besar guru saat ini sangat jarang menggunakan media pembelajaran, guru cenderung fokus pada satu sumber yaitu buku, sehingga siswa sulit memahami materi yang abstrak. Tujuan dari penelitian ini adalah untuk mengetahui pengaruh media interaktif berbasis video terhadap minat belajar siswa sekolah dasar. Penelitian ini menggunakan jenis penelitian kuantitatif dengan desain eksperimen (Posttest Only Control Design). Populasi yang digunakan meliputi sebanyak 52 siswa Kelas V SDN Jimbaran Kulon, teknik pengumpulan data berupa angket, observasi dan dokumentasi. Teknik analisis yang digunakan adalah uji-t (t-test). Hasil analisis data menunjukkan nilai signifikan lebih besar dari 0,05 dan nilai signifikansi uji t sebesar 0,000 yang berarti ≤ 0,05. Dapat disimpulkan bahwa media interaktif berdampak pada minat belajar IPA siswa kelas V SD Negeri Jimbaran Kulon

    Workshop untuk Pembuatan Bahan Ajar Ilmu Pengetahuan Alam Berbasis Kearifan Lokal Sidoarjo

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    The main problem that occurred in SMP Negeri 2 Jabon, which inspired this activity was the pedagogical competence of science teachers on aspects of making teaching materials and the implementation of science learning in the classroom that had not yet integrated local wisdom into science learning. In other words when making teaching materials teachers rarely associate the concept of science with local culture in Sidoarjo. Therefore, in order for teachers to be able to make teaching materials based on local wisdom or ethnoscience, a workshop was held with the aim of: 1) Improving teacher’s concepts understanding of ethnoscience, local wisdom or local culture, 2) Enhancing teacher skills in making teaching materials based on local wisdom. In delivering innovations to partners, it is carried out by the method of explanation, discussion, practice and mentoring and evaluation stages. The result of this activity is the knowledge of teachers about learning science based on local wisdom or ethnoscience increased. This is indicated by an average pre-test 58.3 and post-test 76.7. In addition, the teachers are able to make science teaching materials based on local wisdom or ethnoscience. Some of the teaching materials that have been made by the teachers are learning materials integrated with traditional games; Science worksheets with the theme of smoking fish; and worksheets for making “klompen”

    Pembentukan Karakter Sopan Santun Anak Usia 5 Tahun Menggunakan Bahasa Krama Inggil

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    Latar belakang yang mendorong penelitian ini adalah membentuk karakter generasi bangsa yang berkualitas dengan tujuan pembentukan karakter sopan santun anak sejak dini menggunakan bahasa krama inggil. Metode penelitian yang digunakan pendekatan kualitatif tipe studi kasus. Metode pengumpulan data yaitu observasi, wawancara, dan dokumentasi. Hasil penelitian anak sudah terbiasa menggunakan bahasa krama inggil sejak dini, karakter sopan santun anak terlihat dengan sendirinya saat anak berbicara menggunakan bahasa krama inggil. Kesimpulannya jika pembiasaan ini anak terapkan akan menjadi bekal untuk kehidupan anak kedepannya
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