9 research outputs found
Implementation TANDUR Learning Using GeoGebra Towards Student Learning Result Viewed from Independence Learning
The purpose of this study was to determine the effect of the TANDUR learning model assisted by GeoGebra on mathematics learning outcomes in terms of student learning independence which is a quasi-experimental research. The number of respondents in this study were 71 students. Collecting data on learning independence is collected through a questionnaire, and data on mathematics learning outcomes are collected through tests of mathematics learning outcomes in the cognitive domain. Data analysis was performed using two-way analysis of variance (ANAVA) with the help of SPSS, at a significance level of 5%. The results show that the learning outcomes of students who use the TANDUR learning model assisted by GeoGebra are better than the learning outcomes of students who use conventional learning models, student learning outcomes using the TANDUR learning model assisted by GeoGebra are better than using conventional learning models in students who have learning independence high, and the learning outcomes of students who use conventional learning models are better than students who use the GeoGebra-assisted TANDUR learning model for students who have low learning independence
USE OF THE GOOGLE CLASSROOM APP IN AN EFFORT TO IMPROVE STUDENT LEARNING OUTCOMES ON MATRIX SUBJECTS
Abstrak: Penelitian ini bertujuan untuk mengkaji dan mendeskripsikan peningkatan hasil belajar dalam pembelajaran Matriks melalui media Google Classroom di STMIK STIKOM Indonesia. Jenis penelitian yang dilaksanakan adalah Penelitian Tindakan Kelas (PTK) dengan model Kurt Lewin. yang terdiri dari empat langkah, yaitu: perencanaan, tindakan, pengamatan dan refleksi. Penelitian ini dilaksanakan di kelas DC semester I Program Studi Teknik Informatika STMIK STIKOM Indonesia dengan banyaknya mahasiswa 44 orang. Pertimbangan pemilihan kampus ini sebagai tempat penelitian karena dari hasil wawancara dengan dosen pengampu mata kuliah menyatakan hasil belajar pokok bahasan Matriks masih kurang dan belum pernah diadakan penelitian yang serupa. Berdasarkan hasil penelitian, dapat disimpulkan bahwa pembelajaran dengan menggunakan aplikasi Google Classroom dapat meningkatkan hasil belajar mahasiswa. Hal ini ditunjukkan oleh perolehan hasil belajar mahasiswa dengan tes hasil belajar pada prasiklus nilai rata-rata mahasiswa 52,59 dengan ketuntasan belajar 40,91% dan daya serap sebesar 51,59%. Untuk Siklus I diperoleh nilai rata-rata 64,32, ketuntasan belajar 68,18% dan daya serap sebesar 64,32%. Sedangkan pada siklus II diperoleh nilai rata-rata 76,14, ketuntasan belajar 86,36% dan daya serap 76,14%. Peningkatan persentase nilai rata–rata mahasiswa, ketuntasan belajar, daya serap dari prasiklus ke siklus I berturut–turut 24,67%, 66,66%, dan 24,67%, dan persentase peningkatan rata-rata hasil belajar, ketuntasan belajar, dan daya serap mahasiswa dari siklus I ke siklus II berturut-turut sebesar 18,37%, 26,66%, dan 18,37%.Abstract:  This study aims to examine and describe the improvement of learning outcomes in Matrix learning through Google Classroom media at STMIK STIKOM Indonesia. The type of research carried out is classroom action research (PTK). ith the Kurt Lewin model which consists of four steps, namely: planning, acting, observing, reflecing. This research was conducted in the first semester DC class Informatics Engineering Study Program STMIK STIKOM Indonesia with 44 students. The consideration of choosing this campus as a research location was because because the results of interviews with lecturers who taught subjects stated that the learning outcomes of the Matrix subject were still lacking and similar research had never been conducted. Based on the research results, it can be concluded that learning using theapplication Google Classroom can improve student learning outcomes. This is indicated by The acquisition of student learning outcomes by means of a pre-cycle learning achievement test with an average value of 52.59 students with learning completeness of 40.91% and absorption capacity of 51.59%. For Cycle I, the average value was 64.32, learning completeness was 68.18% and absorption capacity was 64.32%. Whereas in the second cycle the average value was 76.14, learning completeness was 86.36% and absorption capacity was 76.14%. An increase in the percentage of students' mean scores, learning completeness, absorption from pre-cycle to cycle I respectively 24.67%, 66.66%, and 24.67%, and the percentage increase in average learning outcomes. learning completeness, and student absorption from cycle I to cycle II respectively at 18.37%, 26.66%, and 18.37%
INTERAKSI MODEL PEMBELAJARAN TANDUR BERBANTUAN MEDIA GEOGEBRA TERHADAP HASIL BELAJAR MAHASISWA DITINJAU DARI KEMANDIRIAN BELAJAR
Abstrak: Penelitian ini bertujuan untuk mengetahui interaksi pengaruh model pembelajaran TANDUR berbantuan GeoGebra terhadap hasil belajar matematika dilihat dari kemandirian belajar mahasiswa. Jenis penelitian ini adalah penelitian eksperimen semu (quasi experiment) dengan menggunakan desain penelitian faktorial 2x2. Populasi penelitian ini adalah mahasiswa STMIK STIKOM Indonesia, dengan pengambilan sampel menggunakan teknik cluster random sampling berjumlah 71 mahasiswa. Teknik pengumpulan data kemandirian belajar dikumpulkan melalui kuesioner, dan data hasil belajar matematika dikumpulkan melalui tes hasil belajar matematika pada ranah kognitif. Analisis data dilakukan menggunakan analisis varians (ANAVA) dua jalur dengan bantuan SPSS, pada taraf signifikansi 5%. Hasil penelitian,ini adalah terdapat interaksi antara model pembelajaran TANDUR berbantuan media GeoGebra dan kemandirian belajar terhadap hasil belajar matematika mahasiswa. Hasil belajar mahasiswa yang dibelajarkan dengan model pembelajaran TANDUR berbantuan media GeoGebra lebih baik daripada mahasiswa yang dibelajarkan dengan model pembelajaran konvensional bagi mahasiswa yang memiliki kemandirian belajar tinggi dan hasil belajar mahasiswa yang dibelajarkan dengan model pembelajaran konvensional lebih baik daripada mahasiswa yang dibelajarkan dengan model pembelajaran TANDUR berbantuan media GeoGebra bagi mahasiswa yang memiliki kemandirian belajar rendah.Abstract: This study aims to determine the interaction of the influence of GeoGebra-assisted TANDUR learning model on mathematics learning outcomes seen from the independence of student learning. This type of research is quasi-experimental research with a 2x2 factorial research design. The population of this research is the students of STMIK STIKOM Indonesia, with 71 students using the cluster random sampling technique. Data collection techniques for learning independence were collected through a questionnaire, and data on mathematics learning outcomes were collected through tests of mathematics learning outcomes in the cognitive domain. Data analysis was performed using two-way analysis of variance (ANAVA) with the help of SPSS, at a significance level of 5%. The results of this study, there are interactions between the TANDUR learning model assisted by GeoGebra media and learning independence of student mathematics learning outcomes. Student learning outcomes taught with the TANDUR learning model assisted by GeoGebra media are better than students who are taught with conventional learning models for students who have high learning independence and student learning outcomes who are taught with conventional learning models are better than students who are taught with the TANDUR learning model assisted GeoGebra media for students who have low learning independenc
Efektivitas Perkuliahan secara Blended Learning pada Mata Kuliah Matematika Komputer
Saat ini Indonesia sudah memasuki pemulihan pasca pandemi, sehingga proses pembelajaran dapat dilakukan secara Blanded learning. Blended learning dapat menjadi salah satu solusi sebagai jawaban dimana pendidikan harus sudah mulai mengikuti perkembangan ilmu pengetahuan dan teknologi. Penelitian ini bertujuan untuk mendeskripsikan efektivitas penerapan Blended learning pada mata kuliah matematika computer. Jenis penelitian yang digunakan adalah penelitian deskriptif. Metode yang digunakan pada penelitian ini adalah metode kualitatif. Jumlah subjek pada penelitian ini adalah 73 mahasiswa. Dari hasil penelitian yang dilakukan, diperoleh perkuliahan menggunakan E-learning Moodle (ELSA) dengan model Blended learning terjadwal dengan baik, dapat membantu kreatifitas dan keaktifan mahasiswa, karena mahasiswa bisa belajar dengan mandiri dari mana saja, serta salah satu solusi untuk pembelajaran digital
Implementation of Mathematics Learning Through Hydroponic Farming to Improve Mathematics Ability in Early Childhood
This study aims to produce and determine the feasibility of early mathematics learning media through hydroponic farming for Early Childhood. The type of research carried out is development research, because in this study an initial mathematics learning media was developed through hydroponic farming for Early Childhood. The research instruments used were media validation sheets and teacher response questionnaires. The data analysis used is descriptive quantitative. The product produced in this study is a medium for early mathematics learning through hydroponic farming for Early Childhood that meets valid and practical criteria. This study took subjects in Early Childhood at Kartika Kindergarten, Peguyangan Kaja Village. The results of this study regarding media validation showed that the initial mathematics learning media through hydroponic farming for Early Childhood had met the valid criteria. Judging from the results of the analysis of the teacher's response to learning media, namely the teacher's response to the use of media, it shows 75.8% in the good category. This shows that the media can be implemented practically by the teacher.
DEVELOPMENT OF INTERACTIVE LEARNING MEDIA FOR VECTOR MATERIAL BASED ON ANIMATION VIDEOS
Abstrak: Penelitian ini bertujuan untuk menghasilkan dan mengetahui kelayakan media pembelajaran interaktif berbasis animasi pokok bahasan vektor untuk siswa di Kelas XÂ SMA. Jenis penelitian yang dilaksanakan adalah penelitian pengembangan, karena dalam penelitian ini dikembangkan media pembelajaran interaktif berbasis animasi pada pokok bahasan vektor. Instrumen penelitian yang digunakan adalah lembar validasi media, angket respon guru dan angket respon siswa. Analisis data yang digunakan adalah deskriftif kuantitatif. Produk yang dihasilkan dalam penelitian ini adalah media pembelajaran interaktif berbasis animasi yang memenuhi kriteria valid dan praktis. Penelitian ini mengambil subyek di kelas X SMA. Hasil penelitian ini mengenai validasi media diperoleh diperoleh bahwa media pembelajaran interaktif berbasis animasi pokok bahasan vektor telah memenuhi kriteria valid. Ditinjau dari respons guru menunjukkan 76% dan respon siswa adalah 76,31%. Hal ini menunjukkan media dapat dilaksanakan dengan praktis oleh guru dan siswa.Abstract: This study aims to produce and determine the feasibility of interactive learning media based on vector animation for students in Class X SMA. The type of research carried out is development research, because in this study an animation-based interactive learning media was developed on the subject of vectors. The research instruments used were media validation sheets, teacher response questionnaires and student response questionnaires. The data analysis used was descriptive quantitative. The product produced in this study is an animation-based interactive learning media that meets valid and practical criteria. This study took the subjects in class X SMA. The results of this study regarding media validation obtained that interactive learning media based on vector subject animation has met the valid criteria. Judging from the teacher's response shows 76% and student response is 76.31%. This shows that the media can be practically implemented by teachers and students
PELATIHAN BISNIS ONLINE MENGGUNAKAN APLIKASI SHOPEE
Abstrak: Di tutupnya pasar seni Sukawati dan Guang dari dampak COVID-19 membuat para UMKM yang berasal dari Banjar Sakah, Desa Batuan Kaler tidak dapat berjualan, sehingga mengakibatkan perekonomian mereka menjadi menurun. Pada umumnya, mereka menggunakan cara konvensional dalam pemasaran produknya sehingga profit atau keuntungan yang dihasilkan tidak sebesar toko virtual (online). Dari permasalahan ini, Kepala Dusun (Kadus) bekerjasama dengan STIKI Indonesia dalam Programnya Aksi Stiki Peduli melakukan sosialisasi dan Pelatihan bisnis online menggunakan aplikasi shopee. Pelaksanaan PKM ini menggunakan metode parsitipatif, penyuluhan, pendampingan dan pelatihan di lokasi. Melalui pelatihan bisnis online yang menggunakan aplikasi shopee ini, diharapkan dapat membantu memasarkan produk mereka secara E-marketing pada masa Pandemi Covid-19 ini. Hasil dari Pelatihan yang sudah dilakukan menunjukkan perubahan dan peningkatan  yaitu: (1) 20% peserta berinisiatif mendaftarkan mereknya guna memperoleh legalitas, khususnya yang telah melakukan kegiatan usaha dalam kurun waktu diatas 5 tahun; (2) 20% peserta yang belum memiliki merek mulai membuat merek untuk digunakan dalam kegiatan usaha; (3) 60% dari 80% peserta yang telah memiliki merek, memutuskan untuk mengganti merek yang telah digunakan agar lebih “menjual”; dan (4) 50% peserta telah menerapkan iklan berbayar di shopee dan sisanya masih menerapkan iklan kata kunci secara gratis. Abstract: The closure of the Sukawati and Guang art markets from the impact of COVID-19 made SMEs from Banjar Sakah, Batuan Kaler Village unable to sell, which resulted in a decline in their economy. In general, they use conventional methods in marketing their products so that the profit generated is not as big as a virtual shop (online). From this problem, the Head of Hamlet (Kadus) collaborates with STIKI Indonesia in its Stiki Cares Action Program to conduct socialization and online business training using the shopee application. The implementation of this PKM uses participatory methods, counseling, mentoring and on-site training. Through online business training using the Shopee application, it is hoped that it can help market their products by means of E-marketing during the Covid-19 Pandemic. The results of the training that have been carried out show changes and improvements, namely: (1) 20% of participants took the initiative to register their trademarks in order to obtain legality, especially those who have carried out business activities for a period of more than 5 years; (2) 20% of participants who do not have a brand have started making a brand to be used in business activities; (3) 60% of the 80% participants who already own a brand, decide to change the brand that has been used to make it more “selling”; and (4) 50% of participants have implemented paid advertising on shopee and the rest are still implementing free keyword ads
PEMBINAAN KOMPETISI SAINS SISWA MELALUI PEMBERDAYAAN KLUB ILMU SOSIAL
Abstrak: KSN untuk jenjang SMP merupakan ajang yang sangat bergengsi untuk merebutkan medali secara nasional pada masing-masing bidang ilmu. Ketatnya persaingan antara masing-masing kontingen terlihat dari sistem seleksi yang dilakukan mulai dari tingkat sekolah sampai tingkat nasional. Pengabdian ini difasilitasi oleh STMIK STIKOM Indonesia, dengan tujuan untuk meningkatkan pengetahuan dan daya saing siswa dalam mengikuti olimpiade sejenis khususnya KSN. Metode pelaksanaan pengabdian ini menggunakan metode pendekatan secara langsung, discovery lerning, problem base learning, contekstual theacing learning, dan praktikum. Hasil pembinaan pada bidang IPS di SMPN 10 Denpasar menunjukkan bahwa terjadi peningkatan hasil belajar siswa sebelum dan sesudah pembinaan. Sebelum mengikuti pembinaan hasil belajar siswa dari hasil pre-test didapat nilai rata-rata 65,25 untuk bidang IPS, sedangkan setelah pembinaan nilai hasil belajar siswa meningkat menjadi 71,5, hal ini didapat dari nilai pos-test yang diberikan. Abstract: KSN for junior high school level is a very prestigious event to win medals nationally in each field of science. The intense competition between each contingent can be seen from the selection system carried out from the school level to the national level. This service is facilitated by STMIK STIKOM Indonesia, with the aim of increasing the knowledge and competitiveness of students in participating in similar Olympics, especially KSN. in this method using the direct approach method, discovery lerning, problem base learning, contextual teaching learning, and practicum. The results of the olympiad coaching in the field of social studies show that there is an increase in student learning outcomes before and after coaching. Before participating in the coaching of student learning outcomes, the pre-test results obtained an average value of 65.25 for the social studies field, while after coaching the student learning outcomes increased to 71.5, this was obtained from the post-test scores give
PELATIHAN PEMBELAJARAN MATEMATIKA PERMULAAN MELALUI BERCOCOK TANAM HIDROPONIK KEPADA GURU PAUD
Abstrak: Tujuan dari pengabdian masyarakat ini adalah guru memiliki pengetahuan dan keterampilan dalam berocok tanam hidroponik dan menjadi salah satu media untuk mengajarkan matematika secara menarik dan menyenangkan pada anak usia dini. Pada kegiatan ini dilakukan pelatihan pembelajaran matematika permulaan melalui bercocok tanam hidroponik kepada guru PAUD. Kegiatan dilaksanakan melalui pelatihan, praktik, dan pendampingan baik secara offline maupun online. Pelatihan dilakukan dengan memberikan pengetahuan bercocok tanam hidroponik dan model pembelajaran matematika permulaan meliputi mencocokkan, mengelompokkan, membandingkan, mengurutkan, dan menghubungkan, kemudian dilanjutkan dengan kegiatan praktik mulai dari penyemaian bibit, pindah tanam, perawatan, sampai pada panen. Hasil kegiatan menunjukkan bahwa adanya peningkatan pemahaman guru terhadap pembelajaran matematika permulaan melalui bercocok tanam hidroponik mencapai 90%. Disamping itu juga adanya peningkatan ketrampilan guru dalam bercocok tanam hidroponik yang ditunjukkan dari tumbuh kembang tanaman yang baik saat masa panen. Abstract: The purpose of this community service is that teachers have knowledge and skills in hydroponic farming and become one of the media to teach mathematics in an interesting and fun way to early childhood. In this activity, early mathematics learning training through hydroponic farming was conducted for PAUD teachers. Activities are carried out through training, practice, and mentoring both offline and online. The training was carried out by providing knowledge of hydroponic farming and initial mathematical learning models including matching, classifying, comparing, sorting, and connecting, then continued with practical activities ranging from sowing seeds, transplanting, caring, to harvesting. The results of the activity showed that there was an increase in teachers' understanding of early mathematics learning through hydroponic farming reaching 90%. Besides that, there is also an increase in teacher skills in hydroponic farming as shown by good plant growth during the harvest period