Online Journal System-Kumpulan Jurnal STKIP Singkawang ((Sekolah Tinggi Keguruan Dan Ilmu Pendidikan Singkawang)
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Analisis Kebutuhan Pengembangan Media Audiovisual Materi Pembelajaran Iklim Dan Perubahannya Terhadap Kehidupan Sosial di Sekolah Dasar
This study aims to analyze the need for developing audiovisual learning media using Canva in science learning on climate change for fourth-grade elementary school students. The study used a quantitative descriptive approach with a needs analysis questionnaire as the data collection technique. The research subjects consisted of 35 fourth-grade students and 2 fourth-grade teachers at Muara Medak Elementary School. The research instrument was a questionnaire containing 10 statements with a rating scale from very high to very low. Data were analyzed using a percentage technique based on pedagogical, technical, cognitive, and aesthetic aspects. The results showed that the need for audiovisual media development was in the high to very high category, with a percentage of 84.57% for the pedagogical aspect, 81.85% for the technical aspect, 76.28% for the cognitive aspect, and 85.42% for the aesthetic aspect. These findings indicate that students and teachers need learning media that are interesting, easily accessible, and able to help understand abstract material. Based on these results, the development of audiovisual media using Canva is considered relevant as a learning solution to increase learning interest and support the effectiveness of science learning in elementary schools
Strengthening Spatial Ability of Madrasah Ibtidaiyah Students through Learning Assisted by “PUTAR” Two-Dimensional Shape Puzzle Media
Spatial ability is one of the essential aspects in mathematics learning, particularly in understanding geometric concepts. This study aims to enhance the spatial ability of MI Nurul Huda students through the use of “PUTAR” media (Two-Dimensional Shape Puzzle). The method employed in this study is community service–based research conducted through a series of activities, including teacher training, implementation of the learning media, and evaluation of students’ learning outcomes. The results indicate that the use of “PUTAR” media significantly improves students’ spatial ability, learning participation, and teachers’ competence in integrating innovative instructional media.Penguatan Kemampuan Spasial Siswa Madrasah Ibtidaiyah melalui Pembelajaran Berbantuan Media “PUTAR” Puzzle Bangun DatarABSTRAKKemampuan spasial merupakan salah satu aspek penting dalam pembelajaran matematika, khususnya dalam memahami konsep geometri. Penelitian ini bertujuan untuk melatih kemampuan spasial siswa MI Nuru Huda dengan menggunakan media "PUTAR" (Puzzle Bangun Datar). Metode yang digunakan dalam penelitian ini adalah pengabdian masyarakat melalui serangkaian kegiatan, termasuk pelatihan guru, penerapan media pembelajaran, dan evaluasi hasil belajar siswa. Hasil penelitian menunjukkan bahwa penggunaan media "PUTAR" secara signifikan meningkatkan kemampuan spasial siswa, partisipasi belajar, serta kompetensi guru dalam mengintegrasikan media inovatif.Kata Kunci :Kemampuan Spasial; Media "PUTAR"; Puzzle Bangun Datar; Pembelajaran Matematik
Implementasi Literacy Camp dalam Meningkatkan Hasil AKM Siswa Kelas V SD Negeri Geritan
This study aims to analyze the implementation of the Literacy Camp program in improving the Minimum Competency Assessment results of grade V students at SDN Geritan, Pati District, Central Java. The background of this study is based on the low literacy and numeracy skills of students, as indicated by the pre-test results, which showed 70% for literacy and 43% for numeracy. The Literacy Camp program was designed as a strategic intervention involving various creative and interactive learning activities, including reading sessions, educational games, and group discussions. This study employed a qualitative approach with descriptive methods, involving 28 Grade V students as research subjects. Data were collected through interviews, observation, documentation, and pre-test and post-test. The results showed that after participating in the Literacy Camp program, there was a significant increase in students' minimum competency assessment results. Specifically, the percentage of students able to answer literacy questions correctly increased to 77%, and the percentage of students able to answer numeracy questions correctly rose to 72%. These findings suggest that the Literacy Camp program is effective in enhancing students' literacy and numeracy skills while also offering a fun and engaging learning experience. This study is expected to serve as a reference for the development of similar programs in other schools to improve the quality of basic education in Indonesia
Strengthening Teachers’ Role In Designing Gamification For Vocational School Learning
One innovative approach is gamification, which can improve student motivation, engagement, and learning outcomes. The problem when teachers don't implement gamification in the learning process primarily relates to their role in designing and integrating this strategy into vocational learning. Teachers need to be empowered to develop gamification designs that align with student characteristics and industry needs. This Community Service Program (PKM) aims to strengthen the role of teachers in designing gamification as a learning strategy in vocational schools. The scope of the research includes analyzing teacher needs, developing applicable gamification designs, and evaluating the effectiveness of gamification implementation in improving the quality of vocational learning. Data was obtained through observations, interviews, and questionnaires with vocational school teachers. The results of this PKM activity indicate that empowering teachers in designing gamification improves their creativity, pedagogical skills, and their ability to integrate technology into vocational learning. The implementation of gamification has been proven to increase student motivation, active engagement in the learning process, and optimal learning outcomes. In conclusion, strengthening the role of teachers in designing gamification is crucial for creating innovative learning strategies in vocational schools. Gamification not only increases student motivation and learning outcomes, but also empowers teachers to be more adaptive to developments in educational technology.Penguatan Peran Guru Dalam Merancang Gamifikasi Untuk Pembelajaran Di Sekolah KejuruanABSTRAKSalah satu pendekatan inovatif adalah gamifikasi, yang dapat meningkatkan motivasi, keterlibatan, dan hasil belajar siswa. Permasalahan ketika guru tidak mengimplementasikan gamifikasi pada proses pembelajaran, terutama terkait peran guru dalam merancang dan mengintegrasikan strategi tersebut ke dalam pembelajaran kejuruan. Guru perlu diberdayakan agar mampu mengembangkan desain gamifikasi yang sesuai dengan karakteristik peserta didik dan kebutuhan industri. PKM ini bertujuan untuk memperkuat peran guru dalam merancang gamifikasi sebagai strategi pembelajaran di sekolah kejuruan. Ruang lingkup penelitian meliputi analisis kebutuhan guru, pengembangan desain gamifikasi yang aplikatif, serta evaluasi efektivitas penerapan gamifikasi dalam meningkatkan kualitas pembelajaran kejuruan. Data diperoleh melalui observasi, wawancara, dan kuesioner kepada guru sekolah kejuruan. Hasil kegiatan PKM ini menunjukkan bahwa pemberdayaan guru dalam merancang gamifikasi meningkatkan kreativitas, keterampilan pedagogis, serta kemampuan mereka dalam mengintegrasikan teknologi ke dalam pembelajaran kejuruan. Penerapan gamifikasi terbukti mampu meningkatkan motivasi belajar siswa, keterlibatan aktif dalam proses pembelajaran, serta hasil belajar yang lebih optimal. Kesimpulan nya adalah bahwa penguatan peran guru dalam merancang gamifikasi sangat penting untuk menciptakan strategi pembelajaran yang inovatif di sekolah kejuruan. Gamifikasi tidak hanya meningkatkan motivasi dan hasil belajar siswa, tetapi juga memberdayakan guru untuk lebih adaptif terhadap perkembangan teknologi pendidikan.Kata Kunci :Peran guru; Pemberdayaan Guru; Gamifikasi; Desain pembelajaran; Sekolah kejurua
Assistance in the Development of Interactive Liveworksheet-Based Student Worksheets with the AKMI Model to Improve Students' Literacy Numeracy at MI Nurul Huda
The low level of numeracy literacy among madrasah students, as indicated by AKMI results, is partly caused by teachers’ limited ability to develop digital-based learning materials. This community service program assisted teachers at MI Nurul Huda Sawo, Gresik, in developing interactive Liveworksheet-based worksheets aligned with the AKMI model through a participatory approach over three months. The results showed improved teacher competence and a 20–25% increase in students’ numeracy literacy, accompanied by higher learning motivation. The program produced interactive worksheets, enhanced teachers’ digital teaching capacity, and a nationally published scientific article.Pendampingan Pengembangan LKPD interaktif Berbasis Liveworksheet dengan Model AKMI untuk Meningkatkan Literasi Numerasi Siswa di MI Nurul HudaABSTRAKRendahnya literasi numerasi siswa madrasah berdasarkan hasil AKMI dipengaruhi keterbatasan guru dalam mengembangkan perangkat pembelajaran digital. Kegiatan pengabdian ini mendampingi guru MI Nurul Huda Sawo, Gresik, dalam mengembangkan LKPD interaktif berbasis Liveworksheet dengan model AKMI melalui pendekatan partisipatif selama tiga bulan. Hasilnya menunjukkan peningkatan kompetensi guru serta peningkatan literasi numerasi siswa sebesar 20–25%, disertai meningkatnya motivasi belajar. Luaran kegiatan berupa LKPD interaktif, peningkatan kapasitas guru, dan publikasi artikel ilmiahKata Kunci :Literasi Numerasi; LKPD Interaktif; Liveworksheet; AKMI; Pengabdian Kepada Masyaraka
Pengaruh Media E-Comic Terhadap Keterampilan Menulis Teks Prosedur Peserta Didik Sekolah Dasar
This study aims to determine the effect of using e-comic media on elementary school students’ skills in writing procedural texts. The background of this research is the students’ low ability in writing procedural texts and the limited variety of innovative media used by teachers. The study employed a quantitative method with a pre-experimental design, specifically the one-group pretest-posttest model. The sample consisted of 30 fourth-grade students from SDN Gamping 1. Data were collected through written tests and classroom observation, with writing performance evaluated based on content relevance, grammar, structure, spelling, and sentence formation. The data were analyzed using descriptive statistics and paired samples t-test with SPSS. The results revealed a significant improvement in students’ writing skills. The average score increased from 57.92 in the pretest to 76.46 in the posttest, with a statistically significant difference (p < 0.05), indicating the effectiveness of e-comic media in enhancing students’ procedural text writing abilities. In conclusion, e-comic media fostered students’ motivation and understanding through visual storytelling and contextual learning. These findings suggest that e-comics can serve as an engaging and effective alternative to traditional instructional methods in elementary writing education
Valorization of Pepper Stalk Waste from Sebuluh Village into “Tabula Sebuluh” Mosquito Incense Sticks in the Indonesia–Malaysia Border Region
Sebuluh Village, located in Ketungau Hulu Subdistrict, Sintang Regency, is one of the pepper-producing areas with farmer groups that manage pepper gardens. The pepper harvesting process produces waste in the form of pepper stalks, which have not been utilized by farmers. Based on literature research and observation, it is known that pepper stalks contain piperine compounds that are effective in repelling mosquitoes. In addition, the abundant cassava plants in Sebuluh Village can be used as a filler and binder in the manufacture of mosquito repellent incense. This community service program aims to process pepper stalks into mosquito repellent incense that has economic value, as well as to improve the competence of members of the Sebuluh Pepper Farmers Group in waste management, production, and product marketing. Training and assistance were provided in the form of product processing, as well as the importance of branding and attractive packaging to increase sales. An evaluation of 19 participants using N-Gain yielded a score of 0.68, which falls into the moderate category, meaning that 52.6% of participants showed an increase in the competence of the Lada Sebuluh farmer group members. There is a need to improve understanding of product branding and packaging aspects. This program also contributes positively to environmental sustainability by reducing waste, utilizing local resources sustainably, and in the long term, improving the economy of farmer groups.Valorisasi Limbah Tangkai Buah Lada Desa Sebuluh Menjadi Racun Nyamuk Bakar “Tabula Sebuluh” di Wilayah Perbatasan Indonesia–MalaysiaABSTRAKDesa Sebuluh, yang terletak di Kecamatan Ketungau Hulu, Kabupaten Sintang, merupakan salah satu penghasil lada dengan kelompok tani yang mengelola kebun lada. Proses pemanenan lada menghasilkan limbah berupa tangkai buah lada yang selama ini tidak dimanfaatkan oleh petani. Berdasarkan penelitian literatur dan observasi, diketahui bahwa tangkai buah lada mengandung senyawa piperin yang efektif dalam mengusir nyamuk. Selain itu, tanaman singkong yang melimpah di desa Sebuluh dapat dimanfaatkan sebagai bahan pengisi dan pengikat dalam pembuatan produk racun nyamuk bakar. Program pengabdian ini bertujuan untuk mengolah limbah tangkai buah lada menjadi racun nyamuk bakar yang bernilai ekonomi, serta meningkatkan kompetensi anggota kelompok tani Lada Sebuluh dalam pengelolaan limbah, produksi, dan pemasaran produk. Pelatihan dan pendampingan diberikan dalam bentuk pengolahan produk, serta pentingnya branding dan pengemasan yang menarik untuk meningkatkan daya jual. Evaluasi yang dilakukan terhadap 19 peserta dengan menggunakan N-Gain mendapatkan skor 0,68 dan termasuk dalam kategori sedang, atau 52,6% peserta menunjukkan peningkatan kompetensi anggota kelompok tani Lada Sebuluh. Terdapat kebutuhan untuk meningkatkan pemahaman mengenai aspek branding dan pengemasan produk. Program ini juga memberikan kontribusi positif terhadap kelestarian lingkungan dengan mengurangi limbah, memanfaatkan sumber daya lokal secara berkelanjutan serta jangka panjangnya dapat meningkatkan ekonomi kelompok tani.Kata Kunci :Racun nyamuk bakar; tangkai buah lada; fitokimia; Sebulu
Pengembangan Media Lacer (Lagu Ceria) Berbantuan Model Think Pair Share untuk Meningkatkan Hasil Belajar Siswa Kelas IV Pada Pembelajaran Pendidikan Pancasila di SD Negeri Bringin 02 Kota Semarang
The purpose of this study was to develop and test the feasibility, effectiveness, and practicality of the Lacer (Lagu Ceria) media assisted by the Think Pair Share model with the hope of improving student learning outcomes. This study falls under the category of research and development (R&D) using the Bord and Gall model. A total of 40 students from grades IV and V at SD Negeri Bringin 02 for the 2024/2025 academic year participated in this study. A small-scale pilot test was conducted with 12 students from grade V, while the large-scale trial involved 28 students from grade IV. Data was collected through various non-test techniques, such as interviews, observations, questionnaires, grade sheets, and documentation. Additionally, test techniques, including pre-tests and post-tests, were conducted. The validation results from subject matter experts, language experts, and media experts indicated that the Lacer media was deemed “highly suitable” with an average score of 81%, reflecting the media's suitability. The level of satisfaction, categorized as “very good,” was evident from the survey responses filled out by teachers and students, with scores of 91% from teachers and 88.5% from students, indicating the practicality of the media. The effectiveness of the Lacer media was proven by the t-test results, which showed a significance value of 0.001 (<0.05) and an N-gain test value of 0.58, which falls into the “moderate” category. The criteria for feasibility, practicality, and effectiveness in improving learning outcomes in Pancasila Education for fourth-grade students at SD Negeri Bringin 02 on the topic of the history of the formulation of Pancasila have been met by the Lacer media assisted by the Think Pair Share model
Learning Mathematics in the Digital Era: An Analysis of High School Students’ Interaction Patterns through TikTok
The rapid growth of social media has reshaped students’ learning behaviors and interaction patterns, including in mathematics education. TikTok, as a short-form video platform widely used by adolescents, offers unique affordances for micro-learning, algorithm-driven content exposure, and non-linear interaction. Although previous studies have demonstrated that TikTok can improve students’ mathematics achievement, motivation, and interest, limited attention has been paid to the underlying social-cognitive interaction processes through which mathematical understanding is constructed. This study aims to analyze high school students’ interaction patterns in learning mathematics through TikTok by examining how digital interactions support mathematical sense-making rather than merely learning outcomes.This study employed a descriptive qualitative approach involving four eleventh-grade students at MAN 2 Palu, Indonesia, selected through purposive sampling. Data were collected through observations of students’ TikTok activities and semi-structured interviews. The analysis was guided by Moore’s interaction model, encompassing student–content, student–creator interactions, and student–student interactions, adapted to the non-linear and algorithmic context of TikTok. The findings reveal three distinct interaction patterns: high, moderate, and low. Students with high interaction levels actively engaged across all three interaction dimensions, demonstrating reflective learning, digital self-efficacy, and autonomous regulation of mathematical learning. In contrast, students with moderate and low interaction levels primarily engaged in passive content consumption, with limited social and pedagogical interaction, positioning TikTok more as an entertainment platform than a learning space. These differences indicate that mathematical sense-making on TikTok is strongly mediated by the quality of interaction rather than the intensity of platform use alone. This study highlights that TikTok’s educational potential lies not merely in its effectiveness in improving scores, but in how interaction quality shapes students’ cognitive engagement and meaning-making processes in mathematics learning. The findings suggest that integrating structured interaction designs and fostering digital self-efficacy are crucial for maximizing the pedagogical value of social media-based mathematics learning.Pembelajaran Matematika di Era Digital: Analisis Pola Interaksi Peserta Didik SMA melalui Media TikTokABSTRAKPerkembangan media sosial telah mengubah cara siswa mengakses, memaknai, dan berinteraksi dengan pengetahuan matematika. TikTok, sebagai platform video pendek berbasis algoritma, menawarkan karakteristik pembelajaran yang berbeda dari platform digital konvensional karena menggabungkan konten ringkas, atensi cepat, serta interaksi sosial yang bersifat spontan dan tidak linier. Namun, masih terbatas penelitian yang menjelaskan bagaimana pola interaksi siswa di TikTok berkontribusi terhadap proses mathematical sense-making, bukan sekadar peningkatan hasil belajar. Penelitian ini bertujuan untuk menganalisis pola interaksi siswa SMA dalam pembelajaran matematika melalui TikTok dengan menggunakan Model Interaksi Moore yang mencakup student–content, student–creator interaction, dan student–student interaction. Penelitian menggunakan pendekatan kualitatif deskriptif dengan empat siswa kelas XI MAN 2 Kota Palu yang dipilih melalui teknik purposive sampling. Data dikumpulkan melalui observasi aktivitas TikTok dan wawancara semi-terstruktur, kemudian dianalisis secara tematik. Hasil penelitian menunjukkan tiga kategori pola interaksi, yaitu tinggi, sedang, dan rendah. Siswa dengan interaksi tinggi aktif pada ketiga dimensi Moore, memanfaatkan fitur TikTok seperti video pendek, komentar, Live, dan pesan langsung untuk membangun pemahaman konsep, merefleksikan strategi penyelesaian soal, serta mendiskusikan ide matematika secara kolaboratif. Sebaliknya, siswa dengan interaksi rendah cenderung hanya mengakses konten secara pasif dan tidak terlibat dalam proses negosiasi makna matematis. Temuan ini menunjukkan bahwa perbedaan kualitas interaksi digital berpengaruh signifikan terhadap cara siswa membangun pemahaman matematika di lingkungan media sosial. Disimpulkan bahwa keunikan TikTok sebagai ruang belajar tidak terletak pada kontennya semata, melainkan pada pola interaksi sosial-kognitif yang terbentuk melalui integrasi algoritma, micro-learning, dan jejaring sosial. Penelitian ini menegaskan pentingnya menggeser fokus kajian dari efektivitas hasil belajar menuju analisis proses interaksi digital sebagai kunci pengembangan pembelajaran matematika berbasis media sosial.Kata Kunci :pola interaksi; pembelajaran matematika; siswa SMA; TikTo
Financial Ratio Analysis as Determinant of Financial Performance in Plantation Sector Companies Listed on the Indonesia Stock Exchange
This study aims to determine the financial performance of plantation sector companies listed on the Indonesia Stock Exchange through financial ratio analysis. This study used a quantitative study with a descriptive approach. The sample consisted of 16 plantation sector companies listed on the Indonesia Stock Exchange with predetermined criteria. The data of this study were the company’s annual report, especially the financial report. The data were analysed using financial ratios, specifically employing net profit margin, current ratio, and debt to equity ratio to assess financial performance. The results showed that several companies achieve and exceed industry standards. This finding suggest if these companies demonstrate good financial performance and exhibit the capability for managing companies’ resources efficiently and effectively