Jurnal Penelitian Pendidikan IPA (Science Education Graduate Program University of Mataram)
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    The Existence of Insects and Their Role on Rice (Oryza sativa L.) Agriculture in Medang Village, Batu Bara District, North Sumatra

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    Research on insect diversity on rice (Oryza sativa L.) agricultural land in Medang Lama Village, Medang Deras District, Batu Bara Regency was carried out in June-December 2024.The research aims to analyze insect species and the role of insects at different growth periods, namely the vegetative period (25-30), the generative period (55-50), and the maturation period (85-90) days after planting (DAP), The method for determining sampling points is carried out using the Purposive Sampling method, while sampling uses the Insecting Net, Visual Control, Hand Sorting and Light Trap methods. The research results showed that the insects obtained were 31 species, 24 families and 7 orders. The highest number of insects was found during the generative period, 173 individuals, 81 individuals during the vegetative period, and the lowest during the maturation period, 56 individuals. During the vegetative period, 10 pest species, 5 predator species and 1 pollinator species were found. During the generative period, 13 pest species, 10 predator species and 6 pollinator species were found. During the ripening period, 6 pest species, 5 predator species and 3 pollinator species were found. Pest insects are predominantly from the Hemiptera order, predatory insects are predominantly from the Coloptera order and pollinator insects are predominantly from the Hymenoptera order. Insect pests attack more often during the vegetative and generative periods than during the ripening period of rice plants

    Analysis of the Potential of the Panatapan Panyabungan Natural Tourism Area, Mandailing Natal Regency

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    Nature tourism in Mandailing Natal Regency, North Sumatra has promising potential. Statistical data shows an increase in local tourist visits of 6,274 people in the 2023-2024 period. This increase has a positive impact on community and government income, but has the potential to have a negative impact on ecological aspects if it exceeds the carrying capacity of the area. Therefore, the strategy for developing the area is an important factor in realizing sustainable tourism activities. This study was conducted in September-October 2024 with the aim of analyzing the strategy for developing sustainable tourism areas. Data collection was carried out to identify the carrying capacity of each tourist attraction using a SWOT (Strength-Weakness-Opportunities-Threats) analysis through interviews with relevant stakeholders. The results of the carrying capacity analysis show that this area is still able to accommodate tourist activities. The main strategy for sustainable development recommended is optimizing the area by expanding areas that have the potential for beautiful scenery as the main attraction, as well as improving supporting facilities and infrastructure in the future.Wisata Alam Observasi Panyabungan merupakan salah satu wisata alam potensial di Kabupaten Mandailing Natal, Sumatera Utara. Berdasarkan data statistik tahun 2023-2024, terjadi peningkatan wisatawan lokal di Kabupaten Mandailing Natal sebanyak 6274 orang. Peningkatan kunjungan wisatawan ini dapat memberikan dampak positif terhadap peningkatan pendapatan baik bagi masyarakat maupun pemerintah, namun apabila melebihi daya dukung kawasan dapat menimbulkan dampak negatif terhadap aspek ekologi kawasan di sekitarnya. Berdasarkan hal tersebut, konsep strategi pengembangan wilayah menjadi faktor penting dalam pengembangan kegiatan pariwisata berkelanjutan. Penelitian ini dilaksanakan pada bulan September - Oktober 2024. Tujuan dari penelitian ini adalah menganalisis strategi pengembangan Wisata Observasi Payabungan yang berkelanjutan. Pengumpulan data dilakukan untuk mengidentifikasi daya dukung masing-masing objek wisata terhadap analisis pengembangan menggunakan analisis SWOT (Strength-Weakness-Opportunities-Threats) dengan cara wawancara kepada para pemangku kepentingan tertentu. Hasil analisis daya dukung kawasan pengamatan Payabungan secara keseluruhan dapat menampung kapasitas parkir sepeda motor sekitar 1000 unit, kapasitas parkir mobil 50 unit dan kapasitas parkir bus sekitar 5 unit. Berdasarkan analisis daya dukung pada masing-masing unit objek wisata dinyatakan dapat menampung wisatawan untuk melakukan aktivitas di kawasan tersebut. Oleh karena itu, strategi utama pembangunan berkelanjutan yang dilakukan dengan mengoptimalkan kawasan pengamatan Payabungan dengan perluasan kawasan berpotensi memiliki pemandangan yang luas dan indah sebagai objek wisata utama dengan mengoptimalkan dan meningkatkan sarana dan prasarana kawasan pengamatan Payabungan di masa mendatang

    The Relationship between the Use of Audio-Visual Learning Media and Learning Motivation with Learning Outcomes in Elementary School

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    Learning media is an important aspect of learning. There are many media developments in this era, from the various learning media especially audiovisual types. This media is widely used by teachers because it is believed to have an impact in improving learning outcomes. This investigation aims to prove the relation between the use of audiovisual media and learning motivation with the learning’s outcomes of IPAS for grade V students in Gugus Diponegoro, Sigaluh District, Banjarnegara Regency. This study uses a correlational quantitative method. Sampling was taken with a purposive sampling technique which had a total sampling of 85 respondents. The result is the coefficient of determination shows (1) 0.683 there is a relationship between the use of audiovisual learning media with IPAS learning outcomes; (2) 0.721 there is a relationship between learning motivation with IPAS learning outcomes; and (3) 0.825 together there is a relationship between the use of audio- visual learning media and learning motivation with IPAS learning outcomes in Gugus Diponegoro Sigaluh District Banjarnegara Regency.Media pembelajaran merupakan salah satu aspek penting dalam pembelajaran. Ada banyak media perkembangan zaman ini, dari berbagai media pembelajaran khususnya jenis audiovisual. Media ini banyak digunakan oleh para guru karena diyakini dapat memberikan dampak dalam meningkatkan hasil pembelajaran. Penelitian ini bertujuan untuk membuktikan hubungan penggunaan media audiovisual dan motivasi belajar dengan hasil belajar IPAS siswa kelas V di Gugus Diponegoro Kecamatan Sigaluh Kabupaten Banjarnegara. Penelitian ini menggunakan metode kuantitatif korelasional. Pengambilan sampel dilakukan dengan teknik purposive sampling sehingga diperoleh total sampling sebanyak 85 responden. Hasil koefisien determinasi menunjukkan (1) 0,683 terdapat hubungan antara penggunaan media pembelajaran audiovisual dengan hasil belajar IPAS; (2) sebesar 0,721 terdapat hubungan antara motivasi belajar dengan hasil belajar IPS; dan (3) secara bersama-sama sebesar 0,825 terdapat hubungan antara penggunaan media pembelajaran audio visual dan motivasi belajar dengan hasil belajar IPAS pada Gugus Diponegoro Kecamatan Sigaluh Kabupaten Banjarnegar

    Effectiveness of Using Android-Based Augmented Reality (AR) Media to Enhance Students' Learning Motivation in Science Lessons

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    This study investigates the effectiveness of Android-based Augmented Reality (AR) in enhancing students' learning motivation in science. Using a quasi-experimental design, two groups were involved: a control group, which was taught using conventional methods, and an experimental group, which used AR media. The research sample consisted of 42 high school students, divided into two groups of 21 each. Data were collected through pretests and posttests, as well as a motivation questionnaire adapted from the ARCS model (Attention, Relevance, Confidence, Satisfaction). The results revealed a significant difference in motivation between the two groups, with the experimental group showing an average posttest score of 84.11, compared to 61.72 in the control group. The t-test showed a significant difference (p = 0.001), and N-gain analysis demonstrated that the experimental group had a higher N-gain (77.59%) compared to the control group (56.56%), indicating the effectiveness of AR. Additionally, the experimental group showed significant improvements in attention and satisfaction. This study concludes that Android-based AR is an effective tool for increasing student motivation in science, and recommends further research on its use in other subjects with larger samples

    The Effect of Google Sites Web-Based Learning Media on Students' Science Learning Outcomes

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    This study aims to reveal the effect of Google Sites Web-based learning media on student learning outcomes in science subjects of class X of SMK Negeri 1 Tana Tidung. This study is a quasi-experimental study targeting class X of SMK Negeri 1 Tana Tidung. The research respondents consisted of two groups, namely the experimental group and the control group with the same number of students, namely 11 students determined by the cluster random sampling technique. The data collection instrument was a test. The research data were obtained from the test results before and after learning. The data obtained were then analyzed using the Mann Whitney nonparametric test in the SPSS.16 program to see the differences between the experimental group and the control group. The results showed that there was a difference between the experimental group and the control group with a significance of 0.001 <0.05. These results conclude that there is an effect of Google Sites Web-based learning media on student learning outcomes in science subjects of class X of SMK Negeri 1 Tana Tidung

    The Influence of Principal Leadership, Teacher Work Motivation, and Organizational Culture on the Performance

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    This study examines the influence of principal leadership, teacher work motivation, and organizational culture on the performance of vocational school teachers in Malinau Regency. Using a quantitative approach, the research involved a population of 93 teachers from state vocational high schools, with a sample of 69 teachers selected through proportional random sampling. Data were collected through a structured questionnaire and analyzed using multiple regression analysis at a significance level of α = 0.05. The findings indicate that principal leadership, teacher work motivation, and organizational culture each have a significant positive impact on teacher performance. Additionally, when examined collectively, these three factors contribute substantially to overall teacher performance. The results highlight the critical role of strong leadership, high work motivation, and a supportive organizational culture in enhancing teaching effectiveness. These findings provide valuable insights for school administrators and policymakers in improving teacher performance through targeted leadership development, motivation strategies, and cultural strengthening initiatives

    Effectiveness of STEM-Oriented Project-Based Learning Modules in Visual Communication Design to Support Science and Technology Skills in Vocational Education

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    This study aims to develop and evaluate the effectiveness of a STEM-oriented entrepreneurship-based learning module using a Project-Based Learning (PjBL) model in the Basic Principles of Design and Visual Communication subject at SMK Negeri 2 Guguak. The research used the Research and Development (R&D) method with the 4D model (Define, Design, Develop, Disseminate). Data were collected through observations, expert validations, and pretest-posttest experiments involving teachers and students. The module received high feasibility ratings from media experts (4.87) and material experts (4.89). Practicality tests showed very practical results from both teachers (97.38) and students (87.11). Effectiveness was confirmed through a Paired Samples Test with significant improvements in student learning outcomes (Sig < 0.005; t-value > t-table). In conclusion, the developed module is valid, practical, and effective in improving learning outcomes and integrating STEM-based competencies in vocational education.Penelitian ini bertujuan untuk mengetahui pengembangan dan efektivitas modul pembelajaran berbasis kewirausahaan yang terintegrasi dengan model Project Based Learning (PjBL) pada mata kuliah Prinsip Dasar Desain dan Komunikasi Visual (DKV) di SMK Negeri 1 Kecamatan Guguak. Penelitian ini dilatarbelakangi oleh rendahnya tingkat prestasi siswa, dimana banyak siswa yang tidak memenuhi Kriteria Pencapaian Tujuan Pembelajaran (KKP), dikarenakan metode pembelajaran yang masih konvensional dan keterbatasan akses terhadap sumber belajar. Penelitian ini menggunakan metode Research and Development (R&D) dengan model 4D (define, design, development, disseminate). Pengumpulan data dilakukan melalui observasi dan angket yang melibatkan ahli materi, ahli media, guru, dan siswa. Modul yang dihasilkan telah tervalidasi dan memperoleh skor kelayakan yang tinggi dari ahli media (4,87) dan ahli materi (4,89). Hasil uji praktikalitas menunjukkan nilai “sangat praktis”, dengan skor guru sebesar 97,38 dan siswa sebesar 87,11. Pengujian efektivitas melalui Uji Sampel Berpasangan menunjukkan perbedaan signifikan dalam hasil belajar antara kelompok eksperimen dan kelompok kontrol, dengan Sig < 0,005 dan Thitung > Ttabel. Temuan ini menegaskan kepraktisan dan efektivitas modul dalam meningkatkan hasil belajar DKV, menunjukkan potensinya untuk meningkatkan pengalaman belajar sekaligus mengatasi keterbatasan sumber daya di sekolah menengah kejuruan

    Model Adaptasi Bencana Banjir di Kabupaten Kampar Provinsi Riau

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    Flood disaster risk reduction in Indonesia still focuses on structural measures with limited research examining community adaptation models. Adaptation models play an important role in planning future disaster mitigation actions. This study aims to determine the response and adaptation model in managing flood disasters by the people of Kampar Regency. Data collection was done by interviews, questionnaires on physical adaptation and social adaptation and questionnaires then FGD (Focus Group Discussion) and analyzed with AHP (Analytical Hierarchy Process). The results show that the level of flood vulnerability from the analysis of the flood vulnerability map in Kampar Regency shows that most of its areas are in the flood-prone category, Land characteristics at four sample points in Kampar Regency show significant variations. As seen in the flood vulnerability map, there are land characteristics of high hazard zones, land characteristics of medium flood hazard zones, land characteristics of low flood hazard zones and flood-free flood hazard zones, and formulating an Adaptation Model using the AHP approach through Focus Group Discussion (FGD). The results of the analysis show a pairwise priority value for land characteristics (0.03), and the level of flood vulnerability (0.03). The weight of the criteria shows land characteristics (0.105) and the level of flood vulnerability (0.258). Indicates the highest alternative is to assess the ability of the soil to absorb water. This alternative can reduce the risk of flood disaster in the study area. These findings indicate the need for special attention to flood-prone areas in Kampar Regency, Riau Province

    Pengembangan Media Komik Digital Interaktif: “Daerahku dan Kekayaan Alamnya” dengan Pendekatan Berdiferensiasi

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    This study addresses the scarcity of technology-based learning media for natural and social sciences learning tailored to the diverse learning needs of fourth-grade students in Semarang, particularly in regards to regional natural resource potential. The primary objective is to design, evaluate the feasibility, and assess the effectiveness of Interactive Digital Comic media with a differentiated approach. This development research uses the Research and Development (R&D) method with the ADDIE model, comprising Analysis, Design, Development, Implementation, and Evaluation phases. The feasibility assessment by material experts and media experts yielded a percentage of 92.85% and 87.50%, respectively, rating the media as "Very Feasible" based on criteria such as content accuracy, instructional design, and multimedia integration. The effectiveness of the media was evaluated using a quasi-experimental design with a paired sample t-test and N-Gain test. The results showed a significant difference in average student learning outcomes (sig. (2-tailed) = 0.000 < 0.005) and an N-Gain value of 0.82, indicating a significant average increase and high criteria. This study demonstrates the potential of Interactive Digital Comic media to enhance student learning outcomes and engagement in natural and social sciences learning, providing an engaging and interactive learning experience and catering to diverse learning needs.Penelitian ini dilatarbelakangi oleh terbatasnya media pembelajaran IPAS kelas IV berbasis teknologi yang dapat memfasilitasi kebutuhan belajar siswa yang beragam pada materi potensi kekayaan alam daerah tempat tinggal khususnya di Semarang dan sekitarnya. Tujuan dari penelitian ini adalah untuk mengembangkan, menguji kelayakan, serta menguji keefektifan media Komik Digital Interaktif untuk pembelajaran IPAS kelas IV dengan pendekatan berdiferensiasi di SD Negeri Kalibanteng Kidul 01 Semarang. Penelitian pengembangan ini menggunakan metode Research and Development (R&D) dengan menggunakan model ADDIE. Penilaian kelayakan media oleh ahli materi memproleh presentase 92,85% dan ahli media 87,5% dinilai “Sangat Layak”. Efektifitas media dari hasil uji paired sample t-test menunjukkan sig (2-tailed) 0,000 < 0,005 yang berarti terdapat perbedaan yang signifikan dari rata-rata hasil belajar siswa, serta uji N-Gai menunjukkan nilai 0,82 yang berarti terjadi peningkatan rata-rata yang signifikan dan termasuk dalam kriteria tinggi

    Implementation of Student Character Education with Rewards and Punishments to Increase Student Enthusiasm for Learning

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    This study aims to determine the effect and difference of rewards and punishments on increasing students' enthusiasm for learning at SDN Pekayon 15 Jakarta. This study uses a quantitative method, an experimental design approach. The sample in this study was 20 students of grade II of elementary school at SDN Pekayon 15 Jakarta. The sampling technique used purposive sampling technique, a sample of 20. Data collection techniques used questionnaires, observation and documentation. The data analysis technique used is paired sample test analysis. Before conducting the analysis test, the researcher conducted a prerequisite test, namely the normality test, and the homogeneity test. The results showed that the Reward and Punishment variables have a significant influence on learning motivation. This research shows that the score of reward, the t value is 22.569 with a significance of 0.000, indicating a very significant effect. The punishments have a significant influence; the t value of the punishment variable is 2.747 with a significance of 0.029. Therefore, the conclusion of this study shows that there is an influence of reward and punishment on student enthusiasm, then the results also show a significant difference between the reward and punishment variables in increasing students’ enthusiasm in learning.Pendidikan karakter mengajarkan nilai-nilai moral seperti kejujuran, tanggung jawab dan empati. Dengan memiliki karakter yang kuat, siswa merasa lebih percaya diri dan termotivasi untuk berprestasi dalam bidang akademik dan kehidupan sosial. Penelitian ini bertujuan untuk mengetahui pengaruh penerapan pendidikan karakter siswa dengan reward dan konsekuensi yang meningkatkan semangat belajar siswa di SDN Pekayon 15 Jakarta. Metode penelitian menggunakan metode eksperimen sejati dengan desain berdasarkan perlakuan dengan taraf 2x2. Penelitian membandingkan keefektifan model pembelajaran dengan memberikan reward dan konsekuensi terhadap semangat atau motivasi belajar. dilaksanakan di SDN Pekayon 15 Jakarta, penelitian ini melibatkan siswa kelas 2; 4 dan 5 sekolah dasar. Hasil penelitian menunjukkan bahwa variabel Reward dan Consequence mempunyai pengaruh yang signifikan terhadap motivasi belajar. Dengan nilai t dan signifikansi yang menunjukkan pengaruh yang sangat signifikan, maka dapat disimpulkan bahwa penggunaan reward dan konsekuensi berhubungan positif dengan semangat atau motivasi belajar. Secara keseluruhan hasil penelitian ini membuktikan bahwa instrumen yang diuji valid, reliabel, dan dapat memberikan pengaruh yang signifikan dalam konteks penelitian yang dilakukan

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    Jurnal Penelitian Pendidikan IPA (Science Education Graduate Program University of Mataram)
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