Jurnal Online STKIP PGRI Tulungagung (Sekolah Tinggi Keguruan Dan Ilmu Pendidikan Persatuan Guru Republik Indonesia)
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INOVASI PEMBELAJARAN ARITMATIKA SOSIAL DENGAN PENDEKATAN PROJECT-BASED LEARNING BERBASIS ASET SEKOLAH DAN INTEGRASI LINTAS PELAJARAN
This study aims to explore the implementation of Project-Based Learning (PjBL) based on school assets in social arithmetic learning, and its impact on student engagement and understanding. This learning project involves the use of school gardens. where students are given the task of processing garden produce into products that can be sold, then analyzing the calculation of profit and loss. This study also involves cross-subject collaboration, especially with the subjects of Indonesian Language and Social Sciences (IPS). The research method used is descriptive qualitative, with data collection techniques through observation, interviews, and documentation. The results of the study indicate that the implementation of PjBL based on school assets can increase students' motivation, engagement, and understanding of social arithmetic concepts. Cross-subject collaboration plays an important role in developing students' literacy and social entrepreneurship skills. This study also identified several challenges, such as time constraints in project management and students' difficulties in understanding the concept of calculating profit and profit margins. The implementation of PjBL contributes positively to developing 21st-century skills such as critical thinking, collaboration, and communication. This study concludes that the PjBL approach based on school assets and cross-subject integration is effective in improving the quality of social arithmetic learning, as well as providing contextual and meaningful learning experiences for students
ANALISIS FLEKSIBILITAS REPRESENTASI MATEMATIS SISWA DALAM MENYELESAIKAN SOAL HIMPUNAN DITINJAU DARI GAYA BELAJAR KOLB
The ability to flexibly use mathematical representations is a crucial aspect of mathematics learning, particularly in solving problems through intra- and inter-representational transformations. However, the influence of learning styles on representational flexibility remains underexplored. This study aims to analyze students' mathematical representational flexibility in solving set problems based on Kolb's learning styles (Accommodator, Assimilator, Diverger, and Converger). A descriptive qualitative approach was employed, involving 12 eighth-grade students selected through a Kolb learning style questionnaire. Data were collected using a mathematical representation flexibility test, semi-structured interviews, and documentation. The research instruments included test sheets and interview guidelines, analyzed using the Miles and Huberman model. The findings revealed that Accommodator students excel in recognition and treatment but are limited in conversion, while Assimilator students demonstrate high flexibility in conversion. Diverger students are strong in recognition, whereas Converger students show excellent initial visualization but need reinforcement in treatment. Teachers are encouraged to implement learning strategies tailored to student's learning styles to enhance their representational flexibility. Future research should explore other mathematical topics or different educational levels
IMPLEMENTASI HYPOTHETICAL LEARNING TRAJECTORY STATISTIKA BERBASIS REALISTIC MATHEMATICS EDUCATION UNTUK PEMAHAMAN KONSEP SISWA
This study aims to identify the role of RME-based statistics HLT implementation in students' concept understanding ability at SMP Muhammadiyah 1 Kartasura class VIII in the odd semester of the 2024/2025 academic year. The method used was Didactical Design Research with a qualitative approach. The research focused on three research subjects, namely students with high (S1), medium (S2), and low (S3) concept understanding abilities. The results showed that the implementation of RME-based HLT contributed positively to students' understanding of statistics concepts. The learning process through the stages of HLT, namely emergent, model-for, model-of, and formal, facilitated students in building concept understanding gradually. S1 showed the ability to interpret data and relate it to real contexts well, S2 was able to understand basic concepts and apply them in similar problems, while S3 experienced an increase in understanding even though they still needed further guidance in applying concepts to more complex situations. This research indicates that the RME-based HLT is effective in facilitating the understanding of statistical concepts of students with different ability levels
IMPLEMENTASI METODE DESIGN THINKING PADA SISTEM INFORMASI ATLET BERBASIS WEBSITE DI KONI KABUPATEN KENDAL
Komite Olahraga Nasional Indonesia (KONI) Kabupaten Kendal merupakan badan olahraga di Provinsi Jawa Tengah yang bertanggung jawab dalam pembinaan atlet, pengelolaan kegiatan olahraga, dan penyediaan data untuk mendukung pencapaian prestasi hingga tingkat internasional. Pengelolaan data atlet saat ini di KONI Kabupaten Kendal masih bersifat semi-manual menggunakan berkas-berkas fisik dan microsoft excel yang menyebabkan beberapa kendala seperti kesulitan dalam mengakses data, tidak mendukungnya multi-user, serta berisiko kehilangan data. Oleh sebab itu perlu pengembangan sistem informasi atlet yang dapat merekap data atlet, pelatih, dan cabang olahraga agar memberikan kemudahan dalam manajemen serta penyajian informasi. Dalam proses pengembangan sistem menggunakan metode design thinking yang melibatkan tahapan empathize, define, ideate, prototype, dan testing. Data riset diperoleh dari kegiatan observasi dan wawancara terhadap calon pengguna sistem agar menghasilkan solusi yang lebih relevan dengan kebutuhan user. Prototype yang dihasilkan dari riset ini telah diuji menggunakan System Usability Scale (SUS) dan mendapatkan nilai akhir sebesar 80,7 dengan Grade A-. Hasil pengujian usability menunjukkan bahwa sistem informasi atlet memiliki tingkat kegunaan yang memuaskan, baik dari segi fungsionalitas maupun kemudahan penggunaanny
RANCANG BANGUN ALAT CERDAS PENCUCI DAN PENGERING SEPATU OTOMATIS DENGAN MENGGUNAKAN METODE FUZZY SUGENO
Tujuan dari penelitian ini adalah merancang alat untuk mencuci dan mengeringkan sepatu secara otomatis tanpa memerlukan tenaga manusia. sebuah solusi praktis untuk menjaga kebersihan dan perawatan sepatu, terutama bagi pemilik jasa laundry yang sering menghadapi masalah cuaca yang tidak menentu. Proses pengeringan dilakukan menggunakan sensor DS18B20 yang berfungsi untuk mengukur tingkat kekeringan sepatu, memastikan sepatu kering sempurna sebelum digunakan. Alat ini terdiri dari berbagai komponen penting seperti sensor suhu DS18B20, rangkaian power supply, relay, motor driver, ubec dan Arduino Mega yang bekerja bersama untuk memastikan fungsi pencucian dan pengeringan berjalan dengan baik dan efisien. Metode Fuzzy Sugeno digunakan untuk mengatur sistem otomatisasi alat ini, memungkinkan penyesuaian yang lebih akurat dan responsif terhadap kondisi aktual sepatu. Inovasi ini tidak hanya membantu dalam menjaga kebersihan sepatu tetapi juga memberikan kenyamanan dan efisiensi bagi pengguna. Alat ini diharapkan dapat menjadi solusi yang efektif untuk mengatasi tantangan yang ditimbulkan oleh kondisi cuaca yang tidak menentu, yang seringkali menghambat proses mencuci dan mengeringkan sepatu secara manual. Dengan menggunakan teknologi ini, diharapkan dapat memberikan manfaat signifikan bagi masyarakat dalam kehidupan sehari-hari
IMPLEMENTATION OF SCRUM FRAMEWORK IN AGILE TECHNOLOGY IN GUEST RECEPTION OF GOVERNMENT OFFICES: MONITORING OF GUEST RECEPTION DASHBOARD
The presence of guests from various circles at the Prosecutor's Office is very diverse, so guest data collection is needed to monitor guests who come to the prosecutor's office. Data collection is carried out by adding several features to the dashboard according to the year, including the number of guests and guest graphs of various types, including, the average number of visit duration, the overall number of visits, the number of registered guests, the number of vehicles entering, the number of PTSP visits, the number of ticket taking, the visit graph, the guest type graph, the guest type graph, the visit type graph, the guest age graph, the guest arrival time graph, the time of arrival at the kamdal, graph of the time of guests coming to PTSP, graph of total visits by day, graph of total visits by month, graph of the most visitors received, graph of total survey votes, and graph of most frequently visited guest data. The method used is development by implementing the Scrum Framework, one of the Agile development methodologies. The stages carried out consist of, problem identification, literature study, product backlog and sprint planning, sprint backlog, daily scrum, as well as sprint review and restrospective sprints. The duration of the work time for this project is estimated at 39 working days. The final results obtained from this research are in the form of details of the work and scheduling, to the prototype of the interface
EFEKTIVITAS PENERAPAN MODEL PjBL BERBANTUAN MEDIA CHROMEBOOK DAN MOTIVASI BELAJAR TERHADAP KEMAMPUAN BERPIKIR KRITIS PESERTA DIDIK
This research aims to explore the impact of implementing a PjBl model assisted by Chromebook media on the critical thinking skills of elementary school students. Additionally, this study also aims to determine the role of learning motivation in supporting the improvement of critical thinking skills. The study also examines the combined effect of the PjBl model with Chromebook integration and learning motivation on the development of students' critical thinking abilities. Quasi-experimental with nonequivalent control group design is the method used in this study, which allows researchers to observe differences between groups without randomization. The results from the t-test indicated that the Chromebook -supported PjBl model significantly contributed to the improvement of students' critical thinking skills, with a calculated t-value of 4.670, which surpassed the table t-value of 1.691, and a significance level of 0.000, which was below the 0.05 threshold. Furthermore, the influence of learning motivation on critical thinking skills was also found to be significant, as indicated by a t-value of 3.137, which exceeded the table t-value (1.691), and a significance value of 0.004. Additionally, the two-way ANOVA analysis results demonstrated that the Chromebook -assisted PjBl model, learning motivation, and their interaction together had a substantial effect on enhancing students' critical thinking skills, as evidenced by the significance value (p) being below 0.05
Development of Mobile Gamified Interface for Japanese Language Learning through Design Thinking
Learning Japanese scripts such as hiragana and katakana often present significant challenges for beginners due to the similarity in character shapes, the large number of characters to memorize, complex stroke orders, and the limited use of engaging and interactive learning media. Without proper learning strategies and tools, learners may quickly lose motivation and face difficulties in mastering these basic writing systems. This study aims to design the interface of a mobile-based gamified learning platform intended to increase learner motivation and improve the overall effectiveness of the learning process. The Design Thinking methodology was employed to gain in-depth insights into user needs, involving five iterative stages: empathize, define, ideate, prototype, and test. The resulting interface integrates gamification elements such as points, badges, levels, and quests to create a more engaging user experience. Usability testing conducted using the System Usability Scale (SUS) produced an average score of 82.5, which falls under the “excellent” category with a letter grade of B. These findings suggest that the developed interface is intuitive, easy to use, and well-received by users
PENILAIAN KINERJA PEGAWAI DENGAN METODE TOPSIS DAN BACKPROPAGATION NEURAL NETWORK
Transformasi digital melalui penerapan Industri 4.0 dan e-Government telah mengubah paradigma administrasi publik, sehingga menuntut sistem evaluasi kinerja pegawai yang lebih adaptif dan objektif. Penelitian ini bertujuan untuk mengklasifikasikan kinerja pegawai ke dalam lima kategori, yaitu "sangat baik", "baik", "cukup", "buruk", dan "sangat buruk", dengan menggunakan pendekatan Neural Network Backpropagation. Metodologi yang digunakan mencakup beberapa tahapan utama, dimulai dari proses preprocessing data yang menge-lompokkan kriteria penilaian ke dalam empat aspek: kualifikasi, kom-petensi, kinerja, dan disiplin. Selanjutnya, dilakukan seleksi fitur menggunakan metode Technique for Order of Preference by Similarity to Ideal Solution (TOPSIS), dan hasilnya digunakan sebagai data pelatihan pada model Neural Network Backpropagation. Hasil pelati-han menunjukkan performa model yang cukup baik, dengan nilai loss dan Mean Squared Error (MSE) sebesar 0,000465, Mean Absolute Per-centage Error (MAPE) sebesar 19,59%, dan akurasi mencapai 80,41%. Sementara itu, hasil eksperimen dengan metode TOPSIS secara terpisah mencatat akurasi sebesar 81% dan nilai loss sebesar 0,377. Kombinasi metode TOPSIS dan Neural Network Backpropagation ter-bukti efektif dalam mengklasifikasikan kinerja pegawai secara konsis-ten. Temuan ini memberikan kontribusi terhadap pengembangan sis-tem evaluasi kinerja berbasis kecerdasan buatan yang lebih akurat dan adaptif terhadap tantangan administrasi publik modern
Rancang Bangun Sistem Informasi Toko Online Yennyshop Berbasis Website Menggunakan Framework Laravel
Penelitian ini membahas tentang perancangan dan pengembangan sistem informasi toko online YennyShop. Toko Yennyshop menghadapi permasalahan dalam efisiensi penjualan produk secara manual, keterbatasan aksesibilitas pembeli, dan kurangnya manajemen data yang efektif. Ada penelitian ini yang bertujuan untuk meningkatkan efisiensi dan efektivitas penjualan produk dengan menggunakan situs web sebagai sarana pemasaran produk. Sistem toko online yennyshop dirancang untuk mengatasi permasalahan tersebut dengan menyediakan platform yang memungkinkan pembeli untuk melakukan transaksi secara online, memperluas jangkauan pasar dan meningkatkan pengelolaan data penjualan. Penelitian ini menggunakan metode waterfall dalam proses pengembangan sistem, yang meliputi analisis kebutuhan, desain, pemrosesan, pengujian, dan pemeliharaan. Pengembangan sistem menggunakan bahasa pemrograman PHP dengan framework Laravel , pengujian fungsional sistem dengan metode black box testing , dan System Usability Scale (SUS ), serta pemeliharaan rutin untuk menjaga kinerja sistem. Hasil penelitian ini diharapkan dapat memberikan kontribusi dalam pengembangan sistem informasi toko online yang efektif dan efisien, serta meningkatkan pengalaman pembeli dalam melakukan transaksi secara onlin