Jurnal Online STKIP PGRI Tulungagung (Sekolah Tinggi Keguruan Dan Ilmu Pendidikan Persatuan Guru Republik Indonesia)
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    MENINGKATKAN PEMAHAMAN KONSEP LARUTAN PENYANGGA PESERTA DIDIK MENGGUNAKAN MEDIA SWAY OFFICE KELAS XI SMA N 5 PEKANBARU

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    Siswa kurang terlibat dalam proses pembelajaran sebagai akibat dari sulitnya materi pembelajaran, yang berkontribusi pada kurangnya pemahaman mereka terhadap konsep-konsep. Buku teks sering kali digunakan oleh para pendidik sebagai sumber belajar. PowerPoint adalah media yang digunakan, yang hanya terdiri dari konten tekstual singkat. Akibatnya, siswa mengalami kebosanan dan menjadi kurang terlibat dalam pembelajaran. Media berbasis website Sway Office merupakan salah satu metode yang dapat digunakan untuk menyajikan materi secara ringkas, jelas, dan menarik. Guru dapat berinovasi dalam memfasilitasi kegiatan pembelajaran dengan bantuan media ini. Eksperimen dilakukan dengan menggunakan desain penelitian Randomised Control Group Design, dengan kelas eksperimen dan kelas kontrol. Kelas eksperimen diinstruksikan menggunakan media pembelajaran berkedok website Sway Office, sedangkan kelas kontrol tidak. Pemahaman konsep siswa mengenai larutan penyangga dapat ditingkatkan sebesar 7,7% melalui pemanfaatan media pembelajaran dalam bentuk web sway office. Pada kelompok eksperimen, indikator 1, 2, 4, dan 7 mengalami peningkatan yang signifikan, sedangkan indikator 3 dan 6 tidak. Indikator 5 mengalami peningkatan yang sedang. Indikator 1, 2, dan 4 pada kelas kontrol menunjukkan peningkatan pada kategori tinggi, sedangkan indikator 3 tidak. Indikator 5, 6, dan 7 mengalami peningkatan pada kategori sedang

    PENGEMBANGAN MEDIA VIDEO ANIMASI CANVA UNTUK MENINGKATKAN LITERASI SAINS SISWA SEKOLAH DASAR DI KABUPATEN SIDOARJO

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    This research aims to look at students' development in new media and the contribution of science learning innovations based on creative video animation using Canva to increase scientific literacy in elementary schools on energy sources and changes to increase students' scientific literacy in cluster 01 of Sidoarjo sub-district. This research method is research and development (RD) with the development model in this research referring to the RD model design of Borg Gall (1988). Purposive sampling in this study was group 01, namely grade 3 students at SDN Pucang 1, SDN Pucang 2, SDN Pucang 3, SDN Pucang 4, SDN Sidoklumpuk, SDN Sidokumpul.  Research conducted using canvas animation video media in 6 schools or clusters of 01 grade 3 elementary school students in Sidoarjo proved that it significantly increased students' scientific literacy by 16.5%. It is hoped that researchers can make more complex observations by comparing gender, and not just limited to grade 3 elementary school students, they can compare the learning process in grades 4, 5, 6 and use other variables such as level of self-confidence and others

    PENGARUH MANAJEMEN DIRI SISWA TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS VII SMPN 2 RANTAU UTARA

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    The aiim of this reseairch is to see the influence of self-mainaigement aibilities on students' maithemaitics leairning aichievement. This reseairch is quaisi experiment conducted ait SMP Negeri 2 Raintaiu Utairai FY 2024/2025. This type of reseairch is ex post faicto reseairch. Baised on the results of the daitai ainailysis aind discussion of reseaircher, it is concluded thait the level of self-mainaigement aibility of claiss VII students ait SMP Negeri 2 Raintaiu Utairai is in the high caitegory with ain aiveraige score of 3.67. There is ai significaint influence between the aibility to mainaige oneself on maithemaitics leairning outcomes in claiss VII students ait SMP Negeri 2 Raintaiu Utairai with ai correlaition vailue (r = 0.450) which is ait r = 0.40 – 0.60, which meains it hais ai moderaite level of relaitionship.

    DETEKSI MOTIF SARUNG TENUN GOYOR BOTOLAN KABUPATEN PEMALANG MENGGUNAKAN METODE KNN

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    Sarung tenun goyor merupakan kerajinan tenun dalam bentuk sarung dan terbuat secara tradisional melalui alat tenun tradisional. Terdapat berbagai jenis, termasuk sarung tenun goyor botolan. Sarung goyor botolan memiliki motif sangat banyak dan beragam sehingga membuat orang awam sulit untuk membedakannya. Oleh karena itu, diperlukan sistem untuk mengidentifikasi motif sarung tenun goyor botolan agar mempermudah orang awam mengetahui motif pada sarung tenun goyor botolan. Penelitian ini bertujuan untuk mengidentifikasi motif sarung tenun goyor botolan dengan metode KNN memakai software MATLAB. Penelitian ini memanfaatkan data citra sarung tenun goyor botolan yang dipisahkan menjadi data pelatihan dan data pengujian. Data citra ini terdiri dari 79 jenis motif diantaranya 8 data bunga mawar, 7 data elips, 7 data garis zig-zag diagonal, 7 data kawung, 8 data bunga empat kelopak, 6 data segi enam, 6 data silang kombinasi, 7 data bunga enam kelopak, 8 data belah ketupat, 7 data garis zig-zag, dan 8 data titik-titik diagonal. Dalam pengujian sistem identifikasi sarung tenun goyor botolan menggunakan metode KNN memperoleh hasil tingkat akurasi sebesar 70,45%

    ANALISIS SENTIMEN ULASAN APLIKASI M-PASPOR MENGGUNAKAN NAIVE BAYES DAN SUPPORT VECTOR MACHINE

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    ABSTRAKM-Paspor merupakan sebuah aplikasi pelayanan publik yang dirilis pada awal tahun 2022 lalu. Telah lebih dari satu juta unduhan aplikasi ini di Google Play Store. Dalam beberapa kasus, konten ulasan dan ulasan produk atau layanan dapat berbeda. Analisis umpan balik pengguna harus menjadi prioritas utama saat mengembangkan aplikasi. Penelitian ini dilakukan dengan tujuan untuk memahami persepsi pengguna aplikasi M-Paspor di Google Play Store, dengan cara mengidentifikasi sentimen positif dan negatif dalam ulasan mereka, serta Membandingkan kemampuan algoritma Support Vector Machine dan Naive Bayes dalam menghasilkan klasifikasi yang akurat dalam menganalisis sentimen tersebut. Metode penelitian melibatkan pengumpulan, preprocessing, pelabelan, dan klasifikasi 5.934 ulasan aplikasi M-Paspor di Google Play Store, dan penerapan algoritma Support Vector Machine dan Naive Bayes untuk mengklasifikasikan sentimen ulasan. Setelah menerapkan algoritma, tahap terakhir adalah pengujian evaluasi. Hasil penerapan algoritma klasifikasi, menunjukkan bahwa algoritma Support Vector Machine dapat mengklasifikasikan ulasan aplikasi M-Paspor dengan lebih akurat, dengan rata-rata 80,76% dibandingkan dengan 78,12% dari Naive Bayes. Temuan ini menunjukkan potensi Support Vector Machine dalam membantu pengembang M-Paspor meningkatkan kualitas layanan berdasarkan umpan balik pengguna. ABSTRACTM-Paspor is a public service application that was released in early 2022. There have been more than one million downloads of this application on the Google Play Store. In some cases, review content and product or service reviews may differ. Analyzing user feedback should be a top priority when developing apps. This research was conducted with the aim of understanding the perceptions of users of the M-Paspor application on the Google Play Store, by identifying positive and negative sentiments in their reviews, and comparing the ability of the Support Vector Machine and Naive Bayes algorithms to produce accurate classifications in analyzing these sentiments. The research method involves collecting, preprocessing, labeling, and classifying 5,934 reviews of the M-Paspor app on the Google Play Store, and applying the Support Vector Machine and Naive Bayes algorithms to classify the sentiment of the reviews. After applying the algorithm, the last stage is evaluation testing. The results of applying the classification algorithms, show that the Support Vector Machine algorithm can classify M-Paspor app reviews more accurately, with an average of 80.76% compared to 78.12% from Naive Bayes. These findings demonstrate the potential of Support Vector Machine in helping M-Paspor developers improve service quality based on user feedback

    Aplikasi Mobile SiPJuHOG (Sistem Presensi Jurnal Harian Online Guru)

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    A teacher has many responsibilities, from teaching activities to fulfilling all existing administration. The existence a social gap between ASN and non-ASN regarding attendance is one of the problems at the School. Another problem is that attendance is written directly on the class agenda, making difficult for the School to monitor teacher attendance and there's no daily teacher journal attendance system at SMKN 2 Purwakarta. Based on this, SiPJuHOG (Teacher Online Daily Journal Presence System) mobile application was built to solve the problem. The purpose of research: 1) Make easier and faster for teachers to fill in their daily journal attendance; and 2) Make easier for schools to recap the attendance of ASN and non-ASN teachers when teaching. The type and design of research used is prototype method. Based on research, conclusions were obtained: 1) SiPJuHOG Mobile Application was built using dart language, flutter framework, PHP, SQL, and using wampserver.  Based on manual testing using ‘Browserstack’ all functions run well; and 2) The results of mobile application functionality test to users succeeded through all function instruments. The usability test results obtained total score of 71,59 with the category ‘GOOD’ (adjective ratings), grade C (grade scale), and ‘ACCEPTABLE’ (acceptability ranges). Meanwhile, efficiency test using ‘DevTools’ obtained an average frames per second of 58. This means that the application runs quite well in terms of visual performance. Finally, portability test conducted during mobile user testing and using ‘BrowserStack’ obtained results according to criteria (running on Samsung, Oppo, Vivo, and Motorola mobile phones)

    ANALISIS MODEL PEMBELAJARAN PjBL DALAM MEMBANGUN PEMBELAJARAN MATEMATIKA DAN PENERAPAN P5 PADA KURIKULUM MERDEKA

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    The research, which focuses on Project Based Learning (PjBL), aims to foster character and learning independence in students and still refers to the Pancasila Student Profile. This study uses a qualitative descriptive methodology. The sample in this study was taken using non-probability sampling techniques. In accordance with the findings of the research using a project-based learning model, the initiative to improve the profile of Pancasila students at SMP Negeri 3 Sungai Pinyuh was carried out with a project-based learning model. This can be seen from the activities in the P5 activity with the theme of Local Wisdom, namely the manufacture of West Kalimantan's typical food, Spicy Porridge. In addition, the Project Based Learning learning model can be applied to mathematics learning as a novelty in mathematics learning, namely the creation of posters for grade VII ratio material

    INTEGRATING TAM WITH IDT: FACTORS AFFECTING USERS’ INTENTION TO USE NEW SOCIAL MEDIA APPS

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    Social media applications that continue to grow in society have made many companies innovate new social media applications. Behind this, application developers must know the factors that make their applications popular in order to maintain long-term use. This research aims to measure user intentions in using new social media applications as well as exploring and investigating potential factors that influence users in using new social media applications. The research method used is a quantitative approach by proposing a Technology Acceptance Model (TAM) with Innovation Diffusion Theory (IDT). Data collected was 424 respondents who had used new social media applications. From the results of the analysis of factors that influence users to want to use new social media applications namely Complexity, Observability, Perceived Compatibility , Perceived Enjoyment, Relative Advantage and Perceived Ease of Use. Apart from that, there is the influence of Observability, Perceived Compatibility, Perceived Enjoyment, Trialability, Perceived Usefulness, and the influence of Perceived Usefulness on Behavioral Intention to Use. From the results of this research analysis, it is known that the approach in the TAM and IDT models provides support that there are factors that influence users to use new social media applications. This research suggests further expanding the variables in TAM and IDT to find out more about the factors that influence users to use new social media applications, as well as looking for more indicators from the variables in this study to strengthen the validity and reliability of the research variables

    Exploring Esp Instruction Through Systemic Functional Linguistics

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    Most of the students have found difficulties in understanding ESP course so far, because they are lack of English comprehension or they are not quite interested in the subject. Thus, they get unsatisfied score in the first evaluation. By understanding the SFL framework in the context of ESP instruction, they will explore the role of register and genre in language use and analysis because SFL plays  a crucial role in language instruction for learners who need to use English in their academic and professional contexts.This study examines  the ESP pedagogy through the lens of Systemic Functional Linguistics (SFL) and applies for the SFL perspective to ESP pedagogy. It is used a case study in qualitative terms where able to enhance the understanding of the language features, discourse structure and communicative purposes. It is emphasizing the importance of teaching language for specific purposes, functional linguistic and discourse analysis in professional contexts. The key concepts of SFL, such as the metafunctions of language (interpersonal, ideational and textual), and how these can shed light on the communicative purposes on ESP Instruction and language choices within ESP textbooks

    PERANCANGAN UI/UX PADA APLIKASI E-LEARNING UMKM SALATIGA MENGGUNAKAN METODE DESIGN THINKING

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    E-Learning merupakan teknologi informasi dan komunikasi untuk mengaktifkan pelajar, mahasiswa, dan juga pelaku bisnis untuk belajar kapanpun dan diamanapun. Peningkatan pelayanan UMKM menjadi prioritas untuk meningkatkan kepuasan pelanggan dan memperkuat daya saing bisnis. Pelayanan pada UMKM Salatiga, Jawa Tengah menjadi sebuah aspek penting dalam memperkuat sektor ekonomi lokal. Dalam peningkatan pelayanan dapat mencangkup strategi seperti pelatihan, penerapan teknologi informasi, dan pemahaman mendalam tentang kebutuhan pelanggan. Proses perancangan user interface dan user experience pada website UMKM.EDU memerlukan pemahaman terhadap permasalahan user pada umumnya saat menggunakan e-learning, oleh karena itu penelitian ini menggunakan metode Design Thinking. Pada metode ini terdapat lima tahapan yang akan dilakukan diantaranya Empathize, Define, Ideate, Prototype, dan Testing. Pada tahap testing yang dilakukan pada prototype yang sudah dibuat didapatkan metric Single Ease Question (SEQ) pada setiap task berada pada nilai rata – rata 5.6 – 6.8 dari 5 responden dan 5 scenario task. Hasil testing tersebut dapat diartikan bahwa UX pada prototype tersebut dapat berjalan dengan mudah dan telah menjawab kebutuhan dari users

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    Jurnal Online STKIP PGRI Tulungagung (Sekolah Tinggi Keguruan Dan Ilmu Pendidikan Persatuan Guru Republik Indonesia)
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