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    481 research outputs found

    Identifying the Best Model for Implementing Technology-Based Education in Indonesian Schools

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    This research aims to identify optimal models that can be implemented effectively in Indonesian schools using technology-based education. The approach used in this research is literature study analysis, using literature study research methods to collect and summarize related literature from various sources such as journals, books, research reports, and theses. An in-depth evaluation of the literature reviewed shows that each model, such as Blended Learning, Flipped Classroom, Learning Management Systems, Game Based Learning, Video-Based Learning, Open Educational Resources – OER, STEM Model, Social Media in Learning, and Mobile Learning (m-learning), has specific advantages and disadvantages. The results of this research identify optimal models to be implemented in the context of technology-based education in Indonesian schools but also provide a basis for improvement and concrete recommendations for further research and implementation. The implications of these research findings are significant, providing valuable guidance for educational stakeholders, teachers, and researchers. The resulting conclusions can also be a basis for policymakers to design more effective technology-based education strategies in Indonesia. Thus, this research has the potential to inspire positive changes in curriculum development and technology education in schools while supporting efforts to improve the overall quality of education in Indonesia

    Students\u27 Geographic Literacy Abilities

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    One of the abilities that students must master in the 21st century is literacy skills, one of which is geographic literacy. Based on previous research, students\u27 geographic literacy, in general, still needs to improve. This research aims to determine and analyze the geographic literacy abilities of State High School (SMA) students in Jambi City. This research uses a survey method. The data processing results show that the geographic literacy skills of 190 State High School students in Jambi City are in the medium category with a percentage of 51% or 97 students. This means the students can understand the essence of interaction, interconnection, and the contextual implications of spatial interaction phenomena in life. Daily for some instances only. Meanwhile, the number of students in the high geographical literacy category is 43 or 23%, so it can be interpreted that students can understand the essence of interaction, interconnection and the implications of spatial interaction phenomena contextually in everyday life. Geographic literacy skills in the low category are 50 students or 26%, which means that students still need to understand the essence of interaction, interconnection and the implications of spatial interaction phenomena contextually in everyday life

    Analysis of Student Satisfaction Questionnaire with 2D Autocad Learning Media in Learning Road and Bridge Construction

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    The aim is to determine students\u27 satisfaction level in class XI using Autocad 2D learning media in road and bridge construction lessons. This study also shows that 2D AutoCAD-based learning can help students understand the material better and become more adept at drawing. Non-test evaluation data from student satisfaction questionnaires in class XI DPIB were analyzed. Students were asked to determine their perceptions, preferences, and level of satisfaction with the application. To make educational media based on the Autocad 2D application to concentrate on road and bridge construction lessons more efficient and practical. The Likert Scale Model is used for research and development. The Likert scale is a scale that can be used to measure the attitudes, opinions and perceptions of students or groups of students about the benefits and how effective the use of this media is. From the results, the conclusion that can be drawn is that the AutoCAD 2D application in learning Road and Bridge Construction drawings is considered positive and very good in helping students\u27 learning, as evidenced by the results of the percentage of student responses with the results obtained being 85% to 90%, which means students feel delighted. Moreover, it makes learning two 2-dimensional Autocad-based drawings easier in Road and Bridge Construction lessons

    Student’s Writing paragraph: An Error Exploration of Using Subject-Verb Agreement

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    This study aimed to achieve two main objectives: firstly, to identify the types of errors occurring in subject-verb agreement within students\u27 paragraph writing, and secondly, to determine the most prevalent error type among fifth-semester students. Employing a descriptive qualitative design, the research utilized documentation and interviews as data collection methods, with documentation consisting of students\u27 written works. The participants were fifth-semester students enrolled in the English education department. Analysis was conducted using surface strategy taxonomy. The findings revealed that students exhibited various types of subject-verb agreement errors, with misinformation being the most frequent, occurring 40 times. Consequently, the researcher recommends that lecturers provide additional explanations and examples to enhance students\u27 understanding. Moreover, students are advised to engage in more writing practice to refine their skills. Future researchers are encouraged to expand upon this study by exploring additional phenomena related to subject-verb agreement usage. In summary, this research underscores the importance of addressing subject-verb agreement errors in academic writing. It suggests practical strategies for both educators and students to improve writing proficiency in this aspect. Moreover, it highlights avenues for further investigation to deepen our understanding of this linguistic phenomenon

    Application of Polya Strategy Assisted by Concrete Media to Improve Numeracy and Learning Outcomes in Elementary School Students

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    The background of this research is the low numeracy skills of students in solving problem-solving questions, the less attractive learning media used by the teacher and in the learning process, and the teacher\u27s need to use the appropriate model/strategy in the learning process. This study aims to describe the implementation of the Polya Strategy assisted by concrete media to improve numeracy and student learning outcomes. Classroom Action Research (PTK) uses a model developed by Ernest T. Stranger, carried out during II actions. Each action has 3 stages, namely Look, Think, and Act. Researchers researched fifth-grade students at SD Pangudi Luhur Ambarawa with 37 students. This study\u27s data collection techniques included interviews, observation, evaluation tests and documentation. The enumeration results of class V students at SD Pangudi Luhur Ambarawa in action I with a class average value of 70%, while action II achieved a class average of 86%. The learning outcomes of students in Action I with a class average value of 68%, while in Action II achieved a class average value of 80%

    Development of Quizizz Game-Based Interactive Learning Media to Improve Learning Outcomes

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    In this digital era, it is very important to understand and use technology wisely to adapt to digital transformation. Technology affects the quality of education in these turbulent times. A game is an interesting learning medium with an interactive nature. Currently, educators can choose Quizizz as an interesting learning environment supporting the learning process. This study aims to provide teachers with interactive learning media interventions based on quizizz games in Economics class X SMA Darul Hadits, Sepulu District, Bangkalan Regency. This time, learning media development uses the research model (ADDIE). The research subjects included in the development of interactive learning media are validation tests by media validators, practitioner validators, and material validators, as well as tests aimed at students. Research data were obtained through observation techniques, questionnaires, and interviews with economics teachers and several class X SMA Darul Hadits regarding the learning process. The study results show that the teacher uses lecture and discussion methods using LKS and PowerPoint media in economics learning. So, with this, the researcher uses the Quizizz game application to support student learning enthusiasm so that later it will improve student learning outcomes. This study got a very good response from teachers and students

    Development of FLOC (Flipbook Competence) as a Means of Teaching Mathematical Counting for Early Childhood Education Teacher Prospective Students

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    Technology and education go hand in hand with the needs of Generation Z, who demand ease in learning. Various kinds of information in digital form will be easily accessible with increasingly sophisticated technological developments, especially in learning. The use of digital books in the form of flipbooks, which are used to train creative thinking and can be used as a means of teaching mathematics calculations for prospective Early Childhood Education teacher students, still needs to be found. So, this research aims to develop a digital book product called FLOC (Flipbook Competence) as a teaching aid for prospective Early Childhood Education teacher students to train in collaborative and creative thinking. This research is development research with a method that refers to the development stages of the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). This research produces a product in the form of a flipbook application based on FLIPHTML5, which can be accessed via computer or Android devices. The results of product trials show that FLOC (Flipbook Competence) can attract and motivate prospective PAUD teacher students to teach the concept of Numbers. The implication is that FLOC (Flipbook Competence) is also considered to have ease of use and good visualization and to attract students\u27 interest in learning

    Implementation of Tahfidzul Qur\u27an Drill Method in Hamalatul Qur\u27an Islamic Boarding School

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    This research examines the application of the tahfidzul Qur\u27an training method at the Hamalatul Qur\u27an Islamic Boarding School. Islamic Religious Education is an essential component of the school curriculum, and the quality of teaching can vary depending on various factors, including the school quality category. This research used a qualitative descriptive method and involved Ustad memorizing the Al-Qur\u27an at the Hamalatul Qur\u27an Islamic Boarding School. The research aims to evaluate and understand the practice of the drill habituation method and its implementation in Islamic boarding schools. This research also explores the perceptions of Ustad, Islamic boarding school caregivers, and students regarding this habituation training method. This research uses a descriptive qualitative approach. The research subjects were taught how to memorize the Quran at the Hamalatul Qur\u27an Islamic Boarding School. Data was collected through interviews with Islamic boarding school administrators Ustad and Santri. The data analysis usually involves several stages, including data reduction, data presentation, and conclusion. The results of this research show that all Al-Qur\u27an memorizing educators in Islamic boarding schools implemented the drill habituation method before the process of memorizing the Al-Qur\u27an in accordance with the rules of Islamic boarding school caregivers. The teacher applies habituation training methods in the form of binned or bighorn to students with the aim of providing ease of understanding in learning to memorize the Qur\u27an

    Development of Android-Based Interactive Multimedia in E-Learning

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    The utilization of digital media in e-learning has become one of the alternatives to conduct teaching and learning activities more efficiently when faced with challenges such as long distances, a lack of physical learning spaces, shifts in class schedules, and so on. One of the innovations in e-learning is the development of multimedia learning materials that can optimize the learning process and output. The research aims to develop interactive multimedia learning media based on Android for e-learning. The research method used is a development-research, which includes: 1) Research and information collecting; 2) Planning; 3) Developing a preliminary form of product; 4) Preliminary field testing; 5) Main product revision; 6) Main field testing; 7) Operational product revision; 8) Operational field testing; 9) Final product revision; 10) Dissemination and implementation. The product was tested in a class G PGSD (Elementary School Teacher Education) at FKIP University of Lampung with 34 students. Based on the research results, the Android-based interactive multimedia developed was found to enhance students\u27 cognitive skills, with an N-gain score of 0.729, categorized as "High". The implications of this research indicate the importance of utilizing technology in developing instructional media. The positive outcomes of using Android-based interactive multimedia in enhancing students\u27 cognitive skills can serve as a basis for further studies aimed at creating engaging, innovative, and enjoyable learning experiences

    Improving Scientific Literacy in Primary Schools Using Experimental Methods

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    The research aims to increase scientific literacy in science learning using experimental learning methods, especially magnetic material in class IV SDK BOBA. The type of research used in this research is classroom action research where the research subjects are class IV students at SDK BOBA. This research was carried out in two cycles with the research stages used including planning, implementation, observation, and reflection stages. The research results showed that through the experimental method to increase students\u27 scientific literacy in aspects of science as a body in cycle 1, it was 37.5% with very poor criteria. In contrast, in cycle 2, the percentage was 56.5%, with poor criteria and an increase of 19%. The percentage of the science aspect as a way to investigate in cycle 1 was 56.25% with poor criteria, while in cycle 2, the percentage was 75% with good criteria and increased by 18.75%. The percentage of the science aspect as a way of thinking in cycle 1 was 37.5% with very poor criteria, while in cycle 2, the percentage was 75% with good criteria and an increase of 37.5%. The percentage in the science aspect of the interaction between science, technology, and society in cycle 1 was 56.25% with poor criteria. In contrast, in cycle 2, the percentage was 75% with good criteria and increased by 18.5%. By using this method, students can develop critical thinking skills because, through this, students can experience an experimental process that begins with observing, analyzing, and then concluding

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