scholarly journals MENINGKATKAN MINAT BELAJAR FISIKA SMP DAN SMK NUSA BHAKTI SAWANGAN DEPOK MELALUI TEKNOLOGI MEDIA ROBOTIK

2019 ◽  
Vol 4 (2) ◽  
pp. 113
Author(s):  
Dwi Aprillia Setia Asih ◽  
Indica Yona Okyranida ◽  
Deden Ibnu Aqil

<p><strong><em>Abstract</em></strong><em>. </em><em>In order to increase the interest in learning physics in SMP and SMK Nusa Bhakti Sawangan Depok through robtik media, an introduction was made to the making of robotic media using line follower and robot soccer robots. The method used is to provide information in making robotic media line follower and robot soccer robots. The material provided during the workshop included the creation, management and utilization of learning media in the form of robotic media. After the activity was finished the students were given a questionnaire to determine the response of students' interest in the learning media used. From the results of this activity the results of student responses to learning media used in good categories are seen from the total score of all students, namely 1098 from the total score of 1500, in other words the interest in learning physics increases when learning activities use line follower robots and robot soccer as learning media . Then the students were enthusiastic during the activity, listening and paying attention to the explanation of the community service team and being active and happy during the process of the experimental activities. And teachers can also use robotic media to be an alternative learning media.</em></p><p><strong>Abstrak</strong>. Dalam rangka meningkatkan minat belajar fisika SMP dan SMK Nusa Bhakti Sawangan Depok melalui media robtik, dilakukan kegiatan pengenalan  pembuatan media robotik menggunakan robot <em>line follower </em>dan robot <em>soccer</em>. Metode yang digunakan adalah memberikan informasi dalam membuat media robotik robot <em>line follower </em>dan robot <em>soccer</em>. Materi yang diberikan saat workshop memuat pembuatan, pengelolaan, dan pemanfaatan media pembelajaran  dalam bentuk media robotik. Setelah kegiatan selesai siswa diberikan angket untuk mengetahui respon minat siswa terhadap media pembelajaran yang digunakan. Dari hasil kegiatan ini didapatkan hasil respon siswa terhadap media pembelajaran yang digunakan dalam kategori baik dilihat dari jumlah skor seluruh siswa yaitu 1098 dari jumlah skor maksimm 1500, dengan kata lain minat belajar fisika meningkat saat kegiatan pembelajaran menggunakan robot <em>line follower </em>dan robot <em>soccer </em>sebagai media pembelajaran. Kemudian Siswa antusias selama kegiatan berlangsung, mendengarkan dan memperhatikan penjelasan tim pengabdian masyarakat serta aktif dan gembira selama proses kegiatan eksperimen. Dan guru juga dapat menggunakan media robotik menjadi salah satu alternatif media pembelajaran.</p>

2020 ◽  
Vol 53 (2) ◽  
pp. 184
Author(s):  
Ida Bagus Alit Arta Wiguna

This research aims to identify and analyse students’ response on the application of the Hypnoteaching in learning Hindu religious education in class X of SMAN 7 Denpasar. This research follows a qualitative approach with observation as the main data collection technique. The sample of the study is X Mipa 6 class with 34 students from a total of 389. The application of hypnoteaching methods is fun for students compared to  conventional methods which tend to be uninteresting. When using Hypnoteaching method, students were very excited during learning activities. By using hypnoteaching methods in learning Hindu religious education students becomes very enthusiastic in listening to the teacher's explanation of Hindu religious learning materials. To improve learning activities students prepare themselves for the topic discussion. Students’ response to the application of Hypnoteaching method is positive. They think that the method is effective as it can increase students’ enthusiasm to learn.


2021 ◽  
Vol 9 (1) ◽  
pp. 31
Author(s):  
Lilis Diah Kusumawati ◽  
NFn Sugito ◽  
Ali Mustadi

Interactive multimedia is a technology that mediates the development of learning activities to make it more interesting and enjoyable so that it can motivate students to learn. This study aims to determine feasibility of interactive learning multimedia product in motivating student for fourth grade of elementary school to learn mathematics. The research method uses the concept of ADDIE models to develop products with five stages, 1) analyze; 2) design; 3) develop; 4) implement; and 5) evaluate. The result showed that the development of interactive learning multimedia is feasible used for motivating students in grade 4 to learn mathematics. The result of validation by material experts showed that the products developed reached a score of 43 so that it was included in the "very good" category, while the results of the validation by the media experts showed that the products developed reached a score of 59 so that it was included in the "very good" category. Teacher responses related to the practicality of product use reached a score of 113 so that it was included in the "very good" category, while student responses related to the practicality of using the product reached a score of 83 so that it was included in the "very good" category. In motivating students to learn mathematics, interactive learning multimedia can be applied to elementary school students in grade 4.AbstrakMultimedia interaktif adalah teknologi yang memediasi pengembangan kegiatan pembelajaran agar lebih menarik dan menyenangkan sehingga mampu memotivasi siswa dalam belajar. Penelitian ini bertujuan untuk mengetahui kelayakan produk multimedia pembelajaran interaktif dalam memotivasi siswa kelas IV sekolah dasar untuk belajar matematika. Metode penelitian menggunakan konsep model ADDIE untuk mengembangkan produk dengan lima tahap, 1) menganalisis; 2) desain; 3) berkembang; 4) mengimplementasikan; dan 5) mengevaluasi. Hasil penelitian menunjukkan bahwa pengembangan multimedia pembelajaran interaktif layak digunakan untuk memotivasi siswa kelas 4 dalam belajar matematika. Hasil validasi oleh ahli materi menunjukkan bahwa produk yang dikembangkan mencapai skor 43 sehingga masuk dalam kategori “sangat baik”, sedangkan hasil validasi oleh ahli media menunjukkan bahwa produk yang dikembangkan mencapai skor 59 sehingga masuk dalam kategori "sangat baik". Tanggapan guru terkait dengan kepraktisan penggunaan produk mencapai skor 113 sehingga masuk dalam kategori “sangat baik”, sedangkan respons siswa terkait dengan kepraktisan penggunaan produk mencapai skor 83 sehingga masuk dalam kategori “sangat baik”. Dalam memotivasi siswa untuk belajar matematika, multimedia pembelajaran interaktif dapat diterapkan untuk siswa sekolah dasar di kelas 4.


2019 ◽  
Vol 1 ◽  
pp. 401-410
Author(s):  
Yustina Yustina ◽  
Nursal Nursal ◽  
Indra Suharman ◽  
Arif Riandra ◽  
Oky Priawan ◽  
...  

Community Service aims to determine the ability of students in the Implementation of Science Technology Engineering and Mathematics (STEM) Based on Entrepreneurship of Dumbo Catfish Cultivation with Bioflok and Feed Media made by Palm Kernel Oil (BIS). P2M activities are conducted at Pekanbaru Purnama Middle School through Extracurricular learning activities from March to June 2019. Participants are 20 students consisting of 4 groups. The method of using the STEM approach with the Project Based Learning (PjBL) model consists of 3 stages, namely: 1. Preparation: bioflok making training, feed making and seed procurement; 2. Implementation: treatment, maintenance, supervision and collection of growth data, operational costs: 3. Analysis of entrepreneurial economic data and STEM capabilities. Instrument for collecting growth data and operational costs using logbooks and observation sheets. Data on STEM and Entrepreneurship Capabilities using Student Worksheets. Data on fish growth and operational costs, then percentage, were scaled, tabulated and analyzed descriptively. The results of STEM abilities were obtained namely Science ability with a score of 80 (good category); Engineering 50 ability (less category), Technology ability with a score of 60 (sufficient category) and Mathematical ability with a score of 65 (sufficient category). Entrepreneurial economic analysis with a score of 75 (sufficient category) and 50% of participants get a profit of 30% from catfish production within 3 months.


2021 ◽  
Vol 13 (3) ◽  
pp. 172-179
Author(s):  
Nelius Harefa ◽  
◽  
Novia Fransisca Dewi Silalahi ◽  
Leony Sanga Lamsari Purba ◽  
Herna Febrianty Sianipar ◽  
...  

Practical learning which is generally carried out in the laboratory is one of the important lessons in the science learning process, especially chemistry. The Covid-19 pandemic has caused practical learning activities to not be accommodated in real laboratories. This situation encourages the creation of practical learning innovations, namely the use of virtual labs. In this study, students' learning interest in the use of virtual labs is described which is integrated with the use of e-modules on colloidal material. Based on the results of data analysis, 74.55% of students were interested in using the virtual lab, 10.90% very interested, 12.73% quite interested, and 1.82% lack of interested. These data indicate that the majority of students can make good use of the virtual lab and are able to optimally elaborate on the learning process. However, virtual labs are not intended to replace real laboratories but can be used as supplements and media to support learning in real laboratories.


2021 ◽  
Vol 4 (1) ◽  
pp. 130
Author(s):  
Emil Adly ◽  
Anita Rahmawati ◽  
Wahyu Widodo ◽  
Yoga Aprianto H ◽  
Laras Astuti

The main factor for the success of the implementation of education in schools is the infrastructure in the form of completeness of facilities that become the benchmark in all learning activities. To produce students who have comprehensive knowledge must be supported by facilities and skilled teaching staff.   Muhammadiyah Elementary School of Mrisi still needs attention in terms of educational infrastructure facilities that are still lacking with a relatively small number of students. The purpose of this community service is to redesign the buildings, rooms, and the design of school facilities. The initial method used is a survey by measuring and calculating the area of buildings, columns, beams and assessing the existing physical condition and then developing it according to the available land, then it will be simulated using SAP 2000 software, 3D drawings using SketchUp, and calculating the budget plan. The result of the design is a two-level school building with larger beam and column sizes as well as a sturdy and earthquake-resistant structure. Furthermore, several redesigns of facilities such as warehouses, prayer rooms, and first-level classrooms, toilets, canteens, became cleaner and more attractive. The second level is designed for additional classrooms, halls, laboratories, libraries. Other supporting facilities in the form of guard posts, gates, parking lots become more attractive. With a planned budget of Rp 6,226,839,700. -, the school can raise funds to develop school facilities in accordance with the designs that have been made and mutually agreed upon.


2020 ◽  
Vol 41 (1) ◽  
pp. 86-105
Author(s):  
David Becerra-Alonso ◽  
Isabel Lopez-Cobo ◽  
Pilar Gómez-Rey ◽  
Francisco Fernández-Navarro ◽  
Elena Barbera

Author(s):  
Gyeo Woon Jung

Mobile applications have been used to support engaging and interactive learning over the past several years. However, most mobile apps for language education were developed for merely vocabulary learning and simple grammar exercises. Hence, it is important for instructors to encourage and guide students to participate in more diverse learning activities using the mobile apps to learn and practice the target language in their daily lives. This chapter attempts to introduce a sample of engaging mobile-assisted learning activities toward the use of multiple mobile apps like TIMeS (Taylor's Integrated Moodle e-Learning System), Naver Blog, and Quizlet. A survey was conducted to gather student responses and feedback regarding this app-based learning, and 266 students responded over four semesters in 2018 and 2019. The chapter examines how these app-based learning activities are advantageous to the students' learning outside of the classroom in terms of enhancing engagement and flexibly.


2021 ◽  
Vol 6 (8) ◽  
pp. 1427-1430
Author(s):  
Ny. Ayni Suwarni Herry ◽  
Perani Rosyani ◽  
Rinna Rachmatika ◽  
Kecitaan Harefa ◽  
Joko Priambodo

The advent of the COVID-19 pandemic witnessed a significant consumption of digital contents. Teaching and learning activities, including at the State Elementary School, Pamulang, Barat, shifted to online domains. Whatsapp was consequently the initial means of engaging the students, but eventually appeared relatively monotonous and boring. This community service intends to provide a quality learning resource on the creation of video contents, using Filmora and Youtube applications. Ultimately, the overall goal is to produce highly creative and innovative teachers. These materials were delivered using sound or captivating animations. Consequently, teachers were sufficiently equipped to generate interesting videos that potentially increase students’ interest and interaction during the online learning process.


2021 ◽  
Vol 1 (2) ◽  
pp. 58-64
Author(s):  
A Mahendra ◽  
Elseriani Nainggolan ◽  
Tiurmaduma Situmorang ◽  
Putri Sri Yosepha Br Sinaga

The program to help students learn is a community service carried out at SD Negeri 057239 Sekoci, Besitang District, which is located at Sukaramai Hamlet, Sekoci Village, Langkat Regency, North Sumatra. for 1 month starting from March 31, 2021 to May 6, 2021. The activities carried out in this service are teaching and learning activities at home and helping students in doing school assignments which are carried out for 1 month. The material comes from thematic books and guidebooks from schools. In the implementation of this Community Service there are several obstacles such as: The distance to teaching at home between classes 3,4 and 5 is very far in insufficient time, Lack of attention from students in learning at home, students' awareness of their responsibility in doing assignments is still lacking, lack of communication and parental attention to their children.


2021 ◽  
Vol 1 (2) ◽  
pp. 87-93
Author(s):  
Fauzi Yusa Rahman ◽  
Erfan Karyadiputra ◽  
Agus Setiawan ◽  
Indu Indah Purnomo

Learning media is an important part of learning activities. Books are part of learning media that can be displayed following the progress of the times and advances in technology. Teachers play a very important role in learning at school, usually teachers provide material to students using textbooks, whiteboard media or using slides on Microsoft Power Point. In the implementation of this community service activity, training for SDIT Sullamul 'Ulum teachers on how to make digital books using flipbooks, such as using existing tools, making the content in digital books presented interesting so that students are easy to understand and can be applied to Learning Activities. Based on the results of the practice carried out by the participants, it was concluded that the average expertise of 90% of participants could follow and practice in making digital learning media using flipbooks.


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