scholarly journals PENGUATAN KONSEP KOMPETISI SAINS NASIONAL BAGI GURU DAN SISWA UNGGULAN DI SMAN 7 KOTA LHOKSEUMAWE DAN SMAN 2 DEWANTARA ACEH UTARA: BIDANG KIMIA, FISIKA DAN KEBUMIAN

2021 ◽  
Vol 5 (1) ◽  
pp. 228
Author(s):  
Mellyzar Mellyzar ◽  
Syafrizal Syafrizal ◽  
Fajrul Wahdi Ginting

ABSTRAKKegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi guru dan siswa unggulan untuk menghadapi Kompetisi Sains Nasional (KSN) Tahun 2022. Kegiatan dilaksanakan di SMAN 7 Lhokseumawe dan SMAN 2 Dewantara untuk bidang kimia, fisika dan kebumian. Peserta masing-masing bidang 13 orang, metode pelaksanaannya dengan pembelajaran langsung (direct instruction), latihan dan tanya jawab. Instrumen untuk mengukur tingkat pemahaman peserta dengan menggunakan soal pre-test dan post-test sedangkan untuk mengetahui respon siswa menggunakan kuesioner. Analisis data soal tes dengan menghitung nilai pre-test dan post-test serta nilai N-Gain sedangkan kuesioner dengan persentase. Hasil yang diperoleh dari kegiatan ini terjadi peningkatan pemahaman peserta dengan rata-rata nilai pre-test dan post-test peserta untuk setiap bidang adalah 20 menjadi 60,77 untuk kimia, 13,08 menjadi 56,15 untuk fisika dan 25,38 menjadi 73,08 untuk kebumian. Peningkatan N-Gain tiap peserta dalam kategori tinggi dan sedang. Respon peserta terhadap kegiatan ini juga sangat baik dengan persentase rata-rata kuesioner 82,91%. Kata kunci: kompetisi sains nasional; kimia; fisika; kebumian. ABSTRACTThis community service activity aimed to improve the competence of superior teachers and students in facing the National Science Competition (KSN) in 2022. The activities were carried out at SMAN 7 Lhokseumawe and SMAN 2 Dewantara for the fields of chemistry, physics and geoscience. Participants in each field are 13 people, the method of implementation are direct instruction, exercises and questions and answers. Instruments to measure the level of understanding of participants using pre-test and post-test questions while to determine student responses using a questionnaire. Analysis of the test data by calculating the pre-test and post-test scores and the N-Gain value, while the questionnaire used a percentage. Results obtained from this activity increased understanding of the participants with the average value of the pre-test and post-test participants for each field is 20 to 60.77 for chemistry, 13.08 to 56.15 for physics and 25.38 to 73.08 for geoscience . Increased N-Gain of each participant in the high and medium category. Participants' responses to this activity were also very good with an average percentage of 82.91%. Keywords: national science competition; chemical; physics; geoscience.

2015 ◽  
Vol 1 (1) ◽  
Author(s):  
Nur Asma ◽  
Muhammad Insya

The problem studied was how the application of the CTL model could improve the ability to describe a fable in Class VIII-6 of SMPN 2 Peusangan. This study aimed to improve the ability to describe a fable in the class through the CTL model. The benefit of this research included improving fable describing ability on Class VIII-6 students of SMP Negeri 2 Peusangan through the application of the CTL model. The approaches used in this study were the qualitative research and the Class Action Research (PTK). Data collected in the study came from the pre-test and post test, observation, interviews, and field notes. The results showed that the implementation of narrative essay writing with the CTL approach could increase the activities of teachers and students. The results of observations of the teachers and students activities in the implementation of the cycle I action obtained and average percentage of 80.4%. However, in terms of the results, the implementation of the first cycle of action had not been successful because the students obtained the value of ≥ 65 were 68.6%, with 56% of class completeness. Thus, the researcher conducted a repetition cycle. The results of observations of teachers and students in the second cycle of action earned the average percentage of 84.2%, and reached 88% of classical completeness. Moreover, in terms of the results, the implementation of the second cycle showed that teaching narrative essay writing by applying the CTL model could improve students' writing on the fable describing materials. This can be seen from the percentage of the students who received ≥ 65 classically were 88%, with the class average of 84.2. Therefore, the CTL model used could increase the activities of teachers and students in fable describing in Class VIII-6 students of SMP Negeri 2 Peusangan, Bireuen district. Kata Kunci: CTL, Fabel.


2019 ◽  
Vol 7 (2) ◽  
pp. 38-43
Author(s):  
KARIMATIN NURISA ◽  
MUHAMMAD ABDUL GHOFUR

Abstrak Pembelajaran di dalam kelas yang menciptakan suasana menyenangkan akan berdampak positif bagi siswa untuk menambah rasa ingin tahu, sebuah game edukasi berbasis yang diharapkan menciptakan suasana belajar yang menyenangkan dan hasil belajar yang di dapat dengan baik. Pada penelitian ini memiliki tujuan untuk melihat bagaimana meningkatkan hasil belajar dengan menggunakan media pembelajaran game edukasi berbasis android terhadap hasil belajar peserta didik kelas X SMA Negeri 1 Bangkalan. Penelitian ini menggunakan penelitian pengembangan atau Research and Development (R&D) dengan model ADDIE yaitu Analysis (Analisis), Design (Desain), Development (Pengembangan), Implementation (Implementasi) dan Evaluation (Evaluasi). Desain Penelitian yang di pakai adalah One Group Pretest-Posttest Design Penelitian ini mengambil subjek peserta didik kelas X IPS untuk uji coba produk media pembelajaran game edukasi berbasis android. Hasil penelitian yang di dapat dari perolehan hasil validasi untuk mengetahui kelayakan media, hasil belajar dan respon siswa. Hasil dari penelitian ini menunjukkan bahwa validasi kelayakan media pada seluruh aspek memeroleh rata-rata presentase sebesar 100%. Hasil validasi evaluasi memeroleh skor rata-rata 76,06 %. Hasil respon siswa pada seluruh aspek memeroleh hasil rata-rata presentasen sebesar 97 %. Penelitian menunjukkan rata-rata pre-test 69,55 ; rata-rata post-test 83,7. Uji paired sampel t-test posttest menunjukkan sig. (2-tailed) ,000 (0,00) Hasil menunjukkan bahwa terdapat peningkatan antara pretest dan posttest < 0,05 yaitu 0,00 < 0,05. Berdasarkan hasil analisis uji paired sample t-test di atas, maka Ha diterima dan H0 ditolakHal ini menunjukkan bahwa media pembelajaran Game Edukasi berbasis android sangat layak digunakan. Kata Kunci: Game Edukasi berbais Android, Bank Sental, Hasil Belajar Abstract The Joyful Learning is expected to make students have more curiosity aboaut something, An educational-based game that is expected to create a fun learning atmosphere and learning outcomes that are obtained well. The purpose of this study is to see how to improve learning outcomes by using an Android-based educational game learning media on the learning outcomes of class X students of SMA 1 Bangkalan. This study uses research and development (R & D) with the ADDIE model, namely Analysis, Design, Development, Implementation and Evaluation. The research design used is One Group Pretest-Posttest Design This study took the subject of students of class X IPS to test educational media products based on Android games. The research results obtained from the results of validation to determine the feasibility of the media, learning outcomes and student responses. The results of this study indicate that the validation of media feasibility in all aspects obtained an average percentage of 100%. The evaluation validation results obtained an average score of 76.06%. The results of student responses in all aspects obtained an average percentage of 97%. Research shows an average pre-test of 69.55; post-test average 83.7. The paired test of the posttest t-test sample shows sig. (2-tailed), 000 (0,00) The results show that there is an increase between pretest and posttest < 0.05 which is 0.00 <0.05. Based on the results of the paired sample t-test analysis above, Ha is accepted and H0 is rejected. This shows that the Android-based Educational Game learning media is very feasible to use. Keywords: Android Based Educational Game, Central Bank, Learning Outcomes


2021 ◽  
Vol 2 (2) ◽  
pp. 195
Author(s):  
Wahyuniar Wahyuniar ◽  
Desy Kumala Sari ◽  
Rezky Uspayanti

The purpose of this community service is to improve basic computer skills based on the Microsoft Office application for students of SMK Negeri 3 Merauke. This community service method used training with material presentation techniques and questions and answers. The training participants were 34 students of class X Multimedia Department. There were 2 (two) activities carried out, namely: the preparation of a Microsoft office training manual and a questionnaire response to training participants as well as the implementation of basic computer training activities online. The instruments used are response questionnaires and activity documentation. The results of this community service activity indicate that overall each indicator of the response of basic computer training participants is in the 'good' and 'very good' categories. The average percentage of responses is 98.23 which is included in the 'very good' category.


2019 ◽  
Vol 7 (2) ◽  
pp. 115
Author(s):  
Wira Yanti

This study aims to improve the teaching process and learning outcomes with the application of Direct Instruction model in class X IPA 1 at SMAN 15 Takengon. This research is Classroom Action Research with descriptive method that uses two cycles, each cycle consisting of four stages: planning, implementation, observation, and reflection. Subjects were researchers as a biology teacher and the entire class of students of SMA 15 X IPA 1 SMAN 15 Takengon that consists of 30 boys and 18 girls. Data collection techniques were observation and tests, while the research instrument consisted of observation sheets and test sheets. Observation sheet is used to describe teaching and learning activities and test sheets is used to describe the results of learning outcomes in the form of multiple choice questions. The teachers’ activities in cycle I obtained an average score of 17 (good) while in cycle II increased to 21 (excellent). The students learning activities in cycle I earned an average score of 16 (enough), while in cycle II increased to 21 (excellent). In cycle I the average value of the grade is 66.67 with the classical grade not completed (43.33 %), while in cycle II the average value increased to be 85.33 with percentage of classical grade 80 % (complete). It was concluded that the direct instructional model can improve the teachers and students learning activities while also improve students learning outcomes in class X IPA 1 SMA 15 Takengon.


2021 ◽  
Vol 1 (1) ◽  
pp. 29-37
Author(s):  
Habibi Santoso ◽  
Henra Nanang Sukma

Abstrak: Kegiatan Pengabdian Kepada Masyarakat (PKM) ini bermitra dengan Sekolah Menengah Kejuruan Negeri di Depok. Pada kegiatan pembelajaran dan praktek sangat sering mengalami kesulitan mendapatkan komponen tertentu yang jarang didapat atau dijual di pasaran. Hal ini tentunya dapat diatasi dengan menggunakan mesin 3D Printing, karena guru-guru dapat membuat sendiri komponen dengan menggunakan mesin ini. Tujuan pengabdian ini adalah untuk memberikan pelatihan pada guru-guru mengenai mesin 3D printing. Pelaksanaan pada kegiatan pengabdian masyarakat kali ini dilakukan secara daring/online dalam bentuk Webinar dengan diskusi, tanya jawab, dan praktek, angket awal digunakan untuk mengetahui seberapa jauh para peserta guru memiliki pengetahuan tentang teknologi 3D printing. Hasilnya 100% guru-guru belum mengetahui teknologi mesin 3D Printing. Setelah pelatihan didapatkan hasil angket akhir menunjukan bahwa keberhasilan memberikan pemahaman pengetahuannya mengenai teknologi 3D printing bertambah. Hal tersebut dapat dilihat dari jawaban peserta dari dari segi kebermanfaatan 83,3% setuju dan 16,7 tidak setuju, dari tingkat kepahaman peserta menjawab  66,7% dan 33,3% tidak setuju.Kata Kunci: 3D Printing, guru, KomponenAbstract:  This Community Service (PKM) activity is in partnership with a State Vocational High School in Depok. In learning and practice activities, it is very often difficult to get certain components that are rarely obtained or sold in the market. Of course, this can be overcome by using a 3D Printing machine, because teachers can make their own components using this machine. The purpose of this service is to provide training to teachers regarding 3D printing machines. The implementation of this community service activity was carried out online in the form of a Webinar with discussions, questions and answers, and practice, the initial questionnaire was used to find out how far the teacher participants had knowledge of 3D printing technology. The result is that 100% of the teachers do not know about 3D Printing machine technology. After the training, the results of the final questionnaire showed that their success in providing an understanding of their knowledge about 3D printing technology increased. This can be seen from the participants' answers in terms of usefulness 83.3% agree and 16.7 disagree, from the level of understanding participants answered 66.7% and 33.3% disagreeKeywords: 3D Printing, teacher, Component


2021 ◽  
Vol 11 (3) ◽  
pp. 199-208
Author(s):  
Fadhilla Imanda Azzahra ◽  
◽  
Yanti Fitria ◽  

This type of research is R&D Research (Research and Development). This study uses a 4-D development model, which consists of the stages of definition (define), design (design), development (develop), dissemination (disseminate). The instrument used is expert validation, teacher and student responses. The results of the developed media research show: (1) Interactive multimedia based on macromedia flash on theme 8 sub-theme 2 in elementary school is declared very valid with an average score of 90.6% media experts, experts material 92% and linguists 88%, (2) The responses of teachers and students to the interactive multimedia trial based on macromedia flash 8 on theme 8 sub-theme 2 in elementary school obtained a very practical category with an average value of 92.5% and 88% (3 ) The response of teachers and students to the distribution of interactive multimedia based on macromedia flash 8 on theme 8 sub-theme 2 in elementary school obtained a very practical category with average values of 95% and 82.6% Keywords: Development, Macromedia Flash, 4-D Model


2019 ◽  
Vol 2 (1) ◽  
pp. 22
Author(s):  
Florentina Kusyanti

There were some students that spit their saliva out of the windows and  spit their saliva out when they were in the classroom. There were also some teachers who were smoking in inappropriate place and some students who were throwing rubbish, such as candies wrap, anywhere. Teachers and students were still having low concern in maintaining the toilet and shower, hence the toilet and shower were still smelly and dirty. This activity was intended to implement “tri dharma perguruan tinggi” and to share the knowledge to other people, especially for students of SMA Negeri 1 Sapuran, Wonosobo.  Hopefully, at the end of this activity, the students would realize the importance of implementing clean and healthy living. This service activity was carried out in one day in July 2016, in SMA Negeri 1 Sapuran, Wonosobo, Central Java. The activities of clean and healthy behavior were not pre-tested but had been observed for two months. From two-months observation, there were still lots of food packages scattered everywhere. Therefore, it could be stated that the students of SMA Negeri 1 Sapuran were still lacking of clean and healthy behavior. The method of health education was performed through mass counseling. The students were collected in the hall, given material using Microsoft PowerPoint with lectures as well as discussion. Then, followed by post-test to find out whether the material provided was useful in increasing knowledge and applying clean and healthy lifestyle for students. The service was attended by 159 students. The results of observations on knowledge were still lacking, judging from the post-test results showed an increase in knowledge that was good at 81.8%. The result of clean and healthy behavior that observed within two months after counseling was good, there were not a lot of garbage scattered on the yard.


2020 ◽  
Vol 1 (2) ◽  
pp. 89-98
Author(s):  
A. Bernadin Dwi Mardiatmi ◽  
◽  
Dahlia Pinem ◽  

Purpose: SME is a business that has very good development potential. SMEs in Cipayung Urban Village, Depok City, West Java have various and high-quality products, but unfortunately amid the Covid-19 pandemic, promotion is hampered. This is due to the lack of partners' knowledge about online promotion by utilizing digital media. The purpose of this community service activity is to provide literacy about the promotional mix through online media which is expected to increase partner income. Method: The method used is educational FGD regarding the promotional mix, training on creating business social media accounts (WhatsApp and Facebook) and marketplace accounts (Tokopedia), as well as promotion strategy assistance. Result: The result of this community service activity is the partners' understanding of the promotional mix has increased. It can be seen from the pretest results with an average value of 5.98, increasing in the post-test results to 6.86. In addition, partners can carry out promotional practices through WhatsApp Status, create a Facebook account and create an Online Store on Tokopedia, then carry out promotions by posting product photos. Conclusion: Mentoring assistance activities can increase partners' knowledge about online marketing and can carry out practices regarding promotion through social media. Keywords: Marketing performance, Literacy promotional mix, SME


2021 ◽  
Vol 2 (1) ◽  
pp. 38-59
Author(s):  
Said Nur Alim

The development of science and technology increasingly encourages reform efforts in the use of technological results in the learning process. Teachers are required to be able to use these tools in accordance with the developments and demands of the times. And it is a must for teachers to be able to master technology in order to achieve the expected learning objectives, the problems in this study are: (1) how to develop multimedia-based learning media using Macromedia Flash in Fiqh learning the subject matter of Prayer and Zakat? (2) how is the effectiveness of multimedia-based learning media using Macromedia Flash in Fiqh learning the subject matter of Prayer and Zakat? The development was carried out using the Research and Development (R&D) method with several stages, namely: analyzing potential and papers, gathering information, product design, design validation, design revision, product testing, product revision, product usage trials. The results of the design validation stages, product trials and usage trials are used to improve the developed products for maximum results. Based on the trials that have been carried out, the results are as follows: a) pre-test and post-test with an initial average of 54.57 and an increase after learning with a final score of 86.85, thus the post-test average of 32.28 can be categorized in good criteria. b) Based on the practical analysis conducted in the field, some teachers and students gave a positive response to the developed product. The effectiveness of learning using Macromedia Flash, The increase in the average value of pre-test and post-test that has been carried out by respondents from one lesson, there is an increase of 32,285714286 from 54,571428571 to 86.857142857, There is a positive response of students to the development of media using Macromedia flash i.e. 79% of students categorize very well, 13% of students categorize good and 8% of students categorize enough.


Author(s):  
Akhmad Qomaru Zaman ◽  
Dwi Retnani Srinarwati ◽  
Suhari Suhari ◽  
I Made Arsana

The purpose of this community service activity was explained, so that parents, and the community in Kauman Village, Sedayu District, Gresik Regency, had more attention about the importance of assisting children in operating the Mobile Phone (HP), especially in accessing social media. The approach that will be applied in the implementation of this activity is the lecture and simulation methods. The activities that will be carried out are an explanation of the understanding, rules, and dangers that will come if the operation of a child without the assistance and education of a parent, parenting is done by providing how the application of parents who should, in assisting their children to play mobile or social media. From this parenting activity, it can be concluded that there is an increase in the community's understanding of the nature of parenting, and the implementation of parenting, the impacts that can occur. The increase was seen from the average value of the pre-test of 85%, which initially not many participants understood the positive and negative aspects of social media, this means that only 15% of participants knew the nature of parenting. After taking part in the training in parenting activities, the average post-test score rose to 92% of participants who understood parenting, and only 8% were left with low scores.


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