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Menampilkan 11–20 dari 23 artikel
Exploring Teachers' and Students' Perspectives on Gamification in Learning Management Systems
Jurnal Komunikasi Pendidikan
Vol 7
, No 2
(2023)
Integrating innovative pedagogical approaches becomes paramount as the contemporary educational paradigm evolves. The study addresses the gap in the current literature by offering insights into the multifaceted implications of gamification in higher education settings. The primary purpose of this research is to analyze the attitudes, experiences, and perceptions of both educators and students toward gamified elements in LMS. The study combines qualitative interviews with teachers and students an...
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Application of the Quiz Team Method to Improve Learning Outcomes of Elementary School Students on the Material of Mutual Cooperation Lifestyle
Indonesian Journal of Instructional Media and Model
Vol 5
, No 1
(2023)
The quality of learning strongly influences the success of education. Pancasila education is a crucial lesson taught in elementary schools because it directs the behavior and character of students so that it conforms to the norms, customs, and rules that apply. This study aims to improve the learning outcomes of fourth-grade students in the material of cooperation lifestyle by applying the Quiz Team learning method at Elementary School. This research uses classroom action research or PTK by appl...
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KEEFEKTIFAN MODEL GI TERHADAP KEMAMPUAN BERBICARA DI DEPAN KELAS IV SD
Jurnal Sinektik
Vol 3
, No 1
(2023)
The low ability to speak in front of the class has implications for the ability of students to convey their ideas directly. The effort to improve is by increasing the Group Investigation (GI) learning model. This research is a quantitative study with a pre-experimental one-group pretest-posttest design. The subjects used in this study were all fourth grade students of SD N Wonosoco Kudus which numbered 18 by using a nonprobability sampling technique with a type of saturated sampling. The techniq...
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KEEFEKTIFAN MODEL TGT BERBANTU PERMAINAN TEBAK GERAK UNTUK MENINGKATKAN KREATIVITAS PADA PEMBELAJARAN TEMATIK
Jurnal Sinektik
Vol 3
, No 1
(2023)
In thematic learning the learning independence of students is still lacking and has not optimized the ability to think creatively to improve their creativity due to a lack of confidence so that they have not achieved maximum learning outcomes. Efforts to improve using the Team Games Tournament model are aided by guessing games. The method used in this study is quantitative research. This research is a pre-experimental design with one group pretest-posttest design. The research subjects were fift...
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1 Sitasi
Augmented Reality for Student Learning Media: A Bibliometric Analysis and Visualization
Indonesian Journal of Instructional Media and Model
Vol 3
, No 2
(2021)
Augmented Reality is a study that is now popular. Many researches theme have been published in various reputable journals. The purpose of this study is to provide an overview and visualization of Augmented Reality which is used as a medium of learning. This research is a qualitative research through descriptive analysis with literature review formed in bibliometric analysis which describes and visualizes ongoing phenomena as well as in the past regarding various topics related to Augmented Reali...
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Identifikasi Konsep Dinamika Fluida pada Aliran Dam Sawah Menggunakan Metode Apung (Floating Method)
Radiasi: Jurnal Berkala Pendidikan Fisika
Vol 14
, No 2
(2021)
Aliran dam sawah identik dengan materi dinamika fluida, yaitu mempelajari tentang fluida dalam kondisi mengalir. Penelitian ini bertujuan untuk mengidentifikasi konsep dinamika fluida pada aliran dam sawah daerah Cluring kabupaten Banyuwangi Jawa Timur. Langkah penelitian ini diawali dengan pengumpulan data primer hasil dari pengamatan langsung di lapangan, selanjutnya melakukan perhitungan matematis menggunakan persamaan kontinuitas untuk memperoleh data sekunder berupa kecepatan dan debit alir...
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WASTE PROCESSING TRAINING AS AN ALTERNATIVE MATERIAL FOR CANDLES
Adi Widya: Jurnal Pengabdian Masyarakat
Vol 4
, No 2
(2020)
In their life, the people of Siwal Village cannot be separated from the use of oil. Moreover, the majority of Siwal Village residents work as food or fried food sellers on the roadside. Repeated use of cooking oil can have harmful effects on health. In addition, used cooking oil that can no longer be used is usually dumped in careless places and causes environmental pollution. Another problem in Siwal Village is the lack of skills of children due to the influence of gadgets. With these things in...
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PROGRAM TV BOCAH PETUALANG TEMA PEGUNUNGAN SEBAGAI PEMATIK KREATIVITAS BERKARYA ANAK SDN PETERONGAN SEMARANG
Widya Wacana: Jurnal Ilmiah
Vol 15
, No 2
(2020)
The purpose of this study was to determine the level of creativity possessed by students through the TV Program Bocah Petualang Mountain Theme as a Designer for the Creativity of Children's SD N Peterongan Semarang. This research uses a qualitative approach with a phenomenological method. Data collection in this research was carried out through observation, questionnaires, interviews and documentation. Data validity is done by triangulation of sources. The results of data research namely the hig...
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Pengembangan Puzzle Trigonometri untuk Meningkatkan Motivasi Belajar Matematika Siswa Sekolah Menengah Atas
Jurnal Komunikasi Pendidikan
Vol 3
, No 2
(2019)
Penelitian ini bertujuan untuk mengembangkan media pembelajaran berupa alat peraga Puzzle Trigonometri yang layak dan tepat digunakan untuk meningkatkan motivasi dan pemahaman siswa kelas X Sekolah Menengah Atas pada pembelajaran matematika.. Prosedur penelitian dan pengembangan ini menggunakan ADDIE yaitu Analisis, menganalisis kebutuhan, materi dan peserta didik. Design, membuat rancangan media berupa gambar rencana alat peraga yang akan dibuat. Development, mengembangkan alat peraga ini denga...
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PENGEMBANGAN MULTIMEDIA INTERAKTIF PADA MATERI PESAWAT SEDERHANA UNTUK SISWA SEKOLAH DASAR
Jurnal Komunikasi Pendidikan
Vol 2
, No 2
(2018)
Penelitian ini bertujuan untuk mengembangan multimedia interaktif yang layak dan tepat digunakan pada pembelajaran IPA khususnya Pesawat Sederhana kelas V Sekolah Dasar Negeri III Kudi Batuwarno Wonogiri. Metode penelitian yang digunakan adalah metode Penelitian dan Pengembangan Research and Development ( R & D ) dengan model pengembangan yang digunakan adalah model ADDIE. Model ini sesuai dengan namanya, terdiri dari lima fase atau tahap utama, yaitu (A)nalysis, (D)esign, (D)evelopment, (I)...
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