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LEARNING MEDIA USING DISCOVERY LEARNING APPROACH TO IMPROVE STUDENT LEARNING OUTCOMES Saut Dohot Siregar; Berkat Panjaitan; Ermi Girsang; Hotromasari Dabukke
Jurnal Pendidikan Fisika Vol 8, No 2 (2019)
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22611/jpf.v8i2.15195

Abstract

Learning media gives a good influence on students to understand the content of the lessons delivered by the teacher. Learning media makes students become active in learning so students do not only hear explanations from the teacher which can make students' different catches. The purpose of this research is the application of learning media in the learning process of students, and using the discovery learning model is expected to obtain an increase in student learning outcomes. This research was conducted in several 10th grade high schools in Medan, Indonesian. Sampling is done by cluster random sampling where every school has the same opportunity to become a research sample. The instrument of learning outcomes is in the form of multiple choice questions, and the instrument of student interest in learning is in the form of a questionnaire. The results of the discussion show that by using the discovery learning model with the help of instructional media can improve student learning outcomes, especially in vector material. This increase was seen from the response of students as much as 83.3% agreed to the use of media during learning. Learning media by using applications that were developed showed a positive interest in learning by students. The results of student learning instruments indicate that there are differences in the mean learning outcomes of control class students with the mean learning outcomes of experimental class students. The mean value of the control class was 53.61 while the mean learning outcomes in the experimental class was 63.66
MAKING PHYSICS LEARNING MEDIA BASED ON HOTS FOR SMP LEVELS Saut Dohot Siregar; Nurul Khairina; Robin Robin
Jurnal Pendidikan Fisika Vol 9, No 1 (2020)
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22611/jpf.v9i1.18173

Abstract

Learning outcomes can be influenced by learning models, learning styles, and learning media. The accuracy of the learning media used can increase students' thinking power even to higher levels of thinking. High-level thinking students can be trained through learning in class. Learning media that is suitable for teaching material can help students in thinking at a high level or HOTS so learning media are needed in the teaching and learning process. This study aims to create learning media and try out these media. Learning media developed using the Borland Delphi application. The learning media developed were tested in junior high school grade 8 in Medan. The research sample was taken by cluster random sampling where each school had the same opportunity to become a research sample. Samples were divided into categories group A and group B. Group A and group B were subjected to the normality and homogeneity tests. This study uses research instruments in the form of multiple-choice questions as many as 15 questions and questionnaires on students' opinions on the learning media used. The results showed that the learning process by using instructional media produces better or higher learning outcomes than the learning process without the use of instructional media. The average posttest students in the class using media developed higher than the average posttest students in the class who do not use instructional media. The results of the student questionnaire argue that the media need to be designed to be more interesting so that students are happier to use it
PENCOCOKAN FOTO BERDASARKAN WAJAH DENGAN MENGGUNAKAN METODE KOHONEN Saut Dohot Siregar; Lestari Lestari; Irfan Ernala; Dapit Parasian Simarmata; Andreas Saputra Nainggolan
Journal Of Informatic Pelita Nusantara Vol 4 No 1 (2019): Computer Science
Publisher : STMIK Pelita NUsantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (484.445 KB)

Abstract

Pengenalan wajah seorang dalam suatu kegiatan sangatlah penting agar terhindar dari hal-hal yang tidak diinginkan. Hal ini penting karena semakin banyak tindak kejahatan yang terjadi beberapa dekade ini. Tujuan dari penelitian ini untuk membangun aplikasi yang dapat mengidentifikasi citra wajah manusia. Cara kerja aplikasi ini dengan mencocokkan sebuah foto input dengan foto yang sudah ada di data base. Dan foto yang tersimpan di data base sebagai foto output. Metode yang digunakan adalah Metode Kohonen berbasis aplikasi netbean javascript dengan file input berupa citra wajah digital dengan resolusi rendah. Metode kohonen dapat dilakukan pengenalan wajah hanya terfokus kepada wajah tanpa mempedulikan latar belakang yang digunakan oleh seseorang. Dari hasil percobaan yang dilakukan, diperoleh sebesar 60% keberhasilan aplikasi ini dalam pencocokan wajah seseorang.
PEMBELAJARAN PENERJEMAH KALIMAT BAHASA INDONESIA KE BAHASA SIMALUNGUN DAN SEBALIKNYA DENGAN ALGORITMA BERRY - RAVINDRAN Saut Dohot Siregar; Mawaddah Harahap; Yohana Marbun
Jurnal Teknovasi : Jurnal Teknik dan Inovasi Vol 4, No 2 (2017): Teknovasi Oktober 2017
Publisher : LPPM Politeknik LP3I Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55445/teknovasi.v4i2.103

Abstract

ABSTRAK Indonesia memiliki beragam bahasa daerah, salah satunya adalah Bahasa Simalungun. Saat ini masih ada beberapa masyarakat bersuku Simalungun yang belum fasih berbahasa Simalungun. Untuk dapat belajar berbahasa, aplikasi penerjemah dapat dijadikan sebagai salah satu bahan acuan. Di zaman sekarang ini, aplikasi penerjemah sangat efisien digunakan untuk belajar menambah kosakata. Dalam membuat aplikasi penerjemah, string matching dapat diimplementasikan untuk proses pencarian katanya. String matching memiliki beberapa algortima, salah satu algoritmanya adalah algoritma Berry – Ravindran dan akan diimplementasikan pada aplikasi penerjemah tersebut. Algoritma Berry – Ravindran memiliki dua fase yaitu fase preprocessing dan fase pencarian Pattern akan bergeser apabila string dan pattern mengalami ketidakcocokan. Pattern akan berhenti bergeser saat pattern ditemukan pada teks atau saat jumlah nilai pergeseran lebih besar dari selisih panjang teks dan panjang pattern. Hasil dari penelitian ini adalah algoritma Berry – Ravindran dapat diimplementasikan dan aplikasi dapat berjalan dengan baik. Kata Kunci : String Matching, Berry – Ravindran.
PENERAPAN DISCOVERYLEARNING PADA MEDIA PEMBELAJARAN DENGAN MATERI VEKTOR BERBASIS FLASH Saut Dohot Siregar; Debora Indriama; Silvin Berkat Harapan Mendrofa; Hendra Mangaraja Tua Apul Tampubolon; Ricky Supriyanto
Jurnal Mantik Penusa Vol. 3 No. 1.1 (19): Manajemen dan Ilmu Komputer
Publisher : Lembaga Penelitian dan Pengabdian (LPPM) STMIK Pelita Nusantara Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (315.418 KB)

Abstract

Mediapembelajaran dalam proses belajar mengajar memberikan pengaruh bagi siswa dalam memahami mata pelajaran yang disampaikan guru. Dengan adanya media pembelajaran siswa tidak hanya mendengar penjelasan materi dari guru yang disampaikan secara lisan, yang bisa menimbulkan pemahaman yang berbeda antara siswa yang satu dengan yang lainnya secara spesifik metode penelitian ini bertujuan untuk meningkatkan hasil belajar siswa dengan menerapkan model discoverylearning. Metode penelitian ini adalah penelitian deskriptif yang terdiri dari empat tahapan yaitu perancangan, pelaksanaan, observasi, analisis dan kesimpulan. Berdasarkan hasil pembahasan dapat merekondasikan bahwa memakai model discoverylearning adalah suaatu alternatif dapat meningkatkan hasil belajar siswa khususnya pada materi vektor. Peningkatan ini dilihat dari persentase yang meminat pada angket. Siswa yang dinyatakan meminat pada aplikasi pembelajaran materi vektor berdasarkan hasil angket sebanyak 14,8% siswa setuju, dan sebanyak 85,2% siswa sangat setuju dengan aplikasi pembelajaran ini. Rerata keseluruhan minat siswa untuk mengikuti pembelajaran dengan mengunakan aplikasi sebesar 83,3%. Dari hasil tersebut menunjukkan bahwa menggunakan aplikasi media pembelajaran flash lebih dapat meningkatkan penguasaan yang lebih baik dalam pelaksanaan pembelajaran
Implementation of Fisher Yates Shuffle Algorithm In Making Learning Animations: Implementation of Fisher Yates Shuffle Algorithm In Making Learning Animations Saut Dohot Siregar; Dessy Permatasari; Anthony Hutapea; Denis Kinarwan
Jurnal Mantik Vol. 4 No. 2 (2020): Augustus: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.Vol4.2020.934.pp1291-1298

Abstract

English is a foreign language that is difficult for most Indonesian children to learn because the pronunciation is different from the language in which it is written. English is an international language used by various countries in the world. This makes it important to introduce English to children from an early age. The basic English that can be learned by children is the introduction of the pronunciation of the alphabet and numbers and general vocabulary in English. One way of learning that can be adjusted according to the level of children's development so that it is interesting and not easily bored is using learning animations. Animated learning is one of the interactive multimedia-based learning media whose use involves interaction with users so that it can increase the involvement of students in the learning process and can improve the results of learning objectives. The implementation of the fisher yates shuffles algorithm is used to randomize the order of the questions in the quiz practice so that the randomized questions will produce different permutations so that users will get unequal question sequences and it is not easy to remember the quiz answers from the given practice questions. The assessment of the feasibility test for this learning animation will be measured using a questionnaire.
The Development of HOTS-Based Physics Learning Media Application for Junior School Saut Dohot Siregar; Nurul Khairina; Robin Robin
Jurnal Mantik Vol. 4 No. 3 (2020): November: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.Vol4.2020.979.pp1690-1694

Abstract

Learning outcomes can be influenced by learning models, learning styles, and learning media. The accuracy of the learning media used can increase students' thinking abilities even to higher levels of thinking. High-level thinking students can be trained through learning in classrooms. Suitable learning media for teaching material can help students in thinking at a high level or HOTS so learning media are needed in the teaching and learning process. This study aims to create learning media and try out these media. Learning media developed using the Borland Delphi application. The learning media developed were tested in junior high school grade 8 in Medan. The research sample was taken by cluster random sampling where each school had the same opportunity to become a research sample. Samples were divided into categories group A and group B. Group A and group B were subjected to the normality and homogeneity tests. This study uses research instruments in the form of multiple-choice questions as many as 15 questions and questionnaires on students' opinions on the learning media used. The results showed that the learning process by using instructional media produces better or higher learning outcomes than the learning process without the use of instructional media. The average posttest students in the class using media developed higher than the average posttest students in the class who do not use instructional media. The results of the student questionnaire argue that the media need to be designed to be more interesting so that students are happier to use it.
Application Learning of Configuration Electron Chemical Elements Saut Dohot Siregar
Jurnal Mantik Vol. 5 No. 3 (2021): November: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Chemistry is a compulsory subject in high school, especially in the natural sciences department. In chemistry lessons, there are several sub-topics, one of which is the periodic system of electron configurations. Electron configuration relates to several other sub-topics. So that the electron configuration has an important role in the study of chemistry. The location of an element in the periodic table can be determined by determining the electron configuration of the element. So that the application of technology in helping students to understand electron configuration is needed. Intelligent computer assisted instruction is the application of artificial intelligence in the field of education that can be used to create more effective learning and can increase the willingness to learn and increase student motivation to learn. So it is necessary to make an application for learning the electron configuration of chemical elements. The resulting application has several learning support features, namely material, evaluation, discussion, and glossary. This application is built using the Fisher Yates Shuffle algorithm for randomization of numbers which is applied to practice questions. The application can run well on android devices version 4.4 or the latest version. Applications can measure students' mastery of learning materials more accurately. From the test results obtained 86% of respondents gave a positive response to the application that was built. Likewise, 60% of respondents expect further development. Either on the same material or on other chemistry materials to make learning more interesting and fun.