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DEVELOPMENT OF EDUCATION GAME "HALO INDONESIA" BASED ON ANDROID FOR WALAILAK UNIVERSITY STUDENTS OF THAILAND Wanda Ramansyah; Ariesta Kartika Sari; Pensri Panich; Nurrohmat Hidayatullah Akbar
ISLLAC : Journal of Intensive Studies on Language, Literature, Art, and Culture Vol 2, No 2 (2018)
Publisher : Jurusan Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (687.507 KB) | DOI: 10.17977/um006v2i22018p099

Abstract

The obstacle experienced by Thai citizens to learn Indonesian is the difficulty ofpronouncing the letters and words in Indonesian properly and correctly. To overcomethese obstacles, a solution is needed in the form of developing an educational game"Halo Indonesia" for learning Indonesian for Thai citizens. This educational game willprovide clear instructions on how to pronounce letters and words in Indonesianbecause there are sounds and writing to guide users to learn.
Pelatihan Pemanfaatan E-Commerce Bagi Peningkatan Mutu Sosial Tenaga Kerja dan Wanita di Kelurahan Rongtengah Sampang Madura Ariesta Kartika Sari; Wanda Ramansyah; Puji Rahayu Ningsih; Medika Risnasari; Muchamad Arif; Sigit Dwi Saputro; Muhamad Afif Effindi
Aksiologiya: Jurnal Pengabdian Kepada Masyarakat Vol 1, No 2 (2017): Agustus
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (802.436 KB) | DOI: 10.30651/aks.v1i2.931

Abstract

Small and Medium Enterprises (SME) has important role in economic growth. Along with the advance development of information technology emerging new tools for promoting product which can be used by SME. Through Public Service, the Department of Informatics Education Universitas Trunojoyo Madura sees potential economic development for SME for using tools such as e-commerce and Marketplace which is could guide to the enhancement of social quality of women and women labor, especially in Madura. Through the Public Service, it could be concluded further development of the attendees to use and promote their SME’s product.
IMPLEMENTASI MODEL PEMBELAJARAN KOOPERATIF TIPE EXAMPLE NON EXAMPLE UNTUK MENINGKATKAN PEMAHAMAN DAN KETERAMPILAN KOOPERATIF SISWA KELAS VII SMP PADA MATERI HIMPUNAN Ariesta Kartika Sari; Muchamad Arif; Sudarsono Sudarsono; Holifah Holifah
Widyagogik Vol 6, No 2 (2019): Widyagogik
Publisher : Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (334.77 KB)

Abstract

This study aims to (1) improve the understanding of 7th-grade students on set material, (2) describe the cooperative skills of students after following the cooperative learning model type Example Non Example. This research is collaborative classroom action research. Participants in this classroom action research are 16 class 7th SMPN 2 Socah Bangkalan Madura. The stages of classroom action research in this study refer to Bachman's Spiral model (in Mertler, 2014: 19). The stages in this classroom action research consist of Plan, Action, Observation, and Reflection. The learning model applied in this study is the cooperative learning model type Example Non Example. The focus of the material in this study is the set material of Mathematics subjects. The implementation of this classroom action research consists of two cycles. The application of cooperative learning model type Example Non Example gives results that: (1) the average student understanding in the first cycle reaches 68.8%. While the understanding of students in the second cycle reached 82.5%. Students' cooperative skills in this study consist of skills: (a) appreciating contributions, (b) being in groups, (c) listening, and (d) asking. After following the implementation of the Example Non-Example cooperative learning model, the cooperative skills of students in the first cycle reached 73% (good). Whereas in the second cycle, students' cooperative skills reached 91% (very good) 
PEMBELAJARAN KOOPERATIF TEAMS GAMES TOURNAMENTS MENGGUNAKAN FLASHCARD SEBAGAI UPAYA PENINGKATAN SOFTSKILL DAN HASIL BELAJAR SISWA SD Mohammad Edy Nurtamam; Ariesta Kartika Sari
Widyagogik Vol 4, No 1 (2016): Widyagogik
Publisher : Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (767.221 KB) | DOI: 10.21107/widyagogik.v4i1.2212

Abstract

This research intends to describe the students’ responses toward the application of cooperative learning, especially Teams Games Tournaments (TGT) using flashcard, and to know the development of students’ soft skills in learning. Moreover, this research also intends to know the difference of learning results of students in elementary school after using TGT and conventional learning. This research conducted at Pejagan 5 Elementary School in Bangkalan. The sample of this research is elementary school students, grade five, especially in math subjects. The research method in this research is experimental research, starting with making lesson plan and worksheets for a group work, and learning evaluation. The research instrument consists of students’ questionnaire, students’ worksheet and learning evaluation. Based on the result of this research, it can be conclude that there is no significant differences between learning using cooperative learning TGT type using flashcard and using conventional learning. However, classical target in experiment group is better than control group which reaches 90%. Moreover, students’ response toward this learning is very good, the presentation shows that 95,3% students’’ soft skills increase up to 16 point in twice meeting. And in the last lesson, the students’ soft skills develop well and also there is a significant difference between TGT groups learning using flashcard with conventional group learning
Ethnomathematics study: cultural values and geometric concepts in the traditional "tanean-lanjang" house in Madura – Indonesia Ariesta Kartika Sari; Mega Teguh Budiarto; Rooselyna Ekawati
JRAMathEdu (Journal of Research and Advances in Mathematics Education) Volume 7 Issue 1 January 2022
Publisher : Department of Mathematics Education, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/jramathedu.v7i1.15660

Abstract

One of the cultural outcomes of the Madurese community is the traditional tanean lanjang house with a long front yard, designed from several batih (nuclear) families, consisting of a married couple with unmarried children. This study explores geometric concepts of the traditional house to demonstrate how they can be useful for learning mathematics. The descriptive qualitative study described the mathematical concepts found in the tanean lanjang traditional house or settlement in Madura. Furthermore, an ethnographic method was also used to analyze documents, ethnographic notes, and documentation (photos). Data analysis techniques employed an interactive model of data collection, data reduction, data presentation, and conclusion. The results of the study show that the cultural values and geometric concepts of the tanean lanjang traditional house comprised (1) kinship and brotherhood values, (2) harmony in the household, and (3) strength in the household. The geometric concepts contained in the traditional tanean lanjang house include 2-dimensional shape (i.e., rectangle, trapezoid, triangle), perimeter of 2-dimensional shape, area of 2-dimensional shape, 3-dimensional shape (i.e., triangular prism), the volume of 3-dimensional shape, curve, and the concept of reflection in geometry.
Efektifitas Pembelajaran Menggunakan Media Edugames untuk Meningkatkan Hasil Belajar Siswa SDN Bancaran I Kabupaten Bangkalan Mohammad Edy Nurtamam; Ariesta Kartika Sari
Jurnal Pamator : Jurnal Ilmiah Universitas Trunojoyo Vol 5, No 1: April 2012
Publisher : LPPM Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (93.36 KB) | DOI: 10.21107/pamator.v5i1.2497

Abstract

Penelitian ini memiliki tujuan untuk mengetahui efektifitas pembelajaran menggunakan media Edugames untuk meningkatkan hasil belajar siswa SDN Bancaran I Kabupaten Bangkalan. Penelitian akan memberikan perubahan paradigma bahwa matematika merupakan mata pelajaran menyenangkan yaitu penggunaan media pembelajaran Edugames, sehingga pembelajaran disajikan akan lebih menarik dan menyenangkan.Berdasarkan hasil analisis data diperoleh kesimpulan: (a) pembelajaran matematika materi luas bangun datar menggunakan media pembelajaran edugames lebih efektif untuk memberikan pemahaman pada siswa tentang bangun datar dan luas bangun datar, (b) terdapat respon yang positif dari siswa terhadap pembelajaran menggunakan media edugames pada materi luas daerah bangun datar, (c) hasil belajar matematika materi luas bangun datar menggunakan media pembelajaran interaktif edugames memberikan hasil yang lebih baik daripada menggunakan media yang konvensional.
Pemanfaatan Tools Animasi Untuk Media Pembelajaran Bagi SMKN 1 Labang Bangkalan Madura Arik Kurniawati; Indah Agustien Siradjuddin; Mochammad Kautsar Sophan; Ariesta Kartika Sari; Puji Rahayu Ningsih; Wanda Ramansyah
JPPM (Jurnal Pengabdian dan Pemberdayaan Masyarakat) VOL. 4 NOMOR 2 SEPTEMBER 2020 JPPM (Jurnal Pengabdian dan Pemberdayaan Masyarakat)
Publisher : Lembaga Publikasi Ilmiah dan Penerbitan (LPIP)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1448.116 KB) | DOI: 10.30595/jppm.v4i2.6796

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Media pembelajaran merupakan salah satu aspek terpenting dalam proses pembelajaran, karena akan membantu siswa dalam memahami ceramah yang diberikan oleh guru. Seiring tumbuhnya teknologi informasi di Era Industrial 4.0, maka sebaiknya media pembelajaran yang digunakan juga menggunakan teknologi informasi terbaru yang dibuat semenarik mungkin sehingga menimbulkan semangat siswa dalam memperhatikan dan memahami mata pelajaran yang diajarkan. Dalam pengabdian ini, digunakan Animaker, sebagai tools untuk membuat media pembelajaran, karena memiliki banyak fitur, selain itu media ini dapat dilihat dan dipelajari oleh siswa kapan saja, di mana saja dengan smartphone yang mereka miliki. Pemanfaatan tools Animasi sebagai Media Pembelajaran dilakukan di SMKN 1 Labang, Bangkalan, Madura. Ada empat langkah utama untuk membangun media pembelajaran menggunakan Animaker, yaitu menentukan topik ceramah; memilih karakter yang sesuai dan juga property; mendefinisikan adegan; dan langkah terakhir adalah mendesain scene. Bentuk kegiatan ini adalah pelatihan tentang cara membuat media pembelajaran menggunakan Animaker dan selanjutnya adalah pendampingan dalam mengerjakan tugas untuk membuat projek sesuai dengan mata pelajaran yang meraka ajarkan. Berdasarkan pelatihan dan tugas proyek yang diberikan ini, Animaker dapat digunakan sebagai tools yang menarik untuk membuat media pembelajaran.
IDENTIFIKASI KECERDASAN MAJEMUK SLIM-N-BIL PADA MAHASISWA PRODI PENDIDIKAN INFORMATIKA ANGKATAN 2013 UNIVERSITAS TRUNOJOYO MADURA Ariesta Kartika Sari
EDUTIC Vol 2, No 2 (2016): MEI 2016
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (315.666 KB) | DOI: 10.21107/edutic.v2i2.1568

Abstract

AbstrakAnak merupakan aset orangtua yang memiliki kemampuan sangat luas. Banyak potensi yang terpendam dalam dirinya seperti halnya lautan yang luas beserta banyaknya kekayaan alam di dalamnya. Chatib (2014:87) menyebut potensi terpendam dalam diri anak sebagai HARTA KARUN adalah kecerdasan Majemuk atau multiple Intelligence. Mahasiswa Program studi pendidikan informatika pastilah memiliki keanekaragaman latar belakang budaya, minat, potensi, dan kecerdasan. Melalui penerapan pembelajaran yang tepat, pembelajaran yang sesuai dengan karakteristiknya maka diharapkan akan dapat mengembangkan potensi masing-masing kecerdasan pada mahasiswa.Dalam penelitian ini, peneliti akan melakukan identifikasi terhadap mahasiswa prodi pendidikan informatika angkatan tahun 2013. Identifikasi tersebut akan dilakukan dengan menggunakan kriteria 8 kecerdasan yang telah dikembangkan oleh Dr. Howard Gardner yaitu kecerdasan majemuk (Multiple Intelligence) SLIM-N-BIL. Kecerdasan majemuk (Multiple Intelligence) SLIM-N-BIL terdiri atas: kecerdasan Spasial-Visual (S), kecerdasan Linguistik-Verbal (L), kecerdasan Interpersonal (I), kecerdasan Musikal-ritmik (M), kecerdasan Naturalis (N), kecerdasan Badan-Kinestetik (B), kecerdasan Intrapersonal (I), kecerdasan Logis-Matematis (L). Identifikasi terhadap 100 mahasiswa menghasilkanbahwa  kecerdasan yang mendominasi berkembang dalam mahasiswa program studi pendidikan informatika antara lain:  kecerdasan interpersonal (I), kecerdasan Naturalis (N), Kecerdasan Intrapersonal, dan selebihnya sebanyak 39% dari 100 mahasiswa memiliki beberapa kecerdasan yang telah berkembang secara dominan (yang kami masukkan dalam kategori “gabungan”). Kata kunci: Kecerdasan majemuk, SLIM-N-BIL