cover
Contact Name
Akbar Iskandar
Contact Email
akbariskandar@akba.ac.id
Phone
+6285255726616
Journal Mail Official
ceddicje@gmail.com
Editorial Address
Yayasan Cendekiawan Inovasi Digital Indonesia (CEDDI) Lembo Street, Rt.05/Rw.01, No.175 Makassar, Kel. Lembo, Kec. Tallo, Sulawesi, Indonesia, 90213 email: ceddidigital@gmail.com (or) admin@ceddi.id
Location
Kota makassar,
Sulawesi selatan
INDONESIA
Ceddi Journal of Education
ISSN : 28300017     EISSN : 28300025     DOI : https://doi.org/10.56134/cje.v1i1.13
Core Subject : Education,
Ceddi Journal of Education is a peer-reviewed journal that publishes articles through fair and transparent quality control. We understand that authors need facilities for their papers, whereas readers expect reliable information from these journals. Therefore, our editorial team and reviewers strive to maintain quality and ethics in the authorship and publishing of all articles. In principle, we strive to provide the best service for the research community around the world. We hope this journal can be a new source of insight and inspiration for future research. Ceddi Journal of Education publish the best articles the results of research on issues of concern, the latest and the trend internationally. Submitted papers must be written in English at title and abstract of paper for the initial review stage by editors and further review process by minimum of two reviewers. The scope of the journal includes: - Educational technology - Decisions based on education - Learning software - Gamification in education - Technology for Learning and Teaching - Blended Learning - Multimedia in Education - Problem Based Learning - Systems and Technologies in Education - ICT in Mathematics Education - Engineering education - Elementary education - Learning Analysis - Assessment & Evaluation in education
Articles 15 Documents
The Effectiveness of Distance Learning Using the NHT Type Cooperative Learning Model (Number Head Together) Ummiati Rahman; Marlinda R. Pagayang; Sutarsi Suhaeb
Ceddi Journal of Education Vol. 2 No. 1 (2023): June
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v2i1.29

Abstract

This study aims to (1) determine the learning process using the google meeting application in the Electronic Measuring Instruments and Measurement Systems course with the NHT type cooperative model, (2) determine the level of effectiveness of student learning outcomes using the google meeting application in the Measuring Instruments and Measurement Systems course Electronics with NHT type cooperative models. This type of research is PTK (Classroom Action Research) Participants. The subjects in this study were students majoring in Electronic Engineering Education (S1) Class 02, Faculty of Engineering, Universitas Negeri Makassar with 32 respondents. Data analysis techniques used in descriptive analysis research. The results of the study reveal that distance learning using the Google meeting application is effective and improves student learning outcomes. The pretest in cycle 1 obtained an average N gain in learning outcomes of 0.31, which means that no student reached the minimum standard of completeness (KKM), while in the posttest stage, 15 students met the minimum standard of completeness. Furthermore, classically obtained a posttest value of 46% in cycle 1 and there was an increase in cycle 2 with an average value of N learning gain of 0.70. In cycle 2, 6 students obtained pretest scores reaching KKM and 29 students achieving KKM on the posttest with a classical completeness percentage of 90%.
Designing an Android-Based Educational Game for Fruit Recognition in Seruni Pertiwi Preschool Dasril; Rinto Suppa; Andi Hasjidil
Ceddi Journal of Education Vol. 2 No. 1 (2023): June
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v2i1.30

Abstract

The objective of this research is to design and develop an Android-based educational game for fruit recognition in Seruni Pertiwi Preschool. The educational game application consists of a main menu, fruit menu, and tree menu. The fruit menu includes various fruit options such as bananas, papayas, apples, grapes, oranges, pineapples, watermelons, durians, rambutans, and strawberries. The research methodology employed in this thesis includes data and information collection, system design, software requirement analysis, interface design, coding, testing, and implementation. The Unity 3D engine is utilized for designing the educational game application. Based on the conducted testing, the following conclusions can be drawn: the developed educational game is free from errors based on the black-box testing results. The research findings indicate that the average validation score from user feedback, ranging from user 1 to user 10, is 4.6, which indicates a high level of agreement with the system assessment, falling under the category of "strongly agree".
Interactive Multimedia for Introducing Short Surahs from Juz Amma in Preschool Children: A Case Study of Datok Sulaiman Putra Islamic Preschool in Palopo City Muhammad Akram Hamzah; Andryanto Aman
Ceddi Journal of Education Vol. 2 No. 1 (2023): June
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v2i1.39

Abstract

This research aims to implement an interactive multimedia application using Unity software on a desktop platform, specifically designed to introduce short surahs from Juz Amma to students, with a focus on Datok Sulaiman Putra Islamic Preschool in Palopo City. This research is motivated by the need for innovative and engaging methods to enhance the learning experience of preschool students in Islamic education. The research follows the Multimedia Development Life Cycle (MDLC) and incorporates methods such as observation, interviews, and literature studies, including direct observation for data collection. The testing technique employed is Usability Testing, which aims to assess the user-friendliness and ease of use of the multimedia application. The results of this research, from the implemented application, can facilitate the process of introducing short chapters from Juz Amma, making it easier for students to read and understand them in the Qur'an. This research provides benefits in the development of interactive educational tools that can significantly contribute to the learning journey of preschool students in Islamic education.
The Development of TANAKA Android-based Application as an Information Media for Taka Bonerate National Park Amelia Firdhausya Dewi; Selvia Deviv; Nur Syamsinar Munir
Ceddi Journal of Education Vol. 2 No. 1 (2023): June
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v2i1.37

Abstract

This study aims to determine the development of the TANAKA application as an Android-based information media for Taka Bonerate National Park. The quality of the application was evaluated based on the ISO 9126 quality standards. The application was built using Adobe Flash CC software. Data was collected using interview techniques, questionnaires, and documentation. The application was validated by two media experts and two content experts. The application was evaluated by 30 respondents, and the data was analyzed using descriptive statistical analysis techniques. Based on the research results, an application was developed that can be used as an offline Android-based information media for Taka Bonerate National Park. According to the ISO 9126 testing, the following results were obtained: a) functionality testing using black box testing method scored 1 with an excellent category and fulfilled the functionality aspect; b) reliability testing using white box method was free from logical errors; c) portability testing on various types of smartphones and different versions of Android ran smoothly without any issues; d) usability testing with 30 respondents resulted in a percentage of 93.33%, with 28 respondents rating it as excellent and a percentage of 6.67% or 2 respondents rating.
Application of Adobe Premiere-Based Video Learning Media to Progress Understudy Learning Results at SMP Negeri 18 Bulukumba Muh. Syilfa Nooviar; Nur Fahmi Akhmad; Asri
Ceddi Journal of Education Vol. 2 No. 1 (2023): June
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v2i1.38

Abstract

This study aims to improve 18 Bulukumba learning outcomes of high school students through the use of educational videos in Adobe Premiere pro. The type of research used in this study is classroom research. The study was carried out in two cycles of data collection through experimentation, observation and recording, Actions, Plan, Do, Observe and Reflect, each of 2 parts. The collected data were then analyzed using descriptive analysis. Based on the findings of the study, it can be concluded that the Adobe Premiere Pro-based educational video environment application can improve students' learning. According to the study of Improving Student Learning Achievement in the 1st Cycle, 72.8, 14 students had a 56% success rate. then cycle II averaged 91.7, the frequency of learning completeness was 22 students with a percentage of completeness of 88%. passed the KKM standard for class VII.A/1 students of junior high school 18 Bulukumba.

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