cover
Contact Name
Singgih Subiyantoro
Contact Email
porotcimaru@gmail.com
Phone
-
Journal Mail Official
cognitivejurnal@gmail.com
Editorial Address
Sukoharjo
Location
Kab. sukoharjo,
Jawa tengah
INDONESIA
Cognitive Development Journal
ISSN : -     EISSN : 30258693     DOI : https://doi.org/10.32585/cognitive
Core Subject : Education,
This journal presents scientific articles that discuss various cognitive aspects, including thinking processes, memory, language, problem-solving, perception, and intelligence. The journal serves as a platform for researchers to share the latest findings, theories, research methods, and empirical discoveries in the field of cognitive development.
Articles 5 Documents
Search results for , issue "Vol. 1 No. 1 (2023): June" : 5 Documents clear
Improving The Ability to Perform Summary Calculation Operations Using Number Bag Media Endah Tri Wahyuni; Singgih Subiyantoro; Suparti
Cognitive Development Journal Vol. 1 No. 1 (2023): June
Publisher : Edutech Publishing Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/cognitive.v1i1.1

Abstract

Meaningful learning begins with student participation in learning activities that are still educationally centered. This is due to limitations in the use of teaching aids in implementing learning, resulting in students being less active when solving problems in learning. In this research, the aim is to improve students' ability to solve addition problems in mathematics by applying number pockets to grade 1 students at SD Godog 1. In this case, Classroom Action Research is chosen by applying the Kemmis and McTaggart strategy consisting of planning, implementation, observation, and reflection at the end of each cycle. The subjects of this research were 15 grade I students of SD Negeri Godog 1 Polokarto. Observations, tests, and documentation were implemented as data collection techniques. The results of this research prove that student learning outcomes can be improved through the use of media number bags in mathematics content in addition to material. This is reflected in the increase in "student learning outcomes in cycle I" from only 73% to 93% in cycle II. This success is quite satisfying because the indicators of "success presented in this research have been achieved. So, it can be concluded that there is a significant influence on mathematics learning outcomes in addition to material for class I students at SD Negeri Godog 1, Polokarto. Overall, the researcher contributed to increasing students' abilities in addition to material and teachers' abilities in increasing their own creativity in presenting interesting lessons. Overall, researchers contributed to increasing students' abilities in addition to material and teachers' abilities in increasing their own creativity in presenting interesting lessons.
Application of Problem-Based Learning Models and Puzzle Media to Improve The Learning Outcomes Maya Indrasari; Singgih Subiyantoro; Dwi Hastuti
Cognitive Development Journal Vol. 1 No. 1 (2023): June
Publisher : Edutech Publishing Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/cognitive.v1i1.2

Abstract

The impact of the Covid-19 pandemic on education in Indonesia is the occurrence of Learning Loss. In this case, teachers are required to innovate by using strategies, learning models that make the learning process and results increase. This study aims to describe the use of the Problem Based Learning (PBL) learning model and puzzle media in improving student learning outcomes in learning Pancasila and Citizenship Education in Grade 1 Elementary School. This type of research is a class action research (PTK). The subjects in the study were first grade students of SDN Genengsari 03 as many as 17 students. The data collection techniques used in this study were item instrument test techniques, and observations. The data analysis technique used is a comparative descriptive technique with a percentage comparison of cycle 1 and cycle 2 based on the percentage of completion of the minimum score, maximum score and average score. The results showed an increase in learning outcomes, in pre-cycle learning the results of class action research of students who completed as many as 8 students out of 17 children or 47% of 100%, with an average score of 61. In cycle I as many as 11 students out of 17 children or 64% of 100%, with an average score of 81. Furthermore, in cycle II as many as 16 learners out of 17 children or 94% of 100%, with an average score of 88.In conclusion, the Problem Based Learning learning model and Puzzle media are effectively used in improving learning outcomes in grade 1 elementary school students. Overall, this research contributes to improving student learning outcomes.
Optimizing the Use of Practical Methods to Improve Skills in Creating 2D and 3D Animations Singgih Subiyantoro; Mita Yuliana; Nita Nurbaiti; Sari Aisyah Ramadhani; Wandha Prayuda Murti
Cognitive Development Journal Vol. 1 No. 1 (2023): June
Publisher : Edutech Publishing Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/cognitive.v1i1.5

Abstract

Practice is a learning method that involves students directly in developing specific skills. Objectively, there are many advantages and disadvantages of using practical methods in learning. This research aims to improve students' skills in creating 2D and 3D animations through the use of practical methods. The research method used is Classroom Action Research (PTK) by adopting the Kemmis & Tagart model. The subjects of this study were students in class 11 A majoring in Multimedia at a Vocational High School (SMK) in Indonesia who were making 2D and 3D animations. Data was collected using observation sheets, interview guides, and portfolios. The research results show that the practical method is able to improve students' skills in creating 2D and 3D animations. The observation results showed that there was an increase in students' skills, namely by (7.01%) after using practical methods rather than just theory. The results of interviews and analysis of the portfolio also show data that is relevant to the results of these observations. In conclusion, the use of practical methods has proven to be effective in improving students' skills in creating 2D and 3D animations. Overall, this research contributes to solving learning problems, especially the low skills of students in making 2D and 3D animations which are commonly found in Vocational High Schools.
Development of Android-Based Mobile Learning Media in Educational Sciences Courses Hamda Kharisma Putra
Cognitive Development Journal Vol. 1 No. 1 (2023): June
Publisher : Edutech Publishing Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/cognitive.v1i1.6

Abstract

The aim of this research is to develop learning facilities through Android-based mobile learning media that are suitable for use in educational science courses. With mobile learning, users can access learning content anywhere and at any time, without having to visit a certain place at a certain time. So, users can access educational content without being bound by space and time. This research is a development research that goes through several stages. The first stage is a preliminary study, carried out to determine the results of a needs analysis based on learning objectives, mass, and learning strategies in order to produce products that suit student needs. The second stage is design, namely designing product prototypes according to the results of the needs analysis. The third stage is product development. In this stage, Android media products are started to be developed. The fourth stage is to carry out a product feasibility test using a scale of 4. From the results of material expert validation, a score of 29 was obtained for the 8 aspects of the material tested with an average score of 3.6, which is very suitable for use. Meanwhile, from the results of the media expert validation test, a total score of 42 was obtained for the assessment of 12 media aspects with an average of 3.5 or very decent. The field test is testing the product with student respondents. The results of this study are prototypes of Android-based mobile learning media products that are suitable for use in education science courses.
Analysis of Teachers' and Students' Perceptions of Using Artificial Intelligence Chatbots in Higher Education Singgih Subiyantoro; Madyo Ekosusilo; Ismail Ismail; Hamda Kharisma Putra; Syifa Fauziyah
Cognitive Development Journal Vol. 1 No. 1 (2023): June
Publisher : Edutech Publishing Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/cognitive.v1i1.7

Abstract

Artificial Intelligence (AI) chatbots have emerged as tools with the potential to enrich the learning experience. This research aims to analyze the perceptions of professors and students regarding the utilization of AI chatbots in the context of higher education. The primary objective of this study is to comprehend how teachers and students view the use of AI chatbots in higher education. This research adopts a qualitative approach employing semi-structured interviews and content analysis of relevant written documents. Data are collected and analyzed using descriptive statistics. The findings of this research reveal that most respondents, both professors and students, hold a positive attitude toward using AI chatbots in higher education. The critical benefits acknowledged include accessibility, assistance answering questions, and enhanced learning efficiency. Some challenges related to data security and the quality of interaction with chatbots are also identified. This research demonstrates that AI chatbots have significant potential to enhance the learning experience in higher education. However, attention must be given to existing technical challenges and privacy concerns to ensure broader acceptance. This study provides valuable insights into the perceptions of professors and students regarding AI chatbots, which can serve as a guide for educational institutions in developing effective implementation strategies. Furthermore, these results may stimulate further research into the use of AI technology in higher education.

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