ABSTRACT : This research aims to determine the development steps, feasibility and effectivenessof learning
media for writing procedural texts for junior high school students. This research uses the Research and
Development (R&D) type of research which refers to the ADDIEmodel. The data collection instruments
for this research used questionnaires and test sheets.From the media experts' assessment results, an average
of 96.6% was obtained in the verygood category, material experts' results were obtained on average 80% in
the Good category,and language experts obtained an average of 94% in the Very Good category. This means that
it can be linked as a learning media based on the Pixellab application and is suitable for use inlearning. Judging
from the results of the trial in the small group, namely 10 students at thepre-test stage obtained a score of
588 and post-test 802 with a score of 0.51 in the quitedecent category, while in the large group, namely 27
students at the pre-test stage obtained ascore of 1,561 and pretest 2,220 with a score of 0.57 in the quite decent
category. So based onthe results of this comparison, the learning media based on the Pixellab application
forlessons on writing procedural texts is quite suitable for use as learning media in SMP.
KEYWORDS: Writing Procedure Texts, Pixellab Application, Learning Media.
Development of a Video on Three-Dimensional Origami Creation Techniques to Im...EvaniaYafie
The aim of this research and development is to create a video on the creation techniques of threedimensional origami that is proper and effective as learning media for the handicrafts course for students of
Teacher Education for Early Education at the State University of Malang. The utilized research method was
Research and Development (R&D). The stages of the research involved analysis of needs through instructional
analysis, scenario development, video script development, footage recording, editing, and validation. The
research results indicated that the developed video was declared valid and proper for usage as learning media
based on evaluations from a media expert, material experts, and candidate users. Therefore, the developed
media can be utilized to support the improvement of skills of candidate teachers for early education in the
development of three-dimensional origami media products.
This article aims to outline different pedagogical strategies with applications (apps) in the classroom. Every year the use of mobile devices like tablets and smartphones increases. At the same time, applications are being developed to meet this demand. It is therefore essential that educators investigate their use as an motivational technological medium that can possibly be used in the classroom. Apps can be used both as a source of information as well as a tool for creating material. Thus, this article will present the results of a study applying teaching strategies in different contexts. It therefore highlights the importance of mobile learning as a viable alternative in the classroom. In order to do so, there was a multiple case study in the undergraduate pedagogy program and a digital inclusion course for seniors, both offered in the first semester of 2017 at the Federal University of Rio Grande do Sul (UFRGS). Educational applications and examples of teaching strategies using apps were created in these classes. Educational applications offer the possibility to bring innovations to teaching practices, as well as new forms of communication, interaction and authorship, thus contributing to the process of teaching and learning
One indicator of 21st century skills is collaboration; essential skill students
must acquire in century learning. This study aimed to reveal research trends
over the last three years based on the start of COVID-19 by using content
analysis and reviewing bibliometric results related to articles with
collaboration keywords. For bibliometric mapping analysis, a total of 500
articles were accessed, and for content analysis, 31 articles were selected
between 2019-2021 based on Google Scholar's database corresponding to
the education field study of the research. The results showed that digital
"health education collaboration" was the most searched keyword, while
researchers focused on collaboration in education between 2019-2021. The
most commonly used words in abstracts are teaching, creativity, ability, and
community. It was evident that the latest articles primarily focused on skills.
Bhone Myint Kyaw; AE Kinio is the most cited author in this field. The
most cited journals are the Journal of Medical Internet Research, Journal of
Surgical Education, The Journal of Technology Transfer, the most
prominent journal. The content analysis results showed that "21st-century
skill, problem, and implementation" has become the most studied variable in
the article.
Design and Implementation Multimedia Learning Success for Vocational Schools IJECEIAES
This research aims to design a web-based multimedia applications, interactive learning, in order to improve the learning outcomes of students, especially students of Vocational High School. Multimedia Learning has been designed with some additional content in the form of applications: decision support system for multimedia usage based on Model of Multimedia Learning Success. The population obtained from respondents vocational school in Central Java, which is already implementing multimedia learning. The method used is qualitative analysis in the form of: the development of multimedia learning integrated with decision support systems. Design and implementation of multimedia learning success system that is abbreviated "Sikemuning". Sikemuning can be used to measure or provide guidance for teachers in the use of multimedia. Interviews with several respondents teachers from vocational schools in Central Java showed that: the system success multimedia learning developed in this study can be used as feedback to assess the success and effectiveness of the implementation of learning activities, multimedia learning can improve the performance and intelligence of vocational school students.
User experience improvement of japanese language mobile learning application ...IJECEIAES
Advances in smartphone technology have led to the strong emergence of mobile learning (m-learning) on the market to support foreign language learning purposes, especially for the Japanese language. No matter what kind of m-learning application, their goal should help learners to learn the Japanese language independently. However, popular Japanese m-learning applications only accommodate on enhancing reading, vocabulary and writing ability so that user experience issues are still prevalent and may affect the learning outcome. In the context of user experience, usability is one of the essential factors in mobile application development to determine the level of the application’s user experience. In this paper, we advocate for a user experience improvement by using the mental model and A/B testing. The mental model is used to reflect the user’s inner thinking mode. A comparative approach was used to investigate the performance of 20 highgrade students with homogenous backgrounds and coursework. User experience level was measured based on the usability approach on pragmatic quality and hedonic quality like effectiveness (success rate of task completion), efficiency (task completion time) and satisfaction. The results then compared with an existing Japanese m-learning to gather the insight of improvement of our proposed method. Experimental results show that both m-learning versions proved can enhance learner performance in pragmatic attributes. Nevertheless, the study also reveals that an m-learning that employs the conversational mental model in the learning process is more valued by participants in hedonic qualities. Mean that the proposed m-learning which is developed with the mental model consideration and designed using A/B testing is able to provide conversational learning experience intuitively.
Development of a Video on Three-Dimensional Origami Creation Techniques to Im...EvaniaYafie
The aim of this research and development is to create a video on the creation techniques of threedimensional origami that is proper and effective as learning media for the handicrafts course for students of
Teacher Education for Early Education at the State University of Malang. The utilized research method was
Research and Development (R&D). The stages of the research involved analysis of needs through instructional
analysis, scenario development, video script development, footage recording, editing, and validation. The
research results indicated that the developed video was declared valid and proper for usage as learning media
based on evaluations from a media expert, material experts, and candidate users. Therefore, the developed
media can be utilized to support the improvement of skills of candidate teachers for early education in the
development of three-dimensional origami media products.
This article aims to outline different pedagogical strategies with applications (apps) in the classroom. Every year the use of mobile devices like tablets and smartphones increases. At the same time, applications are being developed to meet this demand. It is therefore essential that educators investigate their use as an motivational technological medium that can possibly be used in the classroom. Apps can be used both as a source of information as well as a tool for creating material. Thus, this article will present the results of a study applying teaching strategies in different contexts. It therefore highlights the importance of mobile learning as a viable alternative in the classroom. In order to do so, there was a multiple case study in the undergraduate pedagogy program and a digital inclusion course for seniors, both offered in the first semester of 2017 at the Federal University of Rio Grande do Sul (UFRGS). Educational applications and examples of teaching strategies using apps were created in these classes. Educational applications offer the possibility to bring innovations to teaching practices, as well as new forms of communication, interaction and authorship, thus contributing to the process of teaching and learning
One indicator of 21st century skills is collaboration; essential skill students
must acquire in century learning. This study aimed to reveal research trends
over the last three years based on the start of COVID-19 by using content
analysis and reviewing bibliometric results related to articles with
collaboration keywords. For bibliometric mapping analysis, a total of 500
articles were accessed, and for content analysis, 31 articles were selected
between 2019-2021 based on Google Scholar's database corresponding to
the education field study of the research. The results showed that digital
"health education collaboration" was the most searched keyword, while
researchers focused on collaboration in education between 2019-2021. The
most commonly used words in abstracts are teaching, creativity, ability, and
community. It was evident that the latest articles primarily focused on skills.
Bhone Myint Kyaw; AE Kinio is the most cited author in this field. The
most cited journals are the Journal of Medical Internet Research, Journal of
Surgical Education, The Journal of Technology Transfer, the most
prominent journal. The content analysis results showed that "21st-century
skill, problem, and implementation" has become the most studied variable in
the article.
Design and Implementation Multimedia Learning Success for Vocational Schools IJECEIAES
This research aims to design a web-based multimedia applications, interactive learning, in order to improve the learning outcomes of students, especially students of Vocational High School. Multimedia Learning has been designed with some additional content in the form of applications: decision support system for multimedia usage based on Model of Multimedia Learning Success. The population obtained from respondents vocational school in Central Java, which is already implementing multimedia learning. The method used is qualitative analysis in the form of: the development of multimedia learning integrated with decision support systems. Design and implementation of multimedia learning success system that is abbreviated "Sikemuning". Sikemuning can be used to measure or provide guidance for teachers in the use of multimedia. Interviews with several respondents teachers from vocational schools in Central Java showed that: the system success multimedia learning developed in this study can be used as feedback to assess the success and effectiveness of the implementation of learning activities, multimedia learning can improve the performance and intelligence of vocational school students.
User experience improvement of japanese language mobile learning application ...IJECEIAES
Advances in smartphone technology have led to the strong emergence of mobile learning (m-learning) on the market to support foreign language learning purposes, especially for the Japanese language. No matter what kind of m-learning application, their goal should help learners to learn the Japanese language independently. However, popular Japanese m-learning applications only accommodate on enhancing reading, vocabulary and writing ability so that user experience issues are still prevalent and may affect the learning outcome. In the context of user experience, usability is one of the essential factors in mobile application development to determine the level of the application’s user experience. In this paper, we advocate for a user experience improvement by using the mental model and A/B testing. The mental model is used to reflect the user’s inner thinking mode. A comparative approach was used to investigate the performance of 20 highgrade students with homogenous backgrounds and coursework. User experience level was measured based on the usability approach on pragmatic quality and hedonic quality like effectiveness (success rate of task completion), efficiency (task completion time) and satisfaction. The results then compared with an existing Japanese m-learning to gather the insight of improvement of our proposed method. Experimental results show that both m-learning versions proved can enhance learner performance in pragmatic attributes. Nevertheless, the study also reveals that an m-learning that employs the conversational mental model in the learning process is more valued by participants in hedonic qualities. Mean that the proposed m-learning which is developed with the mental model consideration and designed using A/B testing is able to provide conversational learning experience intuitively.
Development of Interactive E-Module for Global Warming to Grow of Critical Th...IJAEMSJORNAL
Critical thinking skills are important for solving global warming problems. This critical thinking skill is grown through learning with an interactive e-module for global warming designed to cultivate critical thinking skills.The purpose of this research is to develop an interactive e-module for critical thinking skills on global warming. This research was designed with Research and Develomment (R&D). The product has been validated by the design of the learning expert through the assessment and qualitatively analyzed descriptive. The product was tested with a quasi experimentsNon-equivalent control group pretest-posttest.Classroom experimental learning using an interactive e-module, but control class learning using conventional books. The test subjects are students from one high school in Bandar Lampung. The result is that the average of N-gain of experiment class is higher than control class, that is 0.77 for the experimental class and 0.55 for the control class. The ability of critical thinking skills on global warming for the experimental class increased significantly by 95%. In conclusion e-module interactive global warming can cultivate critical thinking skills.
National Seminar on Social Media Networks and Society organised by Tamil Nadu Teachers Education University (TNTEU), Chennai and Indian Council of Social Science Research (IMPRESS), New Delhi on 3rd February 2021
ENHANCING STUDENTS’ LEARNING AND SATISFACTION THROUGH THE USE OF SOCIAL MEDIAIJITE
Communication in and out the classroom is an essential component for education. As the technology
emerges, there is a need to adopt to the new technologies to enhance students’ learning experience. Social
media technologies provide informal communication methods that promote student engagement and
satisfaction by removing communication barriers. In this paper, we report our experience in using different
social media technologies to enhance students’ learning experience and satisfaction with the course. We
perform our experiment in software project management course and conduct a survey to assess the
students’ perspective towards using these different social media technologies in enhancing their learning
and satisfaction. Results show that students are satisfied and feel that their learning experience has
improved when using social media for class communication.
Enhancing Student's Learning and Satisfaction Through the Use of Social MediaIJITE
Communication in and out the classroom is an essential component for education. As the technology emerges, there is a need to adopt to the new technologies to enhance students’ learning experience. Social media technologies provide informal communication methods that promote student engagement and satisfaction by removing communication barriers. In this paper, we report our experience in using different social media technologies to enhance students’ learning experience and satisfaction with the course. We perform our experiment in software project management course and conduct a survey to assess the students’ perspective towards using these different social media technologies in enhancing their learning and satisfaction. Results show that students are satisfied and feel that their learning experience has improved when using social media for class communication.
ENHANCING STUDENTS’ LEARNING AND SATISFACTION THROUGH THE USE OF SOCIAL MEDIAIJITE
Communication in and out the classroom is an essential component for education. As the technology emerges, there is a need to adopt to the new technologies to enhance students’ learning experience. Social media technologies provide informal communication methods that promote student engagement and
satisfaction by removing communication barriers. In this paper, we report our experience in using different social media technologies to enhance students’ learning experience and satisfaction with the course. We perform our experiment in software project management course and conduct a survey to assess the students’ perspective towards using these different social media technologies in enhancing their learning
and satisfaction. Results show that students are satisfied and feel that their learning experience has improved when using social media for class communication.
The Model of Analytical Geometry Interactive Module using Systematic, Active,...AJHSSR Journal
ABSTRACT: This study aimed at producing an interactive Analytical Geometry Module based on
Systematic, Active, Effective (SAE) e-module model that can build learning independence and competency of
students in Mathematics Education study programs. This research employed the developmental research method
with the stages of development: preliminary studies, design, development, and testing. This study documented
that most of the students were interested in lectures on analytical geometry utilizing module teaching materials
in the form of interactive electronics (interactive e-modules) that could build student learning independence and
easily understand them. For this reason, it is necessary to develop teaching materials that are easy to understand,
namely interactive e-modules in the field of analytical geometry. At the design stage, this study captured the
results of the initial draft e-module interactive analytical geometry with systematic: introduction (preface,
instructions for using e-modules, material description, prerequisites, learning objectives), learning activities
include: a description of the material and examples of questions, practice exercises, summaries, competency
tests, practice answer instructions, feedback, and reference lists. At the development stage, an interactive draft
geometry e-module product draft was produced. The e-module draft is an interactive analytical geometry that is
designed and developed systematically and effectively and enables students to build learning independently by
adhering to the principles of developing teaching materials in learning. In the testing phase, the results of the
trial on the draft e-module were limited to students, and the overall average score was 3.27, which means that
the students considered that the analytical geometry interactive e-module product was good.
KEYWORDS:pengembangan, e-modul interaktif, SAE (Systematic, Active, Effective), geometri analitis
This work aims to provide a practical guide to assist students of Computer Science
courses and related fields to conduct a systematic literature review. The steps proposed
in this paper to conduct a systematic review were extracted from a technical report
published by the researcher Bárbara Kitchenham [1] and arranged in a more objective
format, in order to make information
Development of Classroom Management Based on Student Learning Style DatabaseWajoku Digital Library
This study aims to produce a classroom management application based on a database of student learning styles to identify and analyze student learning styles and match them with appropriate learning methods and media. This application is expected to facilitate classroom management according to student preferences. This research was research and development. Respondents were 198 people consisting of 30 teachers and 168 students at a Junior High School in South Bangka, Indonesia. The data analysis used quantitative data analysis techniques using descriptive statistics. The results showed that the application developed was feasible to be used to identify and analyze student learning styles and provide suggestions for learning methods and media that teachers should use in classroom management. The level of application eligibility in terms of technical aspects reaches 4.75, and the content aspect reaches 4.80. This application proved to be useful for teachers in class management as evidenced by the achievement of the usability test score by the teacher reaching 4.40. The usefulness of the application from the student’s perspective can be seen from the increase in the attractiveness of learning that occurs after the teacher uses this application compared to before.
Social Media Based Courseware for ASEAN Open Education: Opportunity and New C...Jintavee Khlaisang
Khlaisang, J. (2013). Social Media Based Courseware for ASEAN Open Education: Opportunity and New Challenge. The Asia Regional OpenCourseWare and Open Education Conference 2012, organized by Japan Opencourseware Consortium and Office of the Higher Education Commission, Thailand, January 21-22, 2013.
The Development of a Blended Learning Management Model with Synectics Teachin...ijma
The objectives of this research are: 1 ) to develop and determine the quality of a blended learning management model using synectics teaching and out-of-the-box thinking techniques; 2 ) to compare creativity thinking score after receiving the blended learning management by teaching synectics and outof-the-box thinking techniques to foster creativity and 3) to study the satisfaction of students learning with the blended learning management model. The sample group used in this research was the 1 st year Bachelor of Education students, Faculty of Education, Rajabhat Nakhon Si Thammarat University including 60 students enrolled in the course of innovation and information technology for communication and learning in semester 2, academic year 2020. They were divided into experimental groups and control groups. The research tools included web-based lessons, lesson plans and satisfaction assessments including mean, S.D. and hypothesis testing with independent t-test. The results showed that:1) the results of the development and quality assessment of the blended learning model by using synectic teaching and out-of-the-box thinking techniques to promote creativity were at a very good level; 2) comparison of creativity scores of the experimental group students after receiving the learning management with the developed instructional model were higher than the control group, indicating that the mean scores have statistically significantly different at . 05 and 3) the overall student satisfaction assessment in all aspects was high level. It was concluded that the research results were in accordance with the hypothesis testing.
Using Multimedia System as an Instructional Strategy: Implication and Challengesrahulmonikasharma
Teaching as a practice, presents some challenges. One of these challenges is lack of understanding by the students. Traditional means of teaching has not overcome this hence, the introduction of multimedia system. This paper introduces the use of multimedia system in teaching. It defines the concept, examines some literature on it, and presents how to build it and some of its benefits and challenges. It further presents some recommendations for the effective use of multimedia systems for the development of education.
This research was Analysis Design Development Implementation Evaluation (ADDIE) development model with data collection that is student need analysis, product validation, implementation validation, and audience validation. Data collection from 59 high school students found 60% of students needed the development of a fun learning method and 92% wanted MUN to be applied to learning. The results of the product validation gained a score of 97.58% and the results of the validation of the implementation got 95% and the results of the validation of the audience based on the critical thinking skills assessment got an average score of 82.58 and communication skills assessment got an average score of 84.45 with 31 students. Based on the results of the validation of the product development is considered very appropriate without revision. Model United Nations as a learning method is able to train and measure students' critical thinking skills and communication skills.
The implementation of design thinking models on the entrepreneurship learning...Laurensia Claudia Pratomo
PENERAPAN MODEL PEMBELAJARAN DESIGN THINKING PADA MATA PELAJARAN KEWIRAUSAHAAN DI SEKOLAH KEJURUAN
Laurensia Claudia Pratomo, Siswandari, Dewi Kusuma Wardani
Postgraduate of Economic Education Department Universitas Sebelas Maret, Indonesia.
Email: laurensiaclaudiap@gmail.com
ABSTRAK
Penelitian ini bertujuan untuk mengetahui penerapan model pembelajaran design thinking pada mata pelajaran kewirausahaan terutama pada kompetensi media pemasaran. Metode eksperimen digunakan pada penelitian ini dengan 120 siswa sekolah kejuruan di Surakarta sebagai objek penelitian. Data diperoleh dengan membagikan kuesioner kepada para siswa. Data diolah menggunakan aplikasi SPSS Statistik 23. Hasil dari N-Gain memperlihatkan jika terjadi peningkatan kreativitas dan kesadaran berwirausaha siswa pada kelas eksperimen setelah menerima pembelajaran kewirausahaan dengan model design thinking Stanforf D School. Pada kategori kreativitas tinggi terjadi peningkatan sebanyak 7% sedangkan pada kategori kesadaran berwirausaha tinggi terjadi peningkatan sebanyak 10%.
Kata kunci: model pembelajaran; design thinking; pembelajaran kewirausahaan; sekolah kejuruan.
----
The Implementation of design thinking Models on the Entrepreneurship Learning in Vocational Schools
Laurensia Claudia Pratomo, Siswandari, Dewi Kusuma Wardani
Faculty of Teacher Training and Education of Sebelas Maret University, Indonesia
Email: laurensiaclaudiap@gmail.com
Abstract
This study aims to determine the implementation of the design thinking learning model in entrepreneurship education, especially in marketing media competencies. The experimental method was used in this study with 120 vocational school students in Surakarta as research objects. The data were obtained by distributing questionnaires to students. The data is processed using SPSS Statistics 23 application. The results of N-Gain shows that students' creativity and entrepreneurial alertness in the experimental class has increased after receiving entrepreneurship education with Stanford D School's design thinking model. In the category of high creativity has increased by 7% while in the category of high entrepreneurial alertness has increased by 10%.
Keywords— learning model, design thinking, entrepreneurship learning, vocational schools.
"The Influence of Online Studies and Information using Learning Analytics"Fahmi Ahmed
This research will help people with inadequate knowledge to get
a better understanding of online study or e-learning. Through this
study, the social impact of online users or learners can be
increased, and the users can have a clear idea of online study. In
this research, the graphs will be presented according to country,
gender, age, online resources, etc. showing the impact of online
study and information on online users. The learners will get an
understandable knowledge of the type of sources, what is their
purpose, and resources people can use in online study. From this,
the learners will get a guide or path that how easily they can learn
online for study in a more flexible way. The outcomes are
visualized using the R language and Tableau with pre-processed
data.
Instructional media functioning to deliver the lesson has a very important role. There are a lot of instructional media used in learning process; one of those is interactive multimedia. This study aims to find out students response toward game based interactive media as instructional media in elementary school. The method used in this study was descriptive qualitative. The sample in this study was 10 students 5th grade elementary school. The data collecting methods were interview, observation and questionnaire. The collected data were analyzed by using interactive analysis consist of data collecting, data reduction, data presenting and conclusion. The result of this study shows that the student gave a good response toward game-based interactive multimedia. The students like and support the use of game based interactive multimedia as instructional media. Students felt that it was easier to understand lesson because the lesson was delivered not only through text, but also picture, audio, video and animation. The game in interactive media make the student be entertained and active in learning process. It is suggested that the teacher cooperate with the expert in education technology to improve interactive multimedia as interaction media.
Students’ Perception about Fundamental Programming Course Teaching and Learningrahulmonikasharma
Programming learning has unique characteristics as it is a subject that requires skill and higher order thinking. Students come to class with a perception about the subject mostly obtained from their seniors including fear or perceived difficulty. Senior students have a perception about programming learning that was supported by their experience during the subject learning. Students’ views (+ / -) about the course could affect their performance. A qualitative survey was conducted with 93 third year students to obtain their views about the students’ point of views while learning programming and the recommendation for modifying the course. Obstacles identified by students could be tackled with the aid of technology enhanced learning (TEL) including tutoring system. This survey is done as a preliminary step in developing and incorporating technical solution to students’ problems. The findings were: Mostly, students are satisfied with the amount of time and effort they dedicated to the subject. While some mentioned that they would practice coding more and perform some projects beyond the course level. Majority of the students pointed out that they got useful advice from seniors about the subject learning. Less feedback was discouraging to students. About their suggested modification about the way the course setup, their overall responses approved the course design. There were minor comments about the proportions of the theoretical to practical components and the suitable amount of assignments.
The effect of Institutional Ownership, Sales Growth and Profitability on Tax ...AJHSSR Journal
ABSTRACT: This research aims to test, analyze and obtain empirical evidence about the influence of
institutional ownership, sales growth and profitability on tax avoidance. The object of this research is
manufacturing companies in the consumer goods industry sector listed on the Indonesia Stock Exchange (BEI)
in 2018-2022. This research used quantitative research methods and causal research design. The sampling
technique in this research used non-probability sampling with purposive sampling as the basis for determining
the sample so that a sample of 55 samples was obtained. The data used is secondary data obtained from the
official website of the Indonesia Stock Exchange (BEI) during the 2018-2022 period. The data analysis method
used was multiple linear regression analysis with several tests such as descriptive statistical tests, classical
assumption tests, and hypothesis testing using SPSS version 26 statistical software. The results showed that the
institutional ownership variable has no effect on tax avoidance, while the sales growth and profitability has a
negative and significant effect on tax avoidance.
KEYWORDS: Institutional Ownership, Sales Growth, Profitability, Tax Avoidance
MGA ESTRATEHIYA SA PAGTUTURO KAUGNAY SA PASALITANG PARTISIPASYON NG MGA MAG-A...AJHSSR Journal
ABSTRAK: Ang mga estratehiya sa pagtuturo ay mahalagang kasangkapan sa paghahatid ng mabisang
pagtuturo sa loob ng silid. Tinukoy sa pag-aaral na ito ang antas ng kagustuhan ng mga mag-aaral sa pagsasadula,
pangkatang talakayan at paggawa ng mga koneksyon sa tunay na karanasan sa buhay bilang mga estratehiya sa
pagtuturo ng panitikan sa Filipino at pasalitang partisipasyon ng mga mag-aaral sa Baitang 7 ng Misamis
University Junior High School, Ozamiz City. Ang ginamit na disenyo sa pananaliksik na ito ay deskriptivcorrelational. Ang mga datos sa pag-aaral ay nagmula sa kabuuang populasyon na 120 na mag-aaral at tatlong
mga guro na tagamasid sa pasalitang partisipasyon ng mga mag-aaral. Ang Talatanungan sa Kagamitan sa
Pagtuturo ng Panitikan at Checklist batay sa Obserbasyon sa Pasalita na Partisipasyon ay ang instrumentong
ginamit sa pagkalap ng datos. Mean, standard deviation, Analysis of Variance at Pearson Product-Moment
Correlation Coefficient ang mga ginamit na estatistiko na sangkap. Inihayag sa naging resulta na ang tatlong piling
estratehiya sa pagtuturo ng panitikan sa Filipino ay may pinakamataas na antas ng kagustuhan ng mga mag-aaral.
Ang antas ng pakilahok ng mga mag-aaral sa paggamit ng tatlong estratehiya sa pagtuturo ng panitikan ay
pinakamataas na nagpapahiwatig na aktibong nakilahok ang mga mag-aaral sa mga gawain. Inihayag din na
walang makabuluhang kaibahan sa antas ng kagustuhan ng mga mag-aaral sa mga estratehiya sa pagtuturo ng
panitikan sa Filipino. Ito ay nangahulugan na gustong-gusto ng mga mag-aaral ang pagkakaroon ng mga
estratehiya sa pagtuturo. Walang makabuluhang kaugnayan ang kagustuhan sa mga estratehiya at antas ng
pakikilahok ng mga mag-aaral. Hindi nakaapekto sa kanilang pakikilahok ang anumang estratehiyang ginamit ng
guro.
KEYWORDS : estratehiya, karanasan, pagsasadula, pagtuturo, pangkatang talakayan
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Development of Interactive E-Module for Global Warming to Grow of Critical Th...IJAEMSJORNAL
Critical thinking skills are important for solving global warming problems. This critical thinking skill is grown through learning with an interactive e-module for global warming designed to cultivate critical thinking skills.The purpose of this research is to develop an interactive e-module for critical thinking skills on global warming. This research was designed with Research and Develomment (R&D). The product has been validated by the design of the learning expert through the assessment and qualitatively analyzed descriptive. The product was tested with a quasi experimentsNon-equivalent control group pretest-posttest.Classroom experimental learning using an interactive e-module, but control class learning using conventional books. The test subjects are students from one high school in Bandar Lampung. The result is that the average of N-gain of experiment class is higher than control class, that is 0.77 for the experimental class and 0.55 for the control class. The ability of critical thinking skills on global warming for the experimental class increased significantly by 95%. In conclusion e-module interactive global warming can cultivate critical thinking skills.
National Seminar on Social Media Networks and Society organised by Tamil Nadu Teachers Education University (TNTEU), Chennai and Indian Council of Social Science Research (IMPRESS), New Delhi on 3rd February 2021
ENHANCING STUDENTS’ LEARNING AND SATISFACTION THROUGH THE USE OF SOCIAL MEDIAIJITE
Communication in and out the classroom is an essential component for education. As the technology
emerges, there is a need to adopt to the new technologies to enhance students’ learning experience. Social
media technologies provide informal communication methods that promote student engagement and
satisfaction by removing communication barriers. In this paper, we report our experience in using different
social media technologies to enhance students’ learning experience and satisfaction with the course. We
perform our experiment in software project management course and conduct a survey to assess the
students’ perspective towards using these different social media technologies in enhancing their learning
and satisfaction. Results show that students are satisfied and feel that their learning experience has
improved when using social media for class communication.
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Communication in and out the classroom is an essential component for education. As the technology emerges, there is a need to adopt to the new technologies to enhance students’ learning experience. Social media technologies provide informal communication methods that promote student engagement and satisfaction by removing communication barriers. In this paper, we report our experience in using different social media technologies to enhance students’ learning experience and satisfaction with the course. We perform our experiment in software project management course and conduct a survey to assess the students’ perspective towards using these different social media technologies in enhancing their learning and satisfaction. Results show that students are satisfied and feel that their learning experience has improved when using social media for class communication.
ENHANCING STUDENTS’ LEARNING AND SATISFACTION THROUGH THE USE OF SOCIAL MEDIAIJITE
Communication in and out the classroom is an essential component for education. As the technology emerges, there is a need to adopt to the new technologies to enhance students’ learning experience. Social media technologies provide informal communication methods that promote student engagement and
satisfaction by removing communication barriers. In this paper, we report our experience in using different social media technologies to enhance students’ learning experience and satisfaction with the course. We perform our experiment in software project management course and conduct a survey to assess the students’ perspective towards using these different social media technologies in enhancing their learning
and satisfaction. Results show that students are satisfied and feel that their learning experience has improved when using social media for class communication.
The Model of Analytical Geometry Interactive Module using Systematic, Active,...AJHSSR Journal
ABSTRACT: This study aimed at producing an interactive Analytical Geometry Module based on
Systematic, Active, Effective (SAE) e-module model that can build learning independence and competency of
students in Mathematics Education study programs. This research employed the developmental research method
with the stages of development: preliminary studies, design, development, and testing. This study documented
that most of the students were interested in lectures on analytical geometry utilizing module teaching materials
in the form of interactive electronics (interactive e-modules) that could build student learning independence and
easily understand them. For this reason, it is necessary to develop teaching materials that are easy to understand,
namely interactive e-modules in the field of analytical geometry. At the design stage, this study captured the
results of the initial draft e-module interactive analytical geometry with systematic: introduction (preface,
instructions for using e-modules, material description, prerequisites, learning objectives), learning activities
include: a description of the material and examples of questions, practice exercises, summaries, competency
tests, practice answer instructions, feedback, and reference lists. At the development stage, an interactive draft
geometry e-module product draft was produced. The e-module draft is an interactive analytical geometry that is
designed and developed systematically and effectively and enables students to build learning independently by
adhering to the principles of developing teaching materials in learning. In the testing phase, the results of the
trial on the draft e-module were limited to students, and the overall average score was 3.27, which means that
the students considered that the analytical geometry interactive e-module product was good.
KEYWORDS:pengembangan, e-modul interaktif, SAE (Systematic, Active, Effective), geometri analitis
This work aims to provide a practical guide to assist students of Computer Science
courses and related fields to conduct a systematic literature review. The steps proposed
in this paper to conduct a systematic review were extracted from a technical report
published by the researcher Bárbara Kitchenham [1] and arranged in a more objective
format, in order to make information
Development of Classroom Management Based on Student Learning Style DatabaseWajoku Digital Library
This study aims to produce a classroom management application based on a database of student learning styles to identify and analyze student learning styles and match them with appropriate learning methods and media. This application is expected to facilitate classroom management according to student preferences. This research was research and development. Respondents were 198 people consisting of 30 teachers and 168 students at a Junior High School in South Bangka, Indonesia. The data analysis used quantitative data analysis techniques using descriptive statistics. The results showed that the application developed was feasible to be used to identify and analyze student learning styles and provide suggestions for learning methods and media that teachers should use in classroom management. The level of application eligibility in terms of technical aspects reaches 4.75, and the content aspect reaches 4.80. This application proved to be useful for teachers in class management as evidenced by the achievement of the usability test score by the teacher reaching 4.40. The usefulness of the application from the student’s perspective can be seen from the increase in the attractiveness of learning that occurs after the teacher uses this application compared to before.
Social Media Based Courseware for ASEAN Open Education: Opportunity and New C...Jintavee Khlaisang
Khlaisang, J. (2013). Social Media Based Courseware for ASEAN Open Education: Opportunity and New Challenge. The Asia Regional OpenCourseWare and Open Education Conference 2012, organized by Japan Opencourseware Consortium and Office of the Higher Education Commission, Thailand, January 21-22, 2013.
The Development of a Blended Learning Management Model with Synectics Teachin...ijma
The objectives of this research are: 1 ) to develop and determine the quality of a blended learning management model using synectics teaching and out-of-the-box thinking techniques; 2 ) to compare creativity thinking score after receiving the blended learning management by teaching synectics and outof-the-box thinking techniques to foster creativity and 3) to study the satisfaction of students learning with the blended learning management model. The sample group used in this research was the 1 st year Bachelor of Education students, Faculty of Education, Rajabhat Nakhon Si Thammarat University including 60 students enrolled in the course of innovation and information technology for communication and learning in semester 2, academic year 2020. They were divided into experimental groups and control groups. The research tools included web-based lessons, lesson plans and satisfaction assessments including mean, S.D. and hypothesis testing with independent t-test. The results showed that:1) the results of the development and quality assessment of the blended learning model by using synectic teaching and out-of-the-box thinking techniques to promote creativity were at a very good level; 2) comparison of creativity scores of the experimental group students after receiving the learning management with the developed instructional model were higher than the control group, indicating that the mean scores have statistically significantly different at . 05 and 3) the overall student satisfaction assessment in all aspects was high level. It was concluded that the research results were in accordance with the hypothesis testing.
Using Multimedia System as an Instructional Strategy: Implication and Challengesrahulmonikasharma
Teaching as a practice, presents some challenges. One of these challenges is lack of understanding by the students. Traditional means of teaching has not overcome this hence, the introduction of multimedia system. This paper introduces the use of multimedia system in teaching. It defines the concept, examines some literature on it, and presents how to build it and some of its benefits and challenges. It further presents some recommendations for the effective use of multimedia systems for the development of education.
This research was Analysis Design Development Implementation Evaluation (ADDIE) development model with data collection that is student need analysis, product validation, implementation validation, and audience validation. Data collection from 59 high school students found 60% of students needed the development of a fun learning method and 92% wanted MUN to be applied to learning. The results of the product validation gained a score of 97.58% and the results of the validation of the implementation got 95% and the results of the validation of the audience based on the critical thinking skills assessment got an average score of 82.58 and communication skills assessment got an average score of 84.45 with 31 students. Based on the results of the validation of the product development is considered very appropriate without revision. Model United Nations as a learning method is able to train and measure students' critical thinking skills and communication skills.
The implementation of design thinking models on the entrepreneurship learning...Laurensia Claudia Pratomo
PENERAPAN MODEL PEMBELAJARAN DESIGN THINKING PADA MATA PELAJARAN KEWIRAUSAHAAN DI SEKOLAH KEJURUAN
Laurensia Claudia Pratomo, Siswandari, Dewi Kusuma Wardani
Postgraduate of Economic Education Department Universitas Sebelas Maret, Indonesia.
Email: laurensiaclaudiap@gmail.com
ABSTRAK
Penelitian ini bertujuan untuk mengetahui penerapan model pembelajaran design thinking pada mata pelajaran kewirausahaan terutama pada kompetensi media pemasaran. Metode eksperimen digunakan pada penelitian ini dengan 120 siswa sekolah kejuruan di Surakarta sebagai objek penelitian. Data diperoleh dengan membagikan kuesioner kepada para siswa. Data diolah menggunakan aplikasi SPSS Statistik 23. Hasil dari N-Gain memperlihatkan jika terjadi peningkatan kreativitas dan kesadaran berwirausaha siswa pada kelas eksperimen setelah menerima pembelajaran kewirausahaan dengan model design thinking Stanforf D School. Pada kategori kreativitas tinggi terjadi peningkatan sebanyak 7% sedangkan pada kategori kesadaran berwirausaha tinggi terjadi peningkatan sebanyak 10%.
Kata kunci: model pembelajaran; design thinking; pembelajaran kewirausahaan; sekolah kejuruan.
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The Implementation of design thinking Models on the Entrepreneurship Learning in Vocational Schools
Laurensia Claudia Pratomo, Siswandari, Dewi Kusuma Wardani
Faculty of Teacher Training and Education of Sebelas Maret University, Indonesia
Email: laurensiaclaudiap@gmail.com
Abstract
This study aims to determine the implementation of the design thinking learning model in entrepreneurship education, especially in marketing media competencies. The experimental method was used in this study with 120 vocational school students in Surakarta as research objects. The data were obtained by distributing questionnaires to students. The data is processed using SPSS Statistics 23 application. The results of N-Gain shows that students' creativity and entrepreneurial alertness in the experimental class has increased after receiving entrepreneurship education with Stanford D School's design thinking model. In the category of high creativity has increased by 7% while in the category of high entrepreneurial alertness has increased by 10%.
Keywords— learning model, design thinking, entrepreneurship learning, vocational schools.
"The Influence of Online Studies and Information using Learning Analytics"Fahmi Ahmed
This research will help people with inadequate knowledge to get
a better understanding of online study or e-learning. Through this
study, the social impact of online users or learners can be
increased, and the users can have a clear idea of online study. In
this research, the graphs will be presented according to country,
gender, age, online resources, etc. showing the impact of online
study and information on online users. The learners will get an
understandable knowledge of the type of sources, what is their
purpose, and resources people can use in online study. From this,
the learners will get a guide or path that how easily they can learn
online for study in a more flexible way. The outcomes are
visualized using the R language and Tableau with pre-processed
data.
Instructional media functioning to deliver the lesson has a very important role. There are a lot of instructional media used in learning process; one of those is interactive multimedia. This study aims to find out students response toward game based interactive media as instructional media in elementary school. The method used in this study was descriptive qualitative. The sample in this study was 10 students 5th grade elementary school. The data collecting methods were interview, observation and questionnaire. The collected data were analyzed by using interactive analysis consist of data collecting, data reduction, data presenting and conclusion. The result of this study shows that the student gave a good response toward game-based interactive multimedia. The students like and support the use of game based interactive multimedia as instructional media. Students felt that it was easier to understand lesson because the lesson was delivered not only through text, but also picture, audio, video and animation. The game in interactive media make the student be entertained and active in learning process. It is suggested that the teacher cooperate with the expert in education technology to improve interactive multimedia as interaction media.
Students’ Perception about Fundamental Programming Course Teaching and Learningrahulmonikasharma
Programming learning has unique characteristics as it is a subject that requires skill and higher order thinking. Students come to class with a perception about the subject mostly obtained from their seniors including fear or perceived difficulty. Senior students have a perception about programming learning that was supported by their experience during the subject learning. Students’ views (+ / -) about the course could affect their performance. A qualitative survey was conducted with 93 third year students to obtain their views about the students’ point of views while learning programming and the recommendation for modifying the course. Obstacles identified by students could be tackled with the aid of technology enhanced learning (TEL) including tutoring system. This survey is done as a preliminary step in developing and incorporating technical solution to students’ problems. The findings were: Mostly, students are satisfied with the amount of time and effort they dedicated to the subject. While some mentioned that they would practice coding more and perform some projects beyond the course level. Majority of the students pointed out that they got useful advice from seniors about the subject learning. Less feedback was discouraging to students. About their suggested modification about the way the course setup, their overall responses approved the course design. There were minor comments about the proportions of the theoretical to practical components and the suitable amount of assignments.
The effect of Institutional Ownership, Sales Growth and Profitability on Tax ...AJHSSR Journal
ABSTRACT: This research aims to test, analyze and obtain empirical evidence about the influence of
institutional ownership, sales growth and profitability on tax avoidance. The object of this research is
manufacturing companies in the consumer goods industry sector listed on the Indonesia Stock Exchange (BEI)
in 2018-2022. This research used quantitative research methods and causal research design. The sampling
technique in this research used non-probability sampling with purposive sampling as the basis for determining
the sample so that a sample of 55 samples was obtained. The data used is secondary data obtained from the
official website of the Indonesia Stock Exchange (BEI) during the 2018-2022 period. The data analysis method
used was multiple linear regression analysis with several tests such as descriptive statistical tests, classical
assumption tests, and hypothesis testing using SPSS version 26 statistical software. The results showed that the
institutional ownership variable has no effect on tax avoidance, while the sales growth and profitability has a
negative and significant effect on tax avoidance.
KEYWORDS: Institutional Ownership, Sales Growth, Profitability, Tax Avoidance
MGA ESTRATEHIYA SA PAGTUTURO KAUGNAY SA PASALITANG PARTISIPASYON NG MGA MAG-A...AJHSSR Journal
ABSTRAK: Ang mga estratehiya sa pagtuturo ay mahalagang kasangkapan sa paghahatid ng mabisang
pagtuturo sa loob ng silid. Tinukoy sa pag-aaral na ito ang antas ng kagustuhan ng mga mag-aaral sa pagsasadula,
pangkatang talakayan at paggawa ng mga koneksyon sa tunay na karanasan sa buhay bilang mga estratehiya sa
pagtuturo ng panitikan sa Filipino at pasalitang partisipasyon ng mga mag-aaral sa Baitang 7 ng Misamis
University Junior High School, Ozamiz City. Ang ginamit na disenyo sa pananaliksik na ito ay deskriptivcorrelational. Ang mga datos sa pag-aaral ay nagmula sa kabuuang populasyon na 120 na mag-aaral at tatlong
mga guro na tagamasid sa pasalitang partisipasyon ng mga mag-aaral. Ang Talatanungan sa Kagamitan sa
Pagtuturo ng Panitikan at Checklist batay sa Obserbasyon sa Pasalita na Partisipasyon ay ang instrumentong
ginamit sa pagkalap ng datos. Mean, standard deviation, Analysis of Variance at Pearson Product-Moment
Correlation Coefficient ang mga ginamit na estatistiko na sangkap. Inihayag sa naging resulta na ang tatlong piling
estratehiya sa pagtuturo ng panitikan sa Filipino ay may pinakamataas na antas ng kagustuhan ng mga mag-aaral.
Ang antas ng pakilahok ng mga mag-aaral sa paggamit ng tatlong estratehiya sa pagtuturo ng panitikan ay
pinakamataas na nagpapahiwatig na aktibong nakilahok ang mga mag-aaral sa mga gawain. Inihayag din na
walang makabuluhang kaibahan sa antas ng kagustuhan ng mga mag-aaral sa mga estratehiya sa pagtuturo ng
panitikan sa Filipino. Ito ay nangahulugan na gustong-gusto ng mga mag-aaral ang pagkakaroon ng mga
estratehiya sa pagtuturo. Walang makabuluhang kaugnayan ang kagustuhan sa mga estratehiya at antas ng
pakikilahok ng mga mag-aaral. Hindi nakaapekto sa kanilang pakikilahok ang anumang estratehiyang ginamit ng
guro.
KEYWORDS : estratehiya, karanasan, pagsasadula, pagtuturo, pangkatang talakayan
The Role of the Instruction of Reading Comprehension Strategies in Enhancing ...AJHSSR Journal
ABSTRACT :Throughout my studies and teaching English in different language centers and higher studies
institutions, I have come to conclude that students consider Reading comprehension as a nightmare that
frightens them and hinders their language acquisition in the Moroccan EFL Context. This may cause them to
develop an internal psychological obstacle that grows as their lack of the necessary instruments or tools to
overcome are not equipped with. They become lost and unaware about or unfamiliar with the necessary reading
comprehension strategies that could help them to face the problem of misunderstanding or non-understanding
of English texts. Respectively, this article which is only one part of my whole study aims at showing the effect
of teaching reading strategies in enhancing the S1 students‟ familiarity with reading strategies and raising their
frequency use. A sample of 283 University students in EFL context have been chosen randomly and have
attended the usual academic reading classes, yet only 76 are subject to this survey. 38 of them constitute the
experimental group who have attended the treatment regularly in one of the language centers and the other 38
participants are chosen randomly from the whole population to constitute the Control group. They all have
Psychosocial Factors and Deviant Behaviors of Children in Conflict with the L...AJHSSR Journal
ABSTRACT:This study aims to determine the relationship between psychosocialfactors and deviant
behaviors among children in conflict with the law (CICL) inDavao Region. The researchers want to discover the
prevalent factors thatdrive these children to their behaviors. Further, the study sought to determinethe
manifestation of psychosocial factors in terms of life satisfaction, emotionalsupport, self-esteem, and personality
traits. The study's data came from N-83children in conflict with the law (CICL) at the Regional Rehabilitation
Center forYouth (RRCY) in Bago Oshiro, Davao City; all respondents are male. This studyused a total
enumeration sampling technique due to the relatively smallpopulation size. The researchers adapted the
Psychosocial surveyquestionnaires by Zabriskie & Ward (2013) and by John and Srivastava (1999)as well as the
Deviant Behavior Variety Scale (DBVS) by Sanches et al. (2016).Through the use of a validated questionnaire,
the mean and standard deviationare determined. The researchers modified this questionnaire and translated itinto
the respondents' mother tongue (Cebuano) for them to comprehend itbetter. The study discovered no significant
relationship between psychosocialfactors and deviant behaviors of children in conflict with the law (CICL) in
theDavao Region
KEYWORDS :Children in Conflict with the Law (CICL), deviant behaviors, psychosocial factors
Entropy: A Join between Science and Mind-SocietyAJHSSR Journal
ABSTRACT: Entropy is join, intersection and interaction between natural science and human mind-society.
We proposed that if internal interactions exist in isolated systems, entropy decrease will be possible for this
system. Management in system is a typical internal interaction within the isolated system. The purpose of
management is to use regulating the internal interactions within the system, and to decrease the increasing
entropy spontaneously. We propose the principle of social civilization and the developing direction is: freedom
of thought, rule of action. Both combinations should be a peaceful revision and improvement of social rules and
laws. Different countries and nations, different religions and beliefs should coexist peacefully and compete
peacefully. The evolution of human society must be coevolution. Its foundation is the evolution of the human
heart and the human nature.
KEYWORDS: entropy, science, society, management, mind, evolution.
A Model of Disaster Resilience Among Colleges and Universities: A Mixed Metho...AJHSSR Journal
ABSTRACT :This research paper aimed to create a comprehensive framework for measuring disaster
resilience in colleges and universities. The study used a mixed method through Exploratory Factor Analysis
(EFA), which involved analyzing data from a survey questionnaire. The questionnaire was developed based on
in-depth interviews with 12 selected participants from the University of Mindanao, as well as relevant literature
and studies. It was reviewed and validated by 10 experts using a method called Content Validity Ratio (CVR).
This questionnaire was then administered to 400 students from 10 different colleges in University of Mindanao.
After conducting the Exploratory Factor Analysis and performing rotations and iterations, the researchers
identified five main constructs that characterize disaster resilience among colleges (1) disaster preparedness, (2)
disaster awareness, (3) community readiness, and (4) disaster management, (5) disaster resilience. The
researchers aimed to create an organization called “Council of College Disaster Volunteers (CCDV)” which
consist of student volunteers. These factors can be used to develop effective management strategies and
strengthen efforts in preventing and managing disasters and accidents.
KEYWORDS:content validity ratio, criminology, disaster resilience, disaster management, exploratory factor
analysis, and Philippines.
Environmental Struggles and Justice Among Lumad Farmers of Davao CityAJHSSR Journal
ABSTRACT : The study described the various environmental struggles experienced among the participants
and their status in accessing justice. The study followed a qualitative multiple-case study approach; the
participants are the Lumad farmers of Marilog, Davao City selected through a Critical sampling method and
aims to present the environmental violations experienced by the Lumad farmers in Davao City and how it
affected their families and sustenance further, their status in accessing justice is also explored. The study
concluded that the most common struggles the participant experience are Illegal logging and improper waste
disposal, which affect their farms, family, health, and income. Their preferred means to accessing justice is
through barangay settlement; the rigors of accessing courts, such as distance, expenses, fear of ruling, and the
hassle of being called to be present in court, are the most prevalent barriers that hinder the lead farmers from
accessing justice or seeking legal action. Nevertheless, the participants believed that the government would help
them in accessing justice.
KEYWORDS :access to justice, criminology,environmental justice, environmental struggles, lumadfarmers
CYBERBULLYING EXPERIENCES OF UNIVERSITY OF MINDANAO CRIMINOLOGY STUDENTSAJHSSR Journal
ABSTRACT:This paper explores the cyberbullying experiences among Criminology students at the
University of Mindanao. A simple random sampling method was used to distribute the study's online
questionnaire to the respondents and to survey the target population. This study has four hundred (400)
respondents, and the respondents are Criminology students at the University of Mindanao. The findings of this
study revealed that the level of cyberbullying experiences is sometimes manifested. On the other hand, the
cyberbullying experiences of the students indicate a moderate level, which indicates that the cyberbullying
experiences of the respondents are sometimes manifested. Also, the computations showed that among the
indicators presented, the highest mean is obtained in the psychological effect, which implies that there is a
significant effect of cyberbullying experiences of the respondents in terms of the Gender level of the
respondents. Therefore, respondents with a low level of cyberbullying experiences tend to have a moderate level
of cyberbullying experience. However, there is no significant effect in terms of age and year level of the
respondents according to the results regarding the psychological, emotional, and physical impact of
cyberbullying.
KEYWORDS :cyberbullying, emotional, experiences, psychological,physical effect, and simple random
sampling method.
A philosophical ontogenetic standpoint on superego role in human mind formationAJHSSR Journal
ABSTRACT: One of the most significant contributions of psychoanalysis to understand the human being is the
elaboration of a model about the mind from a topical and dynamic perspective. Freud explains the mind by the
constitution of the preconscious, conscious, and subconscious. Later, by three dynamic components: the id, the
ego and the superego. Such an organization of the psychic apparatus supposes not only individual elements, but
social influences along the process of hominization. In this paper, we recover the findings of the renowned
anthropologist Lewis Morgan, trying to link some of them to the psychoanalytic theory. Especially highlighting
the importance of superego in Haidt’s social intuitionism.
Keywords: evolutionism, intuitionism, psychoanalysis, Freud, Haidt, Morgan
Improving Workplace Safety Performance in Malaysian SMEs: The Role of Safety ...AJHSSR Journal
ABSTRACT: In the Malaysian context, small and medium enterprises (SMEs) experience a significant
burden of workplace accidents. A consensus among scholars attributes a substantial portion of these incidents to
human factors, particularly unsafe behaviors. This study, conducted in Malaysia's northern region, specifically
targeted Safety and Health/Human Resource professionals within the manufacturing sector of SMEs. We
gathered a robust dataset comprising 107 responses through a meticulously designed self-administered
questionnaire. Employing advanced partial least squares-structural equation modeling (PLS-SEM) techniques
with SmartPLS 3.2.9, we rigorously analyzed the data to scrutinize the intricate relationship between safety
behavior and safety performance. The research findings unequivocally underscore the palpable and
consequential impact of safety behavior variables, namely safety compliance and safety participation, on
improving safety performance indicators such as accidents, injuries, and property damages. These results
strongly validate research hypotheses. Consequently, this study highlights the pivotal significance of cultivating
safety behavior among employees, particularly in resource-constrained SME settings, as an essential step toward
enhancing workplace safety performance.
KEYWORDS :Safety compliance, safety participation, safety performance, SME
Psychological Empowerment and Empathy as Correlates of ForgivenessAJHSSR Journal
ABSTRACT: The study explores Psychological Empowerment and Empathy as Correlates of Forgiveness.
The two variables are regarded to have influence on the decision one makes to forgive another. The study aimed
at examining the relationships between psychological empowerment and forgiveness, empathy and forgiveness
and to identify which one of the two,Psychological Empowerment or Empathy, is the more powerful predictor of
forgiveness. The study took a survey design with a sample of 350 drawn from a population of university students
using a self-administered questionnaire with four sections: Personal information, Psychological empowerment
scale, Toronto Empathy questionnaire, and the Heartland Forgiveness Scale (HFS). Data analysis employed
Pearson’s product moment correlation and regression analysis to test hypotheses. The results show significant
relationships between psychological empowerment and forgiveness as well as empathy and forgiveness.
Empathy was found to be the more powerful predictor of forgiveness.
KEY WORDS: Psychological empowerment, empathy, forgiveness
Exploring The Dimensions and Dynamics of Felt Obligation: A Bibliometric Anal...AJHSSR Journal
ABSTARCT: This study presents, to our knowledge, the first bibliometric analysis focusing on the concept of
"felt obligation," examining 120 articles published between 1986 and 2024. The aim of the study is to deepen our
understanding of the existing knowledge in the field of "felt obligation" and to provide guidance for further
research. The analysis is centered around the authors, countries, institutions, and keywords of the articles. The
findings highlight prominent researchers in this field, leading universities, and influential journals. Particularly,
it is identified that China plays a leading role in "felt obligation" research. The analysis of keywords emphasizes
the thematic focuses of these studies and provides a roadmap for future research. Finally, various
recommendations are presented to deepen the knowledge in this area and promote applied research. This study
serves as a foundation to expand and advance the understanding of "felt obligation" in the field.
KEYWORDS: Felt Obligation, Bibliometric Analysis, Research Trends
Les autorités traditionnelles et l’administration coloniale au Tchad : 1900-1960AJHSSR Journal
ABSTRACT : In Africa, traditionalauthorities are the guardians of tradition. Recently, however, they have
been caughtbetween tradition and modernity in the exercise of political power in Chad. However, we are
witnessing the revival of chieftaincy and the hybridization of the politicalpowersexercisedwithinit. In this
cohabitation of powers, traditionalauthorityisescapingitsrole as guardian of tradition.
Traditionalauthorityisthereforepresented in itscurrent state, as a proxy for the modern state in traditional
administrative districts. The aim of thisstudyis to analyze the mutations and adaptability of
traditionalauthorityfrom the pre-colonialperiodthrough the colonial period to the post-colonial period. This
workanalyzes the mutations of authorities. The data collected and processedrevealthattraditionalauthorities have
survivedalmosteverywhere, the former chiefdomsdissolvedduringcolonization have been restored by
republicanheads of state, while more and more frequently civil servants, businessmen, academics and
othermembers of the literateelite, whopreviouslyhad no attraction for the position of traditionalchief, are
beingenthroned.
Key words:Authorities, Administration, colonization, Chad, Kanem.
A Conceptual Analysis of Correlates of Domestic Violence and Adolescent Risky...AJHSSR Journal
ABSTRACT: The study explores domestic violence and how it influences adolescent risky behavior.
Domestic violence is a devastating social problem resulting in significant and enduring effects on children,
threatening both their health and emotional well-being. The study aimed at examining the relationships between
domestic Violence and Psychological Empowerment, Domestic Violence and Self-esteem, psychological
Empowerment and Self-Regulation, Self Esteem and Psychological empowerment, Self-Esteem and Selfregulation, Self-Regulation and Adolescent Risky Behavior and identify the stronger predictor of self-regulation
between psychological empowerment and Self-esteem. Adolescent respondents who experienced domestic
violence were purposely selected and guided by teachers and administrators who had provided support to these
children.The questionnaire had six sections namely; personal information, the Child Exposure to Domestic
Violence Scale, the Psychological empowerment scale, the Rosenberg Self-esteem Inventory, and the Brief
Self-Control Scale. Data analysis employed Pearson's product-moment correlation (r) to test hypotheses 1,
2,3,4,5, and 6. Regression analysis was used for hypothesis 7.The results show a significant relationship
between domestic Violence and Psychological Empowerment, Domestic Violence and Self-esteem,
psychological Empowerment and Self-Regulation, Self Esteem and Psychological empowerment, Self-Esteem
and Self-regulation, Self-Regulation, and Adolescent Risky Behavior. The study documents that Psychological
empowerment is a stronger predictor of self-regulation than Self-esteem.
KEYWORDS:Domestic violence, psychological empowerment, self-regulation, and Adolescent risky behavior
Driving Sustainable Competitive Advantage Through an Innovative Aggregator Bu...AJHSSR Journal
ABSTRACT : The aim of the research is to analyze the influence of the aggregation business model on
Sustainable Competitive Advantage (SCA). Through a survey of 216 MSMEs in the creative economy sector
selected randomly using an ex post facto causal research approach, an overview of the aggregator business
model and its impact on financial resources and SCA was obtained. The aggregator business model plays a role
in facilitating increased access to financial resources to meet both available and required working capital for
realizing SCA in Malang's Lokanima area. The strength of ABM lies in understanding the resources needed for
SCA and the effectiveness of mobilizing services while considering the most cost-effective options, including
providing various alternatives in their provision. Financial resources are an important factor supporting the
achievement of SCA. Access to financial resources is key to facilitating business growth and sustainability.
Theoretical implications: The concept of the aggregator business model emphasizes the efficient and effective
collection, aggregation, and distribution of resources in connecting service providers with consumers in an
economical and efficient manner. Practical implications: ABM can enhance the performance of financial
resource provision by optimizing relationships with MSMEs and financial institutions, leading to business
growth and sustainability for MSMEs.
KEYWORDS -Aggregator Business, Creative Economy, Financial Resources, Sustainable Competitive
Advantage
Accuracy of ChatGPT for Basic Values of Trigonometric FunctionsAJHSSR Journal
ABSTRACT : This study analyzes the accuracy of ChatGPT, an artificial intelligence model based on GPT3.5, in determining the values of basic trigonometric functions. To this end, we examine ChatGPT's responses to
sine, cosine, tangent, and cotangent values for a wide range of angles. We compare the results provided by
ChatGPT with the accuracy values determined by basic trigonometry. We also explore differences in accuracy
depending on changes in question complexity and given context. The results show a high level of accuracy of
ChatGPT in determining the values of trigonometric functions, especially for common angles. However, it is
noted that accuracy may be affected in certain cases of extreme angles or complex questions. This analysis
provides an important representation of ChatGPT's capabilities in the field of mathematics, using a new method
for testing the accuracy of artificial intelligence models in determining trigonometric values.
Keywords -Accuracy, AI Model, ChatGPT, Trigonometric Functions, Trigonometry
Postmodern Marketing and Its Impact on Traditional Marketing Approaches: Is K...AJHSSR Journal
ABSTRACT : The essay discusses the concept of postmodern marketing and its impact on marketing theory
and practice. It explores the characteristics of postmodernism, including openness, tolerance, hyper-reality,
fragmentation, and the lack of clear boundaries, and how they challenge traditional marketing approaches. The
paper also looks at the contributions of postmodern marketing to consumer and marketing research and how it
has redefined the way we think about marketing as a science. Ultimately, it raises the question of whether and
how marketing should adapt itself to the new conditions brought about by postmodernism.
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Morocco, exploring how integration is defined by the children themselves and identifying the obstacles that they
have encountered thus far. The following paper uses an inductive approach and primarily focuses on the
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Moroccan Arabic (Darija) and being part of a community for effective integration. Moreover, it reveals that the
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indicating the need for language policy reform. The study underlines the importanceof considering the
children‟s agency when being integrated into mainstream public schools.
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construct in a socio-cultural context. Older people see sport as a way of curingillnesses, but above all as a way
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Learning Media Development of Writing Procedure Texts for Junior High SchoolStudents
1. American Journal of Humanities and Social Sciences Research (AJHSSR) 2023
A J H S S R J o u r n a l P a g e | 123
American Journal of Humanities and Social Sciences Research (AJHSSR)
e-ISSN : 2378-703X
Volume-07, Issue-12, pp-123-129
www.ajhssr.com
Research Paper Open Access
Learning Media Development of Writing Procedure Texts for
Junior High SchoolStudents
Muhammad Nassarudin1, Rustam2
Master of Indonesian Language and Literature Education, Postgraduate, Jambi UniversityJl. Raden Mattaher
No.21, Ps. Jambi, District. East Jambi, Jambi City, Jambi 36123
ABSTRACT : This research aims to determine the development steps, feasibility and effectivenessof learning
media for writing procedural texts for junior high school students. This research uses the Research and
Development (R&D) type of research which refers to the ADDIEmodel. The data collection instruments
for this research used questionnaires and test sheets.From the media experts' assessment results, an average
of 96.6% was obtained in the verygood category, material experts' results were obtained on average 80% in
the Good category,and language experts obtained an average of 94% in the Very Good category. This means that
it can be linked as a learning media based on the Pixellab application and is suitable for use inlearning. Judging
from the results of the trial in the small group, namely 10 students at thepre-test stage obtained a score of
588 and post-test 802 with a score of 0.51 in the quitedecent category, while in the large group, namely 27
students at the pre-test stage obtained ascore of 1,561 and pretest 2,220 with a score of 0.57 in the quite decent
category. So based onthe results of this comparison, the learning media based on the Pixellab application
forlessons on writing procedural texts is quite suitable for use as learning media in SMP.
KEYWORDS: Writing Procedure Texts, Pixellab Application, Learning Media.
I. INTRODUCTION
Media as a tool and material in the process of obtaining something. In accordancewith the opinion
of Sukiman (2012:29) learning media is anything that can be used to channelmessages from the sender to the
recipient so as to stimulate students' thoughts, feelings, attention and interests as well as their will. Learning is a
communication process between learners, teachers, and teaching materials. Media is also an intermediary in the
learning process, in line with Criticos' opinion in Daryanto (2015:4) Learning media is currently an intermediary
tool in the learning process. Azhar (2011:15) states that the use of media in learning can generate new desires
and interests, generate motivation and stimulate learning activities, and even bring about psychological
influences on students.
The existence of learning media is very important because it can help students' learning process
Kuswanto and Radiansah (2018). Using media can increase student achievement and learning motivation.
Having learning media will make the learning process more interesting, for example in terms of appearance
combined with several images oranimations. The attractiveness of physical appearance greatly influences the
learning process, the more attractive the media appearance, the more motivated students are to learn, thus
influencing student learning outcomes. Resiani, Agung, and Jampel (2015).
Learning media is divided into three forms, namely visual media or graphic models,audio or sound
recordings, and audio-visual or video. Media is not only a teaching tool but also a carrier of messages or
information that students need Miftah (2013). The use of learning media must be adjusted to the needs of
educators and students. Therefore, educators must sort and choose the types of learning media.
Talking about learning media, followed by developments in science and technology (IPTEK) in
Indonesia, encourages educators to be creative using various media. The existence of application-based learning
media is a response to technological developments, especially devices which are becoming more sophisticated
and smarter every day. Apart fromthat, creating application-based learning media is an effort to develop learning
media that willbe familiar to students' lives, including Android application-based learning media.
Applications in the Android system in general are a part of the design regarding operations related to Linux-
based mobile devices, where Android applications include the operating system, applications and middleware.
These three elements are closely related to smartphone use.
2. American Journal of Humanities and Social Sciences Research (AJHSSR) 2023
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Analysis
Evaluation Design
Implementation Development
Application is the use or application of a concept that becomes a product of discussion. Applications
can also be interpreted as computer programs created to help humans carry out certain tasks Wicaksana and
Rachman (2018). Meanwhile, Lauren (2013) argues that Android applications provide an open platform for users
and developers to create various forms of applications that they want. This application can be in the form of
knowledge, games, education, religion, and so on. The development of Android applications in Indonesia makes
it easier for educators to create various application-based learning media, for example Ruang Guru, Canva,
Quipper, Pixellab in the research that the author will carry out, namely the development of learning media based
on the Pixellab application.
The PixelLab application is a photo editing, image editing and logo creation application that has quite
complete features and is easy to use for those of you who like to be creative in editing photos, editing images or
creating logos. This application is very easy to use with simple menu buttons, easy to understand. This PixelLab
application offers many benefits and image and photo editing features. And you can add some text, stickers,
shapes in this application, you can also experiment with images by adding effects, gradations, shadows,strokes to
the edges of the image.
The advantage of the Pixellab application is that it can be used to edit photos and images easily and
change the size of photos or images and create logos and other thingswhich are quite good. This pixellab
application will be a medium for learning Indonesian for junior high school students, where the author has
carried out and used this application in class VII, the results of which make students interested and like the
learning media used as well asa medium for writing in an effort to attract students' interest in writing.
Therefore, in order to achieve good learning outcomes, the author applies theProject Based Learning
model, which is a learning model that uses projects or activities as media. Considering that each student has a
different learning style, project-based learning provides students with the opportunity to explore material using
various methods that are meaningful to them, and carry out experiments collaboratively. Project-based learning
is an in-depth investigation of a real-world topic, this will be valuable for students' attention and effort as well as
in Indonesian language learning activities.
Talking about Indonesian language lessons, this lesson is no less important than other subjects, this is
because it is through lessons. Indonesian language students can improve their ability to communicate effectively,
both verbally and in writing. One of the materials that is quite important in Indonesian language lessons is the
material for writing procedural texts. A procedure text is a text that presents activity steps or various stages to do
or produce something, so that through this material students are expected to be able to explain and write
something sequentially and systematically with the correct steps.
Based on initial observations made by the author on students in grade VII junior high school, it was
revealed that the lecture learning method in writing procedural texts still did not satisfy students in understanding
the material presented by the teacher. The use of this lecture method makes educators more active in class to
explain, while students become passive. Therefore, it is necessary to use learning media that are interesting and
interest students in following fun lessons. The author uses learning media based on the Pixellab application in
writing procedure texts as an effort to develop learning media that is interestingand of interest to students and
increases students' interest in writing.
II. RESEARCH METHODS
The type of development that the author uses in this research is Research and Development
development. Research and Development is research used to produce a particular product and test the
effectiveness of the product to be researched. The development method or Research and Development is a
development that is used to produce a certain product and can perfect a product that is made with the conditions
and criteria that are neededto produce quality products through various stages of testing Ernawati, (2017:33).
This development uses the analysis, design, development, implementation and evaluation (ADDIE) framework.
ADDIE is a coherent and systematic framework for organizing a series of design and development research
activities Rusdi (2019).
The steps for developing this research can be seen from the ADDIE framework illustration.
Figure 3.2 ADDIE Rusdi Framework (2019:119)
3. American Journal of Humanities and Social Sciences Research (AJHSSR) 2023
A J H S S R J o u r n a l P a g e | 125
Evaluation
Assess the quality of the learning media developed
Create the
storyboard
Determine the
structure
matter
Testing the product that have been developed
Implementation
Develop initial models for validation and testing
Development
Design
Analysis
These steps or procedures will be described below:
Field
Observation
Case Study Survey
Figure 3.3 Product Development Procedure Model Rusdi (2019:121)
The subjects of this research were class VII junior high school students, namely a small group of 10
students and a large group of 27 students. This research data is qualitative data consisting of descriptive data
obtained through written tests displaying learning media based on the Pixellab application and assignments.
Quantitative data was obtained from material experts, media experts, language experts and students. Quantitative
data was obtained from validation results and evaluation trial results, pre-test and post-test panelassessments,
and assessments. Data is a source of information to support the success or failure of research. The data
will be selected and selected which will be used to support a study by Siswantoro (2008).
The instruments in this research were questionnaires and test sheets. The datacollection technique is a
stage carried out by the author to research the object to be studied. Data collection techniques are the most
strategic method or step in research with the aim of obtaining data Sugiyono, (2016). Data collection techniques
in this research were questionnaires and test sheets. The questionnaire in this research was used to obtain
information to assess the product being developed, and the test sheet was used to see the effectiveness of the
Pixellab application-based learning media for writing procedural texts. This data analysis technique uses
qualitative and quantitative methods. Qualitative data was analyzed based on input from media experts, material
experts and language experts. Inaddition, quantitative data comes from calculations and evaluations validated by
media,materials and language experts.
4. American Journal of Humanities and Social Sciences Research (AJHSSR) 2023
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III. RESULTS AND DISCUSSION
a. Results
The results of the research and discussion in this development research are described based on three things
according to the problem formulation, namely the steps for developing learning media for writing procedural
texts, the feasibility of learning media based on the Pixellab application and the effectiveness of learning media
based on the Pixellab application. The process of developing learning media based on the Pixellab application
is based on the ADDIE model which includes analysis, design, development, implementation and evaluation
(ADDIE). The initial stage carried out in this research is analyzing initial needs before development is
carried out. This is done to obtain information related to the learning media that will be developed according to
what is needed by students. After carryingout the analysis stage, at this stage the author creates a design for the
learning media that will be developed. At this stage the author designs the development team, development
schedule and story board.
The next stage of development is this stage, the author creates learning media using the Pixellab application, then
the author validates it with media experts, material experts and language experts to see whether the learning
media developed is appropriate or not tested on students. The following are the validation results from media
experts, material experts and language experts.
Table 1. Media Expert Validation Results
Table 2. Material Expert Validation Results
No Aspect Total
Score
MaksimumScore Percent Information
1 Material Suitability 12 15 80 % Good
2 Feasibility of
Presentation
16 20 80 % Good
3 Encourage Curiosity 8 10 80 % Good
Total 36 45 80 % Good
Table 3. Linguist Validation Results
No Aspect Total
Score
MaximumScore Percent Information
1 Straightforward 12 15 80 % Good
2 Communicative 5 5 100 % Very Good
3 Dialogic and
Interative
8 10 80 % Good
4 Conformity to
Language Rules
8 10 80 % Good
5 Use of the TermsSymbol
and Icons
10 10 100 % Very Good
Total 47 50 94 % Very Good
At this stage, media expert validation obtained an average of 96.6% in the Very Good category,
material expert results obtained an average of 80% in the Good category, and language experts obtained an
average of 94% in the Very Good category. In the next stage,the author tested it in the form of small group and
large group evaluations. Implementation is carried out in class VII for junior high school students.
5. American Journal of Humanities and Social Sciences Research (AJHSSR) 2023
A J H S S R J o u r n a l P a g e | 127
Table 4. Small Group Evaluation Results
Table 5. Large Group Evaluation Results
No Name Pretest Posttest
1 AS 56 88
2 AK 56 75
3 AA 56 88
4 A 63 88
5 CF 63 88
6 EP 56 75
7 FA 63 88
8 H 63 88
9 IRS 63 88
10 IAS 63 75
11 KPA 56 75
12 LR 56 75
13 MBS 56 88
14 MI 56 75
15 MP 56 75
16 PAO 56 88
17 RA 56 88
18 RCP 56 75
19 RGS 56 75
20 RA 56 75
21 RH 56 75
22 RAR 56 75
23 S 56 88
24 SS 56 88
25 SZW 56 88
26 TS 56 88
27 ZLC 63 88
Average 1.561 2.220
Precentage 0,57
Category Quite Decent
6. American Journal of Humanities and Social Sciences Research (AJHSSR) 2023
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Then the implementation stage, at this stage the author tests it on students using student response
questionnaires, pre-test sheets and posts. At this stage the author gave questionnaires to students to be evaluated
in small groups, namely 10 students at the pre-test stage who obtained a score of 588 and post-test 802 with a
score of 0.51 in the quite decent category, while in the large group there were 27 students at the pretest stage
obtained a score of 1,561 and the pretest 2,220 with a score of 0.57 in the quite adequate category. So based on
the comparison results, the learning media based on the Pixellab application for learning to write procedural
texts is quite suitable for use as learning media in junior high schools.
3.4 Discussion
The steps for developing learning media based on the Pixellab application are by analyzing,
designing, developing, implementing and evaluating. In the analysis process the author analyzes the initial needs,
characteristics of students and the learning environment, at the design stage the author designs the development
team, development schedule and determines the structure of the material to be developed in the story board.
The next stage of development, the author develops the learning media that the author has created, then the
author validates it with media experts, materials and language experts to see whether the learning media
developed is appropriate or not tested on students. At this stage, from media expert validation, the average is
obtained. an average of 96.6% in the Very Good category, material experts obtained an average of 80% in the
Good category, and language experts obtained an average of 94% in the Very Good category.
Then the implementation stage, at this stage the author tests it on students using student response questionnaires,
pre-test sheets and posts. At this stage the author gave questionnaires to students to be evaluated in small
groups, namely 10 students at the pre-test stage who obtained a score of 588 and post-test 802 with a score of
0.51 in the quite decent category, while in the large group there were 27 students at the pretest stage obtained a
score of 1,561 and the pretest 2,220 with a score of 0.57 in the quite adequate category. So based on the
comparison results, the learning media based on the Pixellab application for learning to write procedural texts
is quite suitable for use as learning media in junior high schools.
IV. CONCLUSION
Based on the objectives of this research, the results of developing learning media based on the
Pixellab application for learning to write procedure texts for junior high school students using the Pixellab
application are: First, first analyze the characteristics of thelearning media that will be developed, second, design
a development team, development schedule and determine the structure. material to be developed in the form of
a story board; third, develop learning media and then validate it with media experts, material experts and
language experts; fourth, testing learning products/media that have been developed with students; fifth, assessing
the quality of the learning media being developed. The level of feasibility of learning media based on the
Pixellab application can be seen from the assessment of the validation results of media experts, material experts
and language experts. From the assessment of media expert validation, an average of 96.6% was obtained in the
Very Good category, material experts' results were obtained on average 80% in the Good category, and language
experts obtained an average of 94% in the Very Good category.
Next, the author gave questionnaires to students to be evaluated in small groups, namely 10 students at the pre-
test stage, who got a score of 588 and post-test 802 with a score of 0.51 in the quite decent category, while in the
large group, namely 27 students at the pre-test stage. obtained a score of 1,561 and a pretest of 2,220 with a score
of 0.57 in the quite decent category. So based on the results of this comparison, the learning media based on the
Pixellabapplication for lessons on writing procedural texts is quite suitable for use as learning media in junior
high schools.
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