Silmy Sephia Nurashila, Faqih Hamami, Tien Fabrianti Kusumasari
Peningkatan perkembangan teknologi sebanding dengan peningkatan penggunaan internet. Kualitas jaringan internet di Indonesia yang masih rendah dengan peningkatan penggunaan jaringan yang terus bertambah menyebabkan kemungkinan terjadinya kemacetan jaringan lebih tinggi. Penggunaan internet yang tinggi menyebabkan seringkali terjadi kemacetan jaringan yang menyebabkan penurunan kualitas dan performa jaringan. Pada penelitian ini akan dilakukan prediksi lalu lintas jaringan. Terdapat beberapa model algoritma yang dapat digunakan untuk melakukan prediksi dan penelitian ini akan dibahas mengenai perbandingan performa dari model Long Short-Term Memory (LSTM) dan Recurrent Neural Network (RNN). Dari hasil perbadingan diperoleh bahwa LSTM memiliki nilai yang lebih tinggi dalam performa dengan mendapatkan nilai akurasi R-Squard sebesar 99.2% jika debandingkan dengan model dengan algoritma RNN yang memiliki nilai akurasi R-Squard sebesar 99,1%. Manfaat dari penelitian ini yaitu untuk menguji performa dari model LSTM dan RNN terhadap dataset PT XYZ. Penelitian ini diharapkan dapat memberikan referensi kepada pengembang model Deep Learning untuk pengembangan kedepannya agar mendapatkan hasil yang lebih baik.
{"title":"PERBANDINGAN KINERJA ALGORITMA RECURRENT NEURAL NETWORK (RNN) DAN LONG SHORT-TERM MEMORY (LSTM): STUDI KASUS PREDIKSI KEMACETAN LALU LINTAS JARINGAN PT XYZ","authors":"Silmy Sephia Nurashila, Faqih Hamami, Tien Fabrianti Kusumasari","doi":"10.29100/jipi.v8i3.3961","DOIUrl":"https://doi.org/10.29100/jipi.v8i3.3961","url":null,"abstract":"Peningkatan perkembangan teknologi sebanding dengan peningkatan penggunaan internet. Kualitas jaringan internet di Indonesia yang masih rendah dengan peningkatan penggunaan jaringan yang terus bertambah menyebabkan kemungkinan terjadinya kemacetan jaringan lebih tinggi. Penggunaan internet yang tinggi menyebabkan seringkali terjadi kemacetan jaringan yang menyebabkan penurunan kualitas dan performa jaringan. Pada penelitian ini akan dilakukan prediksi lalu lintas jaringan. Terdapat beberapa model algoritma yang dapat digunakan untuk melakukan prediksi dan penelitian ini akan dibahas mengenai perbandingan performa dari model Long Short-Term Memory (LSTM) dan Recurrent Neural Network (RNN). Dari hasil perbadingan diperoleh bahwa LSTM memiliki nilai yang lebih tinggi dalam performa dengan mendapatkan nilai akurasi R-Squard sebesar 99.2% jika debandingkan dengan model dengan algoritma RNN yang memiliki nilai akurasi R-Squard sebesar 99,1%. Manfaat dari penelitian ini yaitu untuk menguji performa dari model LSTM dan RNN terhadap dataset PT XYZ. Penelitian ini diharapkan dapat memberikan referensi kepada pengembang model Deep Learning untuk pengembangan kedepannya agar mendapatkan hasil yang lebih baik.","PeriodicalId":32696,"journal":{"name":"JIPI Jurnal IPA dan Pembelajaran IPA","volume":"178 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136241105","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Traveloka melalui akun twitter selama pandemi, banyak mengeluarkan pendapat berupa komentar-komentar tentang syarat untuk melakukan setiap perjalanan baik di luar maupun di dalam negeri yaitu surat dari hasil rapid test antigen maupun PCR dengan dinyatakan negatif Covid-19. Rumusan masalah dari penelitian ini adalah bagaimana cara mendapatkan data analisis sentimen dari media sosial Twitter pada data tweet Traveloka selama rapid test antigen dengan algoritma naïve bayes . Penelitian ini merupakan penelitian kuantitatif dengan metode yang digunakan dalam penelitian ini adalah analisis sentimen masyarakat terhadap data tweet Traveloka selama rapid test antigen berdasarkan dari opini masyarakat atau netizen pada Twitter. Sementara itu, analisis pada penelitian ini menggunakan Naïve Bayes . Dalam melakukan pengukuran pada analisis sentimen didapatkan hasil dari pembobotan TF-IDF serta hasil akurasi algoritma Naïve Bayes sebesar 75% dengan membagi data training dan data testing dengan rasio 80:20 serta mendapatkan nilai recall sebesar 67%, nilai precision sebesar 86% dan nilai f1-score sebesar 76%.
{"title":"ANALISIS SENTIMEN MASYARAKAT TERHADAP DATA TWEET TRAVELOKA SELAMA RAPID TEST ANTIGEN MENGGUNAKAN ALGORITMA NAÏVE BAYES","authors":"Fenny Novianti, Kiky Rizky Nova Wardani","doi":"10.29100/jipi.v8i3.3973","DOIUrl":"https://doi.org/10.29100/jipi.v8i3.3973","url":null,"abstract":"Traveloka melalui akun twitter selama pandemi, banyak mengeluarkan pendapat berupa komentar-komentar tentang syarat untuk melakukan setiap perjalanan baik di luar maupun di dalam negeri yaitu surat dari hasil rapid test antigen maupun PCR dengan dinyatakan negatif Covid-19. Rumusan masalah dari penelitian ini adalah bagaimana cara mendapatkan data analisis sentimen dari media sosial Twitter pada data tweet Traveloka selama rapid test antigen dengan algoritma naïve bayes . Penelitian ini merupakan penelitian kuantitatif dengan metode yang digunakan dalam penelitian ini adalah analisis sentimen masyarakat terhadap data tweet Traveloka selama rapid test antigen berdasarkan dari opini masyarakat atau netizen pada Twitter. Sementara itu, analisis pada penelitian ini menggunakan Naïve Bayes . Dalam melakukan pengukuran pada analisis sentimen didapatkan hasil dari pembobotan TF-IDF serta hasil akurasi algoritma Naïve Bayes sebesar 75% dengan membagi data training dan data testing dengan rasio 80:20 serta mendapatkan nilai recall sebesar 67%, nilai precision sebesar 86% dan nilai f1-score sebesar 76%.","PeriodicalId":32696,"journal":{"name":"JIPI Jurnal IPA dan Pembelajaran IPA","volume":"172 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136241107","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yayasan Islam Al–azhar Sriwijaya adalah sebuah Lembaga Pendidikan swasta yang masih menggunakan pembayaran seragam dan antar jemput dengan menggunakan aplikasi konvensional atau tunai yaitu dengan menggunakan aplikasi microsoft exel atau belum terkomputerisasi dengan baik. Penggunaan metode ini mengakibatkan seringnya terjadi kesala-han dalam pengelolaan data seperti salah memasukan nominal pembayaran, nama siswa, tanggal pembayaran, hal ini dikarena terlalu banyak data yang harus di masukkan secara manual. Permasalahan yang lain timbul dari kesalahan sebelumnya ada-lah ketika membuat laporan, hasil laporan menjadi tidak valid dan akurat. Permasalahan inilah yang melatar belakangi pembu-atan aplikasi pembayaran berbasis web mobile ini. Aplikasi ini dirancang menggunakan metode object oriented hypermedia de-sign method (OOHDM). Pada metode OOHDM terdapat empat fase yaitu domain analysis, navigational design, abstract inter-face design and implementasi. Pengembangan aplikasi yang telah dilakukan mengahasilkan perancangan aplikasi yang terdiri dari desain navigasi, desain database, desain antarmuka (input dan output). Selanjutnya hasil akhir dari aplikasi ini berupa aplikasi web mobile yang di hosting di https://alazharsriwijaya.my.id. Akhirnya dilakukan proses uji coba Dengan metode blackbox testing. Hasil uji coba menunjukan bahwa seluruh fungsional dari aplikasi berjalan seperti yang di-harapkan. Hasil dari pengujian dengan metode System Usability Scale (SUS), didapat nilai rata-rata 74,17, yang berarti secara usa-bility pengujian tersebut dapat diterima (acceptable).
{"title":"IMPLEMENTASI APLIKASI PEMBAYARAN BERBASIS WEB DI YAYASAN ISLAM AL-AZHAR SRIWIJAYA","authors":"Ike Sapitri, Afriyudi Afriyudi","doi":"10.29100/jipi.v8i3.3948","DOIUrl":"https://doi.org/10.29100/jipi.v8i3.3948","url":null,"abstract":"Yayasan Islam Al–azhar Sriwijaya adalah sebuah Lembaga Pendidikan swasta yang masih menggunakan pembayaran seragam dan antar jemput dengan menggunakan aplikasi konvensional atau tunai yaitu dengan menggunakan aplikasi microsoft exel atau belum terkomputerisasi dengan baik. Penggunaan metode ini mengakibatkan seringnya terjadi kesala-han dalam pengelolaan data seperti salah memasukan nominal pembayaran, nama siswa, tanggal pembayaran, hal ini dikarena terlalu banyak data yang harus di masukkan secara manual. Permasalahan yang lain timbul dari kesalahan sebelumnya ada-lah ketika membuat laporan, hasil laporan menjadi tidak valid dan akurat. Permasalahan inilah yang melatar belakangi pembu-atan aplikasi pembayaran berbasis web mobile ini. Aplikasi ini dirancang menggunakan metode object oriented hypermedia de-sign method (OOHDM). Pada metode OOHDM terdapat empat fase yaitu domain analysis, navigational design, abstract inter-face design and implementasi. Pengembangan aplikasi yang telah dilakukan mengahasilkan perancangan aplikasi yang terdiri dari desain navigasi, desain database, desain antarmuka (input dan output). Selanjutnya hasil akhir dari aplikasi ini berupa aplikasi web mobile yang di hosting di https://alazharsriwijaya.my.id. Akhirnya dilakukan proses uji coba Dengan metode blackbox testing. Hasil uji coba menunjukan bahwa seluruh fungsional dari aplikasi berjalan seperti yang di-harapkan. Hasil dari pengujian dengan metode System Usability Scale (SUS), didapat nilai rata-rata 74,17, yang berarti secara usa-bility pengujian tersebut dapat diterima (acceptable).","PeriodicalId":32696,"journal":{"name":"JIPI Jurnal IPA dan Pembelajaran IPA","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136241231","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Film animasi dan game saat ini banyak diminati oleh segala usia baik anak kecil hingga dewasa, mulai dari game konsol, game dengan segala genre hingga game PC atau mobile game. Film animasi juga demikian dari series hingga layer lebar. Asset animasi dan game merupakan hal yang penting untuk membuat game karena tanpa karakter atau environment maka game akan sulit dipahami jalan ceritanya. Developer game akan membuat satu karakter utama supaya user atau pemain dapat merasakan berada didalam game dan bisa memainkannya dengan imajinasi sesuai dengan persepsi pembuatnya. Salah satu yang penting adalah karakter game untuk melakukan suatu tindskan atau misi yang dimainkan oleh user. Demikian pula dengan asset karakter pada animasi. Karakter inilah akan luwes dengan menggunakan rigging. Rigging merupakan tulang utama untuk karakter yang kemudian akan ditempelkan pada baju atau kulitnya dengan tahapan skinning, Tahapan ini akan membuat karakter bisa melakukan segala sesuatunya dan terlihat realistus. Rigging merupakan proses penting agar penggerakan animasi atau asset ini berjalan lebih ce pat dan menghemat waktu. Tidak hanya untuk game, rigging juga dirasa penting untuk animasi karena dengan rigging prinsip-prinsip animasi dapat dijalankan dengan baik.
{"title":"EFEKTIVITAS RIGGING PADA ASET KARAKTER ANIMASI 3D","authors":"Herin Dwibima Aprianto, M. Suyanto, Agus Purwanto","doi":"10.29100/jipi.v8i3.3988","DOIUrl":"https://doi.org/10.29100/jipi.v8i3.3988","url":null,"abstract":"Film animasi dan game saat ini banyak diminati oleh segala usia baik anak kecil hingga dewasa, mulai dari game konsol, game dengan segala genre hingga game PC atau mobile game. Film animasi juga demikian dari series hingga layer lebar. Asset animasi dan game merupakan hal yang penting untuk membuat game karena tanpa karakter atau environment maka game akan sulit dipahami jalan ceritanya. Developer game akan membuat satu karakter utama supaya user atau pemain dapat merasakan berada didalam game dan bisa memainkannya dengan imajinasi sesuai dengan persepsi pembuatnya. Salah satu yang penting adalah karakter game untuk melakukan suatu tindskan atau misi yang dimainkan oleh user. Demikian pula dengan asset karakter pada animasi. Karakter inilah akan luwes dengan menggunakan rigging. Rigging merupakan tulang utama untuk karakter yang kemudian akan ditempelkan pada baju atau kulitnya dengan tahapan skinning, Tahapan ini akan membuat karakter bisa melakukan segala sesuatunya dan terlihat realistus. Rigging merupakan proses penting agar penggerakan animasi atau asset ini berjalan lebih ce pat dan menghemat waktu. Tidak hanya untuk game, rigging juga dirasa penting untuk animasi karena dengan rigging prinsip-prinsip animasi dapat dijalankan dengan baik.","PeriodicalId":32696,"journal":{"name":"JIPI Jurnal IPA dan Pembelajaran IPA","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136241237","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Arie Gunawan, Endah Tri Esti Handayani, Olipa Sarta Matilda Purba
Kemudahan penyampaian dan mendapatkan informasi di era kemajuan teknologi saat ini dituntut untuk bisa merespon cepat atas informasi apa yang ingin diketahuinya. Para pengguna internet pun sudah semakin banyak dengan berbagai pilihan piranti yang digunakannya. Sebagian besar masyarakat merasa nyaman melakukan transaksi ataupun sekedar mencari informasi melalui internet. Cukup dengan memiliki quota dan membuka browser pada handphone, seakan kita dapat melakukan berbagai macam kegiatan tanpa harus merasa kelelahan, membuang waktu terhadap satu kegiatan ter-tentu ataupun biaya tak terduga jika kita melakukannya secara manual misal dalam mencari barang ataupun informasi yang kita inginkan. Hal tersebut tentu merupakan sarana yang baik untuk mengenalkan ataupun mencari informasi dalam memantau atau memonitoring masyarakat, terutama para ibu hamil yang sudah terdaftar pada Pusat Kesehatan Masyara-kat (Puskesmas) sebagai pasien diwilayahnya. Namun, ada keterbatasan yang disediakan oleh sistem puskesmas yang ada, yaitu tidak bisa memantau kecukupan gizi ibu hamil dan menyusui sehingga masih dilakukan secara manual. Penelitian ini bertujuan untuk membuat sistem informasi asplikasi puskesmas yang memudahkan ibu hamil dan menyusui dalam melihat perkembangan setiap bulannya. Metode pengembangan perangkat lunak yang digunakaan dalam penelitian ini adalah metode spiral yang merupakan gabungan dari metode prototype dan waterfall
{"title":"PENGEMBANGAN SISTEM INFORMASI APLIKASI PUSKESMAS UNTUK MENGETAHUI KECUKUPAN GIZI IBU HAMIL DAN MENYUSUI","authors":"Arie Gunawan, Endah Tri Esti Handayani, Olipa Sarta Matilda Purba","doi":"10.29100/jipi.v8i2.3650","DOIUrl":"https://doi.org/10.29100/jipi.v8i2.3650","url":null,"abstract":"Kemudahan penyampaian dan mendapatkan informasi di era kemajuan teknologi saat ini dituntut untuk bisa merespon cepat atas informasi apa yang ingin diketahuinya. Para pengguna internet pun sudah semakin banyak dengan berbagai pilihan piranti yang digunakannya. Sebagian besar masyarakat merasa nyaman melakukan transaksi ataupun sekedar mencari informasi melalui internet. Cukup dengan memiliki quota dan membuka browser pada handphone, seakan kita dapat melakukan berbagai macam kegiatan tanpa harus merasa kelelahan, membuang waktu terhadap satu kegiatan ter-tentu ataupun biaya tak terduga jika kita melakukannya secara manual misal dalam mencari barang ataupun informasi yang kita inginkan. Hal tersebut tentu merupakan sarana yang baik untuk mengenalkan ataupun mencari informasi dalam memantau atau memonitoring masyarakat, terutama para ibu hamil yang sudah terdaftar pada Pusat Kesehatan Masyara-kat (Puskesmas) sebagai pasien diwilayahnya. Namun, ada keterbatasan yang disediakan oleh sistem puskesmas yang ada, yaitu tidak bisa memantau kecukupan gizi ibu hamil dan menyusui sehingga masih dilakukan secara manual. Penelitian ini bertujuan untuk membuat sistem informasi asplikasi puskesmas yang memudahkan ibu hamil dan menyusui dalam melihat perkembangan setiap bulannya. Metode pengembangan perangkat lunak yang digunakaan dalam penelitian ini adalah metode spiral yang merupakan gabungan dari metode prototype dan waterfall","PeriodicalId":32696,"journal":{"name":"JIPI Jurnal IPA dan Pembelajaran IPA","volume":"231 1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82680236","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-06-14DOI: 10.24815/jipi.v7i2.30196
Alfina Dwi Wahyuningtyas, P. Putra, U. Nuha
Higher-order thinking skills (HOTS) are one of the skills that must be possessed by students in facing the demands of the 21st century. However, Indonesian students' HOTS currently tends to be low. The purpose of this study was to determine the effect of the PBL using STEM approach on students’ HOTS and learning activities. The sample of this study was 48 Junior High students who separated in two clases (experiment and control group). All the students were of 8th grade in SMPN 2 Ajung with a non-equivalent control group design. HOTS data was obtained by giving a pretest and posttest with 10 multiple choice questions. Furthermore, the learning activities was observed via activies observation protocol during the learning process. The application of the PBL using STEM approach was quite effective in the experimental class with a posttest average of 85. This was confirmed by the paired sample test of 0.001 0.05 which could be concluded that the PBL uisng STEM approach had a significant effect on HOTS and learning activities. This finding is an alternative integrative model innovation between PBL and STEM based on students' skill levels
{"title":"The Effect of the Problem Based Learning using STEM Approach on Higher Order Thinking Skills and Learning Activities in Junior High School Students","authors":"Alfina Dwi Wahyuningtyas, P. Putra, U. Nuha","doi":"10.24815/jipi.v7i2.30196","DOIUrl":"https://doi.org/10.24815/jipi.v7i2.30196","url":null,"abstract":"Higher-order thinking skills (HOTS) are one of the skills that must be possessed by students in facing the demands of the 21st century. However, Indonesian students' HOTS currently tends to be low. The purpose of this study was to determine the effect of the PBL using STEM approach on students’ HOTS and learning activities. The sample of this study was 48 Junior High students who separated in two clases (experiment and control group). All the students were of 8th grade in SMPN 2 Ajung with a non-equivalent control group design. HOTS data was obtained by giving a pretest and posttest with 10 multiple choice questions. Furthermore, the learning activities was observed via activies observation protocol during the learning process. The application of the PBL using STEM approach was quite effective in the experimental class with a posttest average of 85. This was confirmed by the paired sample test of 0.001 0.05 which could be concluded that the PBL uisng STEM approach had a significant effect on HOTS and learning activities. This finding is an alternative integrative model innovation between PBL and STEM based on students' skill levels","PeriodicalId":32696,"journal":{"name":"JIPI Jurnal IPA dan Pembelajaran IPA","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88357355","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-06-14DOI: 10.24815/jipi.v7i2.26110
Muhammad Radhi Zakaria, Nazli Ismail, Hamdani M. Syam, Marlina Marzuki, Manovri Yeni
Most children are interested in comics so that the media has the potential to be used in the learning and teaching process at school. We have developed and implemented comic strips for learning related to disasters in the fifth-grade science subject at SD Negeri Buengcala, Aceh Besar District. The designed materials were validated by experts and the attractiveness of the comic media was measured based on class observation during teaching and learning proceses related to students’ involvement and responses through the questionnaires. Quantitaively the questionnaries were scored (1 to 4) from too bad to very interested. The experts concluded that the media are valid with unrevised criteria including the attractiveness of media and language used. Based on the questionnaires, the students also agreed that the class was very interested. Therefore, the comic strip media can be developed potentially for disaster education at elementary schools
大多数孩子都对漫画感兴趣,因此媒体有可能在学校的学习和教学过程中被使用。我们在亚齐Besar区SD Negeri Buengcala的五年级科学课程中开发并实施了与灾害相关的连环漫画。通过专家对设计的材料进行验证,并通过课堂观察来衡量漫画媒体的吸引力,在教学和学习过程中,通过问卷调查来衡量学生的参与和反应。从数量上,问卷从太糟糕到非常感兴趣打分(1到4)。专家们得出的结论是,媒体的吸引力和使用的语言等未经修订的标准是有效的。根据问卷调查,学生们也一致认为这个班很有兴趣。因此,漫画媒体在小学灾害教育中具有潜在的发展潜力
{"title":"Comic Strip Design as an Alternative Learning Media in Disaster Themes for Elementary Students","authors":"Muhammad Radhi Zakaria, Nazli Ismail, Hamdani M. Syam, Marlina Marzuki, Manovri Yeni","doi":"10.24815/jipi.v7i2.26110","DOIUrl":"https://doi.org/10.24815/jipi.v7i2.26110","url":null,"abstract":"Most children are interested in comics so that the media has the potential to be used in the learning and teaching process at school. We have developed and implemented comic strips for learning related to disasters in the fifth-grade science subject at SD Negeri Buengcala, Aceh Besar District. The designed materials were validated by experts and the attractiveness of the comic media was measured based on class observation during teaching and learning proceses related to students’ involvement and responses through the questionnaires. Quantitaively the questionnaries were scored (1 to 4) from too bad to very interested. The experts concluded that the media are valid with unrevised criteria including the attractiveness of media and language used. Based on the questionnaires, the students also agreed that the class was very interested. Therefore, the comic strip media can be developed potentially for disaster education at elementary schools","PeriodicalId":32696,"journal":{"name":"JIPI Jurnal IPA dan Pembelajaran IPA","volume":"10 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87183047","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-06-14DOI: 10.24815/jipi.v7i2.31553
W. R. Rizaldi, W. Liliawati, A. Samsudin
Constraints found in science learning in junior high schools lead to low mastery of scientific concepts and communication skills. Therefore, this study aims to describe the early stages of analysis related to urgency as the basis for product development in the form of e-learning moodle in guided inquiry learning to improve mastery of scientific concepts and communication skills on substance pressure material and its application to everyday life. The method used was descriptive research using literature studies, curriculum analysis, needs analysis questionnaires, open interviews with science teachers, and student ability surveys using question instruments. The research subjects comprised 81 students and two junior high school science teachers. Based on the analysis results, it is known that students want a new learning atmosphere that involves several learning media and practicum-based learning. But the reality of learning still uses traditional methods and a single learning resource, namely textbooks. The development of learning media in the form of moodle e-learning with the guided inquiry learning model is expected to assist teachers in facilitating a new, fun learning atmosphere and involving practicum activities to improve students' mastery of concepts and scientific communication skills
{"title":"The Urgency of Developing E-Learning Moodle Substance Pressure Topic on Guided Inquiry Learning to Improve Mastery of Scientific Concepts and Communication","authors":"W. R. Rizaldi, W. Liliawati, A. Samsudin","doi":"10.24815/jipi.v7i2.31553","DOIUrl":"https://doi.org/10.24815/jipi.v7i2.31553","url":null,"abstract":"Constraints found in science learning in junior high schools lead to low mastery of scientific concepts and communication skills. Therefore, this study aims to describe the early stages of analysis related to urgency as the basis for product development in the form of e-learning moodle in guided inquiry learning to improve mastery of scientific concepts and communication skills on substance pressure material and its application to everyday life. The method used was descriptive research using literature studies, curriculum analysis, needs analysis questionnaires, open interviews with science teachers, and student ability surveys using question instruments. The research subjects comprised 81 students and two junior high school science teachers. Based on the analysis results, it is known that students want a new learning atmosphere that involves several learning media and practicum-based learning. But the reality of learning still uses traditional methods and a single learning resource, namely textbooks. The development of learning media in the form of moodle e-learning with the guided inquiry learning model is expected to assist teachers in facilitating a new, fun learning atmosphere and involving practicum activities to improve students' mastery of concepts and scientific communication skills","PeriodicalId":32696,"journal":{"name":"JIPI Jurnal IPA dan Pembelajaran IPA","volume":"40 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80897402","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-06-14DOI: 10.24815/jipi.v7i2.30554
Fitri Arsyaf, S. Aprilia, S. Usman
Open defecation behavior occurs due to hereditary habits and habits since childhood. At this time, the government launched a program that is to stop open defecation with the Community-Based Total Sanitation Program. This program is an entry point towards total sanitation and is an effort to break the chain of pollution from human excrement to drinking, eating and other standard water. Community-based total sanitation is expected to be able to change people's habitual attitudes in an effort to improve environmental sanitation conditions. This study aims to determine the factors related to the implementation the program in the work area of the Blang Bintang Health Center, Aceh Besar, Aceh Province. This research is descriptive analytic in nature, carried out using a cross-sectional design method with a quantitative approach. The population in this study is the community in the working area of the Blang Bintang Health Center with a population of 1,990 people. The populations of samples were 97 respondents and data analysis used the Chi-Square Test. The results of the study gave respondents the first pillar of good Community-Based Total Sanitation implementation of 63.9%, respondents with less knowledge of 58.8%. In general, respondents with high school education were 69.1%, respondents' behavior towards the program was known 67% to have a positive attitude, 58.8% respondents stated that the role of health workers played a role, 69.1 the role of community leaders was more dominated respondents stated that they lacked participation of 64.9% that respondents had facilities
{"title":"Connecting Factors for the Application of Community-Based Total Sanitation in the Work Area of the Blang Bintang Health Center, Aceh Besar","authors":"Fitri Arsyaf, S. Aprilia, S. Usman","doi":"10.24815/jipi.v7i2.30554","DOIUrl":"https://doi.org/10.24815/jipi.v7i2.30554","url":null,"abstract":"Open defecation behavior occurs due to hereditary habits and habits since childhood. At this time, the government launched a program that is to stop open defecation with the Community-Based Total Sanitation Program. This program is an entry point towards total sanitation and is an effort to break the chain of pollution from human excrement to drinking, eating and other standard water. Community-based total sanitation is expected to be able to change people's habitual attitudes in an effort to improve environmental sanitation conditions. This study aims to determine the factors related to the implementation the program in the work area of the Blang Bintang Health Center, Aceh Besar, Aceh Province. This research is descriptive analytic in nature, carried out using a cross-sectional design method with a quantitative approach. The population in this study is the community in the working area of the Blang Bintang Health Center with a population of 1,990 people. The populations of samples were 97 respondents and data analysis used the Chi-Square Test. The results of the study gave respondents the first pillar of good Community-Based Total Sanitation implementation of 63.9%, respondents with less knowledge of 58.8%. In general, respondents with high school education were 69.1%, respondents' behavior towards the program was known 67% to have a positive attitude, 58.8% respondents stated that the role of health workers played a role, 69.1 the role of community leaders was more dominated respondents stated that they lacked participation of 64.9% that respondents had facilities","PeriodicalId":32696,"journal":{"name":"JIPI Jurnal IPA dan Pembelajaran IPA","volume":"79 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76350832","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-06-14DOI: 10.24815/jipi.v7i2.30066
Teresa Dinasty Mulyana, S. Wahyuni, R. Rusdianto
The aim of this study was to develop the science learning media by using powtoon-based animated video that can be valid, practical and effective in order to build the students’ critical thingking in SMP Negeri 12 Jember. This study applied the ADDIE model that consist of analysis, design, development, implementation and evaluation method. The data used in this study was based on the research instruments including validation sheets, learning implementation sheets, questionnaires, and tests of students’ critical thingking. The research subjects were consist of 31 students of Class VIIIB at SMP Negeri 12 Jember. The result of this study showed that first the animated video has 90% validity score by the expert. Furthermore, this animation videos had 3.87 average of practicallity which can be categorized as practical and was carried out very clearly. For the effectiveness of the animated video achieved an N-gain of 0.92 that can be classified as high category. Finally, for the students’ respon from the questionnaires showed that 92% was categorized as very good. Based on the result can be concluded that the development of Powtoon-based animated video was effective in improving the students’ critical thingking
{"title":"Development of Powtoon-Based Animated Videos to Improve Critical Thinking Skills Middel School Students In Science Learning","authors":"Teresa Dinasty Mulyana, S. Wahyuni, R. Rusdianto","doi":"10.24815/jipi.v7i2.30066","DOIUrl":"https://doi.org/10.24815/jipi.v7i2.30066","url":null,"abstract":"The aim of this study was to develop the science learning media by using powtoon-based animated video that can be valid, practical and effective in order to build the students’ critical thingking in SMP Negeri 12 Jember. This study applied the ADDIE model that consist of analysis, design, development, implementation and evaluation method. The data used in this study was based on the research instruments including validation sheets, learning implementation sheets, questionnaires, and tests of students’ critical thingking. The research subjects were consist of 31 students of Class VIIIB at SMP Negeri 12 Jember. The result of this study showed that first the animated video has 90% validity score by the expert. Furthermore, this animation videos had 3.87 average of practicallity which can be categorized as practical and was carried out very clearly. For the effectiveness of the animated video achieved an N-gain of 0.92 that can be classified as high category. Finally, for the students’ respon from the questionnaires showed that 92% was categorized as very good. Based on the result can be concluded that the development of Powtoon-based animated video was effective in improving the students’ critical thingking","PeriodicalId":32696,"journal":{"name":"JIPI Jurnal IPA dan Pembelajaran IPA","volume":"10 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88474540","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}