Pelita : Jurnal Penelitian dan Karya Ilmiah https://ejournal.unis.ac.id/index.php/pelita <p>Pelita : Jurnal Penelitian dan Karya Ilmiah adalah jurnal hasil karya ilmiah yang diterbitkan LPPM Universitas Islam Syekh-Yusuf (UNIS) Tangerang . Jurnal ini dibuat sebagai wadah publikasi penelitian dan pengabdian kepada masyarakat, untuk meningkatkan publikasi lokal dan nasional. Besar harapan kami dari hasil publikasi Jurnal PELITA dapat bermanfaat bagi kalangan akademik khususnya dan bagi masyarakat luas umumnya. PELITA is published by Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Islam Syekh-Yusuf Tangerang Publisher Address: Jl. Maulana Yusuf No.10 Babakan, Kecamatan Tangerang, Kota Tangerang, 15118 Banten Phone : 021-5527063 Fax: 021-5581068 Email : lppm@unis.ac.id, P-ISSN: 1907-5693 E-ISSN: 2684-8856</p> en-US <p><img src="https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png" alt="Creative Commons License"></p> <p><strong>Pelita : Jurnal Penelitian dan Karya Ilmiah&nbsp;</strong>this site and metadata&nbsp;is licensed under a&nbsp;<a href="http://creativecommons.org/licenses/by-nc-sa/4.0/">Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License</a></p> lppm@unis.ac.id (lppm) tauhid_editorpelita@unis.ac.id (Taufik Hidayat) Tue, 14 May 2024 14:08:38 +0700 OJS 3.2.1.4 http://blogs.law.harvard.edu/tech/rss 60 The ANALYSIS OF THE EFFECTIVENESS OF USING ZOOM APPLICATIONS IN ONLINE LEARNING PROCESS IN THE TIME OF THE COVID-19 PANDEMIC https://ejournal.unis.ac.id/index.php/pelita/article/view/2072 <p>ABSTRACT<br>This research was conducted with the aim of knowing the effectiveness of using the zoom application in learning at school. This writing was done by literature study. The object of this research is the use of the zoom application in the learning process. The research subjects were students in the upper grades of elementary school. The method used in this research is the literature study method. The data collection technique in this research is looking for journals contained in electronic media such as the internet, Google Scholar and Google Scholar. The results of the study indicate that the use of the zoom application is effectively used in the learning process during the pandemic. Barrier distance so that face-to-face learning cannot be done.</p> <p>Keywords: Effectiveness, Zoom Application, Learning Process</p> Hapsari Ayuning Lestari, Meidawati Suswandari Copyright (c) 2024 Hapsari Ayuning Lestari, Meidawati Suswandari http://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.unis.ac.id/index.php/pelita/article/view/2072 Tue, 14 May 2024 00:00:00 +0700 THE ROLE OF PARENTS IN SSTIMULATING THE ABILITY TO RECOGNIZE THE CHILDREN OF THE CHILDREN OF GROUP A IN TKS IT UNGGUL SRIWIJAYA DURING THE COVID-19 PANDEMIC https://ejournal.unis.ac.id/index.php/pelita/article/view/2280 <p>This study aims to find out how the role of parents in stimulating the ability to recognize the alphabet in group A children at TKS IT Unggul Sriwijaya during the covid-19 pandemic. This study uses a quantitative descriptive research with a research sample of 15 respondents from group A's guardians of students at TKS IT Unggul Sriwijaya. The data collection that the researchers used were questionnaires and interviews. The data analysis technique used quantitative descriptive analysis. The indicators in this study include: 1) The role of parents as facilitators with a percentage value of 64%, 2) The role of parents as motivators with a percentage value of 78%, 3) The role of parents as mentors/teachers with a percentage of 88%. The results showed that the role of parents in stimulating the ability to recognize the alphabet of group A children at TKS IT Unggul Sriwijaya was 77% or in the Good (Good) category. The indicator of the role of parents in stimulating the ability to recognize the alphabet of group A children at TKS IT Unggul Sriwijaya, the highest percentage is the role of parents as mentors/teachers, parents have carried out their duties well, namely often (3-5 times a week) or even always ( 6-7 times a week) explains the difference between each alphabet, teaches how to write the alphabet, while the indicator with the lowest percentage is the role of parents as facilitators, most parents have provided facilities such as providing posters with pictures of the alphabet, showing videos containing the introduction of the alphabet, and reading story books about the alphabet but still rarely or sometimes like 1-2 times a week.</p> <p>&nbsp;</p> <p><strong>Keywords:</strong> Role of Parents, Stimulation, Ability to Recognize Letters</p> Mei First Veronica Riana Copyright (c) 2024 Mei First Veronica Riana http://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.unis.ac.id/index.php/pelita/article/view/2280 Tue, 14 May 2024 00:00:00 +0700 THE ROLE OF PARENTS IN Stimulating KINESTHETIC INTELLIGENCE CHILDREN AGED 5-6 YEARS OLD DURING COVID-19 IN MAMBANG VILLAGE MUSI RAWAS https://ejournal.unis.ac.id/index.php/pelita/article/view/2284 <p>This study aims to describe how the role of parents in stimulating the kinesthetic intelligence of children aged 5-6 years during covid-19 in Mambang Musi Rawas Village. This study uses a qualitative descriptive research where the data collection techniques used in this research subject are interviews, observation, and documentation. Furthermore, to reduce the data that has been obtained in the field by taking the main and important data, make a categorization that presents the data in the form of a narrative text. In this study the researchers used two (2) parents of children aged (5-6) years old who was in Mambang Village at the time of covid-19. The results of this study were obtained, The role of parents in stimulating kinesthetic intelligence of children aged (5-6) years at the time of covid-19 in Mambang Village is the role of parents in stimulating kinesthetic intelligence as educators, protectors, motivators, facilitators, and mentors. As well as activities that can stimulate children's kinesthetic intelligence, namely: playing badminton and playing bicycles</p> <p><strong>Keywords</strong>: Role of Parents,Stimulate,&nbsp; Kinesthetic Intelligence, Covid-19.</p> CYNTHIA INGGA PRATIWI Cynthia Ingga Pratiwi Copyright (c) 2024 CYNTHIA INGGA PRATIWI Cynthia Ingga Pratiwi http://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.unis.ac.id/index.php/pelita/article/view/2284 Tue, 14 May 2024 00:00:00 +0700 The Role of Parents in Stimulating the Moral of Children (5-6) Years Old When Using Gadgets During the Covid-19 Pandemic In Srijaya Village https://ejournal.unis.ac.id/index.php/pelita/article/view/2287 <p>This study aims to describe how the role of parents in stimulating the kinesthetic intelligence of children aged 5-6 years during covid-19 in Mambang Musi Rawas Village. This study uses a qualitative descriptive research where the data collection techniques used in this research subject are interviews, observation, and documentation. Furthermore, to reduce the data that has been obtained in the field by taking the main and important data, make a categorization that presents the data in the form of a narrative text. In this study the researchers used two (2) parents of children aged (5-6) years old who was in Mambang Village at the time of covid-19. The results of this study were obtained, The role of parents in stimulating kinesthetic intelligence of children aged (5-6) years at the time of covid-19 in Mambang Village is the role of parents in stimulating kinesthetic intelligence as educators, protectors, motivators, facilitators, and mentors. As well as activities that can stimulate children's kinesthetic intelligence, namely: playing badminton and playing bicycles</p> Baqiyatur Rahma Sholeha Copyright (c) 2024 Baqiyatur Rahma Sholeha http://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.unis.ac.id/index.php/pelita/article/view/2287 Tue, 14 May 2024 00:00:00 +0700 Efektivitas E-Government fitur Aplikasi E-Plesiran kota Tangerang dan Solo Destinasions dengan studi Smart Branding https://ejournal.unis.ac.id/index.php/pelita/article/view/2352 <p>Smart branding merupakan salah satu aspek dalam Kota Cerdas karena di era data sekarang ini, sebuah kota tidak lagi harus memiliki pilihan untuk mengatasi permasalahannya hanya dengan memanfaatkan potensi lingkungannya, namun juga harus memiliki pilihan untuk menarik secara terbuka. kerjasama, baik dari dalam maupun luar daerah. , serta pengelola keuangan dan pendukung keuangan untuk turut serta memberdayakan peningkatan kecepatan pergantian acara provinsi. Pada dasarnya ide penandaan wilayah memiliki kesamaan dengan ide penandaan dalam kemitraan, hanya saja yang penting dalam penandaan perusahaan tujuannya adalah untuk membangun citra organisasi yang mendorong peningkatan gaji dan manfaat organisasi, dalam penandaan lokal tujuannya untuk dicapai adalah membangun brand esteem. kabupaten-kabupaten yang akan mendorong aksi moneter dan kemajuan kehidupan sosial dan bersahabat terdekat yang akan mendorong perluasan bantuan pemerintah daerah. E-plesiran adalah aplikasi Kota Tangerang terbaru yang telah dikoordinasikan ke dalam aplikasi dasar Tangerang LIVE yang merupakan rumah dari berbagai aplikasi yang dimiliki oleh Pemerintah Daerah Tangerang. E-plesiran adalah aplikasi administrasi data industri perjalanan di Kota Tangerang yang berisi tentang data industri perjalanan wisata seperti destinasi liburan, kuliner dan hiburan. Juga berisi data di Kota Tangerang, misalnya masjid, bank, ATM, toko pojok, markas polisi, klinik kesehatan, spesialis, sekolah, perguruan tinggi, stasiun, terminal, travel planner. SOLO-Surakarta City menuju Kota Cerdas dimana salah satu bagian yang harus dimiliki adalah pemanfaatan inovasi di segala lini. Sejauh akses data, Dinas Komunikasi, Informatika, Wawasan dan Encoding Kota Surakarta saat ini sudah memiliki aplikasi Solo Destination. Aplikasi alat ini merupakan pintu gerbang menuju kota Surakarta.</p> siti rafa, anisa febriyanti, Muhammad Ghofur Copyright (c) 2024 siti rafa, anisa febriyanti, Muhammad Ghofur http://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.unis.ac.id/index.php/pelita/article/view/2352 Tue, 14 May 2024 00:00:00 +0700 Indonesia PERBANDINGAN SMART CITY TOKYO JEPANG DAN JAKARTA INDONESIA DALAM PENERAPAN SMART ENVIRONMENT https://ejournal.unis.ac.id/index.php/pelita/article/view/2353 <p>Konsep kota pintar atau smart city sudah dikenal di kota-kota besar di dunia, seperti Tokyo di Jepang dan Jakarta di Indonesia. Kota Tokyo menerapkannya dalam model pembangunan perkotaan, juga disebut "komunitas pintar" dan "kota pintar" antara istilah lainnya. Seperti yang didefinisikan oleh Japan Smart Community Alliance (JSCA):“Komunitas yang cerdas adalah sebuah komunitas di mana berbagai teknologi generasi berikutnya dan sistem sosial yang maju secara efektif terintegrasi dan dimanfaatkan. Jepang tetap menjadi pemain global utama dalam pengembangan teknologi hijau, Jakarta sendiri menerapkan Jakarta Smart City (JSC) merupakan penerapan konsep kota pintar dengan cara mengoptimalkan penggunaan teknologi informasi dan komunikasi untuk lebih efektif dan efisien dalam mengidentifikasi, memahami dan mengendalikan berbagai sumber daya di kota, serta Memaksimalkan secara maksimal suatu kinerja pekerja di bidang pelayanan publik, dan meningkatkan kualitas hidup masyarakat di Kota Jakarta yang memang harus didorong dengan adanya kemajuan teknologi yang canggih dan dapat menyesuaikan dengan kemajuan dan</p> <p>perkembangan dunia.</p> Ritta Setiawati, Adinda Khairunnisa, Wardah Fauziah Copyright (c) 2024 Ritta Setiawati http://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.unis.ac.id/index.php/pelita/article/view/2353 Tue, 14 May 2024 00:00:00 +0700 STUDI LITERATUR : PENGARUH PENGGUNAAN PHET SIMULATION MENING-KATKAN KETERAMPILAN BERPIKIR KRITIS SISWA DALAM ERA SOCIETY 5.0 https://ejournal.unis.ac.id/index.php/pelita/article/view/2666 <p><em>Since the birth of industry 4.0, almost all aspects of life have been projected onto the virtual world or the internet. Then followed again with society 5.0 which was initiated by the Japanese government. One of the SDGs goals that must be realized is the existence of quality education. Not a few teachers have difficulty in teaching during online learning. This is proven by learning at a school in West Sumatra which often only uses WhatsApp groups. The main point of the problem is that teachers or students do not master technology and learning that requires experiments in the laboratory cannot be done, especially physics. One of the effective efforts made by teachers to overcome these problems is to use appropriate learning models with the help of PhET simulation to improve students' critical thinking skills in the era of society 5.0. The analysis was carried out by collecting five national articles. The selected article category is based on the use of PhET Simulation in physics learning to improve critical thinking skills of high school/vocational high school students. The use of gallery walk, generative, inquiry, and quantum learning models assisted by PhET Simulation in physics learning has an effect on increasing students' critical thinking skills.</em></p> Vivi Mardian Copyright (c) 2024 Vivi Mardian http://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.unis.ac.id/index.php/pelita/article/view/2666 Tue, 14 May 2024 00:00:00 +0700 KAJIAN BIBLIOMETRIK UNTUK MENEMUKAN KEBARUAN DALAM PENELITIAN MENGENAI BERPIKIR KRITIS https://ejournal.unis.ac.id/index.php/pelita/article/view/2960 <p><em>Research on critical thinking has been done a lot. There are approximately 1,983 studies on critical thinking over the last 10 years. This study aims to classify 100 articles about critical thinking to find research novelty based on 6 categories. The first is based on the product development model, the second is based on learning tools, the third is based on the learning model, the fourth is based on education level, the fifth is based on class, and the sixth is based on subjects. This type of research is study literature. The results showed: 1) Novelty in the product development model category using the PDD model; 2) Novelty in the category of learning devices using teaching materials; 3) Novelty in the learning model category using the BSMT, ER, Culture-Based 7E Learning Cycle, Jigsaw, Remap GI &amp; Remap J, RECORSE, 5E-STEAM, RME, PJBL, Active and Interactive Learning models; 4) Novelty in the category of education level is carried out in PAUD; 5) Novelty in the class category is carried out in grade 9; and 6) Novelty in the subject category using PAI, accounting, ICT, and social subjects.</em></p> Sri Rahayu Alam, Suparman Suparman, Samsinar Samsinar, Deny Hadi Siswanto, Dinda Genius, Anggun Maretha Copyright (c) 2024 Sri Rahayu Alam http://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.unis.ac.id/index.php/pelita/article/view/2960 Tue, 14 May 2024 00:00:00 +0700 DAMPAK GAME ONLINE TERHADAP PRESTASI PESERTA DIDIK DI ERA SOCIETY 5.0.docx https://ejournal.unis.ac.id/index.php/pelita/article/view/3031 Hesti Pramitasari, Aulia Nafa Ardien, Shinta Dea Noviana, Siti Mas'ula Copyright (c) 2024 Hesti Pramitasari, Aulia Nafa Ardien, Shinta Dea Noviana, Siti Mas'ula http://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.unis.ac.id/index.php/pelita/article/view/3031 Tue, 14 May 2024 00:00:00 +0700