Online Journal System-Kumpulan Jurnal STKIP Singkawang ((Sekolah Tinggi Keguruan Dan Ilmu Pendidikan Singkawang)
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Socialization and Training on Organic Waste Shredding Machine for Waste Management in Schools
The issue of waste management remains a major challenge in Indonesia and has also extended to regional areas, including the City of Pontianak. The volume of waste in Pontianak City as of 2024 is recorded at 150,366 tons, this figure is the second largest in West Kalimantan Province. One of the waste-producing sectors is schools, with the composition of waste tending to vary according to the school's activities and geographical conditions. Generally, school organic waste consists of food scraps and leaves. This activity aims to increase the understanding of waste management and provide practical skills in the use of organic waste shredding machines. The implementation of this activity is carried out through several methods, namely (1) Socialization, (2) Demonstrati01101on of the Use of Machines, (3) Training and Composting, (4) Assistance and Maintenance. This activity was well organized, and evaluation results indicated that 80% of the participants were able to explain the functions and benefits of the shredding machine, and 70% were able to practice its use independently. The activity contributes to improving the skills of school residents in organic waste management. This activity is expected to be a reference for the application of environmental education with the implementation of simple technology in other target groups.Sosialisasi dan Pelatihan Mesin Pencacah Sampah Organik untuk Pengelolaan Sampah di Sekolah Kota PontianakABSTRAKPersoalan sampah selain masih menjadi tantangan di Indonesia, namun juga menyebar hingga ke daerah, termasuk Kota Pontianak. Volume sampah kota pontianak per tahun 2024 tercatat sebanyak 150,366 ton, angka ini kedua terbesar di Provinsi Kalimantan Barat. Salah satu sektor penghasil sampah adalah sekolah, dengan komposisi sampah cenderung beragam sesuai aktivitas dan kondisi geografis sekolah. Umumnya sampah organik sekolah terdiri dari sisa makanan dan daun-daun. Kegiatan ini bertujuan meningkatkan pemahaman pengelolaan sampah dan memberikan keterampilan praktis penggunaan mesin pencacah sampah organik. Pelaksanaan kegiatan ini dilakukan melalui beberapa metode, yaitu (1) Sosialisai, (2) Demonstrasi Penggunaan Mesin, (3) Pelatihan dan Pembuatan Kompos, (4) Pendampingan dan perawatan. Kegiatan ini terselenggara dengan baik, ditunjukkan hasil evaluasi bahwa 80% peserta mampu menjelaskan kembali fungsi dan manfaat mesin pencacah, serta 70% mampu mempraktikkan penggunaannya secara mandiri. Kegiatan berkontribusi pada peningkatan keterampilan warga sekolah dalam pengelolaan sampah organik. Kegiatan ini diharapkan dapat menjadi acuan untuk penerapan edukasi lingkungan dengan implementasi teknologi sederhana pada kelompok sasaran lainnya.Kata Kunci :edukasi lingkungan; kompos; mesin pencacah; sampah organik
Pengembangan Media Toponimi Desa-Desa Berbasis Google Sites Pada pembelajaran IPS Untuk Penguatan Literasi Budaya dan Kewargaan
The contextual approach plays a strategic role in Social Studies (IPS) learning by connecting theoretical concepts with students’ everyday life experiences. The Merdeka Curriculum emphasizes the development of critical thinking skills, the ability to solve social problems, and an understanding of cultural diversity and social interaction dynamics within the surrounding environment. However, the utilization of village toponymy as a learning resource in schools remains suboptimal, as many teachers still rely on conventional textbooks.Therefore, this study aims to develop Google Sites–based village toponymy learning media that are valid and practical, and to examine their effectiveness in improving the cultural and civic literacy of seventh-grade junior high school students. This research was conducted at SMP Negeri 3 Negara using a Research and Development (R&D) method with the ADDIE model (Analyze, Design, Develop, Implement, and Evaluate).The data analysis techniques included qualitative, quantitative, statistical, and inferential statistical analyses. The results showed that the material expert validation reached 93.56%, the media expert validation reached 94.45%, and the practicality assessment reached 92.50%. These results indicate that the Google Sites–based Village Toponymy Media of Jembrana Regency is categorized as “very good” and is both valid and practical for use in seventh-grade Social Studies learning.Furthermore, students’ average scores increased from 61.20 to 82.40. The results of the Paired Samples t-test using SPSS 25 showed that t_calculated = 36.733 > t_table = 2.0638, with a significance value (2-tailed) of 0.000 < 0.05. These findings demonstrate that the developed learning media are effective in improving students’ cultural and civic literacy in seventh-grade Social Studies learnin
Alih Kode dan Campur Kode Arab-Indonesia dalam Vlog Youtube Ibrohim Elhaq
Penelitian ini menganalisis fenomena alih kode dan campur kode Arab-Indonesia dalam konten YouTube Ibrohim Elhaq, seorang mahasiswa Universitas Islam Madinah. Fokus kajian ini mengidentifikasi jenis serta faktor penyebab terjadinya peralihan bahasa tersebut. Secara metodologis, penelitian ini menerapkan desain analisis isi (content analysis) dengan pendekatan kualitatif. Data bersumber dari empat video vlog bertema kehidupan kampus luar negeri dan vlog madinah dan sekitarnya yang diseleksi menggunakan teknik purposive sampling. Pengumpulan data dilakukan melalui teknik simak bebas libat cakap (SBLC) dan teknik catat, yang selanjutnya dianalisis menggunakan model interaktif Miles dan Huberman serta prosedur analisis Krippendorff. Hasil penelitian menunjukkan terdapat 100 data kebahasaan, terdiri atas 53 kasus campur kode dan 47 kasus alih kode. Jenis yang paling dominan ditemukan adalah campur kode berbentuk frasa dan alih kode situasional. Analisis faktor penyebab menunjukkan bahwa motivasi utama penutur adalah niat memperjelas isi tuturan bagi mitra tutur, pembahasan topik tertentu, dan pengutipan ujaran atau teks. Temuan ini menegaskan mekanisme Akomodasi Komunikasi yang dinamis. Penutur secara simultan menerapkan strategi interpretability, interpersonal control, approximation, dan emotional expression untuk autentisitas lingkungan Arab dengan kebutuhan aksesibilitas informasi bagi audiens Indonesia
Learning Mathematics in the Digital Era: An Analysis of High School Students’ Interaction Patterns through TikTok
The rapid growth of social media has reshaped students’ learning behaviors and interaction patterns, including in mathematics education. TikTok, as a short-form video platform widely used by adolescents, offers unique affordances for micro-learning, algorithm-driven content exposure, and non-linear interaction. Although previous studies have demonstrated that TikTok can improve students’ mathematics achievement, motivation, and interest, limited attention has been paid to the underlying social-cognitive interaction processes through which mathematical understanding is constructed. This study aims to analyze high school students’ interaction patterns in learning mathematics through TikTok by examining how digital interactions support mathematical sense-making rather than merely learning outcomes.This study employed a descriptive qualitative approach involving four eleventh-grade students at MAN 2 Palu, Indonesia, selected through purposive sampling. Data were collected through observations of students’ TikTok activities and semi-structured interviews. The analysis was guided by Moore’s interaction model, encompassing student–content, student–creator interactions, and student–student interactions, adapted to the non-linear and algorithmic context of TikTok. The findings reveal three distinct interaction patterns: high, moderate, and low. Students with high interaction levels actively engaged across all three interaction dimensions, demonstrating reflective learning, digital self-efficacy, and autonomous regulation of mathematical learning. In contrast, students with moderate and low interaction levels primarily engaged in passive content consumption, with limited social and pedagogical interaction, positioning TikTok more as an entertainment platform than a learning space. These differences indicate that mathematical sense-making on TikTok is strongly mediated by the quality of interaction rather than the intensity of platform use alone. This study highlights that TikTok’s educational potential lies not merely in its effectiveness in improving scores, but in how interaction quality shapes students’ cognitive engagement and meaning-making processes in mathematics learning. The findings suggest that integrating structured interaction designs and fostering digital self-efficacy are crucial for maximizing the pedagogical value of social media-based mathematics learning.Pembelajaran Matematika di Era Digital: Analisis Pola Interaksi Peserta Didik SMA melalui Media TikTokABSTRAKPerkembangan media sosial telah mengubah cara siswa mengakses, memaknai, dan berinteraksi dengan pengetahuan matematika. TikTok, sebagai platform video pendek berbasis algoritma, menawarkan karakteristik pembelajaran yang berbeda dari platform digital konvensional karena menggabungkan konten ringkas, atensi cepat, serta interaksi sosial yang bersifat spontan dan tidak linier. Namun, masih terbatas penelitian yang menjelaskan bagaimana pola interaksi siswa di TikTok berkontribusi terhadap proses mathematical sense-making, bukan sekadar peningkatan hasil belajar. Penelitian ini bertujuan untuk menganalisis pola interaksi siswa SMA dalam pembelajaran matematika melalui TikTok dengan menggunakan Model Interaksi Moore yang mencakup student–content, student–creator interaction, dan student–student interaction. Penelitian menggunakan pendekatan kualitatif deskriptif dengan empat siswa kelas XI MAN 2 Kota Palu yang dipilih melalui teknik purposive sampling. Data dikumpulkan melalui observasi aktivitas TikTok dan wawancara semi-terstruktur, kemudian dianalisis secara tematik. Hasil penelitian menunjukkan tiga kategori pola interaksi, yaitu tinggi, sedang, dan rendah. Siswa dengan interaksi tinggi aktif pada ketiga dimensi Moore, memanfaatkan fitur TikTok seperti video pendek, komentar, Live, dan pesan langsung untuk membangun pemahaman konsep, merefleksikan strategi penyelesaian soal, serta mendiskusikan ide matematika secara kolaboratif. Sebaliknya, siswa dengan interaksi rendah cenderung hanya mengakses konten secara pasif dan tidak terlibat dalam proses negosiasi makna matematis. Temuan ini menunjukkan bahwa perbedaan kualitas interaksi digital berpengaruh signifikan terhadap cara siswa membangun pemahaman matematika di lingkungan media sosial. Disimpulkan bahwa keunikan TikTok sebagai ruang belajar tidak terletak pada kontennya semata, melainkan pada pola interaksi sosial-kognitif yang terbentuk melalui integrasi algoritma, micro-learning, dan jejaring sosial. Penelitian ini menegaskan pentingnya menggeser fokus kajian dari efektivitas hasil belajar menuju analisis proses interaksi digital sebagai kunci pengembangan pembelajaran matematika berbasis media sosial.Kata Kunci :pola interaksi; pembelajaran matematika; siswa SMA; TikTo
Rekonstruksi Sejarah Dan Transformasi Cagar Budaya Istana Almukarramah Kesultanan Sintang
The Almukarramah Palace of the Sintang Sultanate is a Cultural Heritage site that must be preserved. Periodic research is one of the efforts to support its preservation. This study aims to reconstruct the historical narrative based on newly discovered data and to describe the current condition of the palace building. The local community is expected to be encouraged to utilize the palace, particularly institutions engaged in history, education, and tourism. This research uses a qualitative method with historical and architectural approaches. The historical approach is used to reconstruct historical information, including heuristics, verification, interpretation, and historiography. The architectural approach is applied to describe the physical form of the object. Primary and secondary data were collected through observation, interviews, and literature studies. The results show that the palace has stood in the Kampung Raja area since Sintang was a Hindu kingdom. However, the structure currently standing was built when Sintang became an Islamic kingdom, specifically during the reign of Panembahan Raden Abdul Bahri Danu Perdana Al-Mukarram Kesuma Negara IV. The construction of the Sintang Sultanate Palace was full of dynamics, ranging from disputes between the Panembahan and the Dutch colonial government to the sinking of a ship carrying construction materials. Observations also revealed many historical objects around the palace. One of the new contributions of this research is the documentation of the changes in the building’s function and its renovation history after Sintang's integration into Indonesia
Pengaruh Model Problem-Based Learning Berbantuan Media Diorama Interaktif Berbasis Augmented Reality terhadap Pemahaman Keragaman Sosial Budaya Siswa Kelas IV Sekolah Dasar
Penelitian ini bertujuan untuk mengetahui pengaruh model Problem-Based Learning (PBL) berbantuan media diorama interaktif berbasis Augmented Reality (AR) terhadap pemahaman keragaman sosial budaya siswa kelas IV sekolah dasar. Pendekatan kuantitatif dengan desain quasi experimental digunakan dalam penelitian ini. Hasil penelitian menunjukkan peningkatan pemahaman keragaman sosial budaya yang signifikan pada kelompok eksperimen dibandingkan kelompok kontrol. Dengan demikian, model PBL berbantuan media diorama interaktif berbasis AR terbukti efektif dalam meningkatkan pemahaman siswa terhadap keragaman sosial budaya
KEEFEKTIFAN PROJECT BASED LEARNING UNTUK MENINGKATKAN KOMPETENSI TEKNIK PEMESINAN BUBUT DI SMK NEGERI 5 SEMARANG
Penelitian ini bertujuan untuk mengetahui keefektifan penerapan model pembelajaran Project Based Learning (PjBL) dalam meningkatkan kompetensi teknik pemesinan bubut siswa kelas XI Teknik Pemesinan di SMK Negeri 5 Semarang. Penelitian menggunakan pendekatan deskriptif kuantitatif dengan desain pre-eksperimen tipe one-group pretest–posttest. Sampel penelitian berjumlah 36 siswa yang dipilih menggunakan teknik purposive sampling. Instrumen penelitian berupa penugasan penyusunan jobsheet perencanaan pengerjaan bubut yang digunakan sebagai pretest dan posttest. Analisis data dilakukan secara deskriptif serta inferensial menggunakan uji normalitas Shapiro–Wilk, uji t berpasangan (paired sample t-test), dan uji N-Gain untuk mengukur tingkat efektivitas pembelajaran. Hasil penelitian menunjukkan bahwa nilai rata-rata siswa meningkat dari 54,36 pada pretest menjadi 82,14 pada posttest. Hasil uji hipotesis menunjukkan nilai t hitung sebesar 23,023 lebih besar dari t tabel 2,03 pada taraf signifikansi 0,05, sehingga terdapat perbedaan yang signifikan antara hasil belajar sebelum dan sesudah penerapan PjBL. Selain itu, nilai N-Gain sebesar 60,65% menunjukkan bahwa penerapan PjBL berada pada kategori cukup efektif dalam meningkatkan kompetensi pemesinan bubut siswa. Dengan demikian, model pembelajaran Project Based Learning dapat menjadi alternatif strategi pembelajaran yang efektif dalam meningkatkan kompetensi siswa pada pembelajaran teknik pemesinan bubut di SMK
Analisis Kepuasan Pengguna Aplikasi Peduli Lindungi Menggunakan Metode End User Computing Satisfaction
The COVID-19 pandemic encouraged the Indonesian government to develop the PeduliLindungi application as a digital health service platform. This study aims to analyze user satisfaction with the PeduliLindungi application using the End User Computing Satisfaction (EUCS) method. The study employed a quantitative descriptive approach by distributing an online questionnaire to 400 PeduliLindungi users in the Jabodetabek area. The satisfaction dimensions analyzed include content, accuracy, format, ease of use, and timeliness.Data were analyzed using descriptive statistics and multiple linear regression. The results indicate that user satisfaction falls within the satisfied to very satisfied category, with the highest mean score on ease of use (4.415) and the lowest on content (4.197). Partially, accuracy, format, and ease of use have a significant effect on user satisfaction, while content and timeliness do not show a significant effect. Simultaneously, all EUCS dimensions have a significant effect on user satisfaction with the PeduliLindungi application
Exploring Students’ Long-term Retention and Conceptual Mastery in Two-Dimensional Kinematics: A Descriptive Study
This study aims to comprehensively describe students’ understanding of projectile motion by analyzing the results of three essay-type questions. These questions were designed to measure conceptual understanding of the trajectory, the ability to separate horizontal and vertical components of motion, and the skill to apply basic quantitative calculations within the context of two-dimensional kinematics. The research employed a quantitative descriptive method, with data collected through written tests and direct observation of students’ answer patterns. This approach enabled the identification of dominant types of errors, both conceptual and procedural, thus providing a thorough picture of students’ overall understanding. A total of 67 eleventh-grade students participated in this study. All responses were classified into five accuracy categories: completely incorrect, partially correct, one correct, two correct, and entirely correct. Data analysis was carried out using percentage techniques to clearly and quantitatively present the distribution of students’ abilities in each category. The findings show that 74.63% of students still struggle to solve projectile-motion problems, particularly in separating the initial velocity components and determining an object’s position at a given time—tasks that require simultaneous understanding of vector concepts and motion equations. Only 7.46% of students were able to answer all questions correctly, while the remaining 17.91% fell into the partially correct to one-correct-answer categories. Based on these results, it can be concluded that students’ understanding of the basic concepts of projectile motion remains low and tends to rely on formula memorization rather than conceptual comprehension. Therefore, more systematic, contextual, and concept-focused learning strategies are needed to improve mastery of two-dimensional kinematics more effectively.Eksplorasi Retensi Jangka Panjang dan Penguasaan Konseptual Siswa dalam Kinematika Dua Dimensi: Studi ObservasiABSTRAKPenelitian ini bertujuan untuk mendeskripsikan secara komprehensif tingkat pemahaman siswa terhadap materi gerak parabola melalui analisis mendalam terhadap hasil pengerjaan tiga butir soal uraian. Ketiga soal tersebut dirancang untuk mengukur pemahaman konsep lintasan, kemampuan memisahkan komponen gerak horizontal dan vertikal, serta keterampilan menerapkan perhitungan kuantitatif sederhana dalam konteks kinematika dua dimensi. Metode penelitian yang digunakan adalah metode deskriptif kuantitatif, dengan teknik pengumpulan data berupa tes tertulis dan observasi langsung terhadap pola jawaban siswa. Pendekatan ini memungkinkan peneliti mengidentifikasi bentuk kesalahan yang paling dominan, baik yang bersifat konseptual maupun prosedural, sehingga dapat memberikan gambaran menyeluruh mengenai kualitas pemahaman siswa. Sebanyak 67 siswa kelas XI berpartisipasi dalam penelitian ini. Seluruh jawaban diklasifikasikan ke dalam lima kategori ketepatan, yaitu tidak benar sama sekali, sebagian benar, satu benar, dua benar, dan seluruh jawaban benar. Analisis data dilakukan menggunakan teknik persentase untuk menunjukkan distribusi kemampuan siswa pada masing-masing kategori secara lebih jelas dan terukur. Hasil penelitian menunjukkan bahwa 74,63% siswa masih mengalami kesulitan dalam menyelesaikan soal-soal gerak parabola, terutama dalam memisahkan komponen kecepatan awal serta menentukan posisi benda pada waktu tertentu yang memerlukan pemahaman simultan terhadap konsep vektor dan persamaan gerak. Hanya 7,46% siswa yang mampu menjawab seluruh soal dengan benar, sedangkan 17,91% lainnya berada pada kategori sebagian benar hingga satu jawaban benar. Berdasarkan temuan tersebut, dapat disimpulkan bahwa pemahaman siswa terhadap konsep dasar gerak parabola masih rendah dan cenderung bergantung pada hafalan rumus. Oleh karena itu, diperlukan strategi pembelajaran yang lebih sistematis, kontekstual, dan berorientasi pada eksplorasi konsep untuk meningkatkan penguasaan kinematika dua dimensi secara lebih efektif.Kata Kunci :Gerak parabola; pemahaman konsep; analisi deskripti
Analisis Kebutuhan Pengembangan Media Audiovisual Materi Pembelajaran Iklim Dan Perubahannya Terhadap Kehidupan Sosial di Sekolah Dasar
This study aims to analyze the need for developing audiovisual learning media using Canva in science learning on climate change for fourth-grade elementary school students. The study used a quantitative descriptive approach with a needs analysis questionnaire as the data collection technique. The research subjects consisted of 35 fourth-grade students and 2 fourth-grade teachers at Muara Medak Elementary School. The research instrument was a questionnaire containing 10 statements with a rating scale from very high to very low. Data were analyzed using a percentage technique based on pedagogical, technical, cognitive, and aesthetic aspects. The results showed that the need for audiovisual media development was in the high to very high category, with a percentage of 84.57% for the pedagogical aspect, 81.85% for the technical aspect, 76.28% for the cognitive aspect, and 85.42% for the aesthetic aspect. These findings indicate that students and teachers need learning media that are interesting, easily accessible, and able to help understand abstract material. Based on these results, the development of audiovisual media using Canva is considered relevant as a learning solution to increase learning interest and support the effectiveness of science learning in elementary schools