Perspektif Ilmu Pendidikan
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Think Pair Share Learning Assisted by Wordwall on Mathematics Learning Outcomes
Mathematics is a mandatory subject that plays an important role, therefore the lack of adjustment to learning models and supporting media in the learning process can be one of the factors causing low learning outcomes. The purpose of this study was to determine the effect of think pair share supported by wordwall on the mathematics learning outcomes of fifth-grade students at Elementary School. The research was conducted at SDN Batu Ampar 02 Pagi in the second semester of the academic year 2023/2024. The research method used was quantitative research with a quasi-experimental design. The sampling system used non-random sampling of 30 students in the experimental class and 30 students in the control class. The instrument used was an essay test that had been validated and tested for reliability. In data analysis, tests for analysis requirements were conducted through tests of normality (Kolmogorov-Smirnov) and homogeneity, while hypothesis testing used independent sample t-test with SPSS version 29.0.0.0. Based on the analysis, it was found that the average learning outcomes of the experimental class using think pair share supported by wordwall were 79.75, which was significantly better than the average learning outcomes of the control class students using conventional learning, which scored 70.25. The t-test result obtained a sig value (2-tailed) of 0.003 (0.003 < 0.005), hence Ha is accepted and H0 is rejected. Therefore, it can be concluded that in this study, there is an influence of the think pair share supported by wordwall learning model on the mathematics learning outcomes of fifth-grade elementary school students
Learning Evaluation of Islamic Religious Learning in Increasing Learning Motivation
Evaluation can encourage students to study harder encourage teachers to improve and maximize the quality of the learning process, and also encourage education managers to further improve the facilities and quality of student learning. The learning process will be successful when students have the motivation to learn. Therefore, teachers need to foster student learning motivation. The purpose of this study is to describe the evaluation of PAI learning in increasing student learning motivation. This research uses qualitative methods with an approach (field research) through observation, interviews, and documentation studies. As for the results of this study, increasing student motivation through the evaluation of PAI subjects has been seen optimally from the aspects that have been observed
Exploration Into The Ability of Fifth-Grade Students to Solve Decimal Problems Using Proportional Reasoning
Proportional Reasoning is a complex mathematical way of thinking about interconnected ideas such as multiplication and division of whole numbers, fractions, ratios, powers, measurements, and percent. This research aims to identify students' thinking processes in solving decimal problems that require proportional reasoning. This research was conducted on 5th grade elementary school students in Klaten, Central Java, Indonesia, using test instruments, interviews and documentation studies. The test given consists of five types of questions, namely tests on questions that require students to use additive, multiplicative thinking skills, use reasonable or appropriate ratios, build unit structures (groupings), and understand invariants. The research results found that the proportional reasoning indicator that was more dominantly used by students was the ability to think multiplicatively, while the sub-indicators were writing and completing calculations but the final results were not correct. Apart from that, other findings explain that the low ability is due to the prerequisite material not being mastered, students not understanding the questions, and students not understanding the concept of the topic. Thus, these results confirm that proportional reasoning abilities in grade 5 elementary school are still quite low
Analisis Phone Snubbing Behavior Mahasiswa
The phenomenon of phubbing is inherent in all circles, especially students, phubbing behavior shows impolite behavior and has an impact on communication between individuals when communicating. This study uses a qualitative method with a phenomenological study. Data collection techniques were carried out using open interview methods. 10 Respondents from this study came from universities in Indonesia represented by several universities, including the State Islamic University of North Sumatra, Suska Riau State Islamic University, Medan Area University, North Sumatra Muhammadiyyah University, Panca Budi University, Medan Polytechnic, Mallikussaleh University, University Open, Islamic Religion Daar Al Uluum (IAIDU) Asahan, Asahan University. The technique used in selecting respondents is probability sampling. The analysis used is qualitative techniques, in-depth analysis and interpretive phenomenology. The aim is to analyze Phone Snubbing Behavior among students. The results of the study show that phubbing behavior for students has often been carried out so that it has an impact on interactions between families, romance and friendships. These results indicate that students are unintentionally accustomed to phubbing.Fenomena phubbing sudah melekat disemua kalangan khususnya mahasiswa, perilaku phubbing menunjukkan perilaku tidak sopan dan berdampak pada komunikasi antar individu saat melakukan komunikasi. Penelitian ini menggunakan metode kualitatif dengan study fenomenologi. Teknik pengumpulan data dilakukan dengan metode wawancara secara terbuka. 10 Responden dari penelitian ini berasal dari universitas di Indonesia yang diwakili oleh beberapa universitas, diantaranya ialah Universitas Islam Negeri Sumatera Utara, Universitas Islam Negeri Suska Riau, Universitas Medan Area, Universitas Muhammadiyyah Sumatera Utara, Universitas Panca Budi, Poltekkes Medan, Universitas Mallikussaleh, Universitas Terbuka, Agama Islam Daar Al Uluum (IAIDU) Asahan, Universitas Asahan. Teknik yang digunakan dalam memili responden adalah probability sampling. Analisis yang digunakan ialah teknik kualitatif, analisis secara mendalam serta fenomenologi interpretatif. Tujuannya adalah untuk menganalisis perilaku Phone Snubbing Behavior dikalangan mahasiswa. Hasil penelitian menunjukkan bahwa perilaku phubbing bagi mahasiswa sudah sering dilakukan hingga berdampak pada interaksi antar keluarga, percintaan maupun pertemanan. Hasil ini menunjukkan bahwa mahasiswa tanpa segaja terbiasa melakukan phubbing
"Keefektifan Media E-Comic Karakter Padepokan sebagai Upaya untuk Meningkatkan Pemahaman Pendidikan Karakter pada Siswa Sekolah Dasar
Character education is an important thing that needs to be prepared from an early age to high school so that habits that are carried out do not only become a habit but also become a part of a person's character. Several problems developed in the field, especially the lack of education and the use of media in character education. This study seeks to evaluate the efficacy of Padepokan character e-comic media and ascertain the impact of character education on elementary school students' understanding. This study employed a quantitative approach with a quasi-experimental method and a nonequivalent control group design, in which the two groups were not selected at random. The object of research is Padepokan character comic media (X) and their ability to increase understanding of character education (Y). The population is 40 students, with a total of 20 students in each class. In its implementation, before being given treatment, both the experimental group and the control group were first given a pre-test as an initial test. Data collection techniques employing surveys, observation, and documentation To determine how effective the application of character-driven e-comic media is, descriptive analysis, straightforward regression analysis (t test), and a normalised gain test were used to analyse the data. The results showed that (1) there was a significant increase in understanding of character education in the average experimental class by using Padepokan character e-comic media (by 20.1%). (2) There was an increase in understanding of character education in the control class using conventional techniques of 14.3%; (3) there is a difference in the average gain score in the experimental class of 58.2%, while in the control class the average gain is 38.2%. This means that the use of Padepokan Character Comic Media in the experimental class is quite effective in increasing understanding of character education, while the use of conventional techniques is deemed ineffective in increasing understanding of character education.Pendidikan karakter merupakan hal penting yang perlu dipersiapkan sejak usia dini sampai sekolah tinggi agar kegiatan rutin yang dilakukan tak hanya menjadi suatu rutinitas saja, namun sudah menjadi suatu karakter. Beberapa kasus yang berkembang di lapangan, khususnya kurangnya edukasi dan penggunaan media yang digunakan pada pendidikan karakter. Penelitian ini bertujuan untuk menguji efektivitas media e-komik Padepokan karakter serta mengetahui pengaruh peningkatan pemahaman pendidikan karakter pada siswa sekolah dasar. Penelitian ini memanfaatkan pendekatan kuantitatif dengan metode quasi eksperimen tipe nonequivalent control group design, dimana melibatkan dua kelompok yang dipilih oleh peneliti secara tidak acak. Objek Penelitian adalah media e-komik Padepokan Karakter (X) terhadap kemampuan Meningkatkan Pemahaman Pendidikan karakter (Y). Populasi berjumlah 40 siswa dengan masing-masing kelas kerjumlah 20 siswa. Pada pelaksanaannya sebelum penerapan treatment (perlakuan) pada kelompok eksperimen maupun kelompok kontrol, peneliti memberikan pre-test sebagai tes awal. Teknik pengumpulan data adalah dengan metode observasi, penggunaan angket, dan dokumentasi. Analisis data menggunakan analisis deskriptif, analisis regresi sederhana (uji t), dan uji normalized gain untuk melihat seberapa efektif penggunaan media e-komik padepokan karakter. Dari hasil penelitian ditemukan bahwa (1) terdapat peningkatan pemahaman pendidikan karakter yang signifikan rata-rata kelas eksperimen dengan pemanfaatan media e-komik Padepokan Karakter sebesar 20,1% (2) terdapat peningkatan pemahaman pendidikan karakter pada kelas kontrol yang menggunakan teknik konvensional sebesar 14,3% (3) terdapat perbedaan tingkat perolehan rata-rata gain score pada kelas eksperimen sebesar 58,2%, sedangkan pada kelas kontrol diperoleh rata-rata 38,2%. Hal ini berarti penggunaan media e-komik Padepokan Karakter pada kelas ekperimen cukup efektif dalam meningkatkan pemahaman Pendidikan Karakter, sedangkan penggunaan teknik konvensional dirasa tidak efektif dalam meningkatkan pemahaman Pendidikan Karakter
Development of PBL-Based E-Modules on Work and Energy Materials Integrated with Nutrition to Improve Cognitive Learning Outcomes of Class X Students
Abstract, Almost one third of Indonesian adolescents aged 15-18 years old are stunted, while many also have overweight and obesity problem. Nutrition education can be done by integrating nutritional information and concepts into certain subjects, one of which is physics. Subject in physics which in line with the concept of nutrition are work and energy. In work and energy subject, it discusses the concept of the relationship between work, energy, the law of conservation of energy, the concept has strong relationship with nutrition which is a source of energy needed to do work. This research is a development research with the ADDIE model, which has 5 stages, Analyze; (2) Design; (3) Develop; (4) Implement; and (5) Evaluate [19]. The purpose of this study is "Produce feasible and effective PBL e-module learning media to improve learning outcomes and increase understanding of the importance of nutritional intake among adolescents", which can be accessed on smartphones. The e-module was tested on 36 grade X MIPA students at SMAN 30 Jakarta. The study was conducted from March to October 2022. The method used is a quasi-experimental method using a pretest-posttest control group design. The media is validated by media experts and material experts using instruments. Based on the calculation of validation of media experts and material experts on the PBL-based nutrition-integrated business and energy (E-MUEGIZ) E-module, it is included in the very valid category, meaning that the media is suitable for use. While Based on the value of N-Gain it can be said that the E-Module of effort and energy integrated nutrition (E-MUEGIZ) can increase understanding of the importance of nutrition as a source of energy. Keywords: Cognitive Learning; E-Module Development; Problem Based Learning; Effort and Energy, Nutritio
Analisis Hukuman Matilda Dalam Novel Roald Dahl Dari Perspektif Psikologis
Roald Dahl's novel Matilda features a child with a strong penchant for punishing adults. Using Erikson’s concept of children’s development, the present study aimed to explain why Matilda was described as a five-year-old girl to perform those punishments. Through textual analysis, the present study revealed that Matilda developed as a girl who administered punishments to adults around her as part of her development at the play age. At this age, a child learns to set specific goals and plan to achieve them. In the novel, this development is reflected in Matilda Wormwood’s goal to punish her father as described in chapters “The Hat and the Superglue,” “The Ghost,” and “The Platinum-Blonde Man.” Matilda’s punishments in this novel send a strong message to readers that parents should provide good examples and sufficient attention to their children when they start learning to set goals, especially when they are very intelligent and have strong potential like Matilda.Novel Matilda karya Roald Dahl menceritakan seorang anak dengan kecenderungan yang kuat untuk menghukum orang dewasa. Dengan menggunakan konsep Erikson tentang perkembangan anak, penelitian ini bertujuan untuk menjelaskan mengapa Matilda digambarkan sebagai gadis berusia lima tahun untuk melakukan hukuman tersebut. Melalui analisis tekstual, penelitian ini mengungkapkan bahwa Matilda berkembang sebagai seorang gadis yang memberikan hukuman kepada orang dewasa di sekitarnya sebagai bagian dari perkembangannya pada usia bermain. Pada usia ini, seorang anak belajar untuk menetapkan tujuan tertentu dan merencanakan untuk mencapainya. Dalam novel, perkembangan ini tercermin dalam tujuan Matilda Wormwood untuk menghukum ayahnya seperti yang dijelaskan dalam bab “Topi dan Lem Super,” “Hantu,” dan “Pria Pirang Platinum.” Hukuman Matilda dalam novel ini memberikan pesan yang kuat kepada pembaca bahwa orang tua harus memberikan contoh yang baik dan perhatian yang cukup kepada anak-anak mereka ketika mereka mulai belajar untuk menetapkan tujuan, terutama ketika mereka sangat cerdas dan memiliki potensi yang kuat seperti Matilda
Teacher's Perception of the Use of the Chatgpt Application as a Learning-Supporting Media
Technological developments have had an impact on everyday life. This also happens in the world of education. Technology in the world of education is a means to develop learning in the classroom. One of the emerging technologies is ChatGPT(Generative Pre-Trained Transformer). Technology with artificial intelligence can respond to human-like questions. With the inclusion of this technology, this study aims to determine teachers' attitudes and perceptions about ChatGPT in learning. This is done as a first step to determine the right strategy. The research was conducted using a questionnaire distributed to teachers with the criteria of teaching in secondary schools. Data analysis using SPSS to see the value of each variable. Based on the research, it was found that teachers already know about ChatGPT and accept this technology to help work. The teacher also shows a positive and enthusiastic attitude towards the use of ChatGPT in learning. They recognize its benefits in preparing and planning lessons, developing materials, and enhancing students' insights. Even though teachers find ChatGPT helpful, they still have concerns about their trustworthiness and their ability to implement it. So there is a need for socialization to students before using ChatGPT in learning, to prepare students and strengthen the teacher's role as a facilitator. It can be concluded that ChatGPT has great potential in supporting learning, but it needs socialization, initial understanding, and strengthening of the teacher's role in implementation
THE ROLE OF HIGHER EDUCATION IN FOSTERING THE CREATIVITY AND INNOVATION OF STUDENTS, COLLEGE STUDENTS, AND BUSINESS ACTORS
Artikel ini bertujuan untuk mendeskripsikan peran Perguruan Tinggi dalam menumbuhkan kreativitas dan inovasi di kalangan siswa, mahasiswa dan pelaku usaha. Kegiatan ini menekankan nilai keunggulan karya mereka sehingga memungkinkan konsep baru dalam kerangka pembangunan yang berkelanjutan. Penelitian merupakan setting lapangan pada expo inovasi teknologi Universitas Sains Al-Qur’an tahun 2023, dengan jenis penelitian kualitatif dari data observasi dan dokumentasi. Penelitian menyimpulkan: bahwa peran Perguruan Tinggi dalam menumbuhkan kreativitas dan inovasi dapat dilakukan melalui pelibatan hasil karya siswa, mahasiswa dan pelaku usaha. Kolaboratif ini memungkinkan untuk menguntungkan berbagai pihak di dalamnya. Langkah penilaian dan pendampingan diperlukan guna mentimulasi lahirnya kreativitas baru. Perguruan tinggi dapat memfasilitasi agar puduk inovasi layak bersaing di pasaran dengan memberikan fasilitas kurasi produk dan pendampingan ijin usaha. Penelitian merekomendasi bahwa kreativitas dan inovasi, dapat diterapkan pada berbagai disiplin ilmu. Selain itu agar merancang kurikulum dalam pendidikan kreativitas, inovasi, dan kewirausahaan untuk berbagai tingkat pendidikan demi munculnya inovasi terapan menuju pembangunan berkelanjutan
Development of KARIN (Indonesian Youth Work) Application on Student Creativity
This study aims to form a creative dimension in students by using the KARIN application (Indonesian Youth Work). This application is expected to be able to form a creative dimension in students. The KARIN application (Indonesian Youth Work) is an android application that functions to channel students' ideas by writing simple articles. This application has 4 screens, namely the Main Screen which contains instructions for using and starting the application. The second screen is the main screen which displays two options, namely the copyright of the work and the collection of works. The third screen, when students select copyrighted works, they will be transferred to select copyrighted works, namely students write what they want to write. The last screen contains a collection of works, students can see the results from one friend to another. This study uses the R&D method using the 4D approach which is condensed into 3D. The tests carried out in this study were media tests and application effectiveness tests. The media test gets a score of 81 with a very valid category. The effectiveness test got a score of 67.52, this value is included in the good category