15 research outputs found

    STRATEGI GURU DALAM MENGATASI LEARNING LOSS MELALUI INOVASI PENDIDIKAN KARAKTER BERBASIS MODEL PEMBELAJARAN PASCA PANDEMI COVID-19 (Stusi Kasus di SMA Negeri 3 Martapura)

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    Permasalahan Learning Loss tidak selesai begitu saja ketika pembelajaran pasca pandemi dilakukan secara langsung. Dari latar belakang permasalahan inilah dibutuhkan sebuah inovasi yang bertujuan untuk mengatasi permasalahan dalam pembelajaran pasca pandemi, agar Learning Loss tidak berkelanjutan terjadi. Penelitian ini menggunakan pendekatan kualitatif dengan metode studi kasus di SMA Negeri 3 Martapura. Informan dalam penelitian ini adalah kepala sekolah, guru mata pelajaran, guru BK, wakil kesiswaan, wakil kurikulum dan peserta didik. Teknik pengumpulan data menggunakan observasi, wawancara dan dokumentasi. Teknik uji keabsahan data dilakukan dengan triangulasi sumber data dan triangulasi pengumpulan data, sedangkan teknik analisis data menggunakan model Miles dan Huberman. Hasil dari penelitian ini adalah: (1) Untuk memperbaiki pembelajaran dan mencegah terjadinya Learning Loss dalam pembelajaran pasca pandemi dilakukan sebuah inovasi, inovasi yang dilakukan ialah inovasi pendidikan karakter dalam model pembelajaran. Adapun inovasi model pembelajaran yang digunakan ialah model Discovery Learning dan Problem Based Learning; (2) Dalam masa pasca pandemi mengimplementasikan nilai karakter disiplin dilakukan dengan pengumpulan tugas tepat waktu, memberlakukan sistem punishment, melaksanakan pembiasan karakter sebelum kegiatan pembelajaran, dan kehadiran peserta didik. Sedangkan dalam mengimplementasikan nilai karakter tanggung jawab dilakukan dengan pemberian tugas, menyadarkan tanggung jawab akan diri sendiri, bertanggung jawab melaksanakan tata tertib sekolah dan kelas. Selanjutnya dalam mengimplementasi rasa ingin tahu peserta didik dilakukan dengan penugasan analisis dan eksplorasi, membuat forum diskusi, diawal pelajaran guru memberikan stimulus terkait tanya jawab dengan materi; (3) Upaya yang dilakukan untuk mengatasi hambatan ialah membangun motivasi peserta didik, pemberian penugasan, menciptakan suasana kelas yang aktif, memberlakukan sistem point. Kata Kunci: Inovasi, Learning Loss, Pendidikan Karakter The problem of Learning Loss does not just end when post-pandemic learning is carried out directly. From the background of this problem, an innovation is needed that aims to overcome problems in post-pandemic learning, so that Learning Loss does not occur continuously. This study uses a qualitative approach with a case study method at SMA Negeri 3 Martapura. The informants in this study were school principals, subject teachers, counseling teachers, student representatives, curriculum representatives and students. Data collection techniques using observation, interviews and documentation. Data validity testing techniques were carried out by triangulating data sources and data collection triangulation, while data analysis techniques used the Miles and Huberman models. The results of this study are: (1) To improve learning and prevent Learning Loss in post-pandemic learning, an innovation is carried out, an innovation that is carried out is character education innovation in the learning model. The innovative learning models used are Discovery Learning and Problem Based Learning models; (2) In the post-pandemic period implementing disciplinary character values is carried out by submitting assignments on time, imposing a punishment system, carrying out character conditioning before learning activities, and the presence of students. Meanwhile, in implementing the character values, responsibility is carried out by giving assignments, awareness of self-responsibility, being responsible for carrying out school and class rules. Furthermore, in implementing students' curiosity, it is carried out with assignments of analysis and exploration, creating discussion forums, at the beginning of the lesson the teacher provides stimulus related to question and answer with the material; (3) Efforts made to overcome obstacles are building student motivation, giving assignments, creating an active classroom atmosphere, applying a point system. Keywords: Character Education,Innovation, Learning Los

    Pengaruh Self Regulated Learning terhadap Student Engagement yang dimoderasi oleh Self Efficacy pada siswa Sekolah Menengah Pertama

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    ABSTRAK Keterlibatan siswa dalam belajar penting untuk ditingkatkan sehingga dapat menyongsong keberhasilhan siswa dalam belajar. Faktanya, siswa sering kali tidak mengikuti pembelajaran yang berlangsung dan sering mengganggu pelajaran siswa kelas yang lainnya, tidak bersemangat, tidak berminat, tidak senang mendengarkan pelajaran, sering izin ke kamar mandi, tidak fokus dan mengantuk. Penelitian terdahulu menyebutkan bahwa self regulated learning dan self efficacy memiliki peranan penting untuk dapat meningkatkan keterlibatan siswa dalam belajar. Tujuan penelitian ini untuk mengetahui pengaruh self regulated learning terhadap student engagement dan peran moderasi self efficacy pada pengarus self regulated learning terhadap student engagement. Penelitian ini menggunakan metode kuantitatif dengan sampel penelitian 254 siswa SMPN 2 Purwodadi. Pengumpulan data dilakukan dengan teknik Probability sampling, dengan mengadopsi instrumen skala student engagement yang dibuat Rahmadhani (2022) berdasarkan teori Fredrick (2004), instrumen skala self regulated learning yang dibuat Abdullah S.A (2019) berdasarkan teori Zimmerman (1998), instrumen skala self efficacy yang dibuat Siregar (2018) berdasarkan teori Bandura (1997). Hasil penelitian menunjukkan bahwa (1) self regulated learnig berpengaruh positif terhadap student engagement dengan nilai 0.000<0.05 dan besaran pengaruh sebesar 48,5%. (2) self efficacy memperkuat pengaruh self regulated learning terhadap student engagement dengan nilai sig. 0.000<0.05 dan besaran pengaruh sebesar 55,8%. ABSTRACT Student engagement in learning is important to be improved so that it can lead to student success in learning. In fact, students often do not follow the learning that takes place and often disrupt the lessons of other class students, are not excited, not interested, do not like to listen to lessons, often go to the bathroom, are not focused and sleepy. Previous research states that self-regulated learning and self-efficacy play an important role in increasing student engagement in learning. The purpose of this study is to determine the effect of self regulated learning on student engagement and the moderating role of self efficacy on the mainstreaming of self regulated learning on student engagement. This research uses quantitative methods with a research sample of 254 students of SMPN 2 Purwodadi. Data collection was carried out using Probability sampling technique, by adopting student engagement scale instruments made by Rahmadhani (2022) based on Fredrick's theory (2004), self regulated learning scale instruments made by Abdullah S.A (2019) based on Zimmerman's theory (1998), self efficacy scale instruments made by Siregar (2018) based on Bandura's theory (1997). The results showed that (1) self regulated learning has a positive effect on student engagement with a value of 0.000 <0.05 and the amount of influence is 48.5%. (2) self efficacy strengthens the influence of self regulated learning on student engagement with a sig value. 0.000<0.05 and the amount of influence is 55.8%. مستخلص البحث المشاركة الطلابية في عملية التعلم أمر مهم للغاية ويجب تعزيزه لضمان نجاح الطلاب في التعلم. في الواقع، غالباً ما يتخذ الطلاب موقفًا غير فعّال خلال الدروس ويشوشون على دروس زملائهم، ويظهرون قلة من الحماس والاهتمام، ولا يستمتعون بالاستماع إلى الدروس، وغالبًا ما يأخذون إذنًا للذهاب إلى الحمام، ويكونون غير مركزين ويعانون من النعاس. أشارت الأبحاث السابقة إلى أن التعلم الذاتي والكفاءة الذاتية يلعبان دورًا هامًا في تعزيز مشاركة الطلاب في عملية التعلم. يهدف هذا البحث إلى فهم تأثير التعلم الذاتي على مشاركة الطلاب ودور فعالية الذات في تعديل تأثير التعلم الذاتي على مشاركة الطلاب. استخدم هذا البحث منهجًا كميًا مع عينة تتألف من 254 طالبًا في مدرسة ثانوية في بورودادي. تم جمع البيانات باستخدام تقنية العينة العشوائية، باعتماد مقياس مشاركة الطلاب الذي أعده رحمة دهاني (2022) استنادًا إلى نظرية فريدريك (2004)، ومقياس التعلم الذاتي الذي أعده عبد الله أ. أ. (2019) استنادًا إلى نظرية زيمرمان (1998)، ومقياس فعالية الذات الذي أعده سيريجار (2018) استنادًا إلى نظرية باندورا (1997). أظهرت نتائج البحث أن (1) التعلم الذاتي يؤثر إيجابيًا على مشاركة الطلاب بقيمة 0.000 < 0.05 وبنسبة تأثير قدرها 48.5%. (2) فعالية الذات تعزز تأثير التعلم الذاتي على مشاركة الطلاب بقيمة 0.000 < 0.05 وبنسبة تأثير قدرها 55.8%

    KOMIK STRIP DIGITAL “PAMALI” DARI KARAKTER TOKOH FOLKLOR SUNDA

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    Folklore is a literature that is part of folklore or a discipline that is about hereditary culture. Folk stories, especially myths, are stories that have good philosophy and moral values to be used as learning. In line with the time the folklore is less attractive to the younger generation. Comic strip media is a good and short means to absorb information and be easier to understand. The author has the idea to make the comic strip "Pamali" tell a mythical story from folklore that elevates local genius and becomes a good educational medium for conveying moral values of manners. The author formulates the problem that is how to develop moral value ideas in the digital comic strip "Pamali"? and how to aesthetically visualize the character of the Sundanese floclor in the digital comic strip "Pamali"? The purpose of creating this work is to find out the development of moral value ideas in the digital strip comic "Pamali" and to know the design of aesthetic visualization of the character of Sundanese folklore in the digital strip comic "Pamali. The creation method used is the development of story ideas through digital techniques. Therefore by reading the comic strip "Pamali" the audience is able to learn moral values that are not only introduced by the story and the language used in comics alone but in terms of visuals, how clothes are used by characters such as wearing polite clothes. The figures used are Sundanese cultural folklore namely Kabayun, Lamsijun and Karnadung visualized using cartoon style so that it is easy to understand and attract the attention of readers who are adjusted to their age. The technique used is digital techniques so that comics are easy to market and are relatively inexpensive in the process of working faster;---Cerita rakyat merupakan kesustraan yang merupakan bagian dari folklor atau suatu disiplin ilmu yang mengenai kebudayaan masyarakat yang turun temurun. Cerita rakyat khususnya mitos merupakan cerita yang memiliki falsafah dan nilai moral yang baik untuk dijadikan pembelajaran. Media komik strip merupakan sarana yang baik dan singkat untuk menyerap informasi dan lebih mudah dipahami. Penulis memiliki gagasan untuk membuat komik strip “Pamali” menceritakan suatu cerita mitos dari folklor yang mengangkat local genius dan menjadi medium edukasi yang baik bagi menyampaikan nilai moral bertatakrama. Dengan membaca komik strip “Pamali” audience mampu mempelajari nilai moral yang bukan hanya saja diperkenalkan oleh cerita dan bahasa yang digunakan pada komik saja tetapi dari segi visual, bagaimana fasion yang digunakan oleh karakter tokoh seperti menggunakan baju yang rapih. Tokoh yang digunakan merupakan folklor budaya Sunda yaitu Kabayun, Lamsijun dan Karnadung divisualkan menggunakan gaya kartun agar mudah dimengerti dan menarik perhatian audience yang disesuaikan dengan segmentasi. Teknik yang digunakan adalah teknik digital agar komik mudah dipasarkan dan relatif murah dalam proses pengerjaannyapun menjadi lebih cepat

    PENGARUH PERMAINAN TRADISIONAL MAIN KARET TERHADAP PERKEMBANGAN MOTORIK KASAR ANAK USIA 5-6 TAHUN

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    ABSTRAK Penelitian memiliki latar belakang bahwa belum pahamnnya guru tentang perkembangan-perkembangan anak yang harus distimulus dan harus dicapai, salah satunya perkembangan motorik kasar. Penelitian memiliki tujuan mencari tahu pengaruh dari permainan tradisional main karet dalam perkembangan motorik kasar anak usia 5-6 tahun. Subyek penelitian merupakan anak usia 5-6 tahun sekolah TK kelompok B, yang menurut hasil pengamatan subjek memiliki perkembangan motorik kasar yang belum optimal. Alat permainan yang digunakan yaitu karet yang telah dirajut disusun memanjang seperti tali. Pendekatan yang digunakan adalah kuantitatif dengan desain eksperimen SSR, menggunakan pola desain dengan rancangan A-B-A’. Teknik pengumpulan datanya yaitu Observasi. Data yang ditampilkan dalam bentuk tabel dan grafik dianalisis dengan statistik deskriptif. Adapun hasil yang ditunjukkan bahwa mean level subyek HM meningkat dari 54,2% pada tes awal (baseline A) menjadi 80,2% pada intervensi, dan 89,33% pada tes akhir (baseline A’). Hasil penelitian yang ditunjukkn bahwa mean level subyek NH meningkat dari 57,6% pada tes awal (baseline A) menjadi 80,56% pada fase intervesi, dan 91,5% pada hasil tes akhir (baseline A’). Dari kedua data subyek tersebut, kesimpulannya adalah permainan tradisional main karet terbukti memiliki pengaruh untuk mengembangkan motorik kasar anak usia 5-6 tahun. ABSTRACT The research has a background that the teacher does not understand about children’s developments that must be stimulated and one that must be achieved, one of wich is gross motor development. The research has the purpose of finding out the influence of traditional playing rubber in the gross motor development of childen aged 5-6 years. The research subject were children aged 5-6 years old school kindergarten B, which according to the observations of the subject has a gross motor development that is a not optimal. An instrument of gaming used namely rubber has knitted arranged long like a rope. This study used quantitative research with a design experiment with a SSR, design pattern with A-B-A’design. Data collection in study uses the method of observation. Data analyzed uses statistics descriptive thas is featured in table form and charts. As for the results showed that mean increased from level 54,2% on the test results the ability of th beginning (baseline A) be 80,2% in intervention, and 89,33% on the results of the final ability test (baseline A’). The results showed that mean increased from level 57,6% on the test results the ability of th beginning (baseline A) be 80,56% in intervention, and 91,5% on the results of the final ability test (baseline A’). From the two subject data, the conclusion is that the traditional game skills of children aged 5-6 years

    PENGUATAN NILAI PROFIL PELAJAR PANCASILA ELEMEN BERNALAR KRITIS MELALUI MODEL PROBLEM BASED LEARNING DI SEKOLAH DASAR

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    &nbsp; This study aims to find out how to plan, implement and increase the value strengthening of the Pancasila student profile of critical reasoning elements by using a problem based learning model. The type of research used was classroom action research which was carried out in two cycles, each cycle was held in three meetings. The research subjects were 35 students and 4B students. Collecting data or research instruments using interviews, observation and questionnaires. The results of Classroom Action Research experienced an increase in each indicator, namely indicators of problem orientation, student organization, presentation of discussion results and analyzing and evaluating. This increase can be seen in the average percentage of students' critical reasoning pre-cycle 54%, cycle I 68%, and cycle II 77%. So the classroom action research aimed at strengthening the value of the Pancasila student profile elements of critical reasoning through the Problem Based Learning model was declared successful because it had passed the achievement of 75%

    PENGUATAN NILAI PROFIL PELAJAR PANCASILA ELEMEN BERNALAR KRITIS MELALUI MODEL PROBLEM BASED LEARNING DI SEKOLAH DASAR

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    &nbsp; This study aims to find out how to plan, implement and increase the value strengthening of the Pancasila student profile of critical reasoning elements by using a problem based learning model. The type of research used was classroom action research which was carried out in two cycles, each cycle was held in three meetings. The research subjects were 35 students and 4B students. Collecting data or research instruments using interviews, observation and questionnaires. The results of Classroom Action Research experienced an increase in each indicator, namely indicators of problem orientation, student organization, presentation of discussion results and analyzing and evaluating. This increase can be seen in the average percentage of students' critical reasoning pre-cycle 54%, cycle I 68%, and cycle II 77%. So the classroom action research aimed at strengthening the value of the Pancasila student profile elements of critical reasoning through the Problem Based Learning model was declared successful because it had passed the achievement of 75%

    Inovasi Pendidikan Karakter dalam Mengatasi Learning Loss pada Masa Transisi Pandemi Covid-19

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    This study aims to describe character education innovations in overcoming learning loss during the transition period of the Covid-19 pandemic. This research used a case study method with a qualitative approach. The selection of this informant used a purposive sampling technique. Direct observation, structured interviews, and documentation were used to collect data. Data analysis techniques were used in the stages of data collection, data reduction, data presentation, and conclusion drawing. According to the findings of this study, innovations in overcoming Learning Loss included (1) home visits which aim to learn more about the obstacles students face and to establish cooperation with parents, (2) emergency face-to-face learning to assist students who were unable to do online learning and (3) Assignments in groups that aimed to arouse the spirit of motivation in learning and raise the value of student responsibility

    The Effect Of Effleurage Massage and Slow Stroke Back Massage Reduce Menstrual Pain Intensity

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    Background: Menstrual pain is the pain arising before or along with menstruation, lasting for a few hours and can last up to several days. Effleurage massage is doing by rubbing gently, not giving strong pressure and pressing fingertip in the skin surface slowly. Slow stroke back massage is a gentle, slow, any rhythmic massage in the back by covering 5 cm area on both sides of the spine bulge from head to the sacrum area. This study aims to determine the difference of effectiveness effleurage massage and slow stroke back massage to reduce menstrual pain intensity in the students of University of Muhammadiyah Mataram in 2020. Methods: The design of this study was quasy experiments with two group pretest-posttest design. The population was the entire students Permata Husada Midwifery Academy, there were two groups, namely efflurage and slow stroke back massage group with 16 students each by using purposive sampling technique. Results: The results of the research showed the mean of pain intensity for the efflurage group is 18,94 while for the backrub massage 14,06 even there is significant differences according to pvalue. P value is > 0,05
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