3 research outputs found

    KONSEP PEMBELAJARAN TRINGO PADA MATA KULIAH MODEL PENGEMBANGAN KURIKULUM

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    Penelitian ini mengkaji tentang hubungan yang signifikan antara kemampuan berpikir tingkat tinggi dengan konsep pembelajaran TRINGO (Ngerti, Ngerasa, Ngelakoni) yang diimplementasikan pada mata kuliah model pengembangan kurikulum. Masalah yang dikaji adalah kemampuan berpikir tingkat tinggi seharusnya dimiliki oleh mahasiswa sehingga peran mahaiswa dapat dilakukan secara maksimal dan bermanfaat untuk lingkungan. Penelitian ini menggunakan penelitian expost facto. Variabel bebas pada penelitian ini adalah kemampuan berpikir tingkat tinggi sedangkan variabel terikat pada penelitian ini adalah Konsep pembelajaran TRINGO. Sasaran dari penelitian ini adalah mahasiswa jurusan Teknoogi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Malang angkatan 2016 yang mengikuti mata kuliah model pengembangan kurikulum atau mahasiswa yang mengambil peminatan konsentrasi kurikulum. Hasil penelitian ini adalah terdapat hubungan yang kuat antara variabel bebas dan variabel terikat.Hal ini terbukti dengan hasil pengolahan data yang menunjukkan nilai 0,076. Nilai tersebutditafsirkan terhadap koefisien korelasikuat. Hubungan yang dimaksud adalah pada proses pembelajaran, pemberian tugas dan hasil yang dicapai dalam proses perkuliahan. Penelitian ini diharapkan dapat menjadi rujukan dan dapat dikembangkan oleh peneliti lain yang berkaitan dengan Konsep pembelajaran TRINGO

    Developing Ethic Game (Ethnomathematics Game): The Instructional Media of Culture Mathematics with Tringo by Ki Hadjar Dewantara

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    One of the most important steps in having educational process with the media. The media itself represents the component of Language Leaning. In researchers’ context, which is Math, the subject matter represents the content itself. Most of the times, our students face difficulty in learning the content—Math subject. Therefore, the objective of this study is to produce an instructional media that might ease the students in learning Mathematics easier and meaningful. Our interest is developing an instructional media that help students to also learn culture as its additional material. We develop ETHIC GAME (Ethnomathematics Game) as an integrated and augmented reality-based (AR) instructional media that combine mathematics and culture. Based on Edgar Dale’s theory on learning, the students can undergo the meaningful learning experience when they learn, observe, and listen to the media by themselves. We decide then to make an instructional media that also use such kind of principle that is TRINGO (Ngerti, Ngrasa, Nglakoni – or Understanding, Experiencing, Doing) by Ki Hadjar Dewantara. The development method used in this study refers to Lee Owen model of development. In the end, by having ETHIC GAME as instructional media, students learn more insightful and meaningful Mathmatics and culture—not only to make the learning process more authentic, but also to make the learners preserve the national culture

    Factors that Influence Student Achievement (Mawapres) in Learning Motivation

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    This study examines the effect of learning motivation of high achieving students at Universitas Negeri Malang. Learning motivation has an important role in the lecture process. Learning motivation is an impetus in a conscious effort to make changes in cognitive, affective and psychomotor aspects. So it takes students who are able to increase their motivation for achievement in order to be an example for other students. Therefore researchers are interested in studying research related to learning motivation and ways of learning from outstanding students. The object of research studied was outstanding students at Universitas Negeri Malang. The research method used is quantitative data obtained through the distribution of questionnaires in the Google form. The results of this study reveal the motivation to learn and how to learn from each respondent who is an outstanding student at Universitas Negeri Malang. The results of the research are expected to be a reference in increasing learning motivation for other students
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