95 research outputs found

    PENGARUH STRATEGI PEMBELAJARAN DAN GAYA BELAJAR TERHADAP HASIL BELAJAR PENDIDIKAN KEWARGANEGARAAN

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    ABSTRACT With regards to findings of the study, it can be concluded that in general, (1) the use of Cooperative Learning strategy has given higher achievement in learning Civics than that of Expository one; (2) the use of Cooperative Learning strategy with learners of field independent learning style has effect in the form of higher achievement in learning Civics than that of Expository one; (3) the use of Cooperative Learning strategy with learners of field dependent learning style has effect in the form of lower achievement in learning Civics than that of Expository one; and (4) there is interaction between the use of learning strategy and learner's learning style on learner's achievement in learning Civics

    Pengaruh Pembelajaran Berbasis Internet dan Konsep Diri Terhadap Hasil Peer Teaching

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    This aims of this research at improving result of peer teaching using Edmodo by reviewing self-concept. A quasi-experiment with 2x2 factorial design (two- way Anova) was employed in this study. Result of the study shows that (1) Result of peer teaching on groups of students using Edmodo is higher than that of using e-Mail. (2) There is an interaction between learning media and self-concept toward result of peer teaching. (3) Among groups of students having positive self-concept, result of peer teaching on the groups using Edmodo is higher than that of using e-Mail. (4) Among groups of students having negative self-concept, result of peer teaching on the groups using Edmodo is lower than that of using e-Mail

    UPAYA PENINGKATAN MOTIVASI BELAJAR MELALUI DIALOG KREATIF

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    The operational objectives of this research is to increase the motivation to learn through creative dialogue. This study uses a class action (PTK) by the number of three cycles. The results showed that average scores on the motivation to learn or cycle 1 at 139.08 (77%). Average scores on the motivation of 141.46 or cycle (7.9%) and the average score of 147.26, or (82%). Thus the creative dialogue can enhance motivation to learn as much as 8%

    PENGARUH KEMANDIRIAN BELAJAR DAN GAYA KOGNITIF TERHADAP HASIL BELAJAR IPS SISWA KELAS VII SMP NEGERI SINGKAWANG

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    This study aims to determine the effect of learning independence and cognitive style on social studies learning outcomes for seventh grade students of Singkawang State Junior High School. This research was conducted on seventh grade students of public junior high school in Singkawang city, West Kalimantan. The time of the research was carried out in the odd first semester of the 2021/2022 academic year. This study uses a survey method with a regression approach. Data collection techniques used are indirect communication techniques for learning independence data as well as cognitive style and documentation for student social studies learning outcomes data. As for knowing the effect of learning independence and cognitive style on student learning outcomes, simple linear regression formulas and multiple regressions using the computerized program SPSS 16.0 will be used. By using this SPSS, the results of data analysis stated that there was an influence between learning independence and cognitive style on student learning outcomes of 0.765 (R) with R Square of 0.575 which was determined by the formula KD = R2 x 100% (KD = 0.575 x 100%) to 57.5%, while 42.5% was influenced by other factors not discussed in this study. And in this study, the level of influence was found to be sufficient.Penelitian ini memiliki tujuan untuk mengetahui pengaruh antara kemandirian belajar dan gaya kognitif terhadap hasil belajar IPS siswa kelas VII SMP Negeri Singkawang. Penelitian ini dilaksanakan pada siswa kelas VII SMPN di kota Singkawang Provinsi Kalimantan Barat. Waktu penelitian dilaksanakan pada semester I (ganjil) tahun pelajaran 2021/2022. Penelitian ini menggunakan metode survei dengan pendekatan regresi. Teknik pengumpulan data yang digunakan adalah teknik komunikasi tidak langsung untuk data kemandirian belajar serta gaya kognitif dan dokumentasi untuk data hasil belajar IPS siswa. Adapun untuk mengetahui pengaruh kemandirian belajar dan gaya kognitif terhadap hasil belajar siswa akan digunakan rumus regresi linier sederhana dan regresi ganda dengan menggunakan komputerisasi program SPSS 16.0. Dengan menggunakan SPSS ini maka diperoleh hasil analisis data yang menyatakan terdapat pengaruh antara kemandirian belajar dan gaya kognitif terhadap hasil belajar siswa sebesar 0,765 (R) dengan R Square 0,575 yang dideterminasikan dengan rumus KD = R2 x 100%  (KD = 0,575 x 100%) menjadi 57,5%, sedangkan 42,5%nya dipengaruhi faktor lain yang tidak dibahas dalam penelitian ini. Dan dalam penelitian ini didapat tingkat hubungan dinyatakan cukup

    EMPATHY DEVELOPMENT WITH ACTIVE LEARNING FOR STUDENTS IN CLASS V ELEMENTARY SCHOOL

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    The research aims to know the learning process with active learning in developing empathy for class V students in elementary school. There are two research participants: SD Laboratory of PGSD FIP UNJ and SD Budi Wanita in Setiabudi Jakarta Indonesia. Research methods use a naturalistic qualitative method. The data collection process is doing by observation, interviews, and document analysis. The observation results analyzed by focused observation, taxonomy analysis, selected observation, component analysis, and theme analysis. The validity of the data is doing by extension of participation, the persistence of observation, and triangulation. The findings suggest that grade V students in elementary school have been able to develop empathy. The strategies that teachers do in active learning to develop empathy in the form of role-playing, Jigsaw, discussion, group work, and use games performed on early activities, core activities, and end-of-learning activities. Using active learning in learning in class V in elementary school can develop students' empathy

    UPAYA MENINGKATKAN HASIL BELAJAR PENDIDIKAN KEWARGANEGARAAN MELALUI STRATEGI PEMBELAJARAN COOPERATIVE LEARNING TIPE TEAM GAME TURNAMEN (TGT)

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    The purpose of this research is to improve learning outcomes through Cooperative Learning Civics Team Type Game Tournament (TGT) and promote cooperation among the students. Research methods Classroom Action Research by 3 cycles. The results of the study in the first cycle an average score of 62.6 students, with an increase of 12.64%. Cycle II scores an average of 74.07, with a gain of 33.21%. Cycle III students' average scores amounted to 82.9, with an increase of 49.16%. Type TGT Civics can improve learning outcomes by 49.16%. So learning outcomes Civics increased by 49.16% by using Cooperative Learning Type TGT

    PELATIHAN KETERAMPILAN PEMBUATAN GELANG DARI MANIK - MANIK UNTUK MENDUKUNG KEMANDIRIAN EKONOMI MASYARAKAT DI DESA KUBANG BAROS - BANTEN

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    ABSTRAK Pendidikan dan hidup layak merupakan hak seluruh bangsa Indonesia, pendidikan dapat dijangkau melalui proses pembelajaran, dan pembelajaran tidak dibatasi oleh waktu dan usia. Tujuan pembelajaran rang mencakup be/ajar afeksi, be/ajar kognisi dan be/ajar ketrampilan semua membawa manfaat sesuai dengan porsinya. Kegiatan ini merupakan salah satu tugas danfungsi tenaga Edukatifpada Perguruan Tinggi khususnya Universitas Negeri Jakarta, dalam merealisasikan Tri Dharma Perguruan Tinggi. Dalam ha/ ini Lembaga Pengabdian Masyarakat (LPM) UNJ memberikan Keterampilan Pembuatan Gelang dari manik-manik yang dapat mendukung kemandirian ekonomi masyarakat khususnya di Desa Kubang Baros Kecamatan Cinangka Banten. yang pada akhirnya diharapkan dapat meningkatkan kesejahteraan perekonomian keluarga. Conditioner, peserta pelatihan sebagian besar dapat memahami materi yang diajarkan meskipun materi yang diajarkan merupakan ha/ yang baru, peserta pelatihan memiliki pengetahuan terkait perbaikan dan perawatan Air Conditioner, peserta pelatihan memiliki ketrampilan berkaitan perbaikan dan perawatan Air Conditioner. Kata Kunci: Manik-manik, gelang, keterampila

    Evaluasi Program Pendidikan dan Pelatihan Pengembangan Spesialis Penindakan Pelanggaran Lalu Lintas

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    Penelitian ini bertujuan untuk memperoleh data dan informasi yang aktual diperoleh dengan menerapkan 3 level pertama dari model evaluasi Kirkpatrick, yaitu: Level 1 (Reaksi), mengukur reaksi dan kepuasan pendidikan dan latihan, Level 2 (Belajar), mengukur signifikansi dari hasil belajar, Level 3 (Perilaku) yang mengukur perubahan perilaku peserta. Penelitian menggunakan 3 level pertama dari model evaluasi Kirkpatrick. Penelitian dilaksanakan di  Pusat Pendidikan Lalu Lintas Polri Pusat DKI Jakarta. Jumlah responden pada evaluasi ini berjumlah 86 Responden terdiri dari 25 orang peserta didik, 9 orang tenaga pendidik, 2 orang pengasuh, 25 orang rekan kerja dan atasan kerja dari masing-masing peserta didik. Teknik pengumpulan data melalui observasi, wawancara dan penyebaran kuesioner. Level 1: Reaksi terdapat 7 komponen penilaian yakni tingkat kepuasan yang sudah melebihi 40% adalah kepuasan peserta Diklat terhadap  penilaian Instruktur/pelatih (Trainer (2) fasilitas pelatihan memiliki rata-rata tingkat kepuasan (3)  tingkat kepuasan terhadap Penilaian jadwal pelatihan (4)  penilaian media pelatihan. Tetapi, (5) Kepuasan peserta Diklat terhadap komponen penilaian rata-rata sebesar paling banyak tidak puas 31,45%. (6) Tingkat kepuasan sudah di atas 40% terhadap komponen penilaian konsumsi/logistik (7) Kepuasan peserta Diklat terhadap komponen penilaian latihan atau tugas cukup puas. Level 2: Hasil Belajar, yaitu peserta Diklat pada aspek pengetahuan memliki peningkatan yang signifikan dari hasil pemberian tes (pretest dan posttest); Hasil belajar peserta Diklat pada aspek keterampilan dan sikap direspon positif terhadap tenaga pendidik dan pengasuh. Level 3: Perilaku yang direspon secara negatif oleh beberapa atasan dan rekan kerja yaitu pada komponen penilaian aspek pengetahuan dan keterampilan dikarenakan bukan berasal dari penegak hukum

    Development of a Game-Based Science Learning Model Oriented to Papuan Local Culture for Grade IV Elementary School Students

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    The purpose of this study was to develop a game-based science learning model oriented towards local Papuan culture for fourth grade elementary school students that was appropriate and effective. This study uses a qualitative approach with the R & D (Research and Development) research method which collaborates 3 development models namely the first step of the Borg & Gall model, the Dick & Carey model, and the Lee & Owen model. Data analysis was carried out through formative evaluation and effectiveness testing with the t test. The results of the formative evaluation show that the average feasibility test for material experts, instructional design experts, and media experts is 3.93 with good conclusions, one-to-one evaluation with students obtains an average of 3.05 with good conclusions, the small group evaluation obtains average 3.43 with very good conclusions, and the field trial evaluation obtained an average value of 3.61 with very good conclusions, so it was concluded that the Papuan local culture-oriented game-based science learning model for fourth grade elementary school students was very good. Testing the effectiveness of developing a Papuan local culture-oriented game-based science learning model for grade IV elementary school students was tested through the t-test. The results show the value of Sig. (2-tailed) of 0.000 <0.05, then there is a significant difference between science learning outcomes on the pretest and posttest data, so it can be concluded that the Papuan local culture-oriented game-based science learning model is effective for improving learning outcomes for fourth grade elementary school students

    Module Hypercontent for Gross Motor Learning

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    This study aims to develop a hypercontent-based gross motor learning model. The subjects of this research were students of the Early Childhood Education Teacher Education Study Program at STKIP Kusuma Negara Jakarta. This study uses the Research and Development (RnD) method. Develop gross motor learning models conceptually, procedurally and physically. Through expert one-to-one tests in the field of early childhood education materials, learning design, learning media and Indonesian. As well as one to one tests, small group tests and large group tests for students. This research can be a guide for future researchers in developing gross motor learning with the same approach or a different approach. This research produced learning products in the form of gross motor learning models, printed modules and learning videos. Hypercontent-based gross motor learning can facilitate students and increase student success in early childhood gross motor learning
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