45 research outputs found

    Peningkatan literasi keuangan siswa melalui penggunaan media interaktif SIKU (Sikapi Uangmu)

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    For students to have the tools to manage their finances, they have to be taught about financial literacy from an early age wisely. The purpose of this research is to help senior high school students improve financial literacy through interactive media SIKU (Sikapi Uangmu). This research used a Quasi-experimental group experimental design with a Nonequivalent control group type. Samples were taken using total sampling techniques in 2 different classes. Class X IIS 2 was the experimental group, and Class X IIS 3 was the control group. The research data was taken using test instruments. The data that has been collected is then analyzed using a t-paired test. The results showed that the use of SIKU interactive media for senior high school students was able to increase student's financial literacy. Paired t-test testing which produces a significance of 0.000, t=-12.43, explains the increase in financial literacy of learning using SIKU. These results show that SIKU interactive media can be applied in the learning process in schools, and effectively contribute to improving students' financial literacy

    Monitoring dan Evaluasi Penyelenggaraan Relawan Guru Pendidikan Kristen dan Katolik BKGS Salatiga

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    Primary schools lack Christian and Catholic teachers so there are volunteer teachers of the religious teaching staff. The volunteer has not enough education and teaching experiences. Therefore, provision is important both from a spiritual perspective, introduction to vision and mission, core values of BKGS, and as well as intellectually Christian and Catholic learning methods. The method that we used was to distribute the instrument to partner schools. The activity is carried out in several steps: Preparation, Implementation, Evaluation, and Reporting. The outcome and achievement are the performance of BKGS volunteers who are placed in schools, especially primary school in Salatiga, are classified good. This activity implies that teachers can improve learning strategies in schools through evaluations.Sekolah Dasar masih sangat minim tenaga pengajar agama Kristen dan Katolik sehingga terdapat pengutusan relawan tenaga pengajar agama tersebut. Para relawan belum banyak pengalaman di dunia pendidikan, maka pembekalan menjadi penting baik dari sisi spiritual, pengenalan visi misi, core value BKGS, serta secara intelektual teknik pembelajaran Agama Kristen dan Katolik. Metode yang dilakukan yaitu penyebaran instrumen ke sekolah-sekolah mitra. Kegiatan dilakukan dalam beberapa langkah yaitu Langkah Persiapan, Langkah Pelaksanaan, Langkah Evaluasi, Langkah Pelaporan. Luaran dan capaian dari kegiatan ini yaitu kinerja relawan BKGS yang ditempatkan pada sekolah-sekolah khususnya Sekolah Dasar di Salatiga yang tergolong baik. Implikasi dari kegiatan ini, guru dapat memperbaiki strategi pembelajaran di sekolah melalui evaluasi yang dilakukan

    Latest Innovations in Facilities and Infrastructure Management: Implementation of an Efficient Management System

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    Schools face significant challenges in managing facilities and infrastructure due to limited awareness of security risks, maintenance procedures, and damage prevention strategies. This research addresses this gap by developing a facilities and infrastructure management system using the ADDIE model. This system not only aims to improve the efficiency and effectiveness of school asset management but also serves as a practical learning tool for vocational high school students specializing in office management and business services. This research employed a Research and Development (R&D) approach. The data conducted by using questionnaire and analyzed descriptively. The developed facilities and infrastructure management system underwent evaluation, and the findings confirmed its highly recommended and effectiveness in streamlining school asset management. Additionally, the system proved to be a suitable educational tool for vocational students, enhancing their practical skills and knowledge.

    Strategy To Achieve Birth Certificate Ownership In Kalisidi Village, West Ungaran Sub-District

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    This study aims to determine the strategy of the village government in optimizing the achievement of ownership of birth cerificates with a focus on the management function and strategy management. This study used descriptive qualitative method. The research instrument was the researcher itself using primary and secondary data sources. Data collection techniques used were observation, interviews and documentation. The strategy of the Kalisidi village government was based more on management functions (planning, organizing, directing and controlling) and supported by strategic management. Planning started with regional mapping, team planning, team preparation planning, socialization planning and evaluation planning. Organizing was done by forming a team of hamlet and RT heads as the person in charge of the hamlet and the administrative staff as the village coordinator. Directing and controlling the team did not experience difficulties because each team had done the activity well. The obstacle of analyzing the external environment were the distance and the people's livelihood. Through this combination can produce solutions and solutions for the implementation of further activities

    PENGEMBANGAN MEDIA KOMIK BERMUATAN PENDIDIKAN KARAKTER UNTUK PEMBELAJARAN MATERI MENYUSUN LAPORAN KEUANGAN PERUSAHAAN JASA BAGI SISWA KELAS X SMK

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    ABSTRAK             Penelitian ini bertujuan untuk mengembangkan media pembelajaran berupa komik akuntansi bermuatan pendidikan karakter yang layak digunakan siswa kelas X SMK Bidang Keahlian Bisnis dan Manajemen pada pembelajaran materi menyusun laporan keuangan perusahaan jasa.Jenis penelitian ini adalah penelitian dan pengembangan dengan menggunakan langkah-langkah desain program pembelajaran menurut Dick & Carey.Data dikumpulkan dengan kuesioner dan wawancara serta dianalisis secara deskriptif.Hasil penilaian menunjukkan bahwa komik akuntansi yang dikembangkan layak digunakan. Hal ini ditunjukkan oleh: (1) hasil penilaian dari ahli materi termasuk kategori “sangat baik” dengan skor rata-rata sebesar 4,62, (2) hasil penilaian dari ahli media termasuk kategori “baik” dengan skor rata-rata sebesar 3,65, (3) hasil penilaian dari ahli pendidikan karakter  termasuk kategori “sangat baik” dengan skor rata-rata sebesar 5,00, (4) hasil penilaian dari guru akuntansi termasuk kategori “sangat baik” dengan skor rata-rata sebesar 4,58, (5) hasil penilaian dari uji coba perorangan termasuk kategori “sangat baik” dengan skor rata-rata sebesar 4,28, (6) hasil penilaian dari uji coba kelompok kecil termasuk kategori “baik” dengan skor rata-rata sebesar 4,00, (7) hasil penilaian dari uji coba lapangan termasuk kategori “sangat baik” dengan skor rata-rata sebesar 4,22. Kata kunci: Pengembangan, media komik akuntansi,pendidikan karakter. Abstract This research aims to develop comic learning media containing educational character building, which was suitable for the tenth grade students of business and management expertise program at Vocational High Schools in mastering the material of arranging financial statement of service company.This is a research and development. The development of comic media was applying the steps of instructional design model by Dick & Carey.The data were gained by applying questionnaires and interviews and were analyzed descriptively.The result of the assessment indicates that the developed accounting comic product is suitable to use for the tenth grade students of SMK. It was indicated through: (1) the assessment result from material expert which reached the category of "very good" with the average score is 4.62, (2) the assessment result of media expert reached the category of "good" with an average score is 3.65, (3) the assessment result of the character education expert reached the category of "very good" with an average score is 5.00, (4) the assessment result from accounting teacher reached the category of "very good" with an average score is 4.58, (5) the assessment result from individual testing reached the category of "very good" with an average score is 4.28, (6) the assessment result of small group testing reached the category of "good" with an average score is 4.00, (7) the assessment result of the field testing reached the category of "very good" with an average score is 4.22. Keywords:Development,accounting comic media, educational character building.

    PENGEMBANGAN MEDIA KOMIK BERMUATAN PENDIDIKAN KARAKTER UNTUK PEMBELAJARAN MATERI MENYUSUN LAPORAN KEUANGAN PERUSAHAAN JASA BAGI SISWA KELAS X SMK

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    ABSTRAK             Penelitian ini bertujuan untuk mengembangkan media pembelajaran berupa komik akuntansi bermuatan pendidikan karakter yang layak digunakan siswa kelas X SMK Bidang Keahlian Bisnis dan Manajemen pada pembelajaran materi menyusun laporan keuangan perusahaan jasa.Jenis penelitian ini adalah penelitian dan pengembangan dengan menggunakan langkah-langkah desain program pembelajaran menurut Dick & Carey.Data dikumpulkan dengan kuesioner dan wawancara serta dianalisis secara deskriptif.Hasil penilaian menunjukkan bahwa komik akuntansi yang dikembangkan layak digunakan. Hal ini ditunjukkan oleh: (1) hasil penilaian dari ahli materi termasuk kategori “sangat baik” dengan skor rata-rata sebesar 4,62, (2) hasil penilaian dari ahli media termasuk kategori “baik” dengan skor rata-rata sebesar 3,65, (3) hasil penilaian dari ahli pendidikan karakter  termasuk kategori “sangat baik” dengan skor rata-rata sebesar 5,00, (4) hasil penilaian dari guru akuntansi termasuk kategori “sangat baik” dengan skor rata-rata sebesar 4,58, (5) hasil penilaian dari uji coba perorangan termasuk kategori “sangat baik” dengan skor rata-rata sebesar 4,28, (6) hasil penilaian dari uji coba kelompok kecil termasuk kategori “baik” dengan skor rata-rata sebesar 4,00, (7) hasil penilaian dari uji coba lapangan termasuk kategori “sangat baik” dengan skor rata-rata sebesar 4,22. Kata kunci: Pengembangan, media komik akuntansi,pendidikan karakter. Abstract This research aims to develop comic learning media containing educational character building, which was suitable for the tenth grade students of business and management expertise program at Vocational High Schools in mastering the material of arranging financial statement of service company.This is a research and development. The development of comic media was applying the steps of instructional design model by Dick & Carey.The data were gained by applying questionnaires and interviews and were analyzed descriptively.The result of the assessment indicates that the developed accounting comic product is suitable to use for the tenth grade students of SMK. It was indicated through: (1) the assessment result from material expert which reached the category of "very good" with the average score is 4.62, (2) the assessment result of media expert reached the category of "good" with an average score is 3.65, (3) the assessment result of the character education expert reached the category of "very good" with an average score is 5.00, (4) the assessment result from accounting teacher reached the category of "very good" with an average score is 4.58, (5) the assessment result from individual testing reached the category of "very good" with an average score is 4.28, (6) the assessment result of small group testing reached the category of "good" with an average score is 4.00, (7) the assessment result of the field testing reached the category of "very good" with an average score is 4.22. Keywords:Development,accounting comic media, educational character building.

    Faktor-faktor yang Mempengaruhi Perilaku Konsumtif Remaja Mahasiswa FKIP di UKSW dalam Mengelola Keuangan

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    Perilaku konsumtif adalah tindakan pembelian suatu barang tanpa pertimbangan yang matang dan mengutamakan keinginan dibandingkan kebutuhan. Tujuan penelitian ini adalah untuk mengetahui pengaruh status sosial ekonomi orang tua, teman sebaya, dan pengetahuan keuangan terhadap perilaku konsumsi mahasiswa FKIP Universitas Kristen Satya Wacana. Hasil observasi awal menunjukkan bahwa perilaku konsumsi belanja online mahasiswa relatif tinggi. Metode penelitian ini menggunakan metode kuantitatif. Subjek yang digunakan dalam penelitian ini adalah mahasiswa program studi S1 FKIP UKSW tahun 2019-2020 sebanyak 608 orang. Jumlah sampel dalam penelitian ini adalah 100 mahasiswa, metode pengambilan sampel yang digunakan adalah non-probability sampling dengan teknik purposive sampling. Pengumpulan data menggunakan kuisioner/kuesioner. Analisis yang digunakan adalah regresi linier berganda dengan program IMB SPSS Statistic 25. Hasil penelitian menunjukkan bahwa status sosial ekonomi orang tua (X1) tidak berpengaruh terhadap perilaku konsumtif (Y), teman sebaya berpengaruh positif terhadap perilaku konsumtif (Y), dan literasi keuangan (X3) berpengaruh negatif terhadap perilaku konsumtif (Y). Sedangkan status sosial ekonomi orang tua, teman sebaya dan literasi keuangan berpengaruh terhadap perilaku konsumtif sebesar 60,5%, sedangkan sisanya sebesar 39,5% dipengaruhi oleh faktor lain selain variabel penelitian.The analysis used is multiple linear regression with the IMB SPSS Statistics 25 program. The research results show that parents' socio-economic status (X1) has no effect on consumptive behavior (Y), peer environment has a positive effect on consumptive behavior (Y), financial literacy (X3) has a negative effect on consumptive behavior (Y). Meanwhile, simultaneously the Socioeconomic Status of Parents, Peer Environment, and Financial Literacy influence Consumptive Behavior by 60.5% while the remaining 39.5% is influenced by other variables outside the research

    Pengaruh Inflasi dan Nilai Tukar Terhadap Ekspor Indonesia Periode Tahun 2008-2017

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    ABSTRAK   “Penelitian ini mempunyai tujuan untuk mengetahui hubungan yang ada antara inflasi, nilai tukar terhadap ekpor secara parsial dan simultan. Jenis penelitian ini menggunakan pendekatan kuantitatif. Populasi dalam penelitianini yaitu seluruh data Time Series dari inflasi, nilai tukar dan ekspor indonesia pada tahun 2008 sampai 2017. Analisis data yang dipakai regresi linier berganda. Hasil penelitian menunjukan bahwa inflasi dan nilai tukar berhubungan secara parsial dan simultan terhadap ekpor di Indonesia. Kata Kunci: Inflasi, Nilai Tukar, Ekspor, IH

    Increasing Basic Knowledge of Students with the Inquiry Learning Model on the Nature of Change of Material in the Form of Objects with the Aid of Game Quizizz/ Meningkatkan Pengetahuan Dasar Mahasiswa dengan Model Pembelajaran Inkuiri

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    This research was conducted to know the extent to which students have reached their basic knowledge because, if it is too late, it will become a risk for evaluation and improvement in the future. They also will find it difficult when teaching their students later. The purpose of this study was to determine the implementation of the inquiry learning model and the student's basic knowledge about the material "the nature and change of object form" with the Quizizz game. Researchers used qualitative research methods with a descriptive approach. Data analysis used the model of Matthew B. Milles A. Michael Huberman which consisted of data reduction, data presentation, and conclusion drawing. From the results of the study, the implementation of the inquiry learning model on the material "the nature of change in the shape of objects" has six stages, namely, the lecturer prepares RPS and LKPD, while students raise questions, conduct experiments, and observations, explain the results of observations, and do quizzes using "Quizizz games". The Quizizz game has 15 questions, with a sample of 23 PGMI students. After applying the inquiry learning model, the basic knowledge of PGMI students whose scores are above 80% are 19 students, and those below 80% are four students. This is based on the data obtained by the researchers from the student Quizizz game scores. So, it can be concluded that in the implementation of the inquiry learning model, Quizizz games can be used as a supporting medium to determine the basic knowledge of students about the nature of change in the shape of objects. Abstrak Penelitian ini dilakukan untuk mengetahui sejauh mana pentingnya pengetahuan dasar mahasiswa karena, jika hal ini terlambat diketahui, ini akan berdampak pada evaluasi dan perbaikan di kemudian hari. Mereka juga kesulitan ketika mengajar siswa-siswi nantinya. Tujuan penelitian ini untuk mengetahui implementasi model pembelajaran inkuiri pada materi “sifat dan perubahan wujud benda” berbantuan game Quizizz dan pengaruhnya terhadap pengetahuan dasar mahasiswa. Peneliti menggunakan metode penelitian kualitatif dengan pendekatan deskriptif. Analisis data menggunakan model Mattew B. Milles A. Michael Huberman yang terdiri atas reduksi data, penyajian data, dan penarikan kesimpulan. Dari hasil penelitian implementasi model pembelajaran inkuiri pada materi sifat perubahan wujud benda terdapat enam tahapan, yaitu dosen menyiapkan RPS dan LKPD, mahasiswa membuat pertanyaan, melakukan percobaan, pengamatan, memaparkan hasil pengamatan, dan mengerjakan kuis menggunakan game Quizizz. Game Quizizz terdiri dari 15 butir soal, dengan sampel 23 mahasiswa PGMI. Setelah diterapkan model pembelajaran inkuiri, skor pengetahuan dasar mahasiswa PGMI diatas 80% ada 19 mahasiswa dan dibawah 80% ada empat mahasiswa. Hal ini berdasarkan pada data yang didapatkan dari skor game Quizizz mahasiswa. Karena itu disimpulkan bahwa implementasi model pembelajaran inkuiri berbantuan game Quizizz dapat digunakan sebagai media pendukung untuk mengetahui pengetahuan dasar mahasiswa mengenai sifat perubahan wujud benda

    Implementasi Pendekatan Saintifik Learning Dengan Model Pembelajaran Problem Based Learning (Pbl) Pada Mata Pelajaran Kewirausahaan Bagi Peningkatan Hasil Belajar Siswa Kelas X Mipa 2 Sma Negeri 2 Salatiga

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    Penelitian ini bertujuan untuk mengetahui dengan Implementasi Pendekatan Saintifik Learning dengan Model Pembelajaran Problem Based Learning (PBL) dapat meningkatan hasil belajar pada mata pelajaran kewirausahaan siswa Kelas X MIPA 2 SMA Negeri I 2 Salatiga. Proses pembelajaran dilakukan dengan mengikuti Alur Tujuan Pembelajaran atau Rencana Proses Pembelajaran. Guru menyampaikan tujuan, pokok – pokok pembelajaran, melaksanakan diskusi, latihan soal dan kesimpulan pada mata pelajaran kewirausahaan. Jenis penelitian ini merupakan penelitian tindakan kelas. Dalam pelaksanaan penelitian ini, dilakukan dengan tindakan Siklus I dan Siklus II dalam kurung dua kali pertemuan. Pelaksananaan tindakan Siklus I dan Siklus II dimulai dari tahapan perencanaan tindakan, pelaksanaan tindakan pendekatan Saintifik Learning dengan Model Pembelajaran Problem Based Learning (PBL) dan refleksi. Metode yang dipakai dalam pengumpulan data ialah observasi / pengamatan. Analisis data dilakukan dengan perbandingan dari hasil tes Siklus I dan Siklus II. Hasil penelitian ini menunjukan bahwa dengan implementasi pendekatan Saintifik Learning dengan model pembelajaran Problem Based Learning (PBL) dapat meningkatan hasil belajar pada mata pelajaran kewirausahaan siswa Kelas X MIPA 2 SMA NEGERI 2 Salatiga. Hal ini ditunjukan dari : (1) Peningkatan nilai rata – rata kelas dari Siklus I ke Siklus II yaitu sebesar 4% atau dari 91 menjadi 95. (2) Peningkatan pada kategori nilai sangat tinggi yaitu dari 27 siswa menjadi 30 siswa atau sebesar 12,9 %. Kata Kunci : Pendekatan Saintifik Learning, Problem Based Learning (PBL), Hasil Belajar
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