Junaidin Junaidin
Pendidikan Geografi, Universitas Muhammadiyah Mataram, Indonesia

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Penggunaan The Socratic Method untuk Meningkatkan Critical Thinking Skill Siswa Kelas 7 SMP-IT Syaikhuna Zainuddin Atsani NW Lingkuk Dane Yuliani Yuliani; Junaidin Junaidin; Sukuryadi Sukuryadi
Jurnal Ilmiah Profesi Pendidikan Vol. 10 No. 4b (2025): Edisi Khusus
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jipp.v10i4b.4247

Abstract

This study aims to analyze the effectiveness of the use of the Socratic Method in improving Critical Thinking Skills. The Socratic Method, which focuses on in-depth and collaborative dialogic interactions between teachers and students, motivates students to be active in exploring, testing beliefs, and critically analyzing information. Various studies have shown that the application of this method, especially in mathematics education at the junior and senior high school levels, can significantly improve students' Critical Thinking Skills compared to traditional teaching methods. Findings from the study at SMPN showed that more than 75% of students were actively and effectively involved in the learning process, with a consistent increase in critical thinking scores in the aspects of clarification, investigation of assumptions, reasons, evidence, and reflection. The Socratic Method has also proven successful in improving students' ability to make decisions based on independent analysis and logical arguments, making it very relevant to be implemented in today's educational context that requires the development of high-level thinking skills. Other studies have also shown that the Socratic Dialogue approach has a significant success rate in improving students' Critical Thinking Skills. Thus, this approach is highly recommended for adoption in the educational process.
Meningkatkan Keterampilan Literasi Peta Menggunakan Game Based Learning Model Pada Siswa Sekolah Menengah Pertama Linna Mahpuzah; Junaidin Junaidin; Arif Arif
Jurnal Ilmiah Profesi Pendidikan Vol. 10 No. 4b (2025): Edisi Khusus
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jipp.v10i4b.4284

Abstract

Low literacy skills among junior high school students are a problem in geography learning, especially in relation to understanding symbols, scales, and orientation. This study aims to determine the effectiveness of using the Seterra educational game based on Game-Based Learning in improving the map literacy of seventh-grade students at SMP Plus Miftahul Falah. The method used was Classroom Action Research (CAR) based on the Kemmis & Taggart model with three cycles, consisting of planning, action, observation, and reflection. Data were obtained through map literacy tests and observation of learning activities. The results showed an increase in the average student score from 45 on the pretest to 60 in cycle I, 75 in cycle II, 82 in cycle III, and 87 on the posttest. Seterra-based learning also increased student motivation and activity during the learning process. Thus, Seterra proved to be effective as an interactive medium for improving map literacy and is recommended as an alternative to technology-based geography learning.