Articles
Comparative Analysis: Conceptualization of Teacher Quality in Indonesia and Singapore
Khairiyah, Ummu;
Mariati, Pance;
Suprapto, Nadi;
Mariana, Neni
Indonesian Journal of Educational Research and Review Vol. 7 No. 1: April 2024
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/ijerr.v7i1.64203
Various countries have attempted to create standards of teacher competency that must be possessed with the ultimate goal of improving the quality of teachers and the education system in educational institutions. The purpose of this study is to analyze and compare the conception of teacher quality in the education systems of Indonesia and Singapore. The research method used in this study involves a literature review of articles and books that discuss the conception of teacher quality in Indonesia and Singapore. The steps in this research include topic identification, literature search, literature selection, literature evaluation, literature analysis, interpretation of analysis result, and article writing. The results of this this research indicate that Singapore is known to have one of the best education systems in the world, with a strong focus on teacher quality. Singapore has successfully developed high-quality teachers and provided strong support for the teaching profession. The teacher recruitment system in Singapore is highly selective and competitive, with high standars to ensure that prospective teachers have high competence. Meanwhile, Indonesia still faces challenges in improving the quality and welfare of teachers. However, there have been many efforts made to improve the education system and enhance teacher quality, namely through teacher quality improvement programs such as the Teacher Professional Education (Pendidikan Profesi Guru - PPG) and the Teacher Certification Program.
PENGARUH MEDIA GAME FLASH CARD TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS III SD BAITU ILMIN SURABAYA
Salsabila, Anisah;
Hidayat, Muhammad Thamrin;
Hartatik, Sri;
Mariati, Pance;
Rahayu, Dewi Widiana
J-KIP (Jurnal Keguruan dan Ilmu Pendidikan) Vol 4, No 2 (2023): JUNI
Publisher : FAKULTAS KEGURUAN DAN ILMU PENDIDIKAN UNIVERSITAS GALUH
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DOI: 10.25157/j-kip.v4i2.10829
Penelitian ini dilatar belakangi oleh temuan proses pembelajaran yang masih berpusat pada guru, apalagi materi matematika yang abstrak sulit dipahami dan kurangnya minat belajar siswa. Hasil belajar siswa yang kurang memuaskan ini dirumuskan dalam penelitian bahwa pembelajaran matematika diperlukan bantuan media untuk menarik minat belajar siswa dan mempermudah guru menyampaikan materi. Penelitian ini bertujuan untuk memperbaiki proses pembelajaran dan mengetahui perbedaan hasil belajar siswa menggunakan media game flash card. Penelitian ini menggunakan metode kuantitatif. Ditemukan subjek penelitian ini yaitu siswa kelas III SD Baitu Ilmin Surabaya berjumlah 20 siswa. Penelitian ini menggunakan jenis penelitian eksperimen semu dan teknik sampling jenuh karena hanya satu kelas eksperimen. Desain penelitian yang digunakan yaitu jenis one grup pretest-postest, dengan cara memberi pretest sebelum perlakuan lalu postest dilakukan sesudah perlakuan untuk menguji keberhasilan media game flash card sebagai sarana memahamkan materi perkalian. Hasil penelitian menunjukan bahwa, hasil belajar siswa kelas III SD Baitu Ilmin Surabaya dengan rata-rata nilai 6,62 menjadi 8,42 dan nilai signifikan sebesar 0,012. Nilai signifikan berdasarkan uji binomial lebih besar dari pada α atau kesalahan yang ditetapkan sebesar 0,01. Jadi dapat disimpulkan bahwa media game flash card dapat meningkatkan hasil belajar matematika siswa materi perkalian.
Kreativitas Guru Paud Dalam Penciptaan Gerak dan Lagu Tematik Untuk Anak Usia Dini
mariati, pance
JURNAL PENDIDIKAN DAN PENGEMBANGAN MANUSIA Vol 5 No 2 (2020): Educatioan and Human Development Journal
Publisher : Universitas Nahdatul Ulama Surabaya
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DOI: 10.33086/ehdj.v5i2.1783
Tujuan penelitian ini adalah untuk mengetahui kreativitas guru PAUD dalam penciptaan gerak dan lagu tematik untuk anak usia dini yang meliputi ide gagasan, bentuk dan proses penciptaan gerak dan lagu. Metode penelitian yang digunakan adalah deskriptif kualitatif dengan teknik pengumpulan data melalui observasi, wawancara dan dokumentasi. Hasil penelitian ini memuat deskripsi kreativitas Guru PAUD dalam proses penciptaan gerak dan lagu tematik untuk anak usia dini yang diawali dari penentuan ide gagasan, tahap eksplorasi gerakan, tahap improvisasi gerak dan tahap pembentukan gerakan. Dimana masing-masing tahapan penciptaan gerak dan lagu difokuskan pada gerak dan lagu bertema sesuai dengan tema pembelajaran yang ada di PAUD. Kesimpulan penelitian ini yaitu, bagaimanapun bentuk gerak dan lagu yang diciptakan oleh Guru PAUD hendaknya disesuaikan dengan karakteristik dari peserta didik. Gerak dan lagu yang bagus, adalah gerak yang dilakukan dengan anak-anak menirukan syair yang ada dalam lagu tersebut. Karena gerak dan lagu selain dapat melatih fisiknya, juga dapat melatih Bahasa anak.
APPLICATION OF PROJECT-BASED MODELS IN FINE ARTS LEARNING THROUGH CLASS EXHIBITIONS AS A PLACE FOR CREATIVE PROCESSES AND ART APPRECIATION AT UNIVERSITY
Asmarani, Ratih;
Mariati, Pance
JURNAL PENDIDIKAN DAN PENGEMBANGAN MANUSIA Vol 6 No 2 (2021): Education and Human Development Journal
Publisher : Universitas Nahdatul Ulama Surabaya
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DOI: 10.33086/ehdj.v6i2.2192
Abstract: Fine arts education courses are Science and Skills Subjects contained in the curriculum structure of the Elementary School Teacher Education Study Program at Hasyim Asy'ari University, Jombang. This course has learning outcomes, namely students have awareness of local culture and environmental-based creative competencies to be applied in learning in elementary schools (SD). Therefore, a container is needed as a creative process and appreciation of works through art exhibition activities. This research method is qualitative as well as primary and secondary data collection through observation of the implementation of art learning. The purpose of this research is to produce works of art to be appreciated through class exhibitions as a forum for the creative process and art appreciation. It is proven by this activity being able to provide experience in the process of creating fine arts using various themes, materials and dimensions for the development of student creativity aspects as well as training students to appreciate traditional and contemporary cultural works. In the implementation of learning, learning models are needed to achieve high quality learning. learning models help educators to package a lesson that can attract interest in appreciating and creating works of art. Keywords: exhibitions, fine arts, creative processes, appreciation Abstrak: Mata kuliah pendidikan seni rupa merupakan Mata Kuliah Keilmuan dan Ketrampilan yang terdapat dalam struktur kurikulum Prodi Pendidikan Guru Sekolah Dasar di Universitas Hasyim Asy’ari Jombang. Mata kuliah ini memiliki capaian pembelajaran yaitu mahasiswa memiliki kesadaran terhadap budaya lokal dan kompetensi kreatif berbasislingkungan untuk diaplikasikan dalam pembelajaran di Sekolah Dasar (SD). Oleh karena itu, dibutuhkan wadah sebagai proses kreatif dan apresiasi karya melalui kegiatan pameran seni rupa. Metode penelitian ini adalah kualitatif serta pengumpulan data primer dan sekunder melalui observasi terhadap pelaksanaan pembelajaran seni rupa. Tujuan penelitian ini adalah untuk memproduksi karya seni rupa untuk diapresiasi melalui pameran kelas sebagai wadah proses kreatif dan apresiasi seni. Terbukti dengan adanya kegiatan ini mampu memberikan pengalaman proses berkarya seni rupa dengan menggunakan berbagai tema, material dan dimensi untuk pengembangan aspek kreativitas mahasiswa serta melatih mahasiswa untuk menghargai karya budaya tradisional maupun kontemporer.Dalam pelaksanaan pembelajaran dibutuhkan model pembelajaran guna tercapainya kualitas pembelajaran yang tinggi.Pengembangan model pembelajaran membantu pendidik untuk mengemas sebuah pembelajaran yang dapat menarik minat dalam mengapresiasi dan berkreasi karya seni rupa.Penelitian ini menghasilkan acuan berupa model pembelajaran berbasis proyek yang berorientasi pada kecerdasan interpersonal dan aplikasinya dalam pemebelajaran seni rupa. . Kunci: pameran, seni rupa, proses kreatif, apresiasi
Teacher and Students’ Views on The Implementation of Social Science Authentic Learning in Elementary Education
Rulyansah, Afib;
Pratiwi, Emy Yunita Rahma;
Mariati, Pance
JURNAL PENDIDIKAN DAN PENGEMBANGAN MANUSIA Vol 7 No 01 (2022): Education Human and Development Journal
Publisher : Universitas Nahdatul Ulama Surabaya
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DOI: 10.33086/ehdj.v7i01.2921
Abstract: A student's ability to develop essential competencies and attitudes will not be fostered by the use of the traditional educational techniques now used. As a result, teaching methods that engage students in the learning process and encourage them to address real-world issues should be employed in the teaching of Social Science Learning. Teaching social science may benefit from the use of social science authentic learning in this setting. Because students actively participate in the educational process, they encounter real-world challenges and may develop higher-order thinking abilities while addressing difficulties in social science authentic learning, this has been shown to be true. In addition, students are delighted with their education in this manner. We are thus interested in hearing from both students and teachers about their experiences with social science authentic learning in Social Science. The study's sample was created via the use of criteria sampling, which was based on a qualitative research methodology. There are 35 4th grade children, 20 girls and 15 boys, from a private school in Surabaya, Indonesia who participate in the research, as well as the teacher of the class. Focus groups and an open-ended questionnaire were used to gather the data for this study. Using the content analysis method, the data were examined. Authentic social science learning was seen favorably by both students and instructors, according to the findings. Social science authentic learning, according to students, also helped them develop a variety of other characteristics and talents.
Utilization of Quizizz Media as A Tool for Evaluation of Mathematics Learning Students of SDI Al-Chusnaini Sukodono
Mela Norma Yuniasti;
Rulyansah, Afib;
Hartatik, Sri;
Mariati, Pance
JURNAL PENDIDIKAN DAN PENGEMBANGAN MANUSIA Vol 7 No 2 (2022): Education and Human Development Journal
Publisher : Universitas Nahdatul Ulama Surabaya
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DOI: 10.33086/ehdj.v7i2.3229
This study was conducted to determine the implementation and obstacles in evaluating mathematics learning using the media quizizz for fourth grade students of SDI Al-Chusnaini Sukodono, East Java. This study uses descriptive qualitative research methods. This study describes the implementation and obstacles in evaluating mathematics learning using quizizz media for fourth grade students of SDI Al-Chusnaini Sukodono, East Java.The results of research conducted by researchers through observations and interviews with teachers and fourth grade students of SDI SDI Al-Chusnaini Sukodono, East Java, resulted in data that the evaluation of mathematics learning using quizizz media made evaluation activities fun but not effective because several things, including teachers could not knowing the working process of students when evaluating learning and there are some students experiencing problems related to signals or networks that are less stable.
Problems of Using Innovative Learning Media in the Digitalization Era of the Merdeka Program in Basic Education
Mariati, Pance;
Anlianna;
Sakbana Kusuma, Rendra;
Sunanto;
Suryanti;
Wiryanto
JURNAL PENDIDIKAN DAN PENGEMBANGAN MANUSIA Vol 7 No 03 (2022): Education Human and Development Journal
Publisher : Universitas Nahdatul Ulama Surabaya
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DOI: 10.33086/ehdj.v7i03.3769
The purpose of this study is to describe the problems of using digital-based innovative learning media in the digitalization era which is an independent learning program in basic education. This problem is very important to study more deeply, considering that learning media is an important component that must exist in the implementation of learning. The method used in this research is descriptive qualitative. The research was conducted at SDN Sidosermo 1 Surabaya during December 2022. The data needed in this study included literature studies, direct observation, supported by questionnaire results and interviews with PPG students who carried out PPL at SDN Sidosermo 1 Surabaya. The results of this study note that there are still teachers who have not utilized digital-based innovative learning media during learning. Teachers still use the lecture method and simple media in the form of pictures and word cards to support learning. The lack of use of digital-based innovative learning media is not only seen in Sidosermo 1 Surabaya Elementary School, but also in several schools in Indonesia. This is known from data which states that around 60% of teachers in Indonesia still do not master information and communication technology. Based on the results of this study it can be concluded that the use of digital-based innovative learning media is still minimal and needs to be improved in the future. It is intended that there is a balance between technological advances and scientific advances in the school environment, which in turn can improve the quality of learning
Dampak Game Mobile Legends Terhadap Kerjasama Siswa Sekolah Dasar dalam Proses Pembelajaran Pendidikan Jasmani, Olahraga, dan Kesehatan
Lestari, Novianti Kamla;
Sunanto, Sunanto;
Mariati, Pance;
Akhwani, Akhwani
Sentra Cendekia Vol 5 No 1 (2024): Februari
Publisher : Universitas Ivet
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DOI: 10.31331/sencenivet.v5i1.3066
Background: Students who play the Mobile Legends game can apply good cooperation in educational, physical, sports and health learning. The aim of this research is to analyze how class VI B students collaborate in playing the Mobile Legends game in the physical education, sports and health learning process at SDN Jemur Wonosari I Surabaya. This research method uses a descriptive qualitative approach. Data collection instruments in this research used interviews, observation and documentation. The data validity technique used includes source and data triangulation. The results of the research showed that the 15 students who played the Mobile Legends game in Physical, Sports and Health learning on basketball game material had good collaboration. This is proven by the existence of students who show a good cooperative attitude, while there are 4 students who are less enthusiastic about working together. In general, this research shows the level of cooperation of 15 students who played the Mobile Legends game in learning Physical, Sports and Health material regarding the basketball game. Most of the students showed a good cooperative attitude, but there were 4 students who were less enthusiastic about working together. So, overall the collaboration category is considered good.
Peningkatan Hasil Belajar Kognitif Siswa Sekolah Dasar Melalui Media Puzzle Gotong Royong
Hidayatul Nurfadlilah;
Mariati, Pance;
Sari Dewi, Binti;
Sukrisno
PROSIDING NATIONAL CONFERENCE FOR UMMAH Vol. 2 No. 2 (2023): Prosiding National Conference for Ummah (NCU)
Publisher : Universitas Nahdlatul Ulama Surabaya
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Pembelajaran yang semata-mata berpusat pada guru berpengaruh terhadap menurunnya hasilbelajar kognitif siswa. Penggunaan media serta model pembelajaran yang sesuai mampu mengoptimalkanhasil belajar kognitif. Media puzzle dan model pembelajaran Project Based Learning menjadi solusimemaksimalkan hasil belajar kognitif peserta didik. Penelitian ini bertujuan untuk meningkatkan hasilbelajar kognitif pada siswa kelas I SDN Babatan I/456 Surabaya melalui penggunaan media puzzle.Penelitian Tindak Kelas (PTK) diterapkan sebagai metode untuk penelitian ini. Hasil yang diperolehmembuktikan peningkatan yang substansial. Pada pra siklus ketuntasan klasikal mencapai 44%, kemudiannaik menjadi 68% pada siklus I serta 84% pada siklus II. Dengan demikian, diperoleh kesimpulan bahwamedia puzzle dan model Project Based Learning dapat membuat hasil belajar kognitif peserta didikmenjadi meningkat.
Peningkatan Hasil Belajar Siswa Kelas I melalui Penggunaan Media Puzzel dalam Pembelajaran Pendidikan Kewarganegaraan: Studi Tindakan Kelas di SDN Balas Klumprik 1/434 Surabaya
TITIK SHOLIKHAH, DEWI;
Mariati, Pance;
Agustien, Sjam;
Yuanita
PROSIDING NATIONAL CONFERENCE FOR UMMAH Vol. 2 No. 2 (2023): Prosiding National Conference for Ummah (NCU)
Publisher : Universitas Nahdlatul Ulama Surabaya
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Abstrak:Pendidikan Kewarganegaraan (PKn) merupakan salah satu mata pelajaran yang penting dalam kurikulum pendidikan dasar. Namun, sering kali siswa menghadapi kesulitan dalam memahami konsep-konsep kewarganegaraan yang kompleks. Oleh karena itu, penelitian ini bertujuan untuk meningkatkan hasil belajar siswa pada mata pelajaran PKn kelas I di SDN Balas Klumprik 1/434 Surabaya melaluipenggunaan media puzzle.Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) yangdilakukan dalam beberapa siklus. Setiap siklus terdiri dari perencanaan, pelaksanaan, observasi, danrefleksi. Sampel penelitian ini adalah siswa kelas I di SDN Balas Klumprik 1/434 Surabaya yang berjumlah30 siswa. Data hasil belajar siswa dikumpulkan melalui tes tulis yang melibatkan aspek pengetahuan,pemahaman, dan penerapan konsep-konsep PKn.Hasil penelitian menunjukkan bahwa penggunaan mediapuzzle secara signifikan meningkatkan hasil belajar siswa dalam mata pelajaran PKn. Pada siklus pertama,rata-rata skor siswa adalah 67, sedangkan pada siklus kedua meningkat menjadi 91. Hal ini menunjukkanpeningkatan yang signifikan dalam pemahaman siswa terhadap materi gotong royong pelajaran PKn.Selainitu, media puzzle juga meningkatkan motivasi dan partisipasi aktif siswa dalam pembelajaran. Mereka menjadi lebih antusias dan bersemangat dalam menyelesaikan teka-teki puzzle yang terkait dengan konsep-konsep PKn. Media ini juga membantu siswa untuk menghubungkan konsep-konsep yang diajarkan dengan contoh nyata dalam kehidupan sehari-hari.Berdasarkan hasil penelitian ini, disarankan kepadaguru-guru PKn untuk mempertimbangkan penggunaan media puzzle dalam pembelajaran mereka. Mediaini dapat memberikan variasi yang menarik dan membantu siswa memahami konsep-konsepkewarganegaraan dengan lebih baik. Selain itu, penelitian ini juga dapat menjadi dasar bagi penelitianlanjutan tentang penggunaan media puzzle dalam mata pelajaran lainnya.