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Pengaruh Model Problem Based Learning terhadap Kemampuan Berpikir Tingkat Tinggi Siswa SMA Fajrilia, Azni; Handoyo, Budi; Utomo, Dwiyono Hari
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol 4, No 10: Oktober 2019
Publisher : Graduate School of Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/jptpp.v4i10.12747

Abstract

Abstract: Problem based learning is a learning model that focuses on students and is contextual in nature. Students are directly involved in finding a solution to a problem, so that the model is able to improve high-level thinking skills.. The purpose of this study is to see the effect of the problem based learning model on high-level thinking skills of high school students. The research design applied was quasi experiment (quasy ekperiment. The subjects in this study consisted of two classes namely class XI MIPA 4 as ekpeimmen class and XI Language as control class. The study was conducted at MAN Kota Batu in 2019. The data analysis used is the independent sample t-test which shows the effect that is proven by the significance of <0.05 that is 0,000 so that the two variables are declared influential.Abstrak: Problem based learning (pembelajaran berbasis masalah) merupakan model pembelajaran yang berfokus kepada siswa dan sifatnya kontekstual. Siswa terlibat langsung untuk mencari jalan keluar suatu masalah, sehingga model tersebut mampu meningkatkan kemampuan berpikir tingkat tinggi. Tujuan dari pengkajian ini yaitu untuk melihat pengaruh model problem based learning terhadap kemampuan berpikir tingkat tinggi siswa SMA. Rancangan penelitian yang diterapkan adalah ekperimen semu (quasy ekperiment. Subjek dalam penelitian ini terdiri dari dua kelas yaitu kelas XI MIPA 4 sebagai kelas ekpeimmen dan XI Bahasa sebagi kelas kontrol. Penelitian dilakukan di MAN Kota Batu pada tahun 2019. Analisis data yang dipergunakan adalah uji independent sample t-test yang menunjukkan adanya pengaruh yang dibuktikan dengan signifikansi < 0,05 yaitu 0,000 sehingga dari kedua variabel dinyatakan berpengaruh.
Development of an Enrichment Book on the Dynamics of Life in River Watersheds from an Islamic Prophetic Paradigm Perspective Fitria, Devi Wulantika Nur; Fajrilia, Azni
Future Space: Studies in Geo-Education Vol. 1 No. 2 (2024): Future Space: Studies in Geo-Education
Publisher : CV Bumi Spasial

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69877/fssge.v1i2.18

Abstract

The decline in watershed quality requires a handling role from the community. As part of society, students need to broaden their horizons, starting by studying watershed dynamics so they can carry out actual practice. Using the Islamic Prophetic Paradigm as a new perspective in learning can increase students' interest in general knowledge, religious fields, and practical examples of natural movements in everyday life. This research aims to develop an enriching book on the dynamics of river-watershed life from an Islamic prophetic paradigm perspective, intending to enhance students' learning and deepen their understanding of watershed dynamics by integrating scientific insights with Islamic teachings. The research and development of the ADDIE model uses questionnaire techniques in the form of pre-research questionnaires and validator questionnaires. The product's validity and feasibility level are tested using validity tests and field trials. The research data analysis technique uses descriptive qualitative analysis techniques and descriptive statistics. The research results show that the product follows learning outcomes, can increase students' interest in studying the Quran, and makes studying watershed dynamics easier. This research shows that product development is better than previous research and development. So, students can take advantage of this product.
PENGARUH DIGITAL LEARNING AND DIGITAL GAMES TRAINING TERHADAP KOMPETENSI TECHNOLOGICAL PEDAGOGICAL CONTENT KNOWLEDGE GURU SMA Putra, Alfyananda Kurnia; Sumarmi, Sumarmi; Handoyo, Budi; Fajrilia, Azni; Islam, Muhammad Naufal; Attamimi, Muhammad Rafi
Jurnal Praksis dan Dedikasi Sosial Vol. 5 No. 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

(EFFECTS OF DIGITAL LEARNING AND DIGITAL GAMES TRAINING ON THE SENIOR HIGH SCHOOL TEACHERS' TECHNOLOGICAL PEDAGOGY CONTENT KNOWLEDGE SKILLS) The development of digital technology requires teachers to present a sustainable learning process without the limitations of space and time. The presentation of digital learning provides opportunities for students to prepare for work competencies in the 21st Century and provides learning experiences that generate enthusiasm and a positive learning environment for students. This study aims to reveal the effect of digital learning and digital games in education training on the technological pedagogical content knowledge of teachers at SMAN Kepanjen Malang Regency. This type of research is experimental research packaged in a training program with pretest and posttest to measure the competence of TPACK teachers. The implementation method is carried out in stages, namely (1) needs and situation analysis, (2) program socialization and training implementation, (3) evaluation. The research subjects were SMAN 1 Kepanjen teachers with different scientific backgrounds. The analysis in this study used the N-gain score test, which was carried out by calculating the difference between the pretest and posttest scores. The training facilities use gamification media and the Learning Management System (LMS). The results of this training influence knowledge, competence, and capability related to technological pedagogical content knowledge. This is because teachers are getting used to and taking advantage of modern features in the LMS, namely user management, course management, forums, lessons, big blue buttons, and others. Perkembangan teknologi digital menuntut guru untuk menghadirkan proses pembelajaran yang berkelanjutan tanpa batasan ruang dan waktu. Penyajian pembelajaran digital memberikan kesempatan kepada siswa untuk mempersiapkan kompetensi kerja di abad 21 dan memberikan pengalaman belajar yang membangkitkan semangat dan lingkungan belajar yang positif bagi siswa. Penelitian ini bertujuan untuk mengungkapkan pengaruh pembelajaran digital dan permainan digital dalam pelatihan pendidikan terhadap pengetahuan konten pedagogik teknologi guru di SMAN Kepanjen Kabupaten Malang. Jenis penelitian ini adalah penelitian eksperimen yang dikemas dalam program pelatihan dengan pretest dan postest untuk mengukur kompetensi guru TPACK. Metode pelaksanaan dilakukan secara bertahap, yaitu (1) analisis kebutuhan dan situasi, (2) sosialisasi program dan pelaksanaan pelatihan, (3) evaluasi. Subjek penelitian adalah guru SMAN 1 Kepanjen dengan latar belakang keilmuan yang berbeda. Analisis dalam penelitian ini menggunakan tes skor N-gain yang dilakukan dengan menghitung selisih skor pretest dan postest. Fasilitas pelatihan menggunakan media gamifikasi dan Learning Management System (LMS). Hasil pelatihan ini mempengaruhi pengetahuan, kompetensi, dan kapabilitas terkait dengan technological pedagogical content knowledge. Hal ini karena para guru mulai terbiasa dan memanfaatkan fitur-fitur modern di LMS, yaitu manajemen pengguna, manajemen kursus, forum, pelajaran, tombol biru besar, dan lain-lain.