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Burnout Level in Pencak Silat Extracurricular Students of SMK Negeri 7 Palembang During the Covid-19 Pandemic Ismail, Ismail; Junaidi, Ilham Arvan; Akhbar, M Taheri
International Martial Arts and Culture Journal Vol. 2 No. 1 (2024): International Martial Arts and Culture Journal
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/imacj14019

Abstract

Background and Aim. During the COVID-19 pandemic, students involved in sports extracurricular activities, including pencak silat, faced various psychological challenges such as burnout. This study aims to determine the level of burnout among pencak silat extracurricular students at SMK Negeri 7 Palembang.Method. This study uses a quantitative descriptive method. Data were collected through questionnaires and observations involving students participating in pencak silat extracurricular activities.Results. The results show that internal factors contributing to burnout include emotional exhaustion, depersonalization, and decreased personal achievement. From 17 indicators, responses varied across categories ranging from very good to very poor. External factors such as workload, social support, and role conflict also influenced burnout levels. Based on 38 questionnaire items distributed to 15 students, the responses indicated varying perceptions, with the highest proportion categorized as very good (38.10%). Overall, the burnout level falls into the high category, with a score of 11986.66 (119.86%) within the 80–100 interval, indicating a very high level.Conclusion. The findings indicate that pencak silat extracurricular students experienced a high level of burnout during the pandemic, influenced by both internal and external factors.
Pengaruh Model Project Based Learning (PJBL) Berbantuan Media Video Animasi terhadap Hasil Belajar Matematika Kurniawati, Kurniawati; Akhbar, M Taheri; Kuswidyanarko, Arief
Indonesian Research Journal on Education Vol. 4 No. 4 (2024): irje 2024
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v4i4.1365

Abstract

Peneliti ini bertujuan untuk untuk mengetahui Pengaruh Model Project Based Learning (PjBL) Berbantuan Media Video Animasi Terhadap Hasil Belajar Matematika. Hal ini dilakukan atas dasar terdapatnya siswa yang masih kurang maksimal dalam pemahaman materi yang diajarkan. Sehingga pada saat evaluasi banyak siswa yang tidak tuntas atau belum maksimal. Dari fakta tersebutlah peneliti melakukan penelitian dengan judul Pengaruh Model Project Based Learning (PjBL) Berbantuan Media Video Animasi Terhadap Hasil Belajar Matematika Metode penelitian yang digunakan dalam penelitian ini adalah Pre Experimental Design yakni bentuk design One-Group Pretest-Posttest Design. Populasi dalam penelitian ini adalah 93 siswa di kelas V. Dalam penelitian ini peneliti menggunakan teknik Random Sampling yaitu teknik penentuan sampel secara acak. Maka sampel dalam penelitian ini yaitu kelas VC yang berjumlah 15 siswa laki-laki dan 15 siswa perempuan. Teknik pengumpulan data dalam penelitian ini menggunakan tes berupa tes soal pilihan ganda yang selanjutnya dianalisis data tersebut menggunakan Uji-t. Diperoleh rata-rata nilai Post-test 82 dan nilai Pre-test 69,5. Nilai yang diperoleh nilai Post-test lebih baik dari pada nilai Pre-test. Hal ini dikarenakan perlakuan dengan menggunakan model Project Based Learning (PjBL) berbantuan media video animasi memang ada pengaruh terhadap hasil belajar matematika dengan materi bilangan cacah. Kemudian berdasarkan pengujian normalitas didapatkan data distribusi normal, maka analisis data tes akhir yang telah diuraikan sebelumnya. Diketahui uji t hipotesis thitung ˃ ttabel dengan thitung˃ = 10,59 dan ttabel = 1,69. Sehingga H0 ditolak dan Ha diterima atau thitung ˃ ttabel = 10,59 ˃ 1,69. Dengan demikian dapat disimpulkan bahwa adanya pengaruh model Project Based Learning (PjBL) berbantuan media video animasi terhadap hasil belajar matematika.
THE INFLUENCE OF DIGITAL COMICS ON STUDENTS’ LEARNING OUTCOMES Reka Aprianti; Akhbar, M Taheri; Selegi, Susanti Faipri
SEMESTA: Journal of Science Education and Teaching Vol. 7 No. 1 (2024): Semesta: Journal of Science Education and Teaching
Publisher : Pendidikan IPA, FMIPA, UNP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/semesta/vol7-iss1/438

Abstract

This study aims to determine whether or not there is an influence of digital comics on the science learning outcomes of fifth grade elementary school students on single substance and mixed substance material. The research method used was quantitative with true experimental and was designed using a Pretest-Posttest Control Group Design research design. The sample size for the research was 58 students who were divided into 2 groups, namely class V.A, which had 29 students as the experimental class and class V.B, which had 29 students as the control class. levence statistics, hypothesis testing using the t-test stated that both classes showed an rcount7.588 >ttable 1.672and the sig (2-tailed) value shows 0.000 < 0,05of  So it can be concluded that Ha is accepted. Based on this research data, it can be proven that there is an influence of digital comics on the science learning outcomes of fifth grade elementary school students in single substance and mixed substance materials.