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Pelaksanaan Kurikulum Merdeka di SMP Negeri 1 Banuhampu Novelia, Na Tasya Ramadani; Zuwirna, Zuwirna; Hidayati, Abna; Yeni J, Fetri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1558

Abstract

The purpose of this study is to identify the implementation of the Kurikulum Merdeka and obstacles in the implementation of the Kurikulum Merdeka at SMP Negeri 1 Banuhampu. The study of the implementation of the Kurikulum Merdeka at SMP Negeri 1 Banuhampu can be carried out using a qualitative approach with a descriptive research method. The data collection technique uses observation, interview, and documentary research techniques to collect data from participants (including principals, curriculum representatives and teachers) involved in the implementation of the self-directed learning program at SMP Negeri 1 Remaja. Data analysis is carried out qualitatively consisting of data reduction, data presentation, and conclusion drawing. The results of the study show that the Kurikulum Merdeka has been implemented as expected. However, in its implementation, teachers need guidance, including attending training sessions at schools to learn more about the Kurikulum Merdeka and continuing to activate the learning community to identify shortcomings and things that need to be improved. In learning, the teachers have carried out the learning process according to the Kurikulum Merdeka and prepared learning tools starting from Learning Outcomes (CP), Learning Objectives Flow (ATP), Learning Objectives (TP), and teaching modules. Obstacles in the implementation of the Kurikulum Merdeka are human resources who do not understand the implementation of the Kurikulum Merdeka and inadequate facilities and infrastructure at SMP Negri 1 Banuhampu so that it slows down the learning process in the classroom.
Pengembangan Media Pembelajaran Teka-Teki Silang (Crossword Puzzle) pada Pembelajaran Sejarah X SMA Andi, Indah Putri; Zuwirna, Zuwirna; Rayendra, Rayendra; Amilia, Winanda
Jurnal Teknologi Pendidikan Vol. 1 No. 4 (2024): June
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/jtp.v1i4.413

Abstract

Penelitian ini didasarkan adanya permasalahan yang terjadi dalam proses pembelajaran Sejarah. Adanya permasalahan peserta didik yang kesulitan dalam mengingat dan memahami konsep pembelajaran Sejarah tertentu, yang disebabkan minimnya bahan ajar dan media serta kendala dalam penggunaan dan pengembangan media untuk penguasaan konsep pembelajaran, terlebih lagi peserta didik yang kuraang berpartisipasi aktif dalam proses pembelajaran. Penelitian ini bertujuan guna menghasilkan produk media teka-teki silang sebagai solusi yang ditawarkan dan diterapkan pada pembelajaran Sejarah kelas x. Jenis penelitian yang dipakai oleh peneliti adalah Research and Development serta menggunakan model ADDIE yang memiliki lima proses tahapan. Pengumpulan data yang dilakukan pada penelitian ini menggunakan lembar validasi dan angket, serta uji penelitian ini dilakukan dengan uji validitas dan praktikalitas. Hasil penelitian menunjukkan bahwa hasil validasi media validator pertama mendapatkan 96,9% kategori sangat valid, dan validator kedua 95% dengan kategori sangat valid. Secara uji praktikalitas dengan uji coba individu mendapatkan akor 82,8 kategori sangat praktis, serta uji coba kelompok besar 76,53 dengan kategori praktis. Media pembelajaran teka-teki silang untuk pembelajaran Sejarah menunjukkan hasil layak serta praktis digunakan.
Pengaruh Penerapan Model Cooperative Team Quiz (CTQ) Terhadap Aktivitas dan Hasil Belajar Bahasa Inggris Kelas IV Sekolah Dasar Putri, Priska Andini; Zuwirna, Zuwirna; Eldarni, Eldarni; Hidayati, Abna
Jurnal Penelitian, Pendidikan dan Pengajaran: JPPP Vol 5, No 1 (2024)
Publisher : Universitas Muhammadiyah Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/jppp.v5i1.16285

Abstract

Penelitian ini memiliki landasan untuk menganalisis pengaruh dalam penggunaan model CTQ dipembelajaran terhadap partisipasi dan prestasi belajar peserta didik di kelas IV SDN 31 Pasir Kandang pada mata pelajaran Bahasa Inggris. Metode dalam penelitian yang diterapkan merupakan pendekatan kuantitatif dalam bentuk eksperimen semu dengan pengambilan sampel secara sengaja. Informasi dikumpulkan melalui pencatatan aktivitas siswa dan ujian tertulis. Hasil pencatatan aktivitas menerangkan rata-rata persentase partisipasi peserta didik di kelas eksperimen yang memakai model CTQ tergolong sebagai tingkat partisipasi yang sangat aktif. Hasil ujian tertulis menunjukkan bahwa data dapat distribusi secara normal dan homogen, serta menunjukkan dampak signifikan terhadap prestasi belajar siswa setelah penerapan metode CTQ. Secara keseluruhan, hasil akhir dari penelitian ini merupakan dalam penggunaan metode CTQ dipembelajaran Bahasa Inggris di kelas IV SDN 31 Pasir Kandang meningkatkan partisipasi dan prestasi belajar peserta didik. 
Pengaruh Model Pembelajaran Flipped Classroom terhadap Hasil Belajar pada Mata Pelajaran Sosiologi Kelas X di SMAN 1 Pasaman Dewi, Pratiwi Kurnia; Zuwirna, Zuwirna; Zuliarni, Zuliarni; Supendra, Dedi
Jurnal Penelitian, Pendidikan dan Pengajaran: JPPP Vol 4, No 3 (2023)
Publisher : Universitas Muhammadiyah Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/jppp.v4i3.16284

Abstract

Melalui pengamatan proses pembelajaran yang dilaksanakan di SMA Negeri 1 Pasaman, ditemui permasalahan seperti hasil belajar yang tidak mencukupi KKM yang ditentukan ialah 75. Dan kurangnya keaktifan peserta didik dalam tahap belajar. Sebuah solusi guna menangani konflik, dilakukan penelitian secara menerapkan Model belajar Flipped Classroom saat pembelajaran. Penelitian bertarget guna mengetahui dampak model belajar Flipped Classroom pada hasil belajar terhadap mata pelajaran sosiologi kelas X di SMAN 1 Pasaman. Pengkajian ini berjenis kuantitatif serta berpendekatan Quasy Experiment. Pengkajian ini berpopulasi ialah murid kelas X SMA Negeri 1 Pasaman. Pengkajian ini bersampel kelas X.6 menjadi kelas eksperimen serta X.7 sebagai kelas kontrol yang mencakup 34 murid. Dipakai soal objektif guna diambil data sejumlah 40, lalu data perolehanya dianalisa secara memakai pengujian-t. Perolehan pengkajian melihatkan kisaran nilai kelas eksperimen sejumlah 78,55 melainkan kisaran kelas kontrol sejumlah 68,97. Melalui pengkalkulasian pengujian t didapati thitung ˃ ttabel sejumlah 4,8872 ˃ 1,996 artinya ada perbandingan perolehan pembelajaran yang signifikan terhadap ɑ 0,05. Simpulanya jika memakai model belajar Flipped Classroom berdampak pada perolehan pembelajaran sosiologi kelas X di SMAN 1 Pasaman.
Pengaruh Model Game Based Learning Terhadap Aktivitas dan Hasil Belajar Komputer Siswa Kelas V di SD Plus Marhamah Putri, Rizki Maelta; Zuwirna, Zuwirna; Yeni J, Fetri; Hendri, Nofri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i6.2086

Abstract

The variation of the game-based learning model and aims to determine its influence on the activities and learning outcomes of grade V students at SD Plus Marhamah. The research method applied in this study is quantitative with a quasy experiment design. The sampling technique uses purposive sampling. The sample was represented by class V.B as the control group and class V.C as the experimental group, each totaling 25 students. Data was collected through questionnaires for learning activities and tests for learning outcomes. Data analysis included normality test, homogeneity test, and t-test at a significance level of 0.05 to see the difference between the control group and the experiment. The results of the study showed that there was a significant influence of the application of the game-based learning model on student activities and learning outcomes. Based on this parametric statistical test (one tailed test), significant differences can be seen between the experimental class and the control class, both in activities and learning outcomes. Thus, it can be concluded that the game-based learning model has a positive and significant impact on the activities and learning outcomes of grade V students at SD Plus Marhamah
Persepsi Guru terhadap Pelaksanaan Kurikulum Merdeka Belajar di SMA Negeri 3 Padang Afifah, Syifa; Zuwirna, Zuwirna; Amsal, Mutiara Felicita; Pratiwi, Rahmi; Fitriani, Aura Syfa; Alifa, Zaqiya Zahwa
PAKAR Pendidikan Vol 23 No 1 (2025): Published in January 2025
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/pakar.v23i1.618

Abstract

The Merdeka Curriculum is a curriculum with diverse intracurricular learning, the content will be more optimal so that students have enough time to explore concepts and strengthen competencies. The purpose of this study was to determine teacher perceptions of the Merdeka Curriculum at SMA Negeri 3 Padang, namely planning, implementation and evaluation processes. This research is a quantitative descriptive study using population research. Sampling using the total sampling technique with 65 respondents who implemented the Merdeka Curriculum at SMA Negeri 3 Padang. The data collection technique used in this study was a questionnaire. The validity test of the research instrument is based on logical validity and emipirs while the reliability test uses the Cronbach's Alpha technique with a reliability coefficient value> 0.7. The results of this study indicate that: (1) teachers' perceptions of the Merdeka Curriculum in SMA Negeri 3 Padang are in the well implemented category (97%); (2) teachers' perceptions of the preparation of the Merdeka Curriculum in SMA Negeri 3 Padang are in the very well implemented category (97%); (3) teachers' perceptions of the implementation of the Merdeka Curriculum learning in SMA Negeri 3 Padang are in the well implemented category (95.4%); (4) teachers' perceptions of the Merdeka Curriculum assessment process in SMA Negeri 3 Padang are in the very well implemented category (84.6%).
The Influence of Project-Based Learning Models on the Activities and Learning Outcomes of Vocational Students in Informatics Subjects Triwahyudi, Triwahyudi; Zuwirna, Zuwirna; Syah, Nurhasan; Hakim, Ramalis
JETL (Journal of Education, Teaching and Learning) Vol 10 (2025): Special Issue
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jetl.v10i2.7694

Abstract

This study investigates the effectiveness of the Project-Based Learning (PjBL) model in enhancing student engagement and learning outcomes in Informatics at a vocational high school. The research was motivated by the low initial understanding and passive learning behavior among students, which often leads to suboptimal academic achievement. The objective was to determine whether the PjBL approach could significantly improve both student activity and performance. A quasi-experimental design with a pretest-posttest control group was employed, involving 51 Grade X students from SMKN 1 Painan, divided into an experimental group (PjBL) and a control group (conventional teaching). Data were collected through tests, observations, and documentation, and analyzed using descriptive and inferential statistics. Results showed a significant increase in the experimental group’s posttest scores (mean = 78.04; N-Gain = 0.56) compared to the control group (mean = 64.56; N-Gain = 0.28). Student activity also improved across three meetings. Statistical tests confirmed the differences were significant (p < 0.05). These findings indicate that PjBL is more effective than traditional methods in promoting academic success and active learning in vocational education
The Influence of the Problem Based Learning Model on Student Activity and Learning Outcomes in Business Economics Elements Facma, Mila Ladia; Zuwirna, Zuwirna; Hakim, Ramalis; Rayendra, Rayendra
JETL (Journal of Education, Teaching and Learning) Vol 10 (2025): Special Issue
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jetl.v10i2.7693

Abstract

The low level of student engagement and achievement in vocational economics learning necessitates the application of innovative instructional models. This study aims to examine the effect of the Problem Based Learning (PBL) model on student learning activity and outcomes in the Economic Business subject. A quasi-experimental design with a pretest-posttest control group was employed. The participants were 61 tenth-grade students from SMK Negeri 1 Painan, selected through purposive sampling. Data were collected using validated instruments: learning outcome tests and observation sheets. Descriptive and inferential statistics, including independent samples t-tests, were used for data analysis. Results show that the experimental group, which received PBL treatment, had significantly higher posttest scores (M = 89.90) and N-Gain (0.72) compared to the control group (M = 76.68; N-Gain = 0.35). Student activity in the experimental group also increased steadily across sessions. Statistical tests confirmed that the differences in both outcomes and activity were significant (p < 0.05). These findings support the effectiveness of PBL in promoting active learning and improving student achievement in vocational education
Development of science learning e-module by using authentic learning experience model for the seventh graders Suhatri, Desna; Hidayati, Abna; Bentri, Alwen; Zuwirna, Zuwirna
Indonesian Research Journal in Education |IRJE| Vol. 9 No. 02 (2025): IRJE |Indonesian Research Journal in Education
Publisher : Universitas Jambi, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/irje.v9i02.35901

Abstract

This research determined which e-module for science learning uses the Authentic Learning Experiences (ALE) model. This research used research and development (R&D) as test subjects. Data collection techniques included learning material validation sheets, learning model validation, learning outcome tests, and teacher response questionnaires. Data analysis in this research was conducted using qualitative and quantitative analysis methods. The research results were: 1) A science learning e-module was produced by using the authentic learning experiences (ALE) model for the grade VII students with a very valid category. 2) The practicality of the science learning e-module, which uses the Authentic Learning Experiences (ALE) model to teach changes in substances, is demonstrated by observers’ evaluations of teachers rated as excellent. Science learning tools are stated to be very practical. 3) The effectiveness of using science learning e-modules, which employ the Authentic Learning Experiences (ALE) model is assessed through student activities and learning outcomes.
Pengembangan Multimedia Interaktif Menggunakan Construct 2 pada Mata Pelajaran Informatika Kelas VII SMP Hanifah, Dina; Bentri, Alwen; Zuwirna, Zuwirna; Amsal, Mutiara Felicita
Jurnal Pendidikan Tambusai Vol. 8 No. 1 (2024): April 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v8i1.13714

Abstract

Pengembangan multimedia interaktif dilatar belakangi rendahnya hasil belajar peserta didik karena permasalahan pembelajaran yaitu masih rendahnya keaktifan siswa dalam mengikuti Mata Pelajaran Informatika, kurangnya motivasi dan antusias siswa dalam mengikuti Mata Pelajaran Informatika, sehingga siswa kurang memperhatikan guru dalam menerangkan pelajaran, dan kurangnya variasi penggunaan media pembelajaran oleh guru ketika menerangkan pelajaran. Untuk mengatasi masalah tersebut, dikembangkan multimedia interaktif menggunakan Construct 2 untuk membantu pelaksanaan pembelajaran yang lebih menarik. Penelitian pengembangan multimedia interaktif bertujuan untuk menghasilkan multimedia interaktif yang berkualitas yang telah melalui uji kelayakan produk berdasarkan penilaian dari validator materi, validator media dan siswa. Jenis penelitian ini adalah penelitian pengembangan yang dikenal dengan istilah Research & Development (R&D) dengan model pengembangan 4-D. Model pengembangan ini terdiri dari empat tahapan yang pertama define (pendefenisian) ,yang kedua design (desain), yang ketiga development (pengembangan) dan yang keempat disseminate (penyebaran). Hasil penelitian pengembangan multimedia interaktif yang dikembangkan memperoleh tingkat validitas 96% untuk materi dengan kategori sangat Valid. Aspek media yang diuji oleh 2 validator, validator satu 97,7% dengan kualifikasi “Sangat Valid” dan oleh validator dua 98,8% dengan kualifikasi “Sangat Valid”. Hasil respon siswa mendapat tingkat kepraktisan 94% dengan kualifikasi “Sangat Praktis”. Berdasarkan hasil uji validitas dan praktikalitas dapat disimpulkan bahwa produk multimedia interaktif telah siap dikembangkan dan praktis digunakan dalam proses pembelajaran dikelas maupun proses pembelajaran secara mandiri pada mata pelajaran Informatika.