Claim Missing Document
Check
Articles

Found 5 Documents
Search

PERTUMBUHAN TANAMAN SELADA AKUAPONIK DENGAN MEDIA TANAM YANG BERBEDA Marlendi, Sri; Rindawati; Rahman, Arief; Suparno
Agrienvi: Jurnal Ilmu Pertanian Vol. 17 No. 2 (2023): Journal Agrienvi
Publisher : Agrienvi: Jurnal Ilmu Pertanian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36873/aev.v17i2.11323

Abstract

This study aims to determine the effect of aquaponics on the growth and yield of lettuce plants with different planting media. This research was conducted at the Samarinda State Agricultural Polytechnic from July to September 2023. The research was conducted using a completely randomised design with the treatment of planting media consisting of three levels, namely: P1 = Coconut fibre, P2 = Ironwood powder, and P3 = Coconut fibre and Ironwood powder, and each was repeated 3 (three) times. The parameters observed included water pH, water concentration, water temperature, plant height, number of leaves, leaf area, wet weight, and dry weight of lettuce plants. The data obtained were analysed by F-test analysis with a significance level of 5%. If the treatment affects the variables observed, it is continued with the 5% BNJ test. The results showed that the coconut fibre planting media treatment was the best treatment with a plant height of 55.50 mm, number of leaves 3.33 leaflets, leaf area index 1724.67 mm2, wet weight 0.60 grams, and dry weight 0,140 grams.
PENERAPAN MEDIA INTERAKTIF WORDWALL UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI KERAGAMAN ALAM INDONESIA KELAS VIII-G SMPN 18 SURABAYA Anisa, Zulva Rizky; Rindawati; Ririn Fatayati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04, Desember 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.18035

Abstract

This study aims to improve the learning outcomes of students in class VIII-G SMP Negeri 18 Surabaya in Social Studies (IPS) material on Indonesia's natural diversity through the application of interactive wordwall media. This study used a Collaborative Classroom Action Research (PTKK) approach with two cycles to evaluate the effectiveness of interactive media in improving students' achievement of Learning Objective Criteria (KKTP). Data collection techniques included formative tests, classroom observations, and interviews with Social Studies teachers. In the pre-cycle, which is seen from the End of Year Summative test (SAT), the average student score is 67.26 with only 32.35% of students reaching the Learning Objective Achievement Criteria (KKTP). The application of wordwall interactive media in cycle I led to an increase in the class average score to 78.23 and 76.47% of students reached the Criteria for Achieving Learning Objectives (KKTP). The results of cycle II showed greater progress with the class average score increasing to 82.06 and 88.23% of students reaching the Criteria for Achievement of Learning Objectives (KKTP). These findings suggest that wordwall interactive media, when combined with adaptive teaching strategies, is effective in improving student learning outcomes. This study recommends the application of similar interactive media in other subjects to improve student learning outcomes.
PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE TEAMS GAMES TOURNAMENT (TGT) UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI KERAGAMAN ALAM INDONESIA SISWA KELAS VIII-F SMP NEGERI 18 SURABAYA TAHUN PELAJARAN 2024-2025 Qurrota A'yun, Shauma; Rindawati; Ririn Fatayati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04, Desember 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.18225

Abstract

The effectiveness of education in schools is highly dependent on student engagement and the utilization of appropriate pedagogical frameworks. Learning models play an important role in the teaching and learning process because they have the ability to capture students' attention, stimulate their interest, and foster their active participation. Cooperative learning in the Teams Games Tournament format is a pedagogical approach that is easy to implement, involves students as peer educators, and incorporates game elements. This study used Classroom Action Research (CAR) as a strategy to overcome the challenges faced. The data collection procedures used included observation, testing, and documentation. The test was given in the form of a post-test, consisting of multiple-choice questions. The data analysis methodology used included qualitative and quantitative data analysis. During cycle I, out of 33 students in class VIII-F of SMP Negeri 18 Surabaya, 14 students were classified as complete, accounting for 42.42% of the total, while 19 students were classified as incomplete, accounting for 57.57%. In cycle II of 33 students, 26 students, covering 78.78% of the total, were classified in the complete category because they successfully completed the Learning Target Achievement Criteria (KKTP) with a score of ≥78. A total of 7 students, covering 21.21% of the group, were classified as incomplete because they failed to achieve the Learning Target Achievement Criteria (KKTP), which requires a score of ≤78. Therefore, this study shows that the use of the Teams Games Tournament cooperative learning paradigm can improve student.
PENERAPAN MEDIA PEMBELAJARAN LUMIO BY SMART UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK PADA MATERI PERUBAHAN SOSIAL KELAS IX-D SMPN 18 SURABAYA TAHUN PELAJARAN 2024-2025 Andayani, Yuyun Astri; Rindawati; Ririn Fatayati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04, Desember 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.18318

Abstract

The learning outcomes of Class IX D students on the topic of social change at SMPN 18 Surabaya are still low. This study aims to improve student learning outcomes on this topic by implementing Lumio by Smart as a learning medium. This research is a classroom action study conducted in three stages: pre-cycle, the first cycle, and the second cycle. Each cycle includes several key steps: planning, implementation, observation, and reflection. The subjects of the study consisted of 32 students from Class IX D in the 2024-2025 academic year. According to the research results, before the implementation of Lumio by Smart, only 10 students, or approximately 31.25%, achieved the Learning Objective Mastery Criteria (KKTP). However, after the implementation of this learning medium, there was a significant improvement. In the first cycle, the number of students achieving KKTP increased to 23 students, or 71.87%. Furthermore, in the second cycle, the number increased to 28 students, or 87.50%. Therefore, it can be concluded that the implementation of Lumio by Smart can improve student learning outcomes, especially in the topic of social change.
IMPLEMENTASI KEGIATAN LSLC TERHADAP AKTIVITAS PESERTA DIDIK SEBAGAI DASAR MENENTUKAN MODEL PEMBELAJARAN Umi Khulsum; Rindawati; Dwi Susilowati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04, Desember 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.18363

Abstract

This research aims to identify effective learning models through the implementation of LSLC activities that influence student activities. The research was carried out in three cycles, each involving two open classes. The research sample consisted of phase D students, especially grade 8 at SMP Negeri 34 Surabaya, in science and technology subjects. The student activity criteria were adapted from Singarimbun, which includes: 1) a score of 1 for very inactive; 2) score 2 for inactive; 3) score 3 for less active; 4) value 4 for active; and 5) score 5 for very active. Data was collected through observations by observers during open classes. Data analysis was carried out descriptively and quantitatively by describing the number and percentage of active students. The results of observations regarding student activities are discussed in reflection sessions and used as a basis for determining the next learning model. This research applies the Problem Based Learning (PBL) model using media such as pictures, colored objects, guided inquiry approaches, practice, role playing, and project-based models. The participation rate of active to very active students reached 95%, which is the highest result in the project-based model. Differences in activity were analyzed using One-Way ANOVA with the help of SPSS v25. The results of the analysis show an R Square value of 0.928, which shows that student activity has increased due to the influence of the learning model by 92.8%. "The ANOVA test shows a significance value (Sig) of 0.000, and the coefficient test also produces a Sig value of 0.000, which shows that the learning model has a significant influence on student activities."   Keywords: student activities, guided inquiry, project based learning, Problem Based Learning (PBL)