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Characteristics of Learning Assessment Towards Implementation of Merdeka Learning Curriculum Pantiwati, Yuni; Chamisijatin, Lise; Zaenab, Siti; Aldya, Riantina Fitra
Jurnal Penelitian dan Pengkajian Ilmu Pendidikan: e-Saintika Vol. 7 No. 1: March 2023
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/esaintika.v7i1.1125

Abstract

Assessment is essential to the curriculum to measure and assess competency levels. The implementation of the independent learning curriculum assessment is directed at sustainable assessments. A meaningful learning process requires a good, planned, and irrational assessment system. The research aims to describe the characteristics of the assessment in the implementation of the independent curriculum, including the knowledge of the school community, the process of planning, implementation, processing of assessment results, reporting on learning progress and obstacles along with school and teacher solutions in carrying out assessments in the independent curriculum. This research is qualitative descriptive. The study was conducted in June-December 2022 at SMP Muhammadiyah 02 Batu. The research population was all teachers at SMP Muhammadiyah 02 Batu. The research sample was all SMP Muhammadiyah 02 Batu teachers using a saturated sampling technique. The instruments used are interview guidelines, observations, and documentation. Data analysis was carried out descriptively. The results showed that the teacher understood the independent learning curriculum well. Schools began to apply learning and assessment principles, planning lessons and assessments, understanding learning outcomes, planning learning and assessments, implementing learning and assessments, and processing and reporting assessment results. Teachers generally carry out summative and formative assessments, while minimal diagnostic assessments are carried out. Regardless of the results of the research, future researchers can make efforts to assist teachers in overcoming obstacles to implementing assessments in the independent curriculum.
Penerapan Media Belajar Interaktif Forest Math untuk Materi Bangun Ruang Tingkat SMP/MTs Arifendi, Rio Febrianto; Aldya, Riantina Fitra
Pendekar: Jurnal Pendidikan Berkarakter Vol 7, No 2 (2024): Juli
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/pendekar.v7i2.23690

Abstract

Abstrak: Pembelajaran di alam mampu memberikan beberapa keunggulan bagi peserta didik, dimana kegiatan belajar yang dilakukan di luar kelas seperti di halaman sekolah, taman, hutan, dan lain sebagainya mampu mengembangkan tidak hanya aspek kognitif namun juga aspek sosial, emosional dan moral peserta didik, sehingga perlu adanya media yang dapat membantu proses pembelajaran peserta didik diluar kelas. Tujuan dari penelitian ini adalah untuk mengetahui bagaimana penerapan media interaktif Forest Math mampu meningkatkan motivasi dan hasil belajar pada materi bangun ruang tingkat SMP/ MTs. Penelitian ini merupakan Quasi Eksperimen menggunakan one group pretest-posttest design, populasinya adalah 25 siswa kelas VIII di MTs Muhammadiyah 1 Malang khususnya pada materi Bangun Ruang Matematika untuk mengetahui pengaruhnya terhadap motivasi dan hasil belajar melalui pengukuran skor N-Gain menggunakan angket dan lembar tes. Penerapan media ini juga mampu meningkatkan motivasi dan hasil belajar siswa dengan hasil dari perhitungan N-Gain adalah 0,36 dengan kategori sedang, dengan persentase peningkatan motivasi siswa pada saat pretest dan postest adalah sebesar dari 32,5%, sedangkan pada hasil belajar menunjukan hasil 0,45 dengan persentase peningkatan hasil belajar siswa pada saat pretest dan postest adalah sebesar dari 47,8%. Hal ini menunjukkan bahwa terdapat peningkatan motivasi dan hasil belajar siswa setelah diterapkannya media interaktif Forest Math pada saat pembelajaran bangun ruang Matematika.Abstract: Learning in nature is able to provide several advantages for students, where learning activities carried out outside the classroom such as in school yards, parks, forests, and so on are able to develop not only cognitive aspects but also social, emotional and moral aspects of students, so there is a need for media that can help the learning process of students outside the classroom. The aim of this research was to find out how the application of interactive media Forest Math can increase motivation and learning outcomes in SMP/MTs spatial building material. This research used Quasi Experiment of one group pretest-posttest design, the population was 25 students of VIII grade at MTs Muhammadiyah 1 Malang, especially on the Mathematics Space Building material to determine its effect on motivation and learning outcomes through measuring N-Gain scores using questionnaires and test sheets. The application of this media was also able to increase student motivation and learning outcomes with the results of the N-Gain calculation being 0.36 in the medium category, with the percentage increase in student motivation during the pretest and posttest being 32.5%, while the learning outcomes show results 0.45 with a percentage increase in student learning outcomes during the pretest and posttest of 47.8%. This showed that there is an increase in student motivation and learning outcomes after implementing the interactive media Forest Math when learning Mathematics.
PENGEMBANGAN MEDIA PEMBELAJARAN BOARD GAME MATERI STRUKTUR DAN FUNGSI TUMBUHAN UNTUK SISWA TINGKAT MENENGAH PERTAMA Aldya, Riantina Fitra; Umbu, Alce Bili Samuel; Istikomayanti, Yuswa; Pantiwati, Yuni
Inteligensi : Jurnal Ilmu Pendidikan Vol 6, No 1 (2023)
Publisher : Universitas Tribhuwana Tunggadewi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33366/ilg.v6i1.4422

Abstract

This research aims to determine the validity of developing learning media in the form of board games on the structure and function of plant tissue, using ADDIE model development research which will be validated by media experts, material experts, teachers and 20 class VIII students of SMP Negeri 16 Malang. The data collection technique used a questionnaire to test the appearance, material, and ease of use of the board game learning media being developed. The results of the research showed that at the analysis stage there were still some students who had not actively participated independently, so a design was carried out to develop a board game by adapting the components of the Ministry of National Education (2008), followed by media development where the validation results from media experts, material experts and teachers showed the average scores were 4.84, 4.91, and 4.75 in the valid category, while the test results from students showed a result of 4.82 in the feasible category. This is because the board game contains pictures that match the material and are able to increase student activity through active participation of students in the game.
ARTIFICIAL INTELLIGENCE DAN PENDIDIKAN ERA SOCIETY 5.0 Oktavian, Riskey; Aldya, Riantina Fitra; Arifendi, Rio Febrianto
Inteligensi : Jurnal Ilmu Pendidikan Vol 6, No 2 (2023)
Publisher : Universitas Tribhuwana Tunggadewi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33366/ilg.v6i2.5798

Abstract

This study aims to describe artificial intelligence (AI) and education in the era of society 5.0. This research is a descriptive-qualitative research with a method in the form of journal meta-analysis by complementing and comparing previous information through literature review using data from 22 journal articles to be collected then further studied and analyzed related to the results of their findings and draw a conclusion. This study examines about: (1) artificial intelligence (AI) in the field of education; (2) the role and position of artificial intelligence (AI) in the field of education; (3) the advantages and disadvantages of artificial intelligence (AI) in the field of education; and (4) artificial intelligence (AI) in the field of education to face the era of Society 5.0., which is to overcome the challenges and problems of the times quickly. AI has the advantage of being able to quickly create and score content, automate tasks in education, but it also has the disadvantage of having risks in handling privacy issues, algorithmic bias, and transparency controls. AI itself cannot replace the position of teachers because it cannot monitor student development significantly, how character morally and emotionally, so it would be better if AI is used as a tool that can help teachers do learning and also an emotional approach in building student character to face the era of Society 5.0.
PENGEMBANGAN KATALOG BERBASIS QR-CODE TUMBUHAN FAMILI EUPHORBIACEAE DI KAWASAN KONSERVASI Buku, Yohana Tari; Aldya, Riantina Fitra; Pantiwati, Yuni
Inteligensi : Jurnal Ilmu Pendidikan Vol 6, No 2 (2023)
Publisher : Universitas Tribhuwana Tunggadewi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33366/ilg.v6i2.5808

Abstract

This study aims to determine the feasibility of developing QR-Code-based catalogs, especially in the plant group of the Euphorbiaceae family. This research was an RD development research with the ADDIE method. This research included the analysis stage to assess the needs of the P-WEC conservation area, followed by the design stage to design a QR-Code-based catalog, then the development stage to create products in the form of QR-Code-based catalogs, especially for the plant group of the Euphorbiaceae family continued with validation by media experts and material experts and ended with the implementation phase in the form of a trial of catalog assessment by 20 visitors to the P-WEC conservation area. The results showed that based on the results of validation by media experts, they scored 4.17 and based on validation by material experts, they scored 3.95 with each having a decent category, then the trial results got a value of 4.16 with a decent category. QR-Code-based catalog development can be used because it has benefits in the form of efficiency because it prevents visitors from wasting time on search engines and being exposed to irrelevant information, this catalog can be accessed by mobile devices independently by visitors using a scanner application on Android to find out the variety and benefits of the Euphorbiaceae plant group.
PENERAPAN APLIKASI P-WEC PLANT LOCATOR UNTUK MENGOPTIMALKAN KEGIATAN EKSPLORASI TUMBUHAN LIAR BAGI PENGUNJUNG KAWASAN KONSERVASI P-WEC Aldya, Riantina Fitra; Febrianto, Rio; Fianto, Latif
Prosiding Seminar Nasional Pengabdian Kepada Masyarakat Vol 4 (2023): PROSIDING SEMINAR NASIONAL PENGABDIAN KEPADA MASYARAKAT - SNPPM2023
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Negeri Jakarta

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

Abstract

Abstract P-WEC (Petungsewu Wildlife Education Center) area is an informal educational study center about nature and wild life conservation. One of the programs offered to visitors is Nature Education in the form of exploring wild plants. However, this exploration activity has not been carried out optimally because the plants are still presented directly to visitors so that exploration was not carried out widely, besides that there’s still lack of information regarding existing plants. For this reason, efforts were needed to maximize plant exploration, which is by implementing the Android-based P-WEC Plant Locator application from the collaboration of the lecturer and P-WEC Conservation team so that exploration activities can be carried out independently using visitors’ Android in the conservation area. To determine the effectiveness of implementing the application, a focus group discussion (FGD) was conducted with partners and visitors who used the application during plant exploration activities. The FGD results show that partners and visitors can use the P-WEC Plant Locator application easily and feel they can explore wild plants easily while implementing the P-WEC Plant Locator application. This shows that implementing the P-WEC Plant Locator application can optimize wild plant exploration activities for visitors to the P-WEC conservation area. Abstrak Kawasan konservasi P-WEC (Petungsewu Wildlife Education Center) merupakan pusat studi pendidikan informal tentang konservasi alam dan kehidupan liar (wildlife). Salah satu program yang ditawarkan kepada pengunjung adalah Edukasi Alam dengan kegiatan berupa eksplorasi tumbuhan liar. Namun kegiatan eksplorasi ini belum secara optimal dilakukan karena tumbuhan masih disajikan secara langsung kepada pengunjung sehingga eksplorasi tidak dilakukan secara luas, selain itu masih minimnya informasi terkait tumbuhan yang ada. Untuk itu, diperlukan upaya untuk memaksimalkan kegiatan eksplorasi tumbuhan tersebut, salah satunya dengan menerapkan aplikasi P-WEC Plant Locator berbasis android yang dikembangkan dari hasil kolaborasi tim dosen dan Konservasi P-WEC agar kegiatan eksplorasi dapat dilakukan secara mandiri melalui android masing-masing pengunjung kawasan konservasi. Untuk mengetahui keefektifan penerapan aplikasi tersebut maka dilakukan focus group discussion (FGD) dengan mitra dan pengunjung yang menggunakan aplikasi tersebut selama kegiatan eksplorasi tumbuhan. Hasil FGD menunjukkan bahwa mitra dan pengunjung dapat menggunakan aplikasi P-WEC Plant Locator dengan mudah dan merasa dapat melakukan eksplorasi tumbuhan liar dengan mudah selama menerapkan aplikasi P-WEC Plant Locator. Hal ini menunjukkan bahwa penerapan aplikasi P-WEC Plant Locator dapat mengoptimalkan kegiatan eksplorasi tumbuhan liar bagi pengunjung kawasan konservasi P-WEC
UTILIZATION OF VARIOUS TYPE OF LEARNING MEDIA TO ENGAGE STUDENTS’ LEARNING INTEREST IN EDUCATION DEPARTMENT Aldya, Riantina Fitra; Arifendi, Rio Febrianto; Pantiwati, Yuni; Chamisijatin, Lise
Inteligensi : Jurnal Ilmu Pendidikan Vol 7, No 2 (2024)
Publisher : Universitas Tribhuwana Tunggadewi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33366/ilg.v7i2.6483

Abstract

This study aims to determine the student’s perceptions about utilization of various type of learning media to engage students’ learning interest. Data collection using a survey with a population of all Mathematics Education and Biology Education students of the 2022 and 2023 intakes, with a sample size of 60 students using stratified random sampling. This survey is related to perceptions related to students learning interest based on based on various of media and students learning interest  from Mitchel (1993), consists of 15 items with 5 aspects such as attention, curiosity, excitement, meaningfulness, and involvement. The results showed that mostly students choose games media and games application, with 25 students (41,6%) gave highest score, mean that games media gave those students more attention because of the attraction in it, while another learning media  that showed less of interest, were picture with 2 students (3,3%), power point with 6 students (10%), and learning torso with 8 students (13,3%), because visual media not fully explaining the complex material.Another survey about learning interest showed that excitement aspect, game applications gave the highest score, which was 36.6%, chosen by 22 students, followed by game media chosen by 20 students (33.3%). In the meaningfulness and involvement aspects, the learning module gave the highest score, which was 13.3% (8 students) and 35% (21 students), this is because the learning module accommodates students' independent learning so that learning becomes more meaningful. So learning modules and games based media mostly can engage students’ learning interest in education department.
Board Game as An Evaluation Instrument for Classification of Living Things Material Kaka, Trifonia Yulianti Bebe; Istikomayanti, Yuswa; Aldya, Riantina Fitra
Tarbiyah : Jurnal Ilmiah Kependidikan Vol. 13 No. 2 (2024): December
Publisher : Universitas Islam Negeri Antasari Banjarmasin, South Kalimantan, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/tarbiyah.v13i2.11989

Abstract

The aim of the research was to develop a board game on the classification of living things that were suitable for use by class VII students at MTs Muhammadiyah 1 Malang.  This research used the ADDIE method, which consists of 5 stages: analysis design, development, implementation, and evaluation.  The time and place of this research were carried out in class VII at MTs Muhammadiyah 1 Malang.  This research was conducted from August to September 2023.  Validation by media experts to assess the board game being developed, namely in terms of image, colour and writing aspects.  Results of a large-scale student response questionnaire from 24 VII grade students.  Experts rated the results of the research; the evaluation instrument obtained used an average of 66% (valid), the assessors from media experts obtained a score of 76% (valid), and science teachers obtained a score of 87,5% (valid), and student responses showed a positive valued with a score of 86%, in general students stated that the board game media was valid and easy to used.  Furthermore, it could have been further developed towards the complexity aspect of the game on other science and biology topics that were more diverse and had their characteristics.
Improving Student’s Motivation and Learning Outcomes Through Genetics E-Module Fidiastuti, Hasminar Rachman; Lathifah, Anis Samrotul; Amin, Mohamad; Utomo, Yudhi; Aldya, Riantina Fitra
Jurnal Ilmiah Peuradeun Vol. 9 No. 1 (2021): Jurnal Ilmiah Peuradeun
Publisher : SCAD Independent

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26811/peuradeun.v9i1.477

Abstract

The purpose of this study was to know the impact of the Genetics E-module to improve students’ motivation and learning outcomes during the learning process. The method applied was Research and Development, limited until the implementation stage, using the quasi-experiment method with one group pretest-posttest. The motivation instruments were modified questionnaire by Keller with ARCS model, consist of 4 aspects including attention, relevance, confidence, and satisfaction. The population were all of the students from class of 2017 in Biology Education department, Tribhuwana Tunggadewi State University. The pretest was held to know students’ motivation and learning outcomes when using a handout from the lecturer, while the posttest was to know students’ motivation and learning outcomes when using Genetics E-module. Data were collected from the motivation questionnaire and test. After using E-module, there were 27 students with high (71,91 ≤ x < 86), 18 students with medium (57,82 ≤ x < 71,91) and 5 students with low criterion (43,74 ≥ x) of motivation, and there were 58% students who passing the grade in Genetics test. Based on the data analysis, E-module was feasible to be used to improve students’ motivation and also learning outcomes in the Biology Education department.
Pendampingan Pengembangan Modul Projek Penguatan Profil Pelajar Pancasila dan Pelaksanaannya di SMP Muhammadiyah 2 Kota Batu Zaenab, Siti; Chamisijatin, Lise; Aldya, Riantina Fitra
Jurnal SOLMA Vol. 13 No. 2 (2024)
Publisher : Universitas Muhammadiyah Prof. DR. Hamka (UHAMKA Press)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/solma.v13i2.14525

Abstract

Background: The project to strengthen the Pancasila student profile (Projek Penguatan Profil Pelajar Pancasila, P5) is a project-based co-curricular activity designed to strengthen efforts to achieve competency and character in accordance with the Pancasila student profile which is prepared based on Graduate Competency Standards. In the 2022-2023 academic year, SMP Muhammadiyah 2 Batu has implemented P5 using modules that have been prepared by the government and modified according to school conditions. This is because schools have not been able to create their own P5 modules. This community service aims to provide assistance in the development of the project module for strengthening the profile of Pancasila students (P5) and its implementation at SMP Muhammadiyah 02 Batu City. Method: The methods in the research are: training planning, training implementation, programme implementation evaluation assistance, programme sustainability evaluation. Result: Teachers can use AI applications to create learning material products in the form of PowerPoint presentations, short stories, graphics, images and learning videos that support more interesting subject matter. Increased ability and skills in the use of information technology and web-based learning media for teachers to support the learning process, resulting in increased student participation and understanding of the material. Conclusion: From this research, it can be concluded that teachers are collaborating to be more innovative and adaptable to technological advances that affect education. This collaboration with artificial intelligence must, of course, be adapted to valid and up-to-date references according to the needs of the material.