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MODEL STRATEGI PEMOTIVASIAN MELALUI PEMBELAJARAN PAI DI SMK WIDYA NUSANTARA MAROS Sampara Palili; Budhi Sugiharto; Dyah Sogi Riana; Syahlan
An-Nahdlah: Jurnal Pendidikan Islam Vol 3 No 1 (2023): Mei-Agustus
Publisher : Institut Agama Islam Hamzanwadi NW Lombok Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51806/an-nahdlah.v3i1.74

Abstract

Peningkatan dan pemngemabangn ilmu pengetahuan apalagi pada bidang pendidikan agama Islam merupakan hal yang perlu ditingkatkan dan di imbangi dengan kemajuan masa kini agar pendalaman pengetahuan dan pembentukan karakter tetap seimbang melalui pemberian motivasi oleh gurunya. Sehingga penulisan ini membahas terkait model strategi pembelajaran pemotivasian melalui pembelajaran PAI. Dengan menggunakan metode penelitian lapangan (field research) dengan pendekatan deskriptif analisis. Berdasarkan hasil temuan bahwa peningkatan motivasi belajar siswa mengalami peningkatan melalui upaya yang diberikan oleh sekolah SMK Widya Nusantara Maros dengan menggunakan metode pembelajaran yang variatif, memberikan motivasi juga semangat kepada siswa, dan mengadakan kegiatan tambahan (ekstrakurikuler, apel Jum’at pagi dan kegiatan majelis)
Development of Student Worksheets Based on Realistic Mathematics Learning Models to Improve Critical Thinking Skills for Class XI Vocational High School Students Depari, Deliana Mayang; Syahlan; Matondang, Asnawati
Journal of Mathematics Technology and Education Vol. 1 No. 1 (2021): Journal of Mathematics Technology and Education
Publisher : Talenta Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (488.442 KB) | DOI: 10.32734/jomte.v1i1.7576

Abstract

This type of development research aims to determine the level of validity, effectiveness, and practicality of learning using Student Worksheets based on the Realistic Mathematics Learning model. This development uses the ADDIE development model that uses five stages: analysis, design, development, implementation, and Evaluation. The sample used is class XI SMK Private Mulia Medan. The results showed that the Student Worksheet, which was developed using the Realistic Mathematics Learning model, had a validity level of 4.6 with an outstanding category, the effectiveness level of the results of classical learning completeness in the first trial was 15% of the students completed while in the second trial. by 88% of students who completed. This shows an increase of 23% from the average critical thinking ability of students. Furthermore, the student response was very good with a percentage of 80%, and the practicality of the Student Worksheet obtained an average of 4.29 with a convenient category.
DEVELOPMENT OF STEAM-BASED E-HANDOUT TO IMPROVE MATHEMATICAL CONNECTION SKILLS AT UPT SMP NEGERI 41 MEDAN Siti Nurjannah; Rosliana Siregar; Syahlan
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 7 No. 2 (2023): March
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v7i2.9000

Abstract

This paper discusses an e-handout of STEAM-based circle material to improve mathematical connection skills at UPT SMP Negeri 41 Medan. The research and development design (R&D) uses the Thiagarajan model. The research results imply that the STEAM-based e-handout met the criteria of valid, practical, and improved mathematical connection skills. Material experts provided an average score of 81% (very valid), linguists provided an average of 80% (fairly valid), and media experts provided an average score of 100% (very valid). The average score of the teacher's response to the practicality of the e-handout was 75% (practical) and the student's percentage was 67% (practical), which means that teachers and students have a positive response. Mathematical connection skills at UPT SMP Negeri 41 Medan met the criteria of effectiveness. It is shown in the second trial in which the learning objectives that were achieved from the three mathematical connection indicators exceeded 75% and students’ learning completeness was 96%. The improvement in students' mathematical connection skills with an average N-gain score in trial I and trial II indicate an improvement score of 0.134. It can be concluded that the developed e-handout is valid, practical, and effective, as well as it can improve mathematical connection skills.
DESIGNING LECTORA INSPIRE – BASED MATRIX LEARNING MATERIAL FOR SENIOR HIGH SCHOOL STUDENT AT GRADE XI Nurul Hamdinesha; Rosliana Siregar; Syahlan
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 5 No. 3 (2021): May
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v5i3.8243

Abstract

The government limited social activities during the Covid-19 pandemic; as a result, the learning process was no longer carried out face to face. Therefore, an appropriate alternative was needed to facilitate the learning process. This study aimed to design valid Lectora Inspire–based matrix learning materials for grade XI high school students. This research was part of development research utilizing the 4D model by Thiagarajan. However, this study was limited only to the defining and designing stages. The defining and designing stages were conducted through a literature review followed by measuring the level of validation of the Lectora Inspire–based learning materials. This research was conducted for three months, from July to October 2020. The instrument used was a validation sheet given to four material experts and two media experts for the Lectora Inspire–based learning materials. The results showed that the learning materials developed based on Lectora Inspire had met the valid requirements. The results of observations from the validators toward the materials and media showed good scores after the materials were revised as suggested by the validators. The Lectora Inspire–based learning materials developed had many advantages compared to learning materials created using other programming applications.