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PENGARUH MODEL PEMBELAJARAN BERBASIS MASALAH (PBL) TERHADAP HASIL BELAJAR FISIKA PADA MATERI USAHA (KERJA) DAN ENERGI BAGI SMAN 1 PLAKAT TINGGI Lilis Juarsih; Abidin Pasaribu; Sardianto Markos Siahaan
Pena Jurnal Ilmu Pengetahuan Dan Teknologi Vol 31, No 1 (2017): Pena Maret 2017
Publisher : LPPM Universitas Pekalongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31941/jurnalpena.v31i1.565

Abstract

This study aims to describe the influence of the Problem Based Learning (PBL) model on the learning outcomes of physic subject in case of the material of Effort and Energy for Students SMAN 1 Plakat Tinggi. This study was conducted in the even semester of the academic year 2016/2017. The research method used in this research is Quasy Experimental, with design Non - Equivalent Control Group Design. The population in this study is the entire students of class X SMA Negeri 1 Plakat Tinggi. The sample of this research is class X IPA1 as an experimental class and class X IPA2 as the control class. The sample of this research is selected with technique of Purposive Sampling. Learning process at the experimental class gets treated with the Problem Based Learning model and in the control class is taught with the Conventional Learning model. The data collection used a multiple choice questionnaire test technique consisting of 24 questions consisting of 12 pretest questions and 12 posttest questions, to measure student learning outcomes on cognitive aspects. Based on the hypothesis test using t-test on the level of significance (α) = 5%, obtained price t arithmetic = 8.994 and t table = 1.991 seen that t count > t table.. Therefore, H0 is rejected and Ha is accepted. It can be concluded that there is an influence from the use of problem-based learning model on learning outcomes of Physic Class X SMAN 1 Plakat Tinggi.
Identification Of Misconceptions Of Eighth Grade Students On Light Materials And Optical Devices amanah firansilady; Sardianto Markos Siahaan; Syuhendri Syuhendri
Jurnal Ilmu Fisika dan Pembelajarannya (JIFP) Vol 6 No 2 (2022): Jurnal Ilmu Fisika dan Pembelajarannya (JIFP)
Publisher : Program Studi Pendidikan Fisika, UIN Raden Fatah Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19109/jifp.v6i2.13265

Abstract

This study is a descriptive study that aims to analyze the understanding of the concept of students in science subjects on the material of light and optical devices as well as the causes of student misconceptions. This study was conducted on VIII grade students in SMP Negeri 5 Palembang. The subjects of this study were 100 eighth grade students in SMP Negeri 5 Palembang. The instrument used is a set of diagnostic tests consisting of 10 items of questions from physpot which has been translated and tested for validity. Data retrieval method is done by providing a test of understanding the concept of multiple choice questions as many as 10 items equipped with CRI (Certainty if Response Index) with a scale (0-5). In this study it was found that the average score obtained by students from the test is quite low at 50%. In addition, 9.28% had misconceptions, 38.5% did not understand the concept, and 28.5% had understood the concept. Some of the findings identified misconceptions include: (1) only white objects that can reflect light in a dark room, (2) points near the eyes of patients with hypermetropy, (3). light propagates about transparent objects and (4). light reflected from smooth surfaces.
Uji N-Gain pada Efektivitas Penggunaan Game dengan Strategi SGQ untuk Meningkatkan Berpikir Komputasi dalam Literasi Energi Harianja, M Rokhati; Yusup, Muhamad; Sardianto Markos Siahaan
Intelektualita Vol 13 No 2 (2024): Jurnal Intelektualita: Keislaman, Sosial, dan Sains
Publisher : Wakil Rektor III Bidang Kemahasiswaan dan Kerjasama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19109/intelektualita.v13i2.25168

Abstract

Penelitian ini bertujuan menganalisis efektivitas penggunaan pembelajaran berbasis game dengan strategi SGQ (Student Generated Question) untuk meningkatkan berpikir komputasi dalam literasi energi. Penelitian ini menggunakan desain kuasi-eksperimental, di mana siswa dibagi menjadi kelompok eksperimen dan kontrol. Skor pre-test dan post-test dikumpulkan dan dianalisis menggunakan perhitungan N-Gain untuk menentukan tingkat peningkatan hasil belajar. Hasil penelitian menunjukkan bahwa kelompok eksperimen yang mengikuti strategi SGQ dalam konteks gamifikasi memperoleh skor N-Gain yang secara signifikan lebih tinggi dibandingkan kelompok kontrol. Secara khusus, kelompok eksperimen mencapai rata-rata skor N-Gain sebesar 0,64, yang diklasifikasikan sebagai peningkatan sedang hingga tinggi, sedangkan kelompok kontrol mencatat rata-rata skor N-Gain yang lebih rendah sebesar 0,30, mencerminkan peningkatan yang terbatas. Analisis tingkat peningkatan menunjukkan bahwa 80,56% siswa dalam kelompok eksperimen berada dalam kategori "sedang", sedangkan 16,67% mencapai peningkatan "tinggi". Sebaliknya, kelompok kontrol sebagian besar berada 50 % di kategori "rendah".  ,44,44 % sedang dan Cuma 5,6 % tinggi. Temuan ini menunjukkan bahwa pendekatan permainan berbasis strategi SGQ efektif dalam mendukung berpikir komputasi dalam konteks literasi energi. Penelitian ini menyimpulkan bahwa pengintegrasian strategi pembelajaran berbasis permainan dan strategi  SGQ, dapat meningkatkan keterlibatan dan pemahaman siswa terhadap konsep yang kompleks, sehingga menawarkan metode yang menjanjikan untuk meningkatkan hasil belajar di bidang yang membutuhkan pemahaman konseptual dan pengembangan keterampilan.
PENGEMBANGAN MULTIMEDIA INTERAKTIF ONLINE MATERI PENGENDALI MOTOR LISTRIK SEKOLAH MENENGAH KEJURUAN Dwi Maryanto; Sardianto Markos Siahaan; Ketang Wiyono
Jurnal Media Elektrik Vol. 20 No. 3 (2023): MEDIA ELEKTRIK
Publisher : Jurusan Pendidikan Teknik Elektro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/metrik.v20i3.5560

Abstract

Pada Pembelajaran jarak jauh di SMK Negeri 1 Indralaya Selatan peserta didik belajar dari rumah dan ketika ada jadwal praktik secara terbatas peserta didik datang ke sekolah. Dalam pembelajaran dari rumah mayoritas peserta didik menggunakan smartphone sendiri sehingga pembelajaran online dapat terlaksana dengan cukup baik karena dibeberapa daerah masih didapati cukup sulit mendapatkan sinyal. Sebagai langkah yang diyakini mampu mengatasi permasalahan yang terjadi khususnya di masa pandemi Covid-19 adalah dengan dilakukannya sebuah pengembangan media berupa multimedia interaktif secara online. Artikel ini bertujuan untuk mengembangkan Multimedia interaktif yang valid, praktis dan dapatmeningkatkan hasil belajar siswa. Penelitian dilakukan dengan beberapa tahapan yakni tahap perencanaan, desain, dan pengembangan. Tahap awal yakni membuat storyboard untuk memetakan kebutuhan dan halhal yang akan dicantumkan pada multimedia interaktif. Setelah itu dilakukan tahapan desain dengan menggunakan sofware smartapp creator. Hasil dari proses pengembangan menyatakan bahwa multimedia interaktif instalasi motor litrik sangat valid dengan skor sebesar 4,24. Berdasarkan hasil rerata keseluruhan hasil uji Beta diperolah nilai r sebesar 3,87 dengan kategori praktis. Hasil pretest dan posttest yang dilakukan pada pembelajaran instalasi motor listrik setelah menggunakan multimedia interaktif dinyatakan efektif dalam proses pembelajaran dengan ditunjukkan oleh adanya peningkatan hasil belajar sebesar 14% dari nilai rata–rata dan N-gain score sebesar 0,4 yang termasuk kategori sedang.
Improving Energy Literacy Using the Problem-Based Learning (PBL) Model for Grade VI Students Suratmi; Riswan Jaenudin; Muhamad Yusup; Sardianto Markos Siahaan; Khoirul Rodzikin
Jurnal Elementaria Edukasia Vol. 8 No. 1 (2025): Maret
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v8i1.12850

Abstract

This study aims to improve the learning outcomes of students in class VI.A SD Negeri 4 Palembang on Energy Literacy material through the application of the Problem Based Learning (PBL) learning model. This research used the Classroom Action Research method carried out in two cycles, involving 23 students. Data were collected through observation, tests, and documentation to evaluate the effectiveness of the application of the learning model. The PBL model is designed to improve energy literacy by actively involving learners in solving problems relevant to everyday life, so that learning becomes more meaningful and contextual. Each cycle includes planning, action implementation, observation and reflection to ensure continuous improvement. The results showed significant improvements in the understanding of energy literacy concepts, learning outcomes, and critical thinking skills of learners. They became more active, enthusiastic and showed deeper engagement in the learning process. In addition, learners also showed an increased ability to connect energy literacy concepts with everyday phenomena, making learning more relevant. This study concludes that the implementation of the PBL model can improve students' energy literacy. The researcher recommends the use of PBL model as an alternative strategy to be applied in other classes, because it is proven to be able to encourage active, creative, and relevant learning. This strategy is expected to have a positive impact in improving the quality of education, especially at the elementary school level.
ANALYSIS OF THE NEEDS OF AI-BASED ANIMATED VIDEOS AS A LEARNING AID MEDIA FOR THE LOCAL WISDOM BLOCKS AND CUBES MATERIAL OF MUSI BANYUASIN TRADITIONAL HOUSES IN ELEMENTARY SCHOOLS Ani Musfiroh; Makmum Raharjo; Sardianto Markos Siahaan
Multidiciplinary Output Research For Actual and International Issue (MORFAI) Vol. 5 No. 4 (2025): Multidiciplinary Output Research For Actual and International Issue
Publisher : RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/morfai.v5i4.3218

Abstract

Transformasi paradigma pembelajaran di jenjang sekolah dasar menuntut inovasi media pendidikan yang tidak hanya adaptif terhadap perkembangan teknologi, namun juga relevan dengan konteks budaya lokal. Penelitian ini berfokus pada analisis kebutuhan pengembangan video animasi berbantuan Artificial Intelligence (AI) untuk materi geometri spasial, diintegrasikan dengan kearifan lokal rumah adat Musi Banyuasin, khusus bagi siswa kelas 2 SD. Studi ini bertujuan untuk mengidentifikasi potensi media inovatif ini dalam menciptakan pengalaman belajar yang lebih kontekstual dan efektif. Pendekatan yang digunakan adalah deskriptif kuantitatif dengan metode survei. Penelitian melibakan 150 siswa dan 100 guru SD di wilayah kecamaan Sungai Lilin dan Babat Supat, Kabupaen Musi Banyuasin Sumatra Selatan. Hasil analisis menunjukkan bahwa 87% guru merasa media pembelajaran yang tersedia saat ini belum kontekstual dan masih abstrak sehingga menyulitkan siswa untuk memahami bentuk dan fungsi geometri spasial secara konkret. Sementara itu, 97% siswa menunjukkan antusiasme yang tinggi terhadap penggunaan media visual bergerak, dan 97% menyatakan lebih mudah memahami materi melalui animasi yang menyajikan contoh nyata dari lingkungan budayanya. Selain itu, sekolah belum memiliki media digital tematik yang memanfaatkan kecanggihan AI untuk mempermudah visualisasi objek spasial. Temuan ini menegaskan perlunya pengembangan video animasi yang kontekstual, interaktif, dan berbasis budaya lokal sebagai upaya peningkatan kualitas pembelajaran tematik dan penguatan literasi spasial serta karakter budaya peserta didik sejak dini.
Development of Multimedia Interactive Learning of Hydrosphere Material for High School Alfi, Alfi Syahrinsi; L.R. Retno Susanti; Sardianto Markos Siahaan
JTP - Jurnal Teknologi Pendidikan Vol. 23 No. 1 (2021): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v23i1.18579

Abstract

The purpose of this research is the development of learning interactive multimedia at hydrosphere subject matter class X of high School. The development research which aims to produce learning interactive multimedia on subjects geography which is valid, practical and effective against the learning outcomes of students. Research development was using the Alessi and Trollip models. The steps of its developers, namely, planning, design, and development. On the stage of the alpha test do the validation on the validator I, validator II, and validator III. Test phase implemented in the class X IPS B SMA Muhammadiyah 6 Palembang. Data collection techniques using interviews, questionnaires, and tests. This research is valid and deserves to be tested after going through the process of validation of the validator I, validator II, and validator III. Through the beta test results the practicality shows the average value of 92,3 to the category of “very practical”. At the stage of field test learning outcomes of students showed an increase which amounted to 56,6 with the average results of the pretest of 24.6, while the posttest results amounted to 81,2 with N-gain of 0.75 then it belongs to the category of high, this shows that the learning interactive multimedia that is developed has a value of valid, practical, effectiveness and worth to use.
Confucian Local Wisdom in English Teaching: Higher Education Lecturers' Views on Engaging Z Generation Lenny Marzulina; Meirizal; Farida; Hartono; Sardianto Markos Siahaan
Eduvelop: Journal of English Education and Development Vol 9 No 1 (2025): Eduvelop: Journal of English Education and Development
Publisher : Universitas Sulawesi Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31605/eduvelop.v9i1.5922

Abstract

The purpose of this study is to find out how university instructors feel about incorporating Confucian local knowledge into English Language Teaching (ELT) for Generation Z students in higher education. Semi-structured interviews were used to gather data from six English lecturers at universities in Palembang, South Sumatra, using a qualitative case study design. Six interrelated themes emerged from the thematic analysis of Sumatra: the perceived applicability of Confucian values, pedagogical modifications for Generation Z, integration practices in ELT, implementation difficulties, lecturer beliefs and professional identity, and student. The results showed that when reframed to fit the traits and expectations of digital-native students, Confucian values like discipline, humility, respect for teachers, and lifelong learning remain pedagogically relevant. Various strategies, such as cross-cultural comparisons, the use of digital media, and storytelling, were employed by lecturers to render traditional wisdom accessible and meaningful. In addition to student resistance, curriculum inflexibility, and institutional constraints, the consistent application of value-based pedagogy was complicated by several challenges. The study emphasizes the dual function of lecturers as cultural mediators and language instructors who mediate conflicts between traditional values and modern learning environments. It is concluded that the integration of Confucian local wisdom in ELT not only improves linguistic proficiency but also cultivates ethical and intercultural awareness. This information contributes to the ongoing conversation regarding the localization of ELT practices in higher education, lecturer agency, and culturally responsive pedagogy.