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Pengaruh Kompetensi Kerja Guru dan Sarana Prasarana Sekolah Terhadap Prestasi Belajar Siswa di SMK Yaspia Jakarta Selatan Sahlani, Sahlani; Nurakhim, Bambang; Ubaidah, Siti
Jurnal Akuntansi, Manajemen dan Ilmu Ekonomi (Jasmien) Vol. 4 No. 04 (2024): Jurnal Akuntansi, Manajemen dan Ilmu Ekonomi (Jasmien)
Publisher : Cattleya Darmaya Fortuna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54209/jasmien.v5i01.614

Abstract

Kemampuan untuk menyelesaikan tugas yang didasarkan pada pengetahuan, ketrampilan, dan sikap yang ditunjukkan oleh seorang guru disebut kompetensi kerja. Sarana prasarana pendidikan adalah peralatan dan perlengkapan yang secara langsung. Prestasi belajar siswa yang dinyatakan dalam bentuk simbol, angka, huruf, maupun kalimat yang dapat mencerminkan hasil yang sudah dicapai oleh setiap siswa. Tujuan penelitian ini adalah untuk mengetahui Pengaruh Kompetensi Kerja Guru dan Sarana Prasarana Sekolah Terhadap Prestasi Belajar Siswa di SMK Yaspia Jakarta Selatan. Penulis menggunakan teknik pengambilan sampel total, atau populasi secara keseluruhan. Sampelnya terdiri dari 36 orang guru dan karyawan, berdasarkan rumus Suharsimi Arikuinto (2017). Berdasarkan hasil analisis korelasi parsial, ditemukan kompetensi kerja guru berpengaruh positif terhadap prestasi belajar siswa dengan nilai 0,966, yang menunjukkan tingkat pengaruh yang sangat kuat sebesar 93,3%, maka uji hipotesis variabel Kompetensi Kerja Guru terhadap Prestasi Belajar Siswa diperoleh nilai thitung sebesar = 10.315 > t0,05 (34) = 1,695 maka Ho ditolak dan Ha diterima itu menunjukkan bahwa ada cukup bukti bahwa pengaruh besar. Sementara hasil analisis korelasi parsial menunjukkan bahwa Sarana Prasarana Sekolah berpengaruh positif terhadap prestasi belajar siswa dengan nilai 0,894, disimpulkan bahwa pengaruhnya kuat dengan nilai koefisien determinasi 79,9%, dengan uji hipotesis variabel Sarana Prasarana Sekolah terhadap Prestasi Belajar Siswa diperoleh nilai thitung = 5,615 > t0,05 (34) = 1,695 maka Ho ditolak dan Ha diterima yang berarti mempunyai bukti, bahwa ada pengaruh signifikan. Kompetensi Kerja Guru dan Sarana Prasarana Sekolah berdampak positif pada Prestasi Belajar Siswa. Nilai Model Summary atau R sebesar 0,976 dan nilai R Square sebesar 0,953, atau 95,3%, menunjukkan pengaruh yang signifikan dengan uji ANOVA atau Fhitung variabel Kompetensi Kerja Guru dan variabel Sarana Prasarana Sekolah terhadap Prestasi Belajar Siswa diperoleh nilai sebesar 331,334. Jika nilai Ftabel (35) lebih besar dari 2,880 dan memiliki tingkat signifikan sebesar 0,000 (karena 0,000 < 0,05), maka pengaruh secara keseluruhan dianggap sangat signifikan.
Workshop Aplikasi Geogebra dan Liveworksheets Bagi Guru Madrasah Tsanawiyah Negeri Se-Kota Jambi Zulyanty, Marni; Mardia, Ainun; Ubaidah, Siti; Meslita, Rima; Bulan, Defina Dwi
Jurnal Surya Masyarakat Vol 6, No 2 (2024): Mei 2024
Publisher : Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26714/jsm.6.2.2024.233-240

Abstract

The development of science and technology can change the learning process, one of which is related to learning media. Existing learning media can be modified and developed according to science and technology developments. The development of science and technology in learning media, for example the GeoGebra application and live worksheets which can be used in learning mathematics. However, the use of this application is still minimal among teachers. Community service activities are a mandate for educators in tertiary institutions as a manifestation of higher education tridharma. This service is a collaboration of the Tadris Mathematics Study Program which consists of a team of lecturers, students, and the management of the Mathematics Tadris Study Program. The community service activities that have been carried out are geogebra application workshops and liveworksheets for math teachers at State MTs in the city of Jambi. As for the partners or participants in this service, representatives of two mathematics teachers from each state madrasah tsanawiyah in Jambi City. In its implementation, it can be concluded that this service activity was well organized and accompanied by extraordinary enthusiasm from the service participants.
Digital Tales Media to Improve Reading Literacy for II Grade Elementary School Students Musyaffa, A A; Asiah, Siti; Rapiko; Fadhil, Muhammad; Ubaidah, Siti
Jurnal Penelitian dan Pengembangan Pendidikan Vol. 7 No. 1 (2023): April
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppp.v7i1.59886

Abstract

The problem occurs in the learning process, where elementary school students are less motivated to understand material in the form of stories without pictures. Therefore, the researcher conducts this study to develop digital fairy tale media that is applied to second grade of elementary school students. This research is a type of research and development (R&D) or research and development according to Bord and Gall. The steps taken in this research and development, namely: research and data collection, planning, initial product development, initial field trials, revision of trial results, field trials, product enhancements that have been refined, field implementation trials, product improvement final, cementation and implementation. The research subjects were elementary school students. The product produced in this research is digital fairy tale learning media which was developed to add a variety of media. The results of the study show that the digital fairy tale learning media developed using the Bord and Gall model has been declared valid. Based on the material assessment it obtained a percentage of 75% with valid criteria, language assessment obtained a percentage of 95.45% with very valid criteria, and the media assessment obtained a percentage of 86.45% with very valid criteria. From students obtained through product trials in small groups, namely obtaining a score percentage of 90.52% with very valid criteria, and large group field trials obtaining a score percentage of 95.40% with very valid assessment criteria, and has a level of effectiveness of 93.63%.
The Influence Of Principal Leadership, Organizational Culture And Work Motivation On Teacher Performance In SMA Plus Yayasan Persaudaraan Haji Bogor (YPHB) Bogor City Mutaqin, Zaenal; Nurakhim, Bambang; Ubaidah, Siti
Jurnal Ekonomi Vol. 13 No. 03 (2024): Jurnal Ekonomi, Edition July -September 2024
Publisher : SEAN Institute

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

Abstract

The principal's leadership is expected to encourage all subordinates to empower themselves. Organizational culture is a framework that guides daily behavior. Work motivation provides driving force to create enthusiasm for a person's work so that they are able to work together. Performance is the work result that can be achieved by someone in an organization. The purpose of this research is to determine the influence of school principal leadership, organizational culture and work motivation on teacher performance at the Bogor Haji Brotherhood Foundation (YPHB) Bogor City Plus High School. The author's sampling technique uses the Total Sampling technique or the overall population is 53 and the sample is used using the formula Suharsimi Arikunto, 2017 so there are 53 samples in this study. Based on the results of the partial correlation analysis, it was stated that there was a positive influence of Principal Leadership on Teacher Performance, a value of 0.897 was obtained, so it could be concluded that the level of influence was very strong or a Determination Coefficient value of 80.5% was obtained. Then, a hypothesis test was carried out to obtain a t value of = 8,710 > t0.05 (51) = 1.680, so Ho was rejected and Ha was accepted, meaning there was sufficient evidence that there was a significant influence. Meanwhile, the results of the partial correlation analysis of Organizational Culture on Teacher Performance obtained a value of 0.871, so it can be concluded that the influence is very strong or the Coefficient of Determination value is 75.9%. Proven by hypothesis testing, the value of t = 7.448 > t0.05 (51) = 1.680 is obtained, so Ho is rejected and Ha is accepted, meaning there is evidence, there is a significant influence. Meanwhile, the results of the partial correlation analysis of Work Motivation on Teacher Performance obtained a value of 0.791, so it can be concluded that the influence is strong or the Coefficient of Determination value is 62.6%. Proven by hypothesis testing, the value of t = 3.784 > t0.05 (51) = 1.680 is obtained, so Ho is rejected and Ha is accepted, meaning there is evidence, there is a significant influence. Simultaneously, the Principal's Leadership, Organizational Culture and Work Motivation on Teacher Performance were processed using the SPSS Version 28 for Windows computer program. The Model Summary value or R value of 0.832 was very strong and while the R Square value was 0.692 or 69.2%, there was a positive influence. Proven by the ANOVA test or Fcount for the Principal Leadership, Organizational Culture and Work Motivation variables on Teacher Performance, a value of 36.612 was obtained, which is greater than Ftable (52) of 2.790 with a significant level of 0.000 because 0.000 < 0.05, so it can be said together -sama has a very significant effect.
Development of GEBI: “game edukasi berbasis IoTs” for fashion students at vocational senior high school Nasrillah, Yusrin; Yavie, Evania; Aini, Nurul; Krisnanda, Thiessa; Asfia, Yunita; Ubaidah, Siti
Jurnal EDUCATIO: Jurnal Pendidikan Indonesia Vol 11, No 1 (2025): Jurnal EDUCATIO: Jurnal Pendidikan Indonesia
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1202525717

Abstract

Research sought create and authenticate educational game GEBI (Game Edukasi Berbasis IoTs) targeted numeracy literacy enhancement in Pattern Making for Grade 10 students at SMKN 7 Malang studying Fashion Design and Production as part Phase E of Merdeka Curriculum. The game development followed the ADDIE model with validation as primary focus. The educational game GEBI developed through Liveworksheet platform which includes features such as login access, level-based contextual questions, multiple-choice tasks, instant feedback and progress tracking. This approach used constructivist pedagogy to develop essential numeracy skills including unit conversion and measurement interpretation to enable effective problem-solving for basic pattern drafting. Validation included participation from 30 students alongside two educational media experts and two subject matter experts. Questionnaire with 4-points Likert scale evaluated visual design together with pedagogy, content accuracy, examined interactivity and usability. Researchers applied quantitative analysis through percentage-based feasibility measures which required scores of 61% or higher. The feasibility study revealed GEBI's high feasibility after achieving total score of 93% which included 88% from media experts and 98% subject matter experts. The brief academic calendar created a limited development time which presented a major challenge. This research advances digital learning innovations in vocational education and recommends further studies evaluating success.
Development of GEBI: “game edukasi berbasis IoTs” for fashion students at vocational senior high school Nasrillah, Yusrin; Yavie, Evania; Aini, Nurul; Krisnanda, Thiessa; Asfia, Yunita; Ubaidah, Siti
Jurnal EDUCATIO: Jurnal Pendidikan Indonesia Vol. 11 No. 1 (2025): Jurnal EDUCATIO: Jurnal Pendidikan Indonesia
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1202525717

Abstract

Research sought create and authenticate educational game GEBI (Game Edukasi Berbasis IoTs) targeted numeracy literacy enhancement in Pattern Making for Grade 10 students at SMKN 7 Malang studying Fashion Design and Production as part Phase E of Merdeka Curriculum. The game development followed the ADDIE model with validation as primary focus. The educational game GEBI developed through Liveworksheet platform which includes features such as login access, level-based contextual questions, multiple-choice tasks, instant feedback and progress tracking. This approach used constructivist pedagogy to develop essential numeracy skills including unit conversion and measurement interpretation to enable effective problem-solving for basic pattern drafting. Validation included participation from 30 students alongside two educational media experts and two subject matter experts. Questionnaire with 4-points Likert scale evaluated visual design together with pedagogy, content accuracy, examined interactivity and usability. Researchers applied quantitative analysis through percentage-based feasibility measures which required scores of 61% or higher. The feasibility study revealed GEBI's high feasibility after achieving total score of 93% which included 88% from media experts and 98% subject matter experts. The brief academic calendar created a limited development time which presented a major challenge. This research advances digital learning innovations in vocational education and recommends further studies evaluating success.