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Pengaruh Model Pembelajaran Discovery Learning dan Cooperative Learning Tipe Jigsaw terhadap Aktivitas dan Hasil Belajar Siswa Aryani, Lina; Widayat, Edy; Sunardjo, Sunardjo
Edudikara: Jurnal Pendidikan dan Pembelajaran Vol 6 No 2 (2021): Juni
Publisher : IPTPI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/edudikara.v6i2.234

Abstract

Tujuan penelitian ini adalah untuk: 1) mengetahui perbedaan hasil belajar IPS antara penggunakan model pembelajaran Discovery Learning dan Jigsaw pada siswa kelas VIII SMP Negeri 2 Tanjungbumi, 2) mengetahui perbedaan aktivitas belajar IPS antara penggunakan model pembelajaran Discovery Learning dan Jigsaw pada siswa kelas VIII SMP Negeri 2 Tanjungbumi, dan 3) mengetahui seberapa besar pengaruh model pembelajaran Discovery Learning dan Jigsaw terhadap aktivitas belajar dan hasil belajar siswa kelas VIII SMP Negeri 2 Tanjungbumi. Peneliti menggunakan pendekatan penelitian kuantitatif dengan teknik pretest posttest design serta menggunakan instrumen pengumpul data berupa lembar angket, observasi, dan tes yang valid dan reliabel. Untuk menjawab hipotesis penelitian, peneliti melakukan analisis data statistik menggunakan rumus t-test dan korelasi product moment. Berdasarkan hasil analisis data, diperoleh kesimpulan penelitian sebagai berikut: 1) tidak terdapat perbedaan aktivitas belajar IPS antara penggunakan model pembelajaran Discovery Learning dan Jigsaw pada siswa kelas VIII SMP Negeri 2 Tanjungbumi, 2) terdapat perbedaan hasil belajar IPS antara penggunakan model pembelajaran Discovery Learning dan Jigsaw pada siswa kelas VIII SMP Negeri 2 Tanjungbumi, dan 3) model pembelajaran discovery learning dan Jigsaw memiliki pengaruh yang signifikan terhadap aktivitas belajar dan hasil belajar siswa kelas VIII SMP Negeri 2 Tanjungbumi.
Efektivitas Pembelajaran Daring Menggunakan Whatsapp Group Terhadap Kemampuan Berpikir Kritis Mahasiswa Pada Mata Kuliah Kewarganegaraan Yatimah, Siti; Sahid, M.; Faisal, Bagus Imam; Yuniarti, Diah Retna; Sunardjo, Sunardjo
Civic-Culture : Jurnal Ilmu Pendidikan PKN dan Sosial Budaya Vol. 7 No. 1 (2023): Agustus
Publisher : Penerbit STKIP PGRI Bangkalan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31597/ccj.v7i1.973

Abstract

This study aims to determine the effectiveness of online learning using WhatsApp Group on the critical thinking skills of students of Civics Education Department Class of 2020 in the Citizenship course. This type of research is descriptive quantitative. The instruments used in this study were questionnaires, observation sheets, cognitive tests, and competence-based tests. The results of this study are described as follows (1) students’ responses are said to be positive with a score of 2.43. (2) the average result of the student's cognitive test is 68. (3) the average result of the student's critical thinking ability test is 80. (4) Students’ activity is said to be good with a score of 67% (5) the implementation of the RPS is very good with the acquisition a score of 3.41. So it can be summed up that online learning using WhatsApp Groups is effective on the critical thinking skills of the 2020 Civics Education Department students in the Citizenship course. Keywords: effectiveness of online learning, WhatsApp Group, critical thinking.
Pengaruh Metode Show And Tell dan Sikap Terhadap Peningkatan Kompetensi Bicara Bahasa Indonesia Pada Siswa Kelas III di UPTD SDN 3 Parseh Socah Susila, Betty; Wahyuningtyas, Sri; Sunardjo, Sunardjo
Civic-Culture : Jurnal Ilmu Pendidikan PKN dan Sosial Budaya Vol. 8 No. 1 (2024): Juni
Publisher : Penerbit STKIP PGRI Bangkalan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31597/ccj.v8i1.1085

Abstract

A review of observations conducted on March 1, 2023, revealed that students in the third grade at SDN Parseh 3 Socah Bangkalan exhibited suboptimal proficiency in oral communication. This conclusion was reached through interviews with teachers. Potential method for enhancing speaking competence is the show-and-tell approach. The objective of this research is to ascertain whether there is a discernible difference in the interaction effect between the utilisation of the Show and Tell method and Attitude towards Speaking Competence. This study employs a quantitative approach and presents its findings in the form of descriptive statistics accompanied by graphical representations (Ibnu Hajar, 2000; 30). The output of the analysis of variance (ANOVA) yielded a Fhitung value of 52.893 with a significance level of 0.000. The ANOVA table indicates that the value of the numerator (df) is 2 and the value of the denominator (db) is 15. Consequently, the Ftable value is 3.680 for the 5% level. From Table 4.16, it can be seen that the significance level (Sig.) is 0.000, which is less than 0.05. The value of the Fhitung is 52.893, which is greater than the Ftable value of 3.680. This indicates that the null hypothesis (Ho) is rejected and the alternative hypothesis (Ha) is accepted. This implies that there is an effect of the show-and-tell method and student attitudes on speaking skills. This method accounts for an 84.2% influence on mathematics learning outcomes, with the remaining 15.8% influenced by variables outside the scope of the show-and-tell method and student attitudes
Pengaruh Media Pembelajaran Augmented Reality Berbasis Marker Based Trancking Dengan Androit dan Motivasi Belajar Terhadap Hasil Belajar Materi Bangun Ruang Pada Siswa Kelas VIII SMP Negeri 1 Bangkalan Rachmawati, R.Ayu Sari; Wahyuningtyas, Sri; Sunardjo, Sunardjo
Civic-Culture : Jurnal Ilmu Pendidikan PKN dan Sosial Budaya Vol. 8 No. 1 (2024): Juni
Publisher : Penerbit STKIP PGRI Bangkalan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31597/ccj.v8i1.1086

Abstract

Based on observations at SMPN 1 Bangkalan, it was found that the teacher had not utilized augmented reality-based learning media as a delivery method for material in class and the results of observations indicated that the learning outcomes of mathematics subjects were less than optimal. One potential solution to the aforementioned issues is the implementation of an effective learning model, namely Augmented Reality (AR) learning media. The objective of this study is to examine the interaction effect between the utilization of marker-based tracking-based AR media and learning motivation on the learning outcomes of spatial buildings material in class VIII students at SMP Negeri 1 Bangkalan. The approach employed in this study is quantitative and the research design is experimental. Based on the results of the analysis, it can be seen that the Fcount value = 6,423 with a significance (Sig.) of 0.014. Meanwhile, to test the proposed hypothesis, it is accepted or rejected by looking at the F value and significance (Sig.). the conditions for acceptance or rejection occur if the value of Fcount > Ftable and Significance (Sig.) < 0.05 (Alpha) then H0 is rejected and Ha is accepted. From the output it can be seen that the significance value (asymp sig.) is 0.016. Because the significance value is <0.05, Ho is rejected. So, it can be interpreted that there is an interactive influence between the use of Augmented Reality learning media based on Marker Based Tracking with Android and learning motivation on mathematics learning outcomes.
Pengaruh Problem Based Learning Terhadap Kemampuan Hasil Belajar Dan Berpikir Kritis Siswa SMP Nurul Hikmah Mandung Kokop Bangkalan Aziz, Abd; Huda, Nuril; Sunardjo, Sunardjo
Civic-Culture : Jurnal Ilmu Pendidikan PKN dan Sosial Budaya Vol. 8 No. 1 (2024): Juni
Publisher : Penerbit STKIP PGRI Bangkalan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31597/ccj.v8i1.1087

Abstract

The findings in the field indicate that the learning process currently occurring, particularly at Nurul Hikmah Mandung Bangkalan Junior High School, is still predominantly conducted through the presentation of verbal information. It is evident that the teachers at this institution continue to employ learning methods that are not optimal. A mere 30% of students utilize innovative learning methods, resulting in suboptimal learning outcomes. Of the 22 students, 15 (70%) scored below the KKM in PAI lessons. One method for engaging students in the learning process is to utilize a variety of learning models, including the Problem Based Learning (PBL) model (Riswati, Alpusari, Marhadi, 2018). The objective of this study is to assess the impact of PBL on student learning outcomes and critical thinking skills at Nurul Hikmah Mandung Kokop Bangkalan Junior High School. The research design employed in this study is quantitative. The results of the Pillai's Trace, Wilks' Lambda, Hotelling's Trace, and Roy's Largest Root tests yielded a significance value of 0.000, which is less than 0.05. This indicates that there is a statistically significant influence between the PBL learning model and critical thinking skills, as well as PAI learning outcomes, among students at Nurul Hikmah Mandung Kokop Bangkalan Junior High School.
Pengaruh Video Sebagai Media Pembelajaran Terhadap Minat Dan Motivasi Belajar Siswa Kelas Viii Smp Nurul Mustofa Tanjungbumi Kabupaten Bangkalan Abror, Aisul; Huda, Nuril; Sunardjo, Sunardjo
Civic-Culture : Jurnal Ilmu Pendidikan PKN dan Sosial Budaya Vol. 8 No. 1 (2024): Juni
Publisher : Penerbit STKIP PGRI Bangkalan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31597/ccj.v8i1.1088

Abstract

Problems related to interest in learning are: students’ interest in learning as a whole has not been formed, lack of identifying and knowing their interests and talents in learning, interest that has not been directed properly either by the students themselves or by external parties, interest that has not been explored properly in learning, students' interests are not implemented enough to achieve the goals of their interests. Analyzing the influence of video as a learning medium on the learning motivation of class VIII students at Nurul Mustofa Tanjungbumi Middle School, Bangkalan Regency. The design in this research used quantitative research. Quantitative research is research that emphasizes objective phenomena with a survey approach or other measurements that are described with quantitative numbers. Based on Table 1, the data obtained shows that the Fcount value is 3.300. After the Fcount value is obtained, the next step is to determine the Ftable value. In determining the Ftable value. The level of significance in this research is 0.05, df 1, namely df 1 = (number of variables-1) becomes df 1 = (3-1) = 2, and df 2 is 23, obtained from (df) = n-k-1. N is the number of research samples and k is the number of independent variables in the research, so df = 26-2-1=23. Thus, the Ftable value is 1.161. The test results show that Fcount > Ftable (3,300 > 1.161). It can be concluded that there is a significant influence of video-based learning media on interest and motivation to learn.
Pengaruh Media Pembelajaran Berbasis Augmented Reality Dan Gaya Belajar Terhadap Kkemampuan Berpikir Tingkat Tinggi Pembelajaran IPA Pada Siswa Kelas VII UPTD SMP Negeri 3 Bangkalan Rusdiana, Efi; Tri Eka, Soesiana; Sunardjo, Sunardjo
Civic-Culture : Jurnal Ilmu Pendidikan PKN dan Sosial Budaya Vol. 8 No. 1 (2024): Juni
Publisher : Penerbit STKIP PGRI Bangkalan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31597/ccj.v8i1.1090

Abstract

The observations conducted at SMPN 3 Bangkalan during the odd and even semesters of the 2022/2023 academic year revealed that the learning outcomes in science subjects were not optimal. The majority of students scored below the Minimum Completion Criteria of 80. The objective is to test, prove, and describe whether there is an interaction effect between the use of augmented reality-based learning media and learning styles on the ability to think at a high level in science among students in grade seven at UPTD SMP Negeri 3 Bangkalan. This research employs quantitative methodology, which entails the use of numerical data and statistical analysis. The design of this research is ex post facto, meaning that data were collected after all the events in question had occurred without any intervention. The results of the analysis indicate that the value of Fhitung = 3.220 with Significance (Sig.) 0.048. The proposed hypothesis is accepted or rejected based on the F value and significance (Sig.). The criteria are met if the F value is greater than the F table value and the significance is less than 0.05 (alpha). The null hypothesis (H0) is rejected and the alternative hypothesis (Ha) is accepted. The significance value (asymp sig.) is 0.048, as shown in the output. Given that the significance value is less than 0.05, the null hypothesis is rejected. This indicates that there is an interaction effect between the use of augmented reality learning media and learning styles on the ability to think about science subject matter
Pengaruh Media Teknologi Informasi Komputer Dan Kemampuan Pedagogik Terhadap Hasil Belajar Ipa Pada Siswa Kelas X Sman I Tanjung Bumi Bangkalan Kuswanto, Gerry; Wahyuningtyas, Sri; Sunardjo, Sunardjo
Civic-Culture : Jurnal Ilmu Pendidikan PKN dan Sosial Budaya Vol. 8 No. 1 (2024): Juni
Publisher : Penerbit STKIP PGRI Bangkalan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31597/ccj.v8i1.1091

Abstract

The aim is to test, prove and describe whether or not there is an influence of ICT-based learning media and teacher pedagogical competence on the learning outcomes of class X science subject matter at SMAN 1 Tanjung Bumi. This research uses a quantitative type of research. Quantitative research is research in the form of numbers with statistical analysis. The design of this research is ex post facto, that is, data is collected after all the events in question have taken place without any treatment. Based on Table 4.5. It can be read that the Fcount value = 4,843 with a significance (Sig.) of 0.032. Meanwhile, to test the proposed hypothesis, it is accepted or rejected by looking at the F value and significance (Sig.). the conditions for acceptance or rejection occur if the value of Fcount > Ftable and Significance (Sig.) < 0.05 (Alpha) then H0 is rejected and Ha is accepted. At a significance level of 5% and df 2, F table = 3.22. From the output it can be seen that the significance value (asymp sig.) is 0.032. Because the significance value is <0.05, Ho is rejected. So it can be interpreted that there is an interactive influence between the use of ICT-based learning media and pedagogical abilities on science learning outcomes.