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Penerapan Strategi Pembelajaran Card Sort Kolaborasi Small Group Discussion Sebagai Upaya Meningkatkan Motivasi dan Prestasi Belajar Pendidikan Kewarganegaraan Aisah Aisah; Nunuk Suryani; Siti Sutarmi Fadhilah
Teknodika Vol 16, No 1 (2018): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (242.88 KB) | DOI: 10.20961/teknodika.v16i1.34750

Abstract

Citizenship is a lesson got from the elementary school to college level of education. It emphasizes on nation character building in order to be a well citizen which is putting his/ her right and obligation along with the constitution and law. Citizenship education is applied at all levels of education by means of developing knowledge obtained previously in order to be active at the instructional process for further level of education. In order to reach the goal as mentioned above, it is needed a teacher who knows in how to teach well by appltying convenient method towards its level and students’ capability. Facilities also play very important role to support the on going curriculum. It is necessary for the teacher to make a lesson plan before teaching the class. By doing so, the instructional process will run well and he. She will be able to develop their creativity as well with the students. They must have passion and motivation to to learn as the teachers will feel proud to give better for them. The topic of protection and human rights watch is one of the topics of citizenship lesson learnt in Junior High School Grade VII on the second semester in SMP Negeri 3 Surakarta.
Analisis Kemampuan Membaca Siswa Pada Pembelajaran Reading Comprehension Musahrain Musahrain; Nunuk Suryani; Suharno Suharno
Teknodika Vol 16, No 2 (2018): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (241.049 KB) | DOI: 10.20961/teknodika.v16i2.34776

Abstract

This study aimed to determine the ability of students’ reading comprehension in grade XI SMA Negeri Kota Bima, the factors that affect the students’ reading comprehension comprehension, as well as obstacles and how to overcome them. The type of research used in this research was qualitative research using observation, interview and documentation study. The data collection technique involved 74 students of class XI in SMA Negeri Kota Bima as respondents. While for data analysis technique, the writer uses triangulation of data and sources. From this research, it resulted: (1) Based on the results of student learning evaluation conducted by teachers during the last 2 years, the average score obtained by students of 60, 28 of them got score with a high value ranges 70-100, and the remaining got 46 scores with a score range of 10-65; (2) Factors that may affect student reading comprehension were internal and external factors; (3) As for some obstacles encountered in this research were: (a) The use of instructional media by teachers was still lacking, (b) the utilization of facilities and infrastructure had not been maximized, (c) the learning resources were still lacking, (d) the student’ motivation was low, (4)The solutions offered were: (a) Maximum utilization of facilities and infrastructure, (b)the use texts in the form of local folklore, (d) using and develop innovative, lightweight, easy and repeatable media of learning.
Penggunaan Media Game Digital pada Anak Usia Dini Layinatul Muarifah; Nunuk Suryani; Gunarhadi Gunarhadi
Teknodika Vol 15, No 2 (2017): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (224.324 KB) | DOI: 10.20961/teknodika.v15i2.34746

Abstract

The development of the globalization era is inseparable from technological developments. The use of gadgets has become a natural phenomenon that can be found at all levels of age, from an early age to old age. Gadgets are used with a variety of purposes, ranging from establishing social contact with others, as a learning medium, to using them as entertainment. The purpose of this study was to determine the nature of digital games and analyze their use in early childhood as a medium of learning. This research is qualitative research which uses a literature study as a method of collecting data and is then used as part of a study introduction to further develop research with the same title theme. The research subjects were children aged 4-5 years. The results showed that digital games are digital devices that allow users to have fun with rules that have been designed in such a way and can be used as learning media for educational functions. Early childhood has been able to use the game as a medium for playing. Even though they have been used to using games, but as a learning medium for educational functions, games are still somewhat unfamiliar to be used in kindergarten education. This is proven by the lack of research that mentions the use of media games at the level of kindergarten education. Seeing the many benefits of game media that can be obtained, the game as a learning media needs to be further developed into an effective learning media for early childhood and in accordance with the learning objectives
Pengembangan Multimedia Pembelajaran Interaktif pada Mata Pelajaran IPS di Sekolah Dasar (SD) Muhammadiyah Program Unggulan Colomadu Karanganyar Tri Astuti; Nunuk Suryani; Sunardi Sunardi
Teknodika Vol 14, No 2 (2016): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (569.663 KB) | DOI: 10.20961/teknodika.v14i2.34733

Abstract

This research aimed to find out:how the needs of learning media for social studies class V in SD Muhammadiyah ProgramUnggulan Colomadu Karanganyar, How is the development of multimedia interactive learning in social studies class V in SD Muhammadiyah ProgramUnggulanColomadu Karanganyar, Effective development of multimedia interactive teaching in subjects IPS class V in SD Muhammadiyah ProgramUnggulanColomadu Karanganyar. The method used method of Research and Development (research and development), but more focused on process development using ADDIE. Stages of development in this study begins with (1) analyzing the needs needed in developing the Product, (2) designing prototypical product, (3) developing the product, (4) implementing the product in the field, and (5) evaluating product’s weaknesses. In addition, this study used totally 56 samples. 28 samples in experimental group (five graders in A class) and 28 samples in control group (five graders in B class). Furthermore, in collecting the data, the researcher used questionnaire and achievement test as the instruments and it was analyzed using Descriptive statistic methods and t-test. The results showed that the media developed has met the worthy and qualified to be used as a learning media. It is seen from the results of expert validation of material with an average of 4.4 and has very good category. Validation of experts media with an average of 4.91 is very good category. According to the students, this multimedia is very good with an average of 4, 60. In the test the learning effectiveness, it is known to the average point obtained by the experimental class is 88.39.  The average point was higher than the control class 73.86.
Pengembangan Multimedia Pembelajaran Interaktif Pada Mata Pelajaran Pengolahan Citra Digital di Sekolah Menengah Kejuruan Negeri 8 Semarang Yuli Sintya Maharani; Nunuk Suryani; Deny Tri Ardianto
Teknodika Vol 16, No 1 (2018): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (490.128 KB) | DOI: 10.20961/teknodika.v16i1.34757

Abstract

This research aims to; (1) describe the needs of subjects Digital Image Processing class XI Multimedia at SMK N 8 Semarang, (2) development of Interactive Digital Image Processing class XI Multimedia at SMK N 8 Semarang, and (3) Measurement of multimedia effectiveness Product development on image processing subjects Digital class XI Multimedia at SMK N 8 Semarang. This research was research and development, which referred to the ADDIE model. The Learning interctive multimedia was developed through five stages, the developmental steps begun by analyzing the requirements, design, manufacturing, implementation,and evaluation. The process assesses the feasibility of learning media by providing questionnaires to media experts, material experts, and test respondents (students). Data questionnaire is then processed to determine the feasibility of media. The results of this study is interactive multimedia learning products with Adobe Flash application base. This can be seen from the validation of material experts with an average of 4.51 and has a very good category. Validation of media experts with an average of 4.59 is a very good category. According to the students, this multimedia is very good with an average of 4.61.  The result of this research showed that the developed media had been fulfilled the requisites and worthy of being a medium of learning. The result of t-test by using paired sample t-test obtained result that on α = 5 % with DK ={t|t ≤ −t0.025;33 = −2,03 or t ≥ t0.025;33 = 2,03} and tobs = -7,29, maka –tobs = −7.297 ≥ −ttable = −2.034. And was obtained value Sig. (2-tailed)= 0.000 <0.05, therefore, it can be concluded that both groups have unequal achievement. The experimental class has an average of 85.41 while the control class has an average of 71.29. So it can be concluded learning multimedia is effective to be used in the learning activity and can improve student achievement.
Development of Predict Observe Explain (POE)-based Thematic Teaching Materials Amalia Puspha Rini; Nunuk Suryani; Siti Sutarmi Fadhilah
AT-TA'LIM Vol 25, No 3 (2018)
Publisher : Institut Agama Islam Negeri Imam Bonjol Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1155.991 KB) | DOI: 10.15548/jt.v25i3.464

Abstract

The learning process cannot be separated from the use of teaching materials that play a role to achieve the competencies that must be achieved by the learners. The purpose of this research is to identify the developmental stages of Predict Observe Explain (POE)-based thematic teaching materials, quality, and effectiveness of teaching materials to improve the learners' learning outcomes. This is a research and development technique. The development of this product is done through the design model of ADDIE learning system, i.e. (1) analysis, (2) design, (3) development, (4) implementation, (5) and evaluation. The results show that the POE-based thematic teaching materials has excellent quality on aspects of graphics and material with the score 4,52 and score 4,75 respectively from the aspects of readability, linguistic, and presentation according to the learners as the users of the product. Furthermore, the effectiveness test results show that the average class score that does not use POE-based thematic materials is 75,72, whereas that using POE thematic materials is 82,08. Therefore, the average score in the experimental class is higher than the control one. The Sig. shows 0,010 0,05, then H0 is rejected and H1 accepted. It is concluded that there is a significant value difference between the control and experimental class.
Pre-Service Science Teachers' Perception About High Order Thinking Skills (HOTS) in the 21st Century Afandi Afandi; Sajidan Sajidan; Muhammad Akhyar; Nunuk Suryani
International Journal of Pedagogy and Teacher Education Vol 2, No 1 (2018): International Journal of Pedagogy and Teacher Education
Publisher : The Faculty of Teacher Training and Education (FKIP), Universitas Sebelas Maret, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (148.136 KB) | DOI: 10.20961/ijpte.v2i1.18254

Abstract

In the 21st century, the pre-service science teachers faced on extremely global competitiveness, globalization, technologically driven by information and rapidly media-saturated that needs appropriate skills to meet these challenges. The aims of this study is to identify pre-service science teacher perception about high order thinking skills (HOTs) in 21st century. This study employed quantitative design using a survey research method involved 120 pre-service science teachers from Tanjungpura University. The results of this study indicated that prospective science teachers have an awareness of the importance of HOTs and their also knowing that the learning do emphasized on the aspects of HOTs is essential to face the challenges of the 21st century. It is indicated by the mean score of pre-service science teacher perception about the important of HOTs to meet the challenges in the 21st century (M = 4.29, SD = 0.61) and the skills of HOT that their will be required to becomes a teacher in the 21st century (M = 4.31; SD = 0.47) in the high level.  This result provides the reasons why we need cultivating a positive awareness of the importance of HOTs in order to fostering the need for teaching that emphasizes the aspects of HOTs during pre-service education.
Augmented Reality: Solusi Pembelajaran IPA di Era Revolusi Industri 4.0 Iwan Maulana; Nunuk Suryani; Asrowi Asrowi
Proceedings of The ICECRS Vol 2 No 1 (2019): Literacy based Character and Professionalism Enhancement for Educators in Facing
Publisher : International Consortium of Education and Culture Research Studies

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (101.082 KB) | DOI: 10.21070/picecrs.v2i1.2399

Abstract

Nowadays, the changes of the world are entering era of industrial revolution 4.0, which is all aspects human life depend on digital technology. Preparing qualified graduates, gaining to compete globally, mastering technological developments are important for learning especially for the future of education in Indonesia. Science is one of the subjects that is related to technology which includes aspects of products, processes, scientific attitudes, and applications. Science as a product in the form a body of knowledge consist of concepts, principles, laws, and theories must be able to contribute in creative human formation for industrial generation 4.0. Thus, the direction of development and utilization of technology in science learning should be able to help students become a superior generation, innovative, and able to compete in all fields. Augmented Reality (AR), is one of the latest technologies in the 4.0 industrial revolution that is applied in the world of education. Augmented Reality is an application of combining the real world with cyberspace in two-dimensional and three-dimensional forms projected in a real environment at the same time and is very relevant to be applied in science learning. This research method uses literature review by searching for sources that are relevant to the object of this research. Thus Augmented Reality (AR) is one solution to fix the problem of science learning in the industrial revolution era 4.0 that is able to accommodate science learning.
Hubungan Antara Lingkungan Belajar dan Lingkungan Keluarga dengan Pengetahuan Kesehatan Reproduksi Pada Siswa SMA Luhur Arifian; Nunuk Suryani; Hari Wujoso
Prosiding University Research Colloquium Proceeding of The 7th University Research Colloquium 2018: Bidang MIPA dan Kesehatan
Publisher : Konsorsium Lembaga Penelitian dan Pengabdian kepada Masyarakat Perguruan Tinggi Muhammadiyah 'Aisyiyah (PTMA) Koordinator Wilayah Jawa Tengah - DIY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (654.88 KB)

Abstract

Masa remaja merupakan masa peralihan dari anak-anak ke dewasa,dimana terjadi proses pematangan organ-organ reproduksi. Hal iniakan memunculkan berbagai macam masalah yang terkait dengankesehatan reproduksi, sehingga diperlukan perhatian yang serius.Permasalahan kekerasan seksual, kehamilan yang tidak diinginkan,aborsi, infeksi menular seksual, sampai terjangkitnya HIV/AIDS,merupakan permasalahan remaja yang sering muncul akibatkurangnya pengetahuan remaja tentang kesehatan reproduksi.Upaya untuk meningkatkan pengetahuan kesehatan reproduksi salahsatunya ditempuh dengan mengintergrasikan materi gender,HIV/AIDS, dan kesehatan reproduksi remaja dalam suatu kurikulumpembelajaran, dalam hal ini sekolah adalah tempat yang ideal untukmewujudkan hal tersebut. Disamping sekolah, orang tua ataukeluarga, merupakan pihak pertama yang bertanggung jawab dalammemberikan informasi pengetahuan pendidikan seksual ataupengetahuan kesehatan reproduksi awal. Penelitian ini bertujuanuntuk mengetahui adakah hubungan antara lingkungan belajar danlingkungan keluarga dengan pengetahuan kesehatan reproduksipada Siswa SMA Al Islam 1 Surakarta. Jenis penelitian yangdigunakan adalah metode Kuantitatif observasional analitik, denganpendekatan cross sectional. Teknik pengambilan sampel yangdigunakan adalah dengan simple random sampling dengan jumlahsampel 175 siswa kelas XI tahun ajaran 2017/2018 dari jumlahpopulasi 307 Siswa. Uji validitas instrumen dengan menggunakanrumus Pearson Product Moment dan uji reliabilitas menggunakansplit half test, dengan menggunakan bantuan program komputerSPSS for Windows. Data dianalisis dengan regresi linear. Hasilpenelitian terdapat hubungan yang positif dan secara statistiksignifikan antara lingkungan belajar dengan pengetahuan kesehatanreproduksi dengan nilai p=0,000 < 0,05, Lingkungan Keluargadengan pengetahuan kesehatan reproduksi dengan nilai p=0,000 <0,05, dan ada hubungan secara bersama-sama antara lingkunganbelajar dan lingkungan keluarga dengan pengetahuan kesehatanreproduksi pada siswa SMA Al Islam 1 Surakarta dengan nilaip=0,000 < 0,05.
Pelatihan Pembuatan Soal Berbasis HOTS Bagi Guru Mata Pelajaran Sejarah SMA di Kabupaten Karanganyar Dadan Adi Kurniawan; Sutiyah Sutiyah; Djono Djono; Hieronymus Purwanta; Musa Pelu; Isawati Isawati; Herimanto Herimanto; Nunuk Suryani
DEDIKASI: Community Service Reports Vol 5, No 1 (2023): DEDIKASI: Community Service Report - January
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v5i1.65831

Abstract

Sejarah merupakan mata pelajaran yang kerap dianggap membosankan terutama oleh siswa di jenjang Sekolah Menengah Atas (SMA), tidak terkecuali SMA di Kabupaten Karanganyar, Jawa Tengah. Kebosanan umumnya disebabkan karena materi sejarah yang banyak, cenderung hafalan, dan proses pembelajaran yang monoton baik dari segi model, metode, teknik dan soal-soal yang digunakan oleh guru. Soal sejarah dianggap kurang variatif karena kerap menampilkan tipe pilihan ganda dan uraian standar. Akibatnya, siswa kurang berkembang dalam mengoptimalkan daya pikirnya yang potensial. Untuk itulah Program Studi Pendidikan Sejarah UNS menginisiasi adanya pelatihan penyusunan soal-soal HOTS (Higher Order Thinking Skills) sebagai bekal penting bagi para guru sejarah SMA di Karanganyar. Metode yang digunakan adalah pelatihan, pendampingan dan penugasan. Lewat pelatihan ini diperoleh kesimpulan bahwa: Pertama, guru sejarah harus memahami pengertian, tujuan dan arti penting penggunaan soal-soal berbasis HOTS dalam pembelajaran sejarah abad 21. Kedua, guru sejarah harus memahami berbagai tipe soal sejarah seperti esay, multiple choise, true-false, completion, short answer, dan penugasan. Ketiga, guru sejarah harus berlatih menguasai ketrampilan menyusun soal-soal sejarah variatif berbasis HOTS. Keempat, mengimplementasikan soal-soal sejarah variatif berbasis HOTS tersebut dalam pembelajaran sejarah SMA sehari-hari sehingga menjadi sebuah habit (kebiasaan).