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Penggunaan Teknik Aversi Berkondisi untuk Meminimalisir Conduct Disorder untuk Tunagrahita Khusnul Khotimah; Mohammad Efendi; Asep Sunandar
Jurnal ORTOPEDAGOGIA Vol 5, No 1 (2019): July
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (91.239 KB) | DOI: 10.17977/um031v4i12018p006

Abstract

Abstrak: penelitian ini bertujuan untuk mengetahui perubahan perilaku conduct disorder sebelum dan sesudah diberikan intervensi serta mengetahui efektivitas teknik aversi berkondisi. Subjek adalah siswa kelas 3 dengan hambatan intelektual  yang mempunyai perilaku sering berbicara kotor. Penelitian ini menggunakan metode ekperimen yaitu Single Subjek Research (SSR) dengan desain multiple cross conditions. Pencacatatan dilakukan dengan pencatatan waktu banyaknya subjek berbicara kotor dalam waktu 30 menit. Hasil akan di analisis menggunakan mean, level, latency dan trend. Perhitungan data  menunjukkan adanya penurunan pada setiap garfik di masing-masing kondisi. Dapat disimpulkan bahwa teknik aversi berkondisi
Design and Build a Web App-Based Conference Registration System Using the Waterfall Model Fawaidul Badri; Ridwan Maulana; Khusnul Khotimah; Rizqi Putri Nourma Budiarti; Awang Andhyka
TEKNOLOGI DITERAPKAN DAN JURNAL SAINS KOMPUTER Vol 4 No 2 (2021): December
Publisher : Unusa Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/atcsj.v4i2.2820

Abstract

During the pandemic, many events are held online. conference registration (webinars, seminars, workshops) which basically will cause its complexity for admins if there are excess registrants or over participants from achieving the registration quota target. In addition, the admin must monitor regularly to ensure that there are no excess registrants that result in inefficient. The method used in the development of this application is the waterfall method. The purpose of this research is to build a web-based conference registration system that can make it easier for admins/organizers to manage the registration process. The results of this study the system can display the results of the recap from the admin so that the user can see the quota from the conference registration organized by the committee as well as testing of users from several tests to produce an application system that runs well.
Penerapan Model Pembelajaran Quantum Teaching untuk Meningkatkan Keaktifan dan Hasil Belajar Siswa Kelas IV SD Dyah Wahyuning Astrini; Khusnul Khotimah; Dyah Wahyuning Astrini; Khusnul Khotimah; Puri Selfi Cholifah
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 1 No. 8 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (346.405 KB) | DOI: 10.17977/um065v1i82021p665-675

Abstract

Abstract: This research aims to describe implementation of the Quantum Teaching learning model to increase student activity and learning outcomes of 4th grade students at Sentul II State Elementary School Purwodadi Pasuruan. The research subjects are 4th grade students at Sentul II State Elementary School. This research uses classroom action research conducted in two cycles. The results of the research showed an increase in student activity which was seen from visual activities, oral activities, writing activities, emotional activities, motor activities, and mental activities. The learning outcomes of 4th grade students which was seen from students' classical learning completeness in the first cycle is 55 percent increasing to 80 percent in the second cycle. The average grade increased from 61 to 73. So, it can be concluded that the application of the Quantum Teaching learning model can increase student activity and learning outcomes of 4th grade students at Sentul II State Elementary School Purwodadi Pasuruan. Abstrak: Penelitian ini bertujuan untuk mendeskripsikan pelaksanaan model pembelajaran Quantum Teaching untuk meningkatkan keaktifan siswa dan hasil belajar siswa kelas IV SD Negeri Sentul II Purwodadi Pasuruan. Subjek penelitian yang digunakan adalah siswa kelas IV SDN Sentul II yang berjumlah 20 orang. Penelitian ini menggunakan penelitian tindakan kelas yang dilakukan dalam dua siklus dengan rincian setiap siklus terdiri dari dua pertemuan. Hasil penelitian menunjukkan adanya peningkatan keaktifan siswa dari siklus I ke siklus II yang dilihat dari visual activities, oral activities, writing activities, emotional activities, motoric activities, dan mental activities. Hasil belajar siswa kelas IV juga mengalami peningkatan dilihat dari ketuntasan belajar klasikal siswa pada siklus I sebesar 55 persen meningkat menjadi 80 persen pada siklus II. Rata-rata nilai di kelas tersebut juga mengalami peningkatan dari 61 menjadi 73. Sehingga, dapat disimpulkan bahwa penerapan model pembelajaran Quantum Teaching dapat meningkatkan keaktifan siswa dan hasil belajar siswa kela 4 SDN Sentul II Purwodadi Pasuruan.
Pengembangan Pembelajaran PHBS di Era Pandemi Covid19 Berbasis Blended Learning di SD se-Kecamatan Tajinan Kabupaten Malang Imam Nawawi; Harti Kartini; Arda Purnama Putra; Imam Nawawi; Harti Kartini; Arda Purnama Putra; Khusnul Khotimah
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 2 No. 8 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065v2i82022p716-726

Abstract

Abstract: This study aims to find a pattern of developing PHBS learning based on blended learning in the era pandemic Covid-19 in elementary schools throughout the Tajinan District, Malang Regency. This research method uses a descriptive qualitative and quantitative approach. This study uses primary data, by providing questionnaires and interview guidelines to teachers in primary education. The data of this study were analyzed descriptively, both in the form of quantitative and qualitative data. The results of this study indicate that most teachers in basic education have not been able to design learning tools for the development of PHBS learning in the Covid-19 pandemic era based on blended learning. The conclusion of this research is that education and training are needed to design and apply in learning activities. Abstrak: Penelitian ini bertujuan untuk menemukan pola pengembangan pembelajaran PHBS di era pandemic covid-19 berbasis blended learning di SD se-Kecamatan Tajinan Kabupaten Malang. Metode ini penelitian ini mengunakan pendekatan deskriptif kualitatif maupun kuantitatif. Penelitian ini menggunakan data primer, dengan cara meberikan angket dan pedoman wawancara kepada para guru di pendidikan dasar. Data penelitian ini dianalisis secara deskriptif, baik berupa data kuantitatif maupun kualitatif. Hasil penelitian ini menunjukkan bahwa sebagian besar guru di pendidikan dasar belum mampu merancang perangkat pembelajaran pengembangan pembelajaran PHBS di era pandemic covid-19 berbasis blended learning. Kesimpulan hasil penelitian ini diperlukan pendidikan dan pelatihan untuk merancang dan mengaplikasikan dalam kegiatan pembelajaran.
Pengembangan LKPD Model Problem Based Learning (PBL) pada Materi Keberagaman Bangsaku Kelas IV Intan Sukma Cherlianna; Tri Murti; Intan Sukma Cherlianna; Tri Murti; Khusnul Khotimah
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 2 No. 11 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065v2i112022p1040-1052

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Abstract: Research and development there is a problem that students are saturated and lack of interest in learning activities and the use of LKPD previously in the learning process of the diversity of my nation. So that research and development is carried out to produce LKPD PBL model on the material diversity of my nation Class IV is valid based, material experts, teaching materials experts, and educators (users), as well as interesting and practical use by learners. This research and development uses ADDIE model which consists of 5 stages, namely analyze, design, development, implementation, and evaluation. The results of the validation test LKPD model PBL is very valid and can be used not with improvement with the results of the validation value of material experts at 89.28 percent, teaching materials experts 93.75 percent, and educators (users) 97.72 percent. The results of the LKPD model PBL attractiveness and practicality test is very interesting with a percentage of 100 percent and very practical with a percentage of 96.66 percent. Thus, LKPD model PBL material diversity of my nation Class IV produced worthy of use in the learning process for educators and learners. Students should often practice using LKPD PBL model to be more fluent. Educators are expected to guide students in using LKPD PBL model. Abstrak: Penelitian dan pengembangan ini terdapat permasalahan yaitu siswa jenuh dan kurang minat pada kegiatan belajar serta penggunaan LKPD sebelumnya pada proses pembelajaran materi keberagaman bangsaku. Sehingga penelitian dan pengembangan dilakukan untuk menghasilkan LKPD model PBL pada materi keberagaman bangsaku kelas IV yang valid berdasarkan, ahli materi, ahli bahan ajar, dan pendidik (pengguna), serta menarik dan praktis digunakan oleh peserta didik. Penelitian dan pengembangan ini menggunakan model ADDIE yang terdiri dari 5 tahapan yaitu analyze, design, development, implementation, dan evaluation. Hasil uji kevalidan LKPD model PBL yaitu amat absah serta mampu dipergunakan tidak dengan perbaikan dengan hasil nilai validasi ahli materi sebesar 89,28 persen, ahli bahan ajar 93,75 persen, dan pendidik (pengguna) 97,72 persen. Hasil uji kemenarikan dan kepraktisan LKPD model PBL yaitu sangat menarik dengan persentase sebesar 100 persen dan sangat praktis dengan persentase sebesar 96,66 persen. Dengan demikian, LKPD model PBL materi keberagaman bangsaku kelas IV yang dihasilkan layak digunakan pada proses pembelajaran bagi pendidik dan peserta didik. Peserta didik hendaknya sering berlatih menggunakan LKPD model PBL agar lebih lancar. Pendidik diharapkan membimbing peserta didik dalam menggunakan LKPD model PBL.
Pengembangan Media Pembelajaran Buku Saku Berbentuk Mind Mapping Berbantuan QR Code Materi ASEAN Kelas VI Sekolah Dasar Niken Puspitasari; Khusnul Khotimah; Niken Puspitasari; Khusnul Khotimah; Erif Ahdhianto
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 2 No. 12 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065v2i122022p1160-1174

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Abstract: The research aims to provide learning media in the form of a pocket book in the form of mind mapping assisted by a QR Code for ASEAN grade VI material for elementary schools that is valid and interesting. According to material experts, media experts and users for teachers after testing the validity and product attractiveness tests by students. The ADDIE model used in this development consists of analysis, design, development, implementation, evaluation. This development research obtained results of 90 percent material expert validation percentage, 90 percent media expert validation and user validation by teachers of 95.8 percent so that it was included in the very valid category. The results of the attractiveness test of the pocket book learning media in the form of mind mapping obtained a percentage of 98.1 percent which was stated to be very interesting. Then it was concluded that the pocket book learning media in the form of mind mapping assisted by QR Code material for ASEAN class VI elementary schools could be used with very valid and very interesting results. Abstrak: Tujuan umum dari penelitian ini adalah untuk membekali sekolah dasar kelas VI ASEAN dengan media pembelajaran yang menarik dan kredibel dalam bentuk buku saku yang dibuat menggunakan pemetaan pikiran dengan bantuan QR Code. Menurut ahli media materi dan para pengguna untuk guru setelah dilakukan uji validitas serta uji kemenarikan produk oleh siswa. Langkah-langkah analisis, desain, pengembangan, implementasi, dan evaluasi (ADDIE) diikuti secara runtun selama pengembangan proyek ini. Validasi ahli isi 90 persen, validasi ahli media 90 persen, dan validasi pengguna oleh guru 95,8 persen; hasil ini menempatkan penelitian dalam kategori sangat valid. Hasil dari uji minat yang menunjukkan seberapa menarik alat pembelajaran portabel berbasis mind mapping menunjukkan skor 98,1 persen, menunjukkan bahwa alat tersebut sangat menarik bagi calon pengguna. Hasil penelitian ini menghasilkan kesimpulan sebagai berikut: SD kelas VI ASEAN dapat mengambil manfaat yang besar dengan menggunakan media pembelajaran buku saku berupa mind mapping berbantuan materi QR Code.
Pengaruh profitabilitas terhadap prediksi kebangkrutan (financial distress) dengan struktur modal sebagai variabel moderating Khusnul Khotimah; Indah Yuliana
FORUM EKONOMI Vol 22, No 1 (2020): Maret
Publisher : Faculty of Economics and Business Mulawarman University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/jfor.v22i1.6510

Abstract

Penelitian ini bertujuankuntuk tujuankpenelitian ini yakni untukmmengetahui pengaruhpprofitabilitas terhadap prediksi kebangkrutan. Moderasi ModalpKerja jarang dilakukan oleh penelitian lain. Serta mengetahui apakah perusahaan pada indutri semen berpotensi mengalami kebangkrutan. Sampel yang digunakan pada penelitian ini adalah 4 perusahaan yang tergabung pada Sub Sektor Semen yang tergabung pada BEI (Bursa Efek Indonesia). Metode analisis yang digunakan adalah metode statistic deskriptif dengan alat analisis Moderated Regretion Analyze. Hasil penelitian ini menunjukkan bahwa terdapat pengaruh negatif signifikan dari variabel ROA terhadap prediksi kebangkrutan. Variabel DER mampu memoderasi hubungan ROA dengan kebangkrutan. Dengan menggunakan model Atlman Z-Score dapat diketahui bahwa dari kelima sampel penelitian terdapat 3 perusahaan yang tergolong sehat, satu perusahaan tergolong grey, dan satu perusahaan yang berpotensi bangkru
ISPRING APPLICATION OF THE NUMBER THING ATHLETIC MATERIALS FOR JUNIOR HIGH SCHOOL PHYSICAL EDUCATION TEACHER Khusnul Khotimah; Ari Wibowo Kurniawan
Journal Physical Education, Health and Recreation Vol 7, No 2 (2023): April
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/pjkr.v7i2.39701

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Development of learning by using tools or tools that are useful for improving learning and conveying information. The purpose of this research is to develop learning based on throwing material applications for middle school PJOK teachers in Pasuruan Regency. This research and development learning method uses a research and development method by following seven steps. By using a quantitative descriptive study and using percentages, the results of the study of data from learning experts get a percentage of 88,5%, throw learning experts 87,5%, media experts 98,5%, and involving 36 middle school PJOK teachers in Pasuruan Regency. The small group trial was distributed to 11 respondents and the large group distributed to 25 respondents obtained the results of 92,25% small group and 83,5% large group. Based on these data it can be concluded that this application based learning development product for throwing materials is very valid and suitable for use by PJOK SMP teachers.
Media development board game to increase student motivation in studying regional culture Khusnul Khotimah; Neni Wahyuningtyas
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 3 (2023): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v10i3.60477

Abstract

Media development as an effort to introduce regional culture is considered essential to do. Technological developments make students' motivation to study culture begin to fade and shift with the emergence of Western civilization. This is motivated by the need for more interesting local culture introduction media for students and regional, cultural, and educational content in online or offline media. Therefore, learning media is needed to introduce regional culture. The objectives of this development research are: (1) Producing culture game education media board game products; (2) Testing and knowing the feasibility of culture game education media board game products; and (3) Knowing the effectiveness of culture game education board game media products in increasing learning motivation on material Sub Theme 2: "The Beauty of My Country's Cultural Diversity" for grade IV Elementary School. The development model used is ADDIE. The results of this development research are: (1) Learning media products, board game culture, and game education; and (2) Based on the validation that has been carried out on material experts and learning media experts, it is stated that the culture game education board game is suitable for use in the learning process and can be implemented for students with a percentage of the validity test of material experts, namely 89% and a percentage of the validity test of learning media experts, namely 98%. The results of the practicality test using the culture game education board game by the teacher obtained a score of 91%, while the trial results related to the percentage of students' motivation to learn culture through this media was 86%. The conclusion is based on the development done; the culture game education board game is declared appropriate when used as a medium to introduce regional culture.
PENDAMPINGAN PENINGKATAN KEMAMPUAN GURU DALAM IMPLEMENTASI PROFIL PELAJAR PANCASILA (P5) DI SDN TASIKMADU 02 Esti Untari; Khusnul Khotimah; Surya Mulya; Kenintan Rinduiyasa; Oksa Falaza; Faliqul Isbah
Konferensi Nasional Pengabdian Masyarakat (KOPEMAS) #5 2024 Konferensi Nasional Pengabdian Masyarakat (KOPEMAS) #5
Publisher : Konferensi Nasional Pengabdian Masyarakat (KOPEMAS) #5 2024

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

Abstract

Salah satu permasalahan yang dialami guru di SDN Tasikmadu 2 Kota Malang yaitu kesulitan membuat modul P5 dikarenakan guru merasa kebingungan sebab guru harus mengidentifikasi lingkungan sekitar. Selain itu juga terdapat permasalahan ketika pembelajaran P5 seperti penyusunan modul P5 masalah lain juga dialami oleh guru, diantaranya keberlanjutan program P5, dan kesenjangan produk yang dihasilkan. Kegiatan ini dilakukan dengan tujuan agar dapat memberikan kontribusi signifikan dalam meningkatkan kemampuan guru dalam mengimplementasikan P5 di SDN Tasikmadu 2 Kota Malang. Metode yang digunakan dalam pendampingan implementasi P5 bagi guru SDN Tasikmadu 2 Kota Malang terdiri dari 3 tahapan yaitu persiapan, pelaksanaan, dan evaluasi. Hasil dari kegiatan pengabdian masyarakat selain untuk mencapai tujuan pengabdian, yaitu tim pengabdian telah mencapai luaran meliputi video dokumentasi kegiatan, serta poster. Hasil pre-test dan post-test menunjukkan perubahan pemahaman yang signifikan terkait pelaksanaan, tujuan, hingga evaluasi program P5. Hasil dari angket tersebut diperoleh bahwa peserta merasa puas dengan pelaksanaan pendampingan. Peserta juga merasa wawasannya meningkat setelah mengikuti kegiatan ini.