Claim Missing Document
Check
Articles

Found 30 Documents
Search

Pelatihan Pembuatan Subject Specific Pedagogy (SSP) M-Learning Bermuatan Karakter Sebagai Solusi Pendidik dalam Pembelajaran dan Karya Tulis Ilmiah Muhamad Firdaus; Utin Desy Susiaty; Yudi Darma; Dewi Risalah; Buchari Buchari
GERVASI: Jurnal Pengabdian kepada Masyarakat Vol 7, No 1 (2023): GERVASI: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/gervasi.v7i1.4306

Abstract

Tujuan dari pengabdian ini adalah untuk mengetahui peningkatan pengetahuan guru tentang pembuatan Subject Specific Pedagogy (SSP) M-Learning bermuatan karakter dan karya tulis ilmiah. Metode pelaksanaan kegiatan PKM ini dilakukan dengan mengadopsi empat langkah action research, yaitu: perencanaan tindakan, observasi dan evaluasi, dan refleksi. Peserta pengabdian sebanyak 36 orang yang merupakan guru dan anggota PGRI Kabupaten Kayong Utara. Pelaksanaan kegiatan dilakukan secara luring di PGRI Kabupaten Kayong Utara Kalimantan Barat. Hasil PKM melalui pelatihan pembuatan SSP M-Learning bermuatan karakter dan karya tulis ilmiah disimpulkan sebagai berikut: (1) guru sangat memahami dalam penyusunan SSP terutama dalam mengintegrasikan pilar pendidikan karakter di dalam proses pembelajaran melalui pembuatan RPP; (2) guru sangat kreatif dalam pembuatan bahan ajar yang bermuatan karakter; (3) sesama guru aktif berdiskusi dalam meningkatkan kualitas pembelajaran khususnya dalam masa pandemi Covid-19; (4) guru memahami dengan baik cara membuat karya tulis ilmiah sebagai syarat kenaikan pangkat guru; dan (5) peningkatan pengetahuan tentang pembuatan SSP M-Learning bermuatan karakter dan karya tulis ilmiah sebanyak 94,44% guru.
Pluralitas Makhluk dan Keesaan Khaliq (Telaah Terhadap Konsepsi Para Sufi) Muhamad Firdaus; Muhammad Amri; Mahmuddin Mahmuddin
PILAR Vol 14, No 1 (2023): JURNAL PILAR, JUNI 2023
Publisher : Universitas Muhammadiyah Makassar

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

Abstract

Pluralitas makhluk dan keesaan khalq adalah dua konsep yang sering dibahas dalam konteks pemahaman agama dan filsafat. Pluralitas makhluk merujuk pada keragaman dan keberagaman makhluk yang ada di dunia ini. keesaan khalq mengacu pada keyakinan akan keesaan Allah SWT sebagai pencipta segala makhluk. konsep pluralitas makhluk dan keesaan khalq sering digunakan untuk mengajarkan nilai-nilai persatuan, toleransi, dan penghormatan terhadap keberagaman. Tujuan dari penelitian ini adalah untuk mengetahui; (1) Konsep pluralitas makhluk dan keesaan khalq, (2) memparkan  Perdebatan dan kritik Konsep pluralitas makhluk dan keesaan khalq dan (3) Mendiskusikan Aplikasi Konsep pluralitas makhluk dan keesaan khalq dalam Praktik Keagamaan. Metode yang di gunakan dalam penelitian ini adalah kualitatif dengan menelaah sumber-sumber yang ada kaitannya dengan pluralitas makhluk dan keesaan khaliq. Adapun hasil dari penelitian adalah Pluralitas makhluk adalah sebuah kenyataan tentang adanya keragaman makhluk sebagai ciptaan Tuhan. Pluralitas dapat menciptakan kedinamisan juga potensi perbedaan-yang apabila tidak disikapi secara proporsionalakan memunculkan konflik yang dapat membawa korban, kerugian bahkan kehancuran. Pluralitas makhluk dan keesaan Khaliq membawa kesadaran bahwa eksistensi kehidupan yang plural ini berasal dari Tuhan.Kata Kunci: Konsep pluralitas makhluk, Konsep keesaan khalq
THE INFLUENCE OF INTERNSHIP EXPERIENCE AND CAREER GUIDANCE ON STUDENT WORK READINESS: A QUANTITATIVE DESCRIPTIVE RESEARCH STUDY Muhammad Hakiki; Ridho Dedy Arief Budiman; Muhamad Firdaus; Ayu Dewi Astiti
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol 4 No 2 (2023): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Program Studi Teknologi Informasi, Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pti.v4i2.1398

Abstract

This study aims to investigate the impact of internship experience and career guidance on job readiness of Vocational High School (SMK) students in Information and Communication Technology (ICT) in Muara Bungo. The research method used is descriptive quantitative research with a comparative causal approach (Expost Facto). Data collection was done through indirect communication techniques, direct communication techniques, and documentary studies, using instruments in the form of questionnaires and documentation. The population of this study were all XII grade students at SMK N 1 Muara Bungo. The sampling technique used was Propotional Random Sampling. Data analysis was carried out with the following steps: (1) descriptive analysis; (2) prerequisite test analysis includes normality test, linearity test, and multicollinearity test; (3) hypothesis testing through simple regression analysis and multiple regression analysis. The results showed that internship experience has an influence of 45.5% on the work readiness of vocational students in the field of ICT in Muara Bungo. Furthermore, career guidance has an influence of 35.5% on the work readiness of the same students. Furthermore, the results show that pre-service learning experience and career guidance together have an influence of 54.9% on the work readiness of vocational students in the field of ICT in Muara Bungo.
Komparasi Model Pembelajaran Inquiri Dan Problem Based Learning Terhadap Kemampuan Berpikir Kritis Ditinjau Dari Minat Belajar Siswa Pada Materi Pola Bilangan Fetty Anggriani; Muhamad Firdaus; Hartono Hartono
Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam Vol. 1 No. 3 (2023): September : Jurnal Matematika dan Ilmu Pengetahuan Alam
Publisher : Universitas Katolik Widya Karya Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/konstanta.v1i3.1228

Abstract

The purpose of this research is to find out the comparison of Inquiry and Problem Based Learning learning models on critical thinking skills in terms of students' learning interests. This research was conducted at SMP Negeri 5 Sandai. This research was a quantitative experiment with the type of quasi-experimental design (quasi-experimental) research. The design of this study followed the research paradigm flow of Randomized Only Control Group Design where the subjects taken were grouped into two groups, namely experiment I and experimental group II. In this study, the samples were VIII grade students consisting of VIII A and VIII B classes. Experimental class 1, VIII A consisted of 30 students and experimental class 2, VIII B consisted of 30 students. The data collection tools used in this study were response questionnaires and tests of critical thinking skills in the form of essay questions. The results of the analysis of variance of the two cell paths are not the same indicating that there are differences in critical thinking skills between students with high, medium and low interest in learning. Based on the post-anava test with the Scheffe method, the value of F_(.1-.2) = 0.7374; F_(.1-.3) = 6.7540; F_(.2-.3) = 1.4279; DK = {F│F<3.168}. From the results of the calculation of the two-way analysis of variance with unequal cells, the value of F_ab=1.576<F_(0.05;2;54)=3.16 means that H_0AB is accepted so that there is no interaction between the learning model and learning interest on students' critical thinking skills.
Buku Saku Digital Bermuatan IDEAL Problem Solving Berbasis Ethnomatematika Terhadap Kemampuan Pemecahan Masalah Eka Putri Ayuningsih; Muhamad Firdaus; Yudi Darma
J-PiMat : Jurnal Pendidikan Matematika Vol 5, No 2 (2023): J-PiMat
Publisher : Prodi Pendidikan Matematika STKIP Persada Khatu;istiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/j-pimat.v5i2.2837

Abstract

Abstract. This study aims to produce learning media in the form of android applications that achieve valid, practical and effective criteria so that they are suitable for use. This research uses Research And Development (R&D) methodology. The steps for developing this application are using a 4D model but only done up to 3D which stands for define, design, develop. The subjects in this study were 19 students of class VII MTs AL Mustaqim. The instruments used in this study were media and material expert validation sheets, student and teacher response questionnaires, and a posttest.The research results related to the validity of reaching the level of validity with the category of "very valid" with the validity of the media reaching 92.82% and the validity of the material reaching 93.63%, reaching the level of practicality with the criteria of "very practical" is shown by the student response questionnaire which achieved a score of 93, 74% and the response questionnaire given by the teacher reached a score of 93.7%, achieving a level of effectiveness with the criteria of "very effective" based on the completeness score determined by the school with test results showing the percentage of completeness of students getting a score of 84.21%. With this it can be concluded that digital pocket book media containing IDEAL problem solving based on Ethnomatematics for problem solving skills in social arithmetic material is very appropriate to use.Keyword: social arithmetic, digital pocket book, IDEAL Problem Solving, Ethnomatematics, Problem Solving Ability.Abstrak. Penelitian ini bertujuan untuk membuat bahan pembelajaran dalam bentuk aplikasi Android yang memenuhi kriteria validitas, kepraktisan dan efektivitas sesuai kebutuhan pengguna. Penelitian ini menggunakan metodologi Research and Development (R&D). Tahapan pengembangan aplikasi ini menggunakan pemodelan 4D namun hanya dilakukan secara 3D yaitu singkatan dari Define, Design, Develop. Subyek penelitian proyek ini adalah 19 siswa kelas VII sekolah MTs AL Mustaqim. Alat yang digunakan dalam penelitian ini adalah lembar validasi ahli materi dan media, angket tanggapan siswa dan guru, serta post-test. Hasil penelitian terkait nilai mencapai taraf nilai “sangat autentik” dengan nilai komunikasi mencapai 92,82% dan nilai materi mencapai 93,63% mencapai taraf nilai praktis dengan kriteria “sangat realistis” menurut masukan siswa. Daftar pertanyaan. mencapai skor 93, 74 lembar jawaban yang diberikan guru mencapai skor 93,7%, mencapai tingkat keefektifan dengan kriteria “sangat efektif” berdasarkan skor ketuntasan yang ditentukan sekolah dengan hasil tes. tingkat ketuntasan tes siswa mencapai 84,21%. Dengan demikian dapat disimpulkan bahwa media digital saku yang berisi metode pemecahan masalah IDEAL berbasis ethnomatematika untuk penyelesaian masalah bidang aritmatika sosial sangat layak digunakan.Kata Kunci: aritmatika sosial, buku saku digital, IDEAL Problem Solving, Ethnomatematika, Kemampuan Pemecahan Masalah.
Pengembangan Modul Pembelajaran Matematika Berbasis Brain Based Learning (Bbl) Menggunakan Permainan Teka-Teki Silang Alma Mujahida; Muhamad Firdaus; Rahman Haryadi
Indo-MathEdu Intellectuals Journal Vol. 4 No. 2 (2023): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v4i2.354

Abstract

The aim of this research is to determine the feasibility of developing a brain-based learning mathematics module using crossword puzzle games as seen from the level of validity, practicality, and effectiveness. The method used is research and development with the ADDIE research design. This research was conducted at SMPN 11 Sungai Ambawang with test subjects of 27 class VIII students. The validity results show that media validation reached a percentage of 83.33% and material validation was 89.98% in the "very valid" category. The module developed is also practical to use with a percentage of teacher response questionnaires of 70.90 with "practical" criteria and student response questionnaires of 81.61% with "very practical" criteria. Furthermore, the effectiveness seen from the results of the posttest with 21 students completing and 6 students not completing received a percentage of 80.76% for the "very effective" criteria. Based on these results, it was concluded that the module developed was suitable for use in learning
Pelatihan Pembuatan Subject Specific Pedagogy (SSP) M-Learning Bermuatan Karakter Sebagai Solusi Pendidik dalam Pembelajaran dan Karya Tulis Ilmiah Muhamad Firdaus; Utin Desy Susiaty; Yudi Darma; Dewi Risalah; Buchari Buchari
GERVASI: Jurnal Pengabdian kepada Masyarakat Vol. 7 No. 1 (2023): GERVASI: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/gervasi.v7i1.4306

Abstract

Tujuan dari pengabdian ini adalah untuk mengetahui peningkatan pengetahuan guru tentang pembuatan Subject Specific Pedagogy (SSP) M-Learning bermuatan karakter dan karya tulis ilmiah. Metode pelaksanaan kegiatan PKM ini dilakukan dengan mengadopsi empat langkah action research, yaitu: perencanaan tindakan, observasi dan evaluasi, dan refleksi. Peserta pengabdian sebanyak 36 orang yang merupakan guru dan anggota PGRI Kabupaten Kayong Utara. Pelaksanaan kegiatan dilakukan secara luring di PGRI Kabupaten Kayong Utara Kalimantan Barat. Hasil PKM melalui pelatihan pembuatan SSP M-Learning bermuatan karakter dan karya tulis ilmiah disimpulkan sebagai berikut: (1) guru sangat memahami dalam penyusunan SSP terutama dalam mengintegrasikan pilar pendidikan karakter di dalam proses pembelajaran melalui pembuatan RPP; (2) guru sangat kreatif dalam pembuatan bahan ajar yang bermuatan karakter; (3) sesama guru aktif berdiskusi dalam meningkatkan kualitas pembelajaran khususnya dalam masa pandemi Covid-19; (4) guru memahami dengan baik cara membuat karya tulis ilmiah sebagai syarat kenaikan pangkat guru; dan (5) peningkatan pengetahuan tentang pembuatan SSP M-Learning bermuatan karakter dan karya tulis ilmiah sebanyak 94,44% guru.
Lembar Kerja Elektronik Peserta Didik Menggunakan Geogebra Dalam Materi Garis Singgung Lingkaran Agustina Genda; Utin Desy Susiaty; Muhamad Firdaus
Jurnal Inovasi Pendidikan dan Pengajaran (JIPP) Vol. 3 No. 2 (2024): Juli: Jurnal Inovasi Pendidikan dan Pengajaran (JIPP)
Publisher : LPD IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/jipp.v3i2.7555

Abstract

Penelitian ini bertujuan untuk menghasilkan LKEPD menggunakan Geogebra dalam materi garis singgung lingkaran untuk meningkatkan hasil belajar siswa kelas VIII SMP Negeri 9 Jangkang dengan mencapai tingkat kevalidan, kepraktisan dan keefektifan. Metode penelitian ini menerapkan Research and Development dengan melibatkan 3 ahli validator materi dan 3 validator ahli media. Subjek penelitian ini adalah siswa kelas VIII SMP Negeri 9 Jangkang yang berjumlah 17 siswa. Data yang dikumpulkan lembar validasi, angket respon guru, angket respon siswa, wawancara dan tes. Hasil penelitian ini menunjukkan bahwa LKEPD penilaian kevalidan berada pada kriteria 89,37% (Sangat Valid), penilaian kepraktisan berada pada kriteria 90,36% (Sangat Praktis). Selanjutnya keefektifan, dilihat dari hasil uji statistik inferensial menggunakan nilai pre-test dan posttest siswa dengan hasil uji-t yaitu signifikan α = 5% (α = 0,05). Artinya, terdapat perbedaan hasil belajar siswa dalam penggunaan media. Sehingga dapat disimpulkan bahwa media LKEPD layak diguanakan sebagai media pembelajaran kelas VIII SMP Negeri 9 Jangkang pada mata pelajaran garis singgung lingkaran.
Positive negative game application design based on the Montessori method as a means of improving the mathematical connection ability of students with ADHD Utin Desy Susiaty; Muhamad Firdaus
Jurnal Pendidikan Informatika dan Sains Vol. 15 No. 1 (2026): Jurnal Pendidikan Informatika dan Sains
Publisher : Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v15i1.9636

Abstract

The objectives of the study are: 1) to develop a positive negative game application based on the Montessori method to improve the mathematical connection skills of students with ADHD, 2) to determine the characteristics of the mathematical connection skills of students with ADHD, and 3) to determine the mathematical connection skills of students with ADHD after using the developed positive negative game application based on the Montessori method. The method of this study is R&D with the ADDIE model. The findings in this study obtained that the results of the assessment of the three material and media experts with an average percentage of 76.32 valid criteria. From the results of trials conducted on 7 students with ADHD from SLB C Dharma Asih Pontianak, the results obtained were 96.88 for the class teacher's response, the percentage for the response of students with ADHD was 75.89 and 86.38 for the overall average with the criteria "very practical". Based on calculations related to classical completeness, 6 students were obtained complete and 1 student did not complete with the KKM of mathematics subjects set for Phase D level (equivalent to junior high school) in SLB C for Mentally Disabled, namely 65. Furthermore, the effectiveness result was 85.71% with a very effective category. This means that the Positive Negative Game Application Based on the Montessori Method is effective. The conclusions in this study are: 1) Based on the results of the validity, practicality, and effectiveness values, the Design of the Positive Negative Game Application Based on the Montessori Method developed is suitable for use. 2) the characteristics of the mathematical connection abilities of students with ADHD are already in the category of classically complete students from a total of 7 students who worked on the posttest questions. 3) the mathematical connection abilities of students with ADHD after using the Positive Negative Game Application Based on the Montessori Method experienced classical completeness which showed an increase.
Pengembangan Flipbook Interaktif Berbantuan Canva Terhadap Kemampuan Pemecahan Masalah Pada Materi Statistika Kelas VIII Maria Reza Fenon Resa; Reni Astuti; Muhamad Firdaus
Jurnal Inovasi Pendidikan dan Pengajaran (JIPP) Vol. 5 No. 2 (2026): Jurnal Inovasi Pendidikan dan Pembelajaran (JIPP) Juli 2026
Publisher : LPD Universitas PGRI Pontianak

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

Abstract

This study was motivated by students’ low mathematical problem-solving skills and the suboptimal use of engaging and interactive learning media in mathematics instruction. The purpose of this study was to determine the validity, practicality, and effectiveness of an interactive flipbook created using Canva on problem-solving skills in statistics for eighth-grade students at SMP Negeri 21 in Pontianak. This study employed the Research and Development (R&D) method using a modified 3D version of the 4D development model, namely define, design, and develop. The research subjects consisted of several validators, including subject matter experts and media experts, as well as 28 eighth-grade students from Class VIII C at SMP Negeri 21 in Pontianak. Data collection techniques included validation sheets, teacher and student response questionnaires, and problem-solving ability tests. The results showed that the validity level of the Canva-assisted interactive flipbook achieved an average percentage of 88.58%, meeting the criteria for “highly valid.” The practicality level achieved an average percentage of 94.46%, meeting the criteria for “highly practical.” Meanwhile, the effectiveness level, based on the students’ posttest results, reached 71.43%, meeting the “effective” criterion. Thus, the Canva-assisted interactive flipbook for eighth-grade statistics material is deemed highly valid, highly practical, and effective, making it suitable for use in mathematics instruction to support students’ problem-solving skills.