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Pendampingan Pembelajaran Daring Parsial dan Terpadu Berbasis 3CM (Cool-Critical-Creative-Meaningful) Learning untuk Mengatasi Kejenuhan Belajar dan Kreativitas Implikasi Dampak Covid-19 Wahyudi Wahyudi; Tri Nova H. Yunianta; Erlina Prihatnani; Kristina Roseven Nababan; Dani Kusuma; Anisa Rizki Amalia; Bella Ayu Permatasari; Cindy Aprillya Sidarta; Bagas Prima Kristanto; Syera Trivena Dessiane; Erlin Prasetyo
Magistrorum et Scholarium: Jurnal Pengabdian Masyarakat Vol 2 No 1 (2021)
Publisher : Universitas Kristen Satya Wacana Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1364.608 KB) | DOI: 10.24246/jms.v2i12021p52-64

Abstract

The Covid-19 pandemic has a huge impact on aspects of human life, one of which is in the world of education. Schools, teachers, learners and parents were also affected. The learning process that should be able to be performed in school with the assistance of teachers directly, now must move home by online with parental assistance. Accordance with the policy of the Ministry of Education and Culture of the Republic of Indonesia, namely Learning From Home by online. This sudden change in the way of learning makes it difficult for teachers to prepare and carry out learning. Ordinary learning is still difficult to do moreover learning that demands the creativity of teachers and learners. The ability of teachers to utilize technology is not good enough, so it becomes difficult if they have to do online learning. From the results of the survey, almost all learning activities are performed by sending materials and assignments, then tasks are done by students and the results are sent through WhatsApp groups (89.7% of 271 respondents). Learners become saturated and want to return to study in school (72.12%) which has an impact on decreasing opportunities to do creative activities for learners. The solution of this problem is to provide online learning facilities and support for teachers in preparing learning as well as for students and parents during the learning process. This will help teachers in preparing online learning so that teachers have enough time to develop materials and media that can be uploaded in online classes. In addition, there will be standards for organizing online classes so as to give students the opportunity to learn well, fun and can return creatively. One of the online learning designs that teachers can use is the design of online learning based on 3CM (Cool-Critical-Creative-Meaningful) learning. This learning provides students with the opportunity to develop critical, creative, meaningful thinking skills in fun and challenging ways in both partial and integrated online. The product of this activity is: 1) partial and integrated online classes; 2) Scientific articles that can be published in Community service journals.
Peningkatan Hasil Belajar dan Sikap Siswa terhadap Matematika melalui Joyful Learning Umi Istiqomah; Erlina Prihatnani
Mosharafa: Jurnal Pendidikan Matematika Vol 8, No 3 (2019)
Publisher : Institut Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1528.796 KB) | DOI: 10.31980/mosharafa.v8i3.470

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AbstrakHasil reflektif pada proses pembelajaran di kelas yang berdampak terhadap rendahnya hasil belajar dan sikap siswa terhadap matematika. Proses pembelajaran belum berfokus pada siswa dan antusias siswa dalam mengikuti pembelajaran kurang. Hal yang dilakukan adalah menyelenggarakan kegiatan pembelajaran yang menyenangkan, salah satunya melalui strategi Joyful Learning. Tujuan penelitian untuk meningkatkan hasil belajar dan sikap terhadap matematika siswa kelas VIII E SMP Negeri 7 Salatiga pada materi Pola Bilangan. Penelitian tindakan kelas ini menggunakan model Kemmis & Mc Taggart dengan 4 tahap, perencanaan, pelaksanaan, observasi dan refleksi. Instrumen yang digunakan adalah soal tes dan angket sikap terhadap matematika. Hasil penelitian menunjukkan bahwa rata-rata hasil belajar pada siklus 1, 2, dan 3 berturut-turut adalah 69,64; 70,76 dan 74,32 dengan persentase ketuntasan kelas berturut-turut pada siklus 1, 2, dan 3 adalah 60%, 64%, dan 84%. Adapun untuk aspek sikap terhadap matematika, persentase siswa yang memiliki sikap positif atau sangat positif terhadap matematika pada siklus 1, 2, dan 3 berturut-turut berjumlah 72%, 96%, dan 96%. Disimpulkan bahwa penerapan strategi Joyful Learning dapat meningkatkan hasil belajar dan sikap terhadap matematika pada materi pola bilangan siswa kelas VIII E SMP Negeri 7 Salatiga.Kata Kunci: joyful learning, hasil belajar, sikap terhadap matematika. Improvement The Result of the Study and Student Attitudes Towards Mathematics through Joyful LearningAbstractReflective results in the learning process in the classroom that have an impact on the low learning outcomes and attitudes of students towards mathematics. The learning process has not focused on students and the enthusiasm of students in learning is lacking. The thing to do is to organize fun learning activities, one of which is through the Joyful Learning strategy. The purpose of the study was to improve learning outcomes and attitudes towards the mathematics of class VIII E students of SMP Negeri 7 Salatiga in the material of Number Patterns. This class action research uses the Kemmis & Mc Taggart model with 4 stages, planning, implementation, observation,  and reflection. The instruments used were test questions and attitude questionnaires towards mathematics. The results showed that the average learning outcomes in cycles 1, 2 and 3 were 69.64 respectively; 70.76 and 74.32 with the percentage of grade completeness in succession in cycles 1, 2 and 3 are 60%, 64%, and 84%. As for aspects of attitudes toward mathematics, the percentage of students who have a positive or very positive attitude towards mathematics in cycles 1, 2, and 3 respectively amounted to 72%, 96%, and 96%. It was concluded that the application of the Joyful Learning strategy can improve learning outcomes and attitudes toward mathematics in the material of number patterns of class VIII E SMP Negeri 7 Salatiga.Keywords: joyful learning, learning outcomes, attitudes towards mathematics.
Hasil Belajar Matematika Melalui Model PJBL dalam Blended Learning Ditinjau dari Tingkat Integritas Akademik Dresthya Aranggani; Erlina Prihatnani
Cakrawala Repositori IMWI Vol. 6 No. 2 (2023): Cakrawala Repositori IMWI
Publisher : Institut Manajemen Wiyata Indonesia & Asosiasi Peneliti Manajemen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52851/cakrawala.v6i2.260

Abstract

Integrity is honest, fair behavior and shows consistency between words and actions. In the field of education, the term academic integrity is known. Academic integrity is behavior that is in accordance with the norms of truth in the academic context. there are five aspects in academic integrity, namely honesty, trust, fairness, respect, and responsibility. Academic integrity is very important to have so that a person behaves ethically in the learning process. a decrease in academic integrity has the potential to affect students' professional lives when working later. Lack of integrity in academics in a person can be influenced by several factors, both internal and external. The internal factor causing the lack of integrity is academic anxiety. This happens because of the worries that arise over failure in the exam, so students do various ways to get good test scores. the purpose of this study is to determine with the application of the PjBL learning model, whether there are significant differences in learning outcomes between students with high, medium and low integrity. The project given in the application of the PjBL model is expected to provide a different, fun, meaningful and challenging learning experience for students. The method used in this research is through cluster random sampling technique. The application of PjBL in blended learning with a project-shaped evaluation model produces the same learning outcomes for the three integrity groups. With the highest average learning outcomes coming from the medium integrity group followed by the high integrity group and the lowest average coming from the low integrity group.
PENERAPAN MAKE A MATCH UNTUK MENINGKATKAN HASIL BELAJAR IPA SISWA KELAS IV SD NEGERI SRATEN Ali Ikhsani; Erlina Prihatnani
JURNAL HANDAYANI PGSD FIP UNIMED Vol 7, No 2 (2017): HANDAYANI JOURNAL
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (180.007 KB) | DOI: 10.24114/jh.v7i2.7237

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The purpose of research is can improve the learning result of Science material of plant structure in fourth grade students. In this research used the method of Make A Macth as an alternative used in the science learning of plant structure material. This type of research is Classroom Action Research. The subjects of this study are the students of class level IV which amounted to 21 students. The study was conducted in 2 part, each part consisting of planning, implementation, observation and reflection. Research of Make A Macth method can improve the learning result of Science material of plant structure in fourth grade students of SD Negeri Sraten 01 Tuntang Sub-district Semarang Regency Lesson Year 2017/2018. Evidence of an increase in Science learning outcomes is the percentage of learning outcomes from part I to part II of 19%. In the first part students who complete 15 students or 71% and students who have not completed 6 students or 29% with an average of 72. In part II students who completed 19 students or 90% and students who have not completed 2 students or 10% with an average of 81. Keyword: Learning Outcomes, Make A Macth, Plant Structure Tujuan penelitian ini adalah untuk meningkatkan hasil belajar siswa melaluhi pembelajaran kooperatif tipe Make A Macth dengan media gambar dapat meningkatkan hasil belajar IPA. Dalam penelitian ini, peneliti menggunakan metode Make A Macth sebagai alternatif yang digunakan dalam pembelajaran IPA materi struktur tumbuhan. Jenis penelitian ini adalah Penelitian Tindakan Kelas. Subyek penelitian ini adalah siswa kelas IV yang berjumlah 21 siswa. Penelitian dilaksanakan dalam 2 siklus yang setiap siklusnya terdiri dari perencanaan, pelaksanaan, pengamatan dan refleksi. hasil penelitian metode Make A Macth dapat meningkatkan hasil belajar IPA materi struktur tumbuhan pada siswa kelas IV SD Negeri Sraten 01 Kecamatan Tuntang Kabupaten Semarang Tahun Pelajaran 2017/2018. Bukti adanya peningkatan hasil belajar IPA adalah persentase hasil belajar dari siklus I ke siklus II sebanyak 19%. Pada siklus I siswa yang tuntas 15 siswa atau 71% dan siswa yang belum tuntas 6 siswa atau 29% dengan rata-rata 72. Pada siklus II siswa yang tuntas 19 siswa atau 90% dan siswa yang belum tuntas 2 siswa atau 10% dengan rata-rata 81. Kata Kunci: Hasil belajar, Make A Macth, Struktur Tumbuhan
Development of Blended Learning Activities Based on 3CM (Cool-Critical-Creative-Meaningful) to Support Creativity and Good Character Students Wahyudi, Wahyudi; Kusuma, Dani; Prihatnani, Erlina; Nova Hasti Yunianta, Tri; Amin, Nor Fadila
Journal of Nonformal Education Vol 9, No 1 (2023): February: Community Empowerment and Equivalency Education
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jne.v9i1.42095

Abstract

Good character and creativity are two of the ten determining factors of a person's success. These two things are important to form in educational activities, especially in elementary schools. During the Covid-19 pandemic, this became a tough challenge to achieve. The new normal period is beginning, and a good and effective learning preparation is needed. The purpose of this study is to develop blended learning activities with the 3CM model to increase students' creativity and good character. Blended learning is one of the alternative learning modes that can be done. It requires appropriate design and learning activities. Blended learning that gives students the opportunity to develop critical, creative, meaning-ful thinking skills in a fun and challenging way. One of them is a blended learning design based on 3CM (Cool-Critical-Creative-Meaningful). Learning activities with blended learning can be done with full online or a combination of face-to-face and online. This research is RnD re-search with ASSURE design in 6 stages of development activity. The results of the development of blended learning activities based on 3CM learning are carried out in 4 activities, namely 1) it's time to play and challenge (cool), 2) it's time to criticize (critical), 3) it's time to be creative, 4) it's time to reflect and take meaning (meaningful). The results of the assessment of blended learning activities aspects of ease of access to learning score 4.48 (excellent), aspects of content, media and teaching materials score 4.57 (excellent) from the assessment of 45 teachers. Student response to aspects of ease of access to learning score 4.72 (excellent), aspects of content, media and teaching materials score 4.72 (excellent). The results of this study are proven to increase students' creativity and good character.
LITERASI ALAT DITINJAU DARI 3 PROSES MATEMATIKA DALAM MENYELESAIKAN PROYEK PENGUKURAN TINGGI TIANG BENDERA Sara Kartika Ratri; Erlina Prihatnani
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 12, No 2 (2023)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v12i2.7450

Abstract

Abstrak Literasi matematika membantu sesorang untuk merumuskan, menggunakan, dan menafsirkan matematikake dalam berbagai konteks. Namun, tidak semua orang memiliki kemampuan literasi matematika yang cukup. Berdasarkan hasil survei yang dilakukan PISA dan TIMSS selama 10 tahun terakhir, menunjukkan bahwa literasi matematika di Indonesia masih belum menunjukkan hasil yang diharapkan. Berdasarkan masalah tersebut, maka perlu dilakukan analisis literasi matematika secara mendalam. Literasi matematika dapat di analisis dalam aspek yang saling terkait satu sama lain. Aspek tersebut salah satunya adalah proses matematika. Selain itu PISA juga mengungkapkan bahwa ada tujuh kemampaun dasar matematika yang mendukung setiap proses dalam literasi matematika. Salah satu kemampuan dasar matematika adalah penggunaan alat matematika. Penelitian kualitatif ini bertujuan untuk menganalisis kemampuan literasi matematika mahasiswa calon guru matematika terhadap penggunaan alat matematika ditinjau dari 3 proses matematika dalam menyelesaikan proyek pengukuran tinggi tiang bendera. Subjek penelitian ini adalah sembilan mahasiswa Pendidikan Matematika Universitas Kristen Satya Wacana angkatan 2020 yang sudah mengambil matakuliah Trigonometri, komunikatif, dan bersedia menjadi subyek. Data yang dikumpulkan berupa laporan proyek (laporan awal, laporan pelaksanaan, laporan akhir) dan wawancara. Dari proyek dapat diketahui bahwa penggaris, meteran, klinometer dan kalkulator digunakan untuk menyelesaikan proyek pengukuran tinggi tiang. Namun alat-alat tersebut masih ditemukan ketidakoptimalan dan kesalahan penggunaanya. AbstractMathematical literacy helps someone to formulate, use, and interpret mathematics into various contexts. However, not everyone has sufficient mathematical literacy skills. Based on survey results conducted by PISA and TIMSS for the last 10 years, shows that mathematical literacy in Indonesia is still not showing the expected results. Based on these problems, it is necessary to do an in-depth analysis of mathematical literacy. Mathematical literacy can be analyzed in aspects that are interrelated with one another. One of these aspects is the mathematical process. In addition, PISA also reveals that there are seven basic mathematical abilities that support every process in mathematical literacy. One of the basic abilities of mathematics is the use of mathematical tools. This qualitative research aims toanalyze the mathematical literacy abilities of prospective mathematics teacher students towards the use of mathematical tools in terms of 3 mathematical processes in completing a project measuring the height of a flagpole. The subjects of this study were nine students of Mathematics Education at Satya Wacana Christian University class of 2020who have taken Trigonometry courses, are communicative, and are willing to be subjects.Data collected in the form of project reports (preliminary reports, implementation reports, final reports) and interviews. From the project it can be seen thata ruler, tape measure, clinometer and calculator are used to complete a pile height measurement project. However, these tools are still found to be not optimal and misused.
The Experiment of 3CM Learning Model on The Creative Thinking Ability of Junior High School Students in Salatiga Indonesia Hafilda Suha Abidah; Erlina Prihatnani; Wahyudi Wahyudi
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 13 No 3 (2023): September 2023
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2023.v13.i3.p250-262

Abstract

Creative thinking skill needs to be trained, even though the learning is conducted online these days. One of the attempts in developing students’ creative thinking skill is through the implementation of 3CM (Cool-Critical-Creative-Meaningful) learning model. This study aimed at analyzing the students’ creative thinking skill through the implementation of the model with two different creative products (problem construction and non-problem construction) in flat-surfaced three-dimensional object. The population of this research was the whole Junior High School students in Salatiga City with the 80 samples of students from SMP Negeri 1 Salatiga and SMP Negeri 6 Salatiga. This study applied quasi experiment research with pretest-posttest control group design. The data were collected through written test and the result of observation on the students. The data analysis used involves initial balance test and hypothesis test using parametric test called Independent Sample T-Test with the significance rate of α=5%. Before being administered with different treatments, the two samples class were in a balanced condition. The findings presented that the implementation of 3CM (Cool-Critical-Creative-Meaningful) with creative activity of project and problem posing (constructing problem and solving constructed problem) for the material of flat-surfaced three-dimensional object proved to be significantly affect, equally, the creative thinking skill.
Development of Android-Based Titungan Game Learning Media to Train Students' Creative Thinking Rahayu Ranila; Tri Nova Hasti Yunianta; Erlina Prihatnani
Mosharafa: Jurnal Pendidikan Matematika Vol 12, No 3 (2023)
Publisher : Institut Pendidikan Indonesia Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v12i3.2788

Abstract

Media pembelajaran adalah suatu alat yang bisa membantu proses belajar mengajar, dan sekaligus memiliki fungsi  memperjelas makna yang disampaikan dalam sebuah proses pembelajaran, sehingga tercapai tujuan pembelajaran. Media pembelajaran hendaknya mengikuti arus perkembangan teknologi. Salah satu pengembangan media berbasis teknologi  ialah game edukasi. Penelitian ini bertujuan untuk mengembangkan media pembelajaran game Titungan berbasis android. Pengembangan Media pembelajaran ini menggunakan metode RnD (Research and Development)  dengan model pengembangan yang digunakan adalah model pengembangan ADDIE (analyze, design, development, implementation and evaluation). Instrumen yang digunakan terdiri dari lembar validasi media, lembar kepraktisan, pretest, posttest, dan lembar respon siswa terhadap media. Subjek Penelitian ini ialah Siswa Sekolah Menengah Pertama. Media ini telah diujicobakan terhadap 27 siswa kelas VII SMP Pangudi Luhur Ambarawa. Media game Titungan berbasis android telah dinyatakan valid oleh pakar media. Hasil uji kepraktisan mendapat persentase sebesar 91,67% yang termasuk dalam kategori sangat baik. Uji paired t-test dengan taraf signikan 5% menghasilkan signifikan mendekati nol dengan rata-rata posttest lebih tinggi daripada pretest. Berdasarkan ketiga uji tersebut, dapat disimpulkan media ini valid, praktis, dan efektif. Learning media is a tool that can help the teaching and learning process, and at the same time has the function of clarifying the meaning conveyed in the learning process, so that learning objectives are achieved. Learning media must follow the flow of technological developments. One of the technology-based media developments is educational games. This study aims to develop learning media for Android-based Titungan games. The development model used in this study is the ADDIE model. The instruments used consisted of media validation sheets, practicality sheets, pretest, posttest, and student response sheets to the media. This media has been tested on 27 grade VII students of SMP Pangudi Luhur Ambarawa. The Android-based Titungan game media has been declared valid by media experts. The practicality test results got a percentage of 91.67% which was included in the very good category. The paired t-test with a significant level of 5% produces a significant close to zero with a higher posttest average than the pretest. Based on these three tests, it can be concluded that this media is valid, practical, and effective. 
Innovative Online Learning Based on 3CM (Cool-Critical-Creative-Meaningful) Learning to Increase Creativity and Good Character of Elementary School Students During the Covid-19 Pandemic Wahyudi Wahyudi; Kristina Roseven Nababan; Tri Nova Hasti Yunianta; Erlina Prihatnani; Dani Kusuma
International Conference on Science, Education, and Technology Vol. 7 (2021)
Publisher : Universitas Negeri Semarang

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

Abstract

Being creative and having good character is the goal of education in Indonesia. The COVID-19 pandemic has become a challenge in achieving this goal. Since the learning process is carried out online. Teachers have difficulty in planning and implementing the lesson. It is because not all teachers have ability to use technology appropriately. Thus, the learning process is not as expected. This causes boredom in the learning process. Therefore, an appropriate online learning design is needed. In this case, the online learning that provides opportunities for students to develop critical, creative, meaningful thinking skills in fun and challenging ways. One of them is online learning design based on 3CM (Cool-Critical-Creative-Meaningful) learning. The research design used in the present research is descriptive qualitative and RnD (ASSURE model) with the output of the initial data analysis related to the perceptions of school principals, teachers, students and parents about online learning. Questionnaires, online interviews and online FGDs are applied to obtain the qualitative data. Data related to the development of learning activities can be seen from the design development process with the ASSURE model. The results obtained are 89.7% of the 271 teachers that use WhatsApp in the learning process. This causes boredom in learning process so that 72.12% of 271 teachers want to go back to school. The scores result of development of online learning design based on 3CM learning from the aspect of easy access to learning is 4.48 (very good), the content aspect, media and teaching materials is 4.57 (very good) from the assessment of 45 elementary school teachers. The score of student responses to the aspect of easy access to learning is 4.72 (very good), the score of the aspect of content (content), media and teaching materials is 4.72 (very good). To foster creativity and good character, online learning activities are carried out in 4 activities, namely 1) time to play and try challenges (cool), 2) time to criticize (critical), 3) time to be creative (creative), 4) time to reflect and find the meaning (meaningful).
Scaffolding for Slow Learner Children on Integer Operations Christina Yulia Susilo; Erlina Prihatnani
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 13, No 1 (2022): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Mathematics Dept, Math. and Science Faculty, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v13i1.34363

Abstract

Slow learners have lower grasping power, but that doesn't mean they don't have the same learning opportunities as children in their age group. This qualitative research aims to identify difficulties, design and apply scaffolding to slow learners in integers. The subject is slow learner student who is in class VIII Junior High School. Data collection techniques in this study are test, interview and documentation. The results showed that the subject inability to interpret the basic concepts of integers, jump count, compare integers, addition and subtraction on integers. Scaffolding that has been successfully used to help that difficulties is scaffolding for effective handling, goal-oriented and manipulative media. The assistance provided must be contextual, concrete, logical and not in the form of instructions with long sentences. Pictures, videos, representative activities and manipulative media that can be used repeatedly by the subject also succeeded in helping him understand the concept of integers.Anak slow learner memiliki daya tangkap lebih lambat, namun bukan berarti mereka tidak memiliki kesempatan belajar yang sama seperti anak-anak pada kelompok usianya. Penelitian kualitatif ini bertujuan untuk mengidentifikasi kesulitan, merancang dan menerapkan scaffolding terhadap slow learner pada bilangan bulat. Subjek adalah siswa ABK slow learner yang berada di kelas VIII SMP Negeri 1 Salatiga. Teknik pengumpulan data dalam penelitian ini adalah teknik tes, wawancara dan dokumentasi. Hasil penelitian menunjukkan bahwa subjek mengalami  ketidakmampuan memaknai   konsep dasar bilangan bulat negatif, menentukan konsep hitung loncat, membandingkan bilangan bulat, melakukan operasi penjumlahan dan pengurangan bilangan bulat. Scaffolding yang berhasil membantu kesulitan ABK adalah scaffolding penanganan secara efektif, berorientasi pada tujuan serta media manipulatif. Bantuan yang diberikan harus bersifat kontekstual, konkret, logis dan tidak berupa instruksi dengan kalimat yang panjang. Gambar, video, aktivitas representatif serta media manipulative yang dapat digunakan berulang oleh subjek juga berhasil membantunya dalam memahami konsep bilangan bulat.