Claim Missing Document
Check
Articles

TikTok Dance Challenge: Content Creativity and Character Value for Elementary School Students Ratri, Dyan Permata; Muhroji, Muhroji; Prayitno, Harun Joko; Adhantoro, Muhammad Syahriandi; Putra, Chandra Anugrah
Buletin KKN Pendidikan Vol. 6, No. 1, Juni 2024
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/bkkndik.v6i1.23648

Abstract

This study aims to describe the role of parents in supervising children's use of cellphones, the factors that cause children to like dance challenge content and the impact of using the tiktok application on children's character. This type of qualitative research uses observation, interview, and documentation data collection techniques. Data sources were obtained from parents, class teachers, principals, students. The results showed that dance challenge content has positive and negative impacts on the character of elementary school children. The positive impact of children who like tiktok dance challenges is creative and able to keep up with the development of science and technology. The negative impact shows a lack of religious character values, discipline, and national spirit. Based on this data, it can be concluded that there is an impact of tiktok dance challenge content on children's character.
Implementation of Strengthening Character Education in Pancasila Education Learning Martini, Nella; Putra, Chandra Anugrah; Rahmaniati, Rita
International Journal of Universal Education Vol. 1 No. 2 (2023): International Journal of Universal Education
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/ijue.v1i2.6930

Abstract

Background: The values in Strengthening Character Education can improve students' character. Aim: This research aims to determine the implementation of strengthening students' character education in Pancasila education learning. Method: This research uses qualitative methods, with the research subjects being principals, teachers, and students at State Elementary School Muhammadiyah Kuala Kapuas. Observation, interviews, and documentation are used to collect this data. Results and Dıscussion: The research results show that (1) there is a lack of learning planning contained in the Independent Curriculum related to Strengthening Character Education; (2) The implementation of the learning process at State Elementary School Muhammadiyah Kuala Kapuas only uses discussion, question and answer and lecture methods; (3) Strengthening Character Education is the most important thing in the Independent Curriculum and in evaluating the instillation of character values that have been taught in the learning process. Conclusion: In the learning planning contained in the Merdeka Curriculum, the Merdeka Curriculum was developed as a more flexible curriculum framework while focusing on essential material and developing the character and competencies of students. Integration of Strengthening Character Education is contained in the teaching module, which contains five main character values. Apart from that, learning Pancasila education at State Elementary School Muhammadiyah Kuala Kapuas emphasizes the habit of discipline in all things to train students to have strong character and emphasizes a variety of learning methods and emotional closeness with students to support comfort when learning takes place in class.
Analisis Pemanfaatan Media Pembelajaran Power Point Pada Mata Pelajaran Dasar Desain Grafis di SMK Karsa Mulya Palangka Raya Prasojo, Winasis Imam Budi; Putra, Chandra Anugrah; setiawan, Muhammad Andi
Jurnal Perspektif Penelitian Pendidikan Vol. 1 No. 1 (2023): Jurnal Perspektif Penelitian Pendidikan
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/jppp.v1i1.5244

Abstract

Penelitian Ini Bertujuan Untuk Mengetahui Pemanfaatan Media Pembelajaran Power Point Pada Mata Pelajaran Dasar Desain Grafis Kelas X A Dan B Di SMK Karsa Mulya. Dengan Fokus Penelitian Bagaimana Pemanfaatan Media Pembelajaran Power Point Pada Mata Pelajaran Dasar Desain Grafis Kelas X A Dan B Di SMK Karsa Mulya. Metode yang digunakan dalam penelitian ini adalah metode penelitian kualitatif. Teknik pengumpulan data yang digunakan dalam penelitian ini yaitu dengan melakukan observasi dan wawancara kepada peserta didik Kelas X A dan B serta Guru mata pelajaran Dasar Desain Grafis di SMK Karsa Mulya. Hasil penelitian ini menunjukan bahwa power point dapat dimanfaatkan atau menjadi salah satu pilihan media pembelajaran yang memberikan banyak manfaat kepada guru maupun peserta didik sehingga menghasilkan pembelajaran yang efektif dan efisien. Penggunaannya yang mudah serta fitur-fitur yang lengkap memudahkan guru dalam menampilkan materi serta menjelaskannya kepada peserta didik
Peran Kolaborasi Antara Guru Pendidikan Kewarganegaraan dan Kepolisian dalam Meningkatkan Kesadaran Hukum Tentang Narkoba di SMKN 4 Pangkalan Bun Betriatie, Betriatie; Putra, Chandra Anugrah
Jurnal Perspektif Penelitian Pendidikan Vol. 2 No. 2 (2024): Jurnal Perspektif Penelitian Pendidikan
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/jppp.v2i2.10139

Abstract

Penyalahgunaan narkoba merupakan masalah serius yang mengancam keamanan dan kesejahteraan masyarakat, terutama di kalangan generasi muda. Pendidikan memiliki peran penting dalam memberikan pemahaman tentang bahaya narkoba kepada siswa. Metode penelitian yang digunakan adalah kualitatif dengan pendekatan deskriptif. Penelitian ini bertujuan untuk mengeksplorasi peran kolaborasi antara guru Pendidikan Kewarganegaraan dan kepolisian dalam meningkatkan kesadaran hukum tentang narkoba di SMKN 4 Pangkalan Bun. Hasil penelitian ini menunjukan bahwa Evaluasi terhadap pemahaman siswa menunjukkan peningkatan yang signifikan setelah melalui kegiatan kolaborasi antara guru Pendidikan Kewarganegaraan dan kepolisian. Guru Pendidikan Kewarganegaraan di SMKN 4 Pangkalan Bun memiliki peran penting dalam membantu siswa memahami aspek hukum dan nilai-nilai terkait narkoba. Adapun Strategi yang diterapkan guru dalam mencegah penyalahgunaan narkotika meliputi: menyisipkan materi tentang bahaya narkotika dalam pembelajaran, memberikan nasihat, mengajarkan nilai-nilai moral dan etika, mengadakan diskusi serta refleksi, dan mendorong partisipasi siswa dalam kegiatan ekstrakurikuler. Sedangkan kepolisian menerapkan beberapa strategi dalam upaya mencegah penyalahgunaan narkotika di SMKN 4 Pangkalan Bun. Strategi tersebut meliputi: memberikan penyuluhan mengenai bahaya narkoba, jenis-jenis narkotika, serta hukum yang berlaku; mengadakan simulasi pengambilan keputusan terkait narkoba; serta mendorong siswa melaporkan aktivitas mencurigakan terkait narkoba melalui saluran komunikasi yang tersedia. Dengan demikian, kolaborasi ini diharapkan dapat menjadi model bagi sekolah lain dalam menanggulangi penyalahgunaan narkoba di kalangan remaja.
Pengembangan media pocket book JAHITAN berbasis kearifan lokal pada materi matematika kelas IX SMP Istiqomah, Maulida; Bulkani, Bulkani; Putra, Chandra Anugrah
Primatika : Jurnal Pendidikan Matematika Vol. 14 No. 2 (2025)
Publisher : Program Studi Pendidikan Matematika, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/primatika.v14i2.6101

Abstract

Low mathematics learning outcomes at the junior high school level indicate that the learning media used are not yet contextualized to students’ local experiences. This research aimed to develop the JAHITAN Pocket Book, grounded in local wisdom, as a mathematics learning resource that meets the criteria of validity, practicality, and effectiveness. This study applied an R&D method using the ADDIE framework, consisting of five sequential phases, i.e., analysis, design, development, implementation, and evaluation. The participants consisted of 17 ninth-grade students from SMP Negeri Satu Atap 2 Kuala Pembuang. The validation phase indicated that the product was highly feasible, receiving 100% from material experts, 80% from media experts, and 90% from language experts. The practicality assessment received an average of 96% from teachers and 87.18% from students, both of which were classified as very practical. Meanwhile, the effectiveness evaluation on cognitive outcomes reached 78%, supported by an N-Gain value of 0.78 in the high category. Non-cognitive aspects also showed effectiveness, with learning enthusiasm at 90%, activeness at 90.20%, and skills at 94.31%. These results indicated that the locally grounded Pocket Book JAHITAN is feasible to use as a mathematics learning medium that enhances students’ learning outcomes and character development.
Pengembangan Media Pembelajaran Flipchart Digital Batang Garing (Belajar Perhitungan Geometri Ruang) Pada Pembelajaran Matematika Siswa SDN Dirung Bakung 1 Martalena; Chandra Anugrah Putra; Muhammad Noor Fitriyanto
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 11 No. 1 (2026): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v11i1.12093

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran inovatif berupa flipchart digital BATANG GARING (Belajar Perhitungan Geometri Ruang) yang mengintegrasikan kearifan lokal adat Dayak sebagai contoh bentuk ruang dalam materi geometri pembelajaran matematika siswa SD, mengetahui kelayakan media tersebut berdasarkan penilaian ahli media, ahli materi dan pendidik, serta mengetahui respon peserta didik terhadap penggunaan media pembelajaran ini. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE (Analyze, Design, Development, Implementation, Evaluation) yang sistematis dan terstruktur. Hasil penelitian menunjukan bahwa dari penilaian validasi oleh ahli materi dalam aspek Kurikulum berpresentase 100%, aspek materi berpresentase 80%, aspek Keabsahan berpresentase 80%. Kemudian, validasi oleh ahli Media pada aspek Desain berpresentase 90%, aspek Materi berpresentase 66,6% dan pada aspek Ketepatan dan Kejelasan berpresentase 100%, ahli bahasa menunjukan rata rata presentase sebesar 100%, serta dari penilaian validasi oleh Pendidik, pada aspek Tujuan berpresentase 80%, aspek Strategi berpresentase 88% dan aspek Evaluasi Perkembangan Peserta Didik berpresentase 100%. Hasil uji kemenarikan media komik ini dapat dilihat dari angket respon peserta didik yang sudah dibagikan dengan percobaan kelas kecil dengan 7 peserta didik berpresentase rata-rata 82% dengan kriteria “ Sangat Kuat” dengan skor penilaian rata rata presentase 84,3% dan pada kelas besar berjumlah 15 siswa berpersentase 85,3%. Berdasarkan hasil tersebut dapat disimpulkan bahwa media komik yang peneliti kembangkan memenuhi aspek kemenarikan sehingga layak untuk diimplementasikan kepada peserta didik.
Pengembangan Game Digital Kontekstual “Petualangan Sistem Pencernaan” untuk Meningkatkan Kreativitas dan Hasil Belajar Siswa SMP Gusti Nida Nurkhaliza; Mohamad Nor Aufa; Chandra Anugrah Putra; Muqor Rama Hasanah; Muhammad Hasbie; Najwa Azahra; William Hans Permana
BIOEDUSAINS:Jurnal Pendidikan Biologi dan Sains Vol. 9 No. 2 (2026): BIOEDUSAINS:Jurnal Pendidikan Biologi dan Sains
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/yj9j1c11

Abstract

This study aimed to develop and examine the effectiveness of a contextual digital game entitled “Digestive System Adventure” in improving students’ creativity and learning outcomes at the junior high school level. The method used was Research and Development (R&D) with the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The game product was developed as a web-based application using HTML, CSS, and JavaScript, organized into several levels featuring interactive activities such as drag-and-drop, sequencing, matching, and contextual classification, and equipped with a scoring system and feedback. The results showed that the developed media was categorized as highly feasible based on expert validation of media and content. Furthermore, the contextual digital game proved to be more effective in improving students’ learning outcomes and creativity compared to conventional learning methods. In conclusion, the contextual digital game “Digestive System Adventure” is feasible and effective for enhancing students’ creativity and learning outcomes.  Keywords: Creativity, Digital Game Media, Learning Outcomes, Digestive System, Contextual
Hubungan Intensitas Belajar dan Disiplin Belajar terhadap Hasil Belajar Matematika Siswa di SDN 6 Menteng Palangka Raya Nopie, Nopie; Putra, Chandra Anugrah; Misyanto, Misyanto
Reflection Journal Vol. 6 No. 2 (2026): June
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/xqbw8968

Abstract

Penelitian ini bertujuan untuk mengetahui hubungan intensitas belajar  dan didiplin belajar secara parsial terhadap hasil belajar matematika siswa di SDN 6 Menteng Palangka Raya, mengetahui hubungan intensitas belajar dan disiplin belajar secara simultan terhadap hasil belajar matematika siswa di SDN 6 Menteng Palangka Raya. Pendekatan yang digunakan dalam penelitian ini adalah kuantitatif dengan metode korelasional. Populasi penelitian mencakup seluruh siswa SDN 6 Menteng Palangka Raya yang berjumlah 337 siswa, sedangkan sampel penelitian diambil menggunakan teknik purposive sampling sebanyak 55 siswa kelas V SDN 6 Menteng Palangka Raya sebagai responden. Pengumpulan data dilakukan melalui penyebaran kuesioner untuk mengukur variabel intensitas dan didiplin belajar, serta dokumentasi untuk datahasil belajar. Analisis data menggunakan korelasi ganda dan diolah secara statistik melalui bantuan program SPSS. Hasil penelitian menunjukkan bahwa nilai rata-rata dari intensitas belajar adalah 54,80 dengan kategori sedang, disiplin belajar 41,96 dengan kategori sedang dan nilai rata-rata hasil belajar matematika 68,18 dalam kategori baik. Hasil penelitian ini menunjukan bahwa intensitas belajar dan disiplin belajar berhubungan signifikan terhadap hasil belajar matematika siswa di SDN 6 Menteng Palangka Raya, dengan hasil analisis menunjukan nilai sig. Sebesar 0,000 atau lebih rendah dari 0,05. Uji t menunjukan bahwa variabel intensitas belajar memiliki nilai t hitung 2,674 di atas nilai t tabel 2,006 dan variabel disiplin belajar memiliki nilai t hitung 2,709 di atas nilai t tabel 2,006. Secara simultan, hasil uji F menunjukan nilai F hitung 67,317 di atas F tabel 3,175. Selanjutnya Uji Koefisien Determinasi menunjukan nilai R Square 0,721 atau sama dengan 72%. Kata Kunci: Intensitas belajar, disiplin belajar, hasil belajar
Penerapan Pembelajaran Model Tutorial Berbasis Komputer Untuk Meningkatkan Hasil Belajar Peserta Didik: Application of Computer-Based Tutorial Model Learning to Improve Student Learning Outcomes Elyn Ledia Salulur; Chandra Anugrah Putra; Muhammad Andi Setiawan
Martyvel: Jurnal Pendidikan dan Pembelajaran Vol. 1 No. 1 (2023): Martyvel : Jurnal Pendidikan dan Pembelajaran
Publisher : ​Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/martyvel.v1i1.6263

Abstract

The research aims to determine student learning outcomes by implementing computer-based tutorial model learning.The research method used in this research is classroom action research (PTK). The data sources in this research are school principals, ICT subject teachers and students. The data collection techniques used are Planning, Implementation, Observation, Reflection and Documentation. Analysis of research data uses stages consisting of collecting lesson plans, questions and results from pre-test and post-test, and drawing conclusions and verification.The results of the research show that the factors that influence the increase in student results are: (1) The learning activities of students when learning ICT using a computer-based tutorial model have achieved the predetermined indicators of success and show that students are quite active during learning. (2) There is an increase in student learning outcomes when learning tik using a computer-based tutorial model. The test results and data obtained in the Preliminary Test (Pre-Action) obtained an average score of 54.28% below the KKM ≤70 with a classical score of 21.42%. Meanwhile, in Cycle I, student learning outcomes obtained an average score of 60.35 with classical completeness of 71.42%. This has achieved the researchers' predetermined success indicators, namely student learning outcomes with a KKM of 70 and classical completeness of 85%.
Analisis Kesulitan Peserta Didik Pada Pembelajaran Multimedia Materi Desain Grafis Pada Kelas Xi SMKN 2 Kasongan : Analysis of Students' Difficulties in Multimedia Learning Graphic Design Material in Class Xi of SMKN 2 Kasongan Radityo Surya Ardi Pratama; Chandra Anugrah Putra; Agung Riadin
Martyvel: Jurnal Pendidikan dan Pembelajaran Vol. 1 No. 1 (2023): Martyvel : Jurnal Pendidikan dan Pembelajaran
Publisher : ​Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/martyvel.v1i1.6264

Abstract

This research aims to determine students' difficulties in learning Multimedia Graphic Design material for class XI at SMKN-2 Kasongan. This research is qualitative research. The data sources for this research are class XI students, class XI teachers and the principal at SMKN-2 Kasongan. The learning studied was Multimedia Graphic Design Material learning. Data collection techniques use observation, interviews and documentation. Three strands of data analysis were used, including data reduction, data presentation and conclusion drawing. Test the validity of the data with serious observation and triangulation of data collection. Based on the research results, it can be concluded that there are several factors that make it difficult for students to learn Multimedia Graphic Design Material for class learning. This results in students not understanding the material presented and finding it difficult to carry out the assignments given. The involvement of a teacher is also important, because if students find it difficult to complete assignments, a teacher can help in completing assignments that students do not understand.