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Projek Based Learning dan Media Loose Parts dalam Melejitkan Kemampuan Literasi Steam pada Anak Usia Dini Herna Hastuti; Rahmat Mulyono
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36418/syntax-literate.v8i8.12190

Abstract

The background to the problem in writing this Best Practice is because the students' ability in STEAM Literacy is very low, teachers are not varied in using approaches and learning models. The purpose of this Best Practice is to create effective, creative and imaginative learning, in introducing STEAM literacy to students and to be able to provide motivation to play naturally for children and inspire teachers to be more innovative and varied in presenting learning. Based on these problems, the teacher applies learning using a project-based learning approach to boost STEAM literacy skills and differentiate. As for the results of this Best Practice, students become more free in expressing their ideas and ideas and can solve the problems they face. Children can develop STEAM literacy skills and differentiation as well as learner-centered learning. By applying Loose Parts media, it is hoped that children will be more creative, imaginative, collaborative in accordance with the characteristics of children, that the child's world is play by playing will gain knowledge and skills and attitudes in everyday life. this it is hoped that it will form a future generation that is tough, competent, with Pancasila personality ready to face challenges in the era of globalization.
Peningkatkan Kemampuan Guru Menyusun Rpp Melalui In House Training Sarno; Rahmat Mulyono
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36418/syntax-literate.v8i8.13382

Abstract

The purpose of this research is, "How are the efforts of the Principal to improve the ability of teachers in preparing lesson plans through In House Training (IHT)". In House Training (IHT) is a training program that is held at the training participant's place or at school by optimizing the potentials that exist in the school, using the trainee's work equipment with relevant material and the problems being faced, so it is hoped that participants can more easily absorb and apply the material to solve and overcome the problems experienced and be able to directly improve the quality and performance. In House Training (IHT) is carried out to improve teacher performance in accordance with their field of work by utilizing the potential that exists in an organization or institution. The results of InHouse Training (IHT) in compiling lesson plans in cycle I were still low, the teacher's score percentage reached 53.63. It is still far from the target planned in the research of 80. Even though there are actually only two aspects that have not been filled in, the aspects that have been filled in are not complete. For this reason, the research was continued in cycle II with several improvements. After conducting In House Training (IHT) in cycle II, there was an increase in competence in preparing lesson plans, implementing learning, and implementing process assessments (preparation of lesson plans) in accordance with Permendiknas Number 41 of 2007. Of the three aspects that were the focus of InHouse Training (IHT), all teachers who were the subject of the study experienced an increase.
Peningkatan Hasil Belajar Pendidikan Agama Kristen (Pak) dan Budi Pekerti Melalui Model Discovery Learning Linawatiningsih Linawatiningsih; Rahmat Mulyono
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

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

Abstract

Penelitian ini dilatarbelakangi oleh masih rendahnya hasil belajar peserta didik pada pelajaran Pendidikan Agama Kristen dan Budi Pekerti terutama setelah adanya wabah covid 19 dan guru yang sering menggunakan model ceramah, yang dianggap monoton dan kurang bervariasi Penelitian ini bertujuan untuk meningkatkan hasil belajar Pendidikan Agama Kristen (PAK) dan Budi Pekerti pada peserta didik Kelas VIIIA SMPN 2 Panggang, dengan menggunakan metode Discovery Learning. Penelitian dilaksanakan dalam dua siklus. Masing-masing siklus terdiri dari tahap perencanaan, pelaksanaan, pengamatan, dan refleksi. Teknik pengumpulan data yang digunakan adalah observasi langsung dalam pembelajaran dengan alat pengumpulan data menggunakan lembar observasi dan Tes Hasil Belajar. Hasil penelitian menunjukkan bahwa hasil belajar peserta didik pada pembelajaran dengan menggunakan metode Discovery Learning dalam pembelajaran Pendidikan Agama Kristen dan Budi pekerti di siklus I maupun siklus 2 meningkat. Ini dibuktikan pada rata-rata nilai hasil belajar peserta didik dari pra siklus ke siklus 1 meningkat sebesar 10(59.1 menjadi 69.1), siklus 1 ke siklus 2 meningkat sebesar 12.6 (69.1 menjadi 81.7). Disimpulkan bahwa penggunaan Model Discovery Learning dapat meningkatkan hasil belajar peserta didik. Dengan demikian peneliti menyarankan bahwa dalam kegiatan belajar mengajar, guru dapat menjadikan model Discovery Learning sebagai salah satu alternatif dalam pelajaran PAK dan Budi Pekerti atau pun pada pelajaran yang lain sehingga proses pembelajaran semakin menarik dan membuat peserta didik semakin termotivasi untuk belajar dan meningkat hasil belajarnya.
Increasing Kindergarten Children's Creativity By Utilizing Trash and Used Goods as Learning Media Dian Yuli Kuswati; Rahmat Mulyono
Risalah, Jurnal Pendidikan dan Studi Islam Vol. 9 No. 3 (2023)
Publisher : Fakultas Agama Islam Universitas Wiralodra Indramayu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31943/jurnal_risalah.v9i3.559

Abstract

Motivated by the problem of the large amount of waste around Mutiara Bunda Kindergarten and especially the location of the Mutiara Bunda Kindergarten school adjacent to the landfill where there is plastic waste such as used cardboard bottles that are no longer used, there is a need for solutions in dealing with waste or inorganic plastic waste and so on. The purpose of this study is to increase the use value of waste or used goods to increase the creativity of students from Mutiara Bunda Baleharjo Wonosari Kindergarten, Gunung Kidul. The research method is carried out through the observation stage of the implementation location and in direct collaboration with the landfill, conceptual activities conditioning participants in this case are children of Mutiara Bunda Kindergarten in increasing children's creativity, coordination with related parties waste managers, collaborating with accompanying teachers, guardians / parents, school committees followed by preparation materials and tools, integrated with the school curriculum, evaluation of plans and follow-up. The real result of this activity is an increase in the use value of waste or used goods so that it can also reduce waste in the school environment of Mutiara Bunda Kindergarten, another purpose is to use used goods as a medium for increasing children's ideas, creations and innovations in increasing children's creativity in learning and playing activities. With the use of waste and used goods as a learning medium, it will help the effectiveness of the learning process and the delivery of messages and learning content. Learning media is useful in clarifying teaching materials, overcoming time and space, encouraging children to be more active, and can increase cooperation. And with the benefits of using a learning media will be optimally felt if the teacher is able to choose and use the learning media in accordance with its purpose and function.
Game Media as the Fastest Brain Stimulus to Increase Children's Learning Capability Erlina Sukmawati; Rahmat Mulyono
Risalah, Jurnal Pendidikan dan Studi Islam Vol. 9 No. 3 (2023)
Publisher : Fakultas Agama Islam Universitas Wiralodra Indramayu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31943/jurnal_risalah.v9i3.560

Abstract

With the development of technology, education is required to be more advanced and modern to be able to keep pace with rapid technological developments. To be able to advance teacher education, they must begin to be open with more modern learning media, one of the learning media that needs to be developed is interactive multimedia based. The problem now is that teachers are not yet open to interactive multimedia-based learning media. The purpose of this study was to understand how simulation and game-based learning media affect students' learning comprehension in "Acid-Base" Chemistry learning at SMA Gotong Royong Semin Gunungkidul. The research was conducted with class X students in semester 2 of SMA Gotong Royong Semin, namely class XA (simulation-based learning media) as the control class and class XB (game-based learning media) as an experimental class with 40 students per class. The research method used is quasi-experimental. The chosen design is nonequivalent control group design. The sampling technique in this study used purposive sampling. Test the validity of the items based on the judgment of experts (judgment expert) and reliability test using Cronbach's Alpha. Data analysis techniques for testing research results used the normality test, homogeneity test, t test and Mann-Whitney test with data processing using the SPSS 17.0 program. The results of the study show that game-based learning media is better as a medium in conveying learning material in chemistry subjects for students' learning comprehension than simulation-based learning media. This is shown by the posttest hypothesis test. The results of the posttest hypothesis test with Mann-Whitney, the significance value is 0.00 <0.05, so Ho is rejected and Ha is accepted, which means that simulation-based learning media is different from game-based learning media as a medium in conveying learning material in chemistry subjects to student learning comprehension. In the descriptive analysis of the posttest data, it can be concluded that game media is better as a medium in conveying learning material in chemistry subjects for students' learning comprehension than simulation learning media.
Implementasi Pola POAC dalam Manajemen Laboratorium di SMA Kesatuan Bangsa Ahmi Yofaniar Pratiwi; Rahmat Mulyono
Jurnal Manajemen & Pendidikan [JUMANDIK] Vol 1 No 3 (2023): Jurnal Manajemen & Pendidikan [JUMANDIK]
Publisher : LAP4B

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58174/jmp.Volume:1.No:3.2023.25.Hal:191-197

Abstract

This study aims to analyze the implementation of the POAC in laboratory management at Kesatuan Bangsa High School. This research is qualitative descriptive and is carried out using observation, documentation, and interview techniques. The results showed that laboratory management at Kesatuan Bangsa High School had implemented the POAC well. The planning function is carried out by the laboratory assistant through the activities of needs analysis, policy determination, budgeting, and activity planning. The organizing function includes the process of delegating tasks and explanation of job descriptions, as well as determining procedures of using the laboratory. The actuating function includes the process of involving teachers in lab equipment and materials management and conducting learning processes in the laboratory. Meanwhile, the controlling function is carried out with an evaluation at the end of each semester by the school principal.