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Analysis of Student Understanding about Teacher Competency (Personal Competence) Mutiara Felicita Amsal; Munir Munir; Rusman Rusman; Dony Darma Sagita
AT-TA'LIM Vol 29, No 2 (2022)
Publisher : Institut Agama Islam Negeri Imam Bonjol Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15548/jt.v29i2.742

Abstract

This study aims to determine the extent of student understanding of the personality and social competence of teachers. Personality competence is part of teacher competence that must be known by prospective teacher students. This study uses quantitative research methods with a sample of 173 PGSD students in the fourth semester. Based on the results of the study, it was found that 20% of the students did not understand the competence of teachers, especially the personality competencies that prospective teachers must possess to become teachers in the future. Personal competence is a competency that must be possessed by every teacher. Personality competencies do not just appear, but must be instilled since the teacher is still a teacher candidate at a teacher training college.
Mindset Juara: Strategi Psikologis untuk Meningkatkan Performa Siswa dalam Olahraga di Kepulauan Mentawai Eddy Marheni; Wanda Afnison; Mutiara Felicita Amsal; Nina Jermaina; Eko Purnomo
Suluah Bendang: Jurnal Ilmiah Pengabdian Kepada Masyarakat Vol 25, No 2 (2025): Suluah Bendang: Jurnal Ilmiah Pengabdian kepada Masyarakat
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/sb.06440

Abstract

Kegiatan pengabdian dengan judul "Mindset Juara: Strategi Psikologis untuk Meningkatkan Performa Siswa dalam Olahraga di Kepulauan Mentawai" bertujuan untuk memperkenalkan teknik psikologis yang dapat meningkatkan performa siswa di SMA N 2 Sipora. Fokus utama dari pengabdian ini adalah pengembangan mentalitas positif, dengan pendekatan teori dan praktik langsung. Siswa diajarkan untuk mengembangkan mindset juara, yang berfokus pada proses, bukan hanya hasil akhir. Teknik manajemen emosi, seperti latihan pernapasan dalam dan visualisasi, diterapkan untuk membantu siswa tetap tenang di bawah tekanan. Selain itu, peningkatan fokus dilakukan melalui latihan konsentrasi dalam skenario kompetisi. Penguatan kerjasama tim juga menjadi bagian penting dari pelatihan ini, di mana siswa dilibatkan dalam simulasi pertandingan untuk menerapkan strategi psikologis yang telah diajarkan. Hasil yang diperoleh menunjukkan adanya peningkatan mentalitas positif, kepercayaan diri, dan kemampuan mengelola emosi. Selain itu, kemampuan kerjasama dan kepemimpinan siswa juga meningkat. Pengabdian ini menunjukkan pentingnya penerapan strategi psikologis dalam pengembangan karakter siswa, yang tidak hanya bermanfaat dalam olahraga, tetapi juga dalam kehidupan sosial dan situasi kompetitif lainnya di masa depan.
Development of Deep Learning-Oriented Google Sites Interactive Learning Media to Support SDG 4: Quality Education in High School English Learning Rosnilawati; Alwen Bentri; Zelhendri Zen; Mutiara Felicita Amsal; Rayendra
Jurnal Penelitian Pendidikan IPA Vol 12 No 6 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i6.15080

Abstract

English learning at the high school level still faces various challenges, such as time constraints, low interaction, and the dominance of one-way learning that does not support 21st century skill development. This research aims to develop Google Sites-based interactive learning media that is oriented towards deep learning to improve understanding of concepts and student engagement. This research uses the Research and Development (R&D) method with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. The subjects of the study were 36 students of class X Phase E at SMAN 7 Padang. The research instruments include expert validation sheets, practicality questionnaires, and learning outcome tests. The data were analyzed descriptively, quantitatively, and qualitatively and used the N-gain test to measure effectiveness. The results showed that the media developed had a validity level of 95% (very feasible category), a practicality level of 95% (teachers) and 90% (students) (very practical category), and high effectiveness with an increase in average score from 58.7 (pretest) to 89.72 (posttest) and an N-gain value of 0.80 (high category). These findings show that Google Sites-based interactive learning media oriented to deep learning has proven to be valid, practical, and effective in improving students' understanding of concepts in English learning.
ANALISIS KAWASAN DESAIN DALAM PENINGKATAN KOMPETENSI MENDESAIN BAGI ANGGOTA UNIT DESAIN GRAFIS TEKNOLOGI PENDIDIKAN Rahmani; Novrianti; Amsal, Mutiara Felicita; Alkadri Masnur
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.56571

Abstract

This study aims to analyze the role of the design domain in enhancing the design competencies of members of the Graphic Design Unit in the Educational Technology Study Program at Universitas Negeri Padang. This research employed a descriptive quantitative approach, with data collected through questionnaires distributed to all members of the Graphic Design Unit. The research variables consisted of the design domain, focusing on message design and learner characteristics, and design competency, which included work attitude, knowledge, skills, and creativity. The findings indicate that all indicators were categorized as high to very high. The message design indicator was classified as very high, with a mean score of 4.10 and a percentage of 82%. The learner characteristics indicator showed that students were able to integrate theory and practice and adapt designs to users’ needs, with a mean score of 3.92 and a percentage of 78.40%, which falls within the high category. Furthermore, students’ design competencies demonstrated substantial improvement, as reflected in their professional work attitude, which achieved a mean score of 4.23 and a percentage of 84.60%, categorized as very high. Technical skills mastery obtained a mean score of 3.99 and a percentage of 79.80%, categorized as high. In addition, creativity achieved a mean score of 4.21 and a percentage of 84.20%, which was categorized as very high. In conclusion, the design domain makes a significant contribution to improving students’ design competencies. The Graphic Design Unit, as an organizational platform, also plays a strategic role in supporting the comprehensive development of students’ skills in both academic and non-academic aspects.