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APAKAH MODEL EARTHCOMM DAN GAYA BELAJAR DAPAT MEMPENGARUHI KEMAMPUAN BERPIKIR SPASIAL SISWA SMA? Aliman, Muhammad; Halek, Dahri Hi; Lukman, Syahril; Marni, Silvia; Alnursa, Darling Surya
JAMBURA GEO EDUCATION JOURNAL Vol 3, No 2 (2022): Jambura Geo Education Journal (JGEJ)
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34312/jgej.v3i2.16348

Abstract

Developing spatial thinking in students remains a challenge for many geography teachers in Indonesia. This study examined the process of developing spatial thinking skills in learning styles. Therefore, a relevant learning model is required for developing spatial thinking skills. This research aimed to determine: 1) the effect of earthcomm learning on spatial thinking skills, 2) the effect of learning styles on spatial thinking skills, and 3) the relationship of earthcomm learning and learning styles on spatial thinking skills. The study used a quasi-experimental design with a non-equivalent control pretest-posttest. The data were obtained using a questionnaire to test learning style and spatial thinking ability that had been validated and assessed for normality and reliability. The research population were first-grade students (grade X) in SMAN 15 Padang, West Sumatra. The research sample consists of students from Social Class 2 (X IPS 2) as the control group and students from Social Class 3 (X IPS 3) as the experimental group. The research data were analyzed using the ANOVA technique from the SPSS 25 for Windows. The findings indicated that: 1) earthcomm learning has an effect on spatial thinking skills, 2) learning style has no significant effect on spatial thinking skills, and 3) there is no interaction between earthcomm learning and learning style on spatial thinking skills. This study provided a comprehensive discussion of the research findings.
Implementasi Model Project Based Learning Menggunakan Mind Map terhadap Keterampilan 4C Geografi Siswa Kelas X Fase E SMAN 15 Padang Amri, Yola Nuraini; Anwar, Syafri; Aliman, Muhammad
MASALIQ Vol 4 No 6 (2024): NOVEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/masaliq.v4i6.3984

Abstract

Geography, as a discipline that studies the interaction between humans and the environment, as well as physical phenomena on Earth, plays an important role in developing 4C skills (Communication, Collaboration, Critical Thinking, and Creativity). However, many students still face challenges in applying 4C skills in geography learning. These challenges include a lack of student participation, as seen from their minimal involvement in class discussions, which hinders the development of communication and collaboration skills. This issue is often caused by low self-confidence or insufficient understanding of the material. Additionally, students frequently struggle with critical thinking, particularly in identifying and analyzing complex geographical problems. The method used in this research is descriptive qualitative, with the subjects selected using purposive sampling, resulting in a sample of Class X Phase E 8. Data collection was carried out using assessment rubrics in terms of attitudes, knowledge, and skills to evaluate student activities in creating Mind Maps. The results of this study show that the assessment of Mind Mapping, using the Project-Based Learning model, yielded an overall average score of 81.72, categorized as good, and positively impacted the development of students' 4C skills. Students demonstrated creativity (C6) by creating Mind Maps, which reflect their ability to think critically and creatively, core aspects of Higher Order Thinking Skills (HOTs). Furthermore, they showed improved communication and collaboration abilities in learning, thus achieving the 4C skills.
Development of Mobile Learning App Based on Islamic and Science Integration to Improve Student Learning Outcomes Saiful Amin; Sumarmi Sumarmi; Ramadhani Lausi Mkumbachi; Hendri Prastiyono; Muhammad Aliman
Jurnal Iqra' : Kajian Ilmu Pendidikan Vol. 7 No. 1 (2022): Jurnal Iqra' : Kajian Ilmu Pendidikan
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/ji.v7i1.2317

Abstract

The integration of Islamic and science in Mobile Learning App (MLA) is an innovative and flexible digital learning media to help students learn during pandemic. This study aimed 1) to develop of MLA integrated with Islamic and science, 2) to determine the effect of MLA integrated with Islamic and science on students learning outcomes. This study used the Gall, Gall, & Borg Research and Development (R&D) model. The product fitness has been tested by the expert validators in learning media, materials, linguistics, and integration of Islamic and science, and the product effectiveness has been tested on students. The result showed that: 1) the integration of Islamic and science in MLA was fit to be used in learning with effective category and 2) the integration of Islamic and science in MLA was effective to improve student's learning outcomes in hydrosphere topic. Suggestions for media users include the following: 1) use media in an area with a strong network or internet connection; 2) conduct an outdoor study using mobile learning media; and 3) provide knowledge about using media before the lesson begins.This research provides positive energy for students as a provision to become agents of change in the 21st century, especially in mobile learning app based on Islamic and science.Research development using technology in science and Islamic curriculum also support to improve learning outcomes. Keywords: Development Mobile Learning, Islamic & Science Integration, Learning Outcomes
Eksplorasi Potensi Kreatif Siswa SMA melalui Model Project based Learning dalam Kelas Geografi Aliman, Muhammad; Supriyono, Supriyono; Halek, Dahri Hi; Marni, Silvia; Mike, Mike
Geo Media: Majalah Ilmiah dan Informasi Kegeografian Vol. 23 No. 1 (2025): Geo Media: Majalah Ilmiah dan Informasi Kegeografian
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/gm.v23i1.76143

Abstract

Meningkatkan kreativitas siswa masih menjadi salah satu tujuan dari kurikulum merdeka. Pentingnya kreativitas ini mengharuskan setiap siswa harus memilikinya sebagai persiapan untuk menghadapi persaingan abad 21. Oleh karena itu, pembelajaran disekolah menjadi sarana untuk mengembangkan kemampuan kreativitas ini. Tujuan penelitian ini untuk mengetahui Pengaruh model PjBL terhadap tingkat kreativitas siswa SMA pada kelas geografi. Penelitian eksperimen semu ini menggunakan disain post-test only kontrol grup yang diterapkan pada siswa SMAN 15 Padang di kelas X Fase E.2 sebagai kelas eksperimen  dan kelas X Fase E.4 sebagai kelas kontrol. Data kreativitas siswa diperoleh berdasarkan hasil penilaian produk. Indikator kreativitas yang dinilai yaitu kerapian produk, keunikan produk dan Elaborasi. Perolehan data sebelumnya diuji untuk mengetahui normalitas dan homogenitas data. Uji beda Mann-Whitney digunakan untuk analisis lanjut dalam menjawab hipotesis yang diajukan. Hasil penelitian menunjukkan model PjBL dapat meningkatkan kreativitas siswa siswa SMAN 15 Padang pada kelas geografi. Namun, terdapat hal menarik pada tiga indikator kreativitas siswa ini. Penjelasan lebih rinci terkait hal tersebut dapat ditemukan pada laporan penelitan ini.
Development of Mobile Learning App Based on Islamic and Science Integration to Improve Student Learning Outcomes Saiful Amin; Sumarmi Sumarmi; Ramadhani Lausi Mkumbachi; Hendri Prastiyono; Muhammad Aliman
Jurnal Iqra' : Kajian Ilmu Pendidikan Vol. 7 No. 1 (2022): Jurnal Iqra' : Kajian Ilmu Pendidikan
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/ji.v7i1.2317

Abstract

The integration of Islamic and science in Mobile Learning App (MLA) is an innovative and flexible digital learning media to help students learn during pandemic. This study aimed 1) to develop of MLA integrated with Islamic and science, 2) to determine the effect of MLA integrated with Islamic and science on students learning outcomes. This study used the Gall, Gall, & Borg Research and Development (R&D) model. The product fitness has been tested by the expert validators in learning media, materials, linguistics, and integration of Islamic and science, and the product effectiveness has been tested on students. The result showed that: 1) the integration of Islamic and science in MLA was fit to be used in learning with effective category and 2) the integration of Islamic and science in MLA was effective to improve student's learning outcomes in hydrosphere topic. Suggestions for media users include the following: 1) use media in an area with a strong network or internet connection; 2) conduct an outdoor study using mobile learning media; and 3) provide knowledge about using media before the lesson begins.This research provides positive energy for students as a provision to become agents of change in the 21st century, especially in mobile learning app based on Islamic and science.Research development using technology in science and Islamic curriculum also support to improve learning outcomes. Keywords: Development Mobile Learning, Islamic & Science Integration, Learning Outcomes
Efektivitas Augmented Reality Geography Games (ARGG) dalam Meningkatkan Kemampuan Berpikir Spasial pada Siswa Sekolah Menengah Atas S Tabbu, Muhammad Ansarullah; Aliman, Muhammad; Mannan, Abdul; Azhim, Muhamad Ihsan
LaGeografia Vol 22, No 1 (2023): Oktober
Publisher : UNIVERSITAS NEGERI MAKASSAR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/lageografia.v22i1.53175

Abstract

Developing the necessary spatial thinking skills for students at the secondary school level remains a challenge. Augmented Reality Geography Games (ARGG) media technology is expected to be an engaging learning method for students, allowing them to interact directly with geographic concepts and gain a deeper understanding of location and space. The study aims to examine the effectiveness of using Augmented Reality Geography Games in improving students' spatial thinking skills. The research design used is a quasi-experimental design. The subjects in this study were students of SMA Negeri 13 Gowa class XI IPS. Data collection was done by using spatial thinking ability tests before and after intervention. The data collected were analyzed through the n-gain test and using statistical methods, namely the independent samples t-test. The results showed that the experimental group using Augmented Reality Geography Games had a higher gain value (0.71) compared to the control group (0.62). These results indicate that the use of Augmented Reality Geography Games has a positive impact on improving students' spatial thinking skills. Furthermore, the results of the independent t-test analysis showed that there was a significant difference between the experimental group and the control group in their post-test results. The result of this t-test means that the Augmented Reality Geography Games has a positive impact on students' spatial thinking ability. AbstrakMengembangkan keterampilan berpikir spasial yang diperlukan bagi siswa di tingkat sekolah menengah masih menjadi tantangan. Teknologi media Augmented Reality Geography Games (ARGG) diharapkan menjadi metode pembelajaran yang menarik bagi siswa, memungkinkan mereka untuk berinteraksi secara langsung dengan konsep geografis dan memperoleh pemahaman yang lebih mendalam tentang lokasi dan ruang. Penelitian bertujuan untuk menguji efektifitas penggunaan Augmented Reality Geography Games dalam meningkatkan kemampuan berpikir spasial siswa. Desain penelitian yang digunakan adalah desain quasi eksperimental. Subjek dalam penelitian ini adalah Siswa SMA Negeri 13 Gowa kelas XI IPS. Pengambilan data dilakukan dengan menggunakan tes kemampuan berpikir spasial sebelum dan setelah intervensi. Data yang dikumpulkan dianalisis melalui uji n-gain dan menggunakan metode statistik yakni uji t independent (independent samples t-test). Hasil penelitian menunjukkan bahwa kelompok eksperimen yang menggunakan Augmented Reality Geography Games memiliki nilai gain yang lebih tinggi (0.71) dibandingkan dengan kelompok kontrol (0.62). Hasil ini menunjukkan bahwa penggunaan Augmented Reality Geography Games memiliki dampak positif dalam meningkatkan kemampuan berpikir spasial siswa. Selanjutnya, hasil analisis uji t independent menunjukkan terdapat perbedaan signifikan antara kelompok eksperimen dan kelompok kontrol pada hasil post-test mereka. Hasil uji t ini berarti bahwa media pembelajaran Augmented Reality Geography Games memiliki pengaruh yang signifikan terhadap kemampuan berpikir spasial siswa.