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Pengaruh Motivasi Dan Supervisi Kepala Sekolah Terhadap Peningkatan Penggunaan Media Audio Visual Pada Guru TK Wageyati Asiseh; Rudy Sumiharsono; Eges Triwahyuni
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 2 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v4i2.513

Abstract

The aim of the research was to determine whether there is an influence of school principal supervision on teaching motivation and increasing the use of audiovisual media among kindergarten teachers in the PAUD 02 Kalibaru cluster. The research design uses causal quantitative. The method for determining areas is purposive area sampling. The population research population research technique was 32 Kindergarten teachers in the PAUD 02 Kalibaru cluster. Data collection techniques: 1). observation, 2). documentary, 3). questionnaire, 4) interview. The interview results are then processed into several instrument tests from validity and reliability tests, then classic assumption tests including normality tests, homogeneity tests, autocorrelation tests, and heteroscedasticity tests, and finally hypothesis tests which include t tests and F tests. Effect of t test results. Principal Supervision on Teaching Motivation Audio Visual Media Together (3.254>3.33).
Pemanfaatan Media Video Pembelajaran Berbasis Wondershare Filmora Dalam Meningkatkan Minat Belajar Siswa Tuna Grahita Ringan Yohana Fransiska Mai Muri; Rudy Sumiharsono; Eges Triwahyuni
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 2 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v4i2.514

Abstract

This research aims to describe the use of video-based learning media using Wondershare Filmora software at SLB Bhakti Luhur, Malang city. The approach in this research is qualitative research, full participation, interviews and direct observation. The object of research is class VIII students with mild intellectual disabilities at SLB Bhakti Luhur, Malang city. Jember. The data collection techniques used observation, interview and documentation techniques with data analysis using qualitative data analysis procedures. The results of the research show that video-based learning media using Wondershare Filmora software can increase students' interest in learning in class VIII SLB Bhakti Luhur Malang, by utilizing the power of visualization and involvement. students, Filmora can increase learning interest, learning effectiveness and motivate students to learn more actively.
Development of Interactive Compact Disk Learning Media with Caring For Living Things Theme Eges Triwahyuni; I Kadek Suartama
EDUTEC : Journal of Education And Technology Vol. 5 No. 1 (2021): September 2021
Publisher : STAI Miftahul Ula Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29062/edu.v5i1.277

Abstract

This research aims to design and make learning that is packed with Intractif CD to facilitate applying teachers to learning activities with the theme III caring for living creatures of animal and plant subtema in my home environment for grade IV elementary school odd semester. research place in Seskolah Dasar Negara 1 Kandang Kapongan Situbondo Regency with a total of 15 learners. With this research using the ADDIE development model (Analysis, Desagn, Develop, Implement,and Evaluate)bysourced on the results of research, it can be concluded that educational media packaged by Intractif CD with the theme of caring for living things meet the eligibility criteria with the field of media experts obtaining a value of 89.91% listed among the qualifications is very feasible and validation of the field of media experts obtained a value of 86.95% listed qualifications are very feasible, and the renponden in the feasibility and effectiveness of obtaining a value of 86.69% and vice versa effectiveness while effectiveness obtained a value of 85.90%.
The Influence of Wordwall Game Media on Students' Creativity and Conceptual Understanding in Elementary Schools Rahmatullah Mulyono Widodo; Eges Triwahyuni; Ahmad Zaki Emyus
Jurnal Penelitian Pendidikan IPA Vol 11 No 1 (2025): January
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i1.10239

Abstract

Creativity and conceptual understanding are the main components in supporting more meaningful learning, because students are not only required to memorize information, but also to use it creatively in real life situations. This study aims to describe the effect of Wordwall Game Media on creativity and conceptual understanding of elementary school students. This type of research is a quasi-experimental study. The data collection technique is a creativity test and conceptual understanding. The results of the study show that the use of Wordwall Game Media has a significant influence on increasing creativity and conceptual understanding of elementary school students, value of creativity is 0.115 and the sig. value of conceptual understanding is 0.773. The use of this media has been proven to improve students' creative thinking skills, including fluency, flexibility, and elaboration of ideas, as well as deepening their conceptual understanding through more interesting and applicable interactions. Several recommendations can be suggested so that teachers and education practitioners consider the use of Wordwall Game Media as a learning aid to improve students' creativity and conceptual understanding. Further research can be conducted to explore the effectiveness of this media in various subjects and levels of education.
Enhancing Critical Thinking and Learning Outcomes: The Impact of Differentiated Learning Strategies in Elementary School Luluk Fidiasih; Eges Triwahyuni; Ahmad Zaki Emyus
Jurnal Penelitian Pendidikan IPA Vol 11 No 4 (2025): April
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i4.10611

Abstract

This study aims to create a simple Differentiated Learning Strategy (DSLS) to improve critical thinking skills and student learning achievement in elementary schools in Jombang Regency. This study aims to help teachers create an inclusive, interactive, and motivating environment for students by addressing the challenges of implementing DSLS and the Merdeka Curriculum policy. The method used is a quasi-experimental design with a non-equivalent approach. The assessment tools used consist of observation sheets based on Bloom's Taxonomy and learning outcome tests specifically designed to evaluate high-order thinking skills (HOTS) through C4 questions. Data analysis was carried out using repeated measure ANOVA to assess the effectiveness of the intervention. The results showed that the implementation of SDLS significantly improved critical thinking skills and student learning outcomes. This study significantly improves the quality of elementary education and serves as a guide for teachers to implement differentiated learning in other schools.
Development of Interactive E-Book Based on Project Based Learning-STEM to Improve Creative Thinking and Collaboration Skill in Vocational Schools Sayyid Muhamad Alwi; Eges Triwahyuni; Hariyanto
Jurnal Penelitian Pendidikan IPA Vol 11 No 8 (2025): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i8.11800

Abstract

The participation of SMK students is driven by employment goals and in response to market constraints and personal challenges, hence the need for flexibility in vocational training. The purpose of preparing the research is the development of interactive e-books, product feasibility, and the effectiveness of using Interactive E-books in class X DPIB at SMKN 2 Jember. This research is a Research and Development (R&D), in the form of an ADDIE model approach, which consists of five levels, namely analysis, design, development, implementation, and evaluation. The results of the validation assessment show the percentage of the feasibility of the media component of 94.67% and the material component of 95.56%, can be categorized as “Very Valid”. The results of product feasibility tested on students, have a feasibility percentage of 99.01%, indicating that the Interactive E-book is “Very Feasible”. The results of the analysis test on the pretest and post-test scores showed an average increase of 36.16 with an N-Gain of 86.71 in the high category. These results show that X DPIB SMK students are better when applying media in the form of Project Based Learning-STEM interactive e-books and can improve creative thinking and collaboration skills.
The Effect of Wordwall-Based Word Card Media on Increasing Creativity and Cognitive Development in Kindergarten Herwanto; Eges Triwahyuni; Kustiyowati
Jurnal Penelitian Pendidikan IPA Vol 11 No 8 (2025): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i8.11868

Abstract

The transition period to formal schooling begins at the kindergarten level. The word card media in this study uses Wordwall-based. The objectives of this research are: To determine the effect of Wordwall-based Word Card Media on the creativity of students at TK Kemala Bhayangkari 21, and to determine the effect of Wordwall-based Word Card Media on the cognitive development of children at TK Kemala Bhayangkari 21. In this study, a quantitative approach is applied. The method used is a quasi-experiment. The research results show data that the Asymp sig (2-tailed) value is 0.000 < 0.05. These results can be concluded that there is a difference in creativity before and after the implementation of Wordwall-based Word Card Media. Secondly, based on the output results in the regression test and its interpretation, a significance value of 0.000 < 0.05 will be obtained, which means that there is an influence of Wordwall-based Word Card Media on children's cognitive development. the questionnaire on the use of Wordwall-based card Media and the student creativity questionnaire. The basis for drawing conclusions is if the sig. linearity deviation value > 0.05.
Development of Interactive E-Modules Based on Google Sites to Improve Critical Thinking Skills and Agility at SMKN 2 Jember Fierman Pradityo Utama Putra; Eges Triwahyuni; Hariyanto
Jurnal Penelitian Pendidikan IPA Vol 11 No 7 (2025): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i7.11881

Abstract

The purpose of the research is to develop interactive e-modules, product feasibility, and the effectiveness of using Interactive E-modules in class X TAB at SMKN 2 Jember. This research is a Research and Development (R&D), using the ADDIE model approach, which consists of five levels, namely analysis, design, development, implementation, and evaluation. The results of the study indicate that the Interactive E-module media is feasible to use at SMKN 2 Jember. The results of the validation assessment showed a percentage of media component feasibility of 94.67% and material component validation of 95.56%, so it can be categorized as "Very Valid". The results of the product feasibility tested on students had a feasibility percentage of 99.01%, indicating that the Interactive E-module was "Very Feasible" The validation results from media experts show a score of 92.00%, which means "very valid.". The results of the analysis test on the pretest and posttest values showed an average increase of 36.16 with an N-Gain of 70.357 in the moderate category. The results show that class X TAB students at SMKN 2 Jember are more effective when implementing media in the form of interactive e-modules based on Google Sites and can improve creative thinking skills and agility.
The Effect of the Jumbo Snakes and Ladders Game Media on the Motor Development and Numeracy Ability of Kindergarten Children Ami Ari Mami; Eges Triwahyuni; Kustiyowati
Jurnal Penelitian Pendidikan IPA Vol 11 No 10 (2025): October
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i10.12661

Abstract

The golden age of lifelong learning begins when children are between the ages of 0 and 6. The objectives of this research are to determine the effect of the giant snakes and ladders game media on children's motor development and counting skills at Nusa Indah Kindergarten, and to determine the effect of the giant snakes and ladders game media on children's counting skills at Nusa Indah Kindergarten. This study uses a quantitative approach with a quasi-experimental research design. The results of this study indicate that the learning outcomes of early childhood students in group B at Nusa Indah Kindergarten, through the jumbo snakes and ladders game model, can improve children's motor development. Second, the jumbo snakes and ladders game model can also improve the counting abilities of early childhood students.
The Effect of the Field Trip Learning Method on Student Activeness and Learning Outcomes at Junior high school Titik Supaida; Kustiyowati Kustiyowati; Eges Triwahyuni
Jurnal Penelitian Pendidikan IPA Vol 11 No 10 (2025): October
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i10.12662

Abstract

This study aimed to examine the effect of the Field Trip learning model on student activeness and learning outcomes in English subjects. The research employed a quasi-experimental design with two groups, namely the experimental class that received Field Trip-based instruction and the control class that used conventional teaching methods. Data were collected through observation sheets to measure student activeness and pretest–posttest instruments to assess cognitive learning outcomes. The findings revealed that students in the experimental class demonstrated higher levels of participation, especially in asking questions, discussing, and drawing conclusions, compared to the control class. Furthermore, the posttest scores of the experimental group were significantly higher, indicating that the Field Trip model effectively enhanced students’ cognitive achievement. These results suggest that learning through direct experience can foster meaningful engagement and strengthen conceptual understanding. Practically, the Field Trip model can serve as an alternative strategy to improve classroom interaction and academic performance. Theoretically, this study supports the constructivist view that knowledge is better constructed through contextual and experiential learning. It is concluded that the Field Trip learning model not only improves academic outcomes but also contributes to the development of twenty-first century skills