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Analisis Studi Kebijakan Terhadap Standar Pembiayaan (Telaah Permendikbud Nomor 26 Tahun 2017 Tentang Petunjuk Teknis BOS) Lestari, Dirga Ayu; Mutaqin, Mumu Zainal; Muhdiyati, Iyon
Kordinat: Jurnal Komunikasi antar Perguruan Tinggi Agama Islam Vol. 23 No. 2 (2024): Jurnal Komunikasi antar Perguruan Tinggi Agama Islam
Publisher : Kopertais Wilayah I DKI Jakarta dan Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/kordinat.v24i2.45389

Abstract

Regulation of the Minister of Education and Culture (Permendikbud) Number 26 of 2017 concerning Instructions and Techniques for School Operational Assistance is a form of the state's commitment to fulfilling the demands of the opening of the 1945 Constitution. Through this Minister of Education and Culture Regulation, it is hoped that national education will be able to guarantee equal distribution of educational opportunities, improve the quality and relevance and efficiency of education management especially on financing standards to face challenges in the era of globalization. Several important points in this Permendikbud are the ease of learning with the existence of free compulsory education (fair) for 12 years, namely SD/MI, SMP/MTs and SMA/MA. Thus, the commitment made by the government must of course be supported by other stakeholders so that this program can be realized and is on target. So that there will be no issues related to the free 12th compulsory education program which is none other than the existence of BOS/BOM funds.
CIRC DALAM MENINGKATKAN KEMAMPUAN PELAFALAN ALPHABET BAHASA INGGRIS PESERTA DIDIK SEKOLAH DASAR Nuresa, Sinta Ayu; Febriani Sya, Mega; Muhdiyati, Iyon
Pena Anda: Jurnal Pendidikan Sekolah Dasar Vol. 1 No. 2 (2023): Oktober 2023
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33830/penaanda.v1i2.6404

Abstract

Model pembelajaran Cooperative Integrated Reading and Composition (CIRC) merupakan model pembelajaran yang menunjang peserta didik dalam meningkatkan kemampuan pelafalan alphabet bahasa Inggris secara komprehenshif. Tujuan penelitian ini adalah untuk mengetahui dan menggali lebih lanjut pengaruh model pembelajaran CIRC terhadap pelafalan alphabet bahasa Inggris peserta didik kelas 1 Sekolah Dasar. Jenis penelitian yang digunakan adalah kuantitatif eksperimen murni dengan menggunakan bentuk desain posttest only control design. Sampel pada penelitian ini adalah 50 peserta didik kelas 1 Sekolah Dasar di Kabupaten Bogor. Teknik sampling yang digunakan dalam penelitian ini yaitu menggunakan probability sampling dengan teknik sampel acak sistematis (systematic random sampling). Instrumen yang digunakan yaitu observasi dan tes. Cara analisis data dalam penelitian ini menggunakan analisis deskriptif dan analisis inferensial melalui uji prasyarat (uji normalitas, uji homogenitas dan uji hipotesis statistik). Data yang diambil merupakan hasil tes lisan dengan jumlah soal 10 pertanyaan isian singkat. Hasil penelitian menunjukan bahwa terdapat pengaruh signifikan dalam penggunaan model CIRC terhadap pelafalan alphabet. Implikasinya CIRC dapat meningkatkan kemampuan pelafalan alphabet pada peserta didik dalam proses pembelajaran bahasa Inggris di kelas rendah Sekolah Dasar.
PENGARUH PENGGUNAAN MEDIA AUDIO VISUAL TERHADAP MOTIVASI BELAJAR SISWA KELAS IV PADA MATA PELAJARAN PENDIDIKAN PANCASILA DAN KEWARGANEGARAAN DI MI TARBIYATUL ISLAMIYAH KECAMATAN MEGAMENDUNG BOGOR Iyon Muhdiyati
Kaffah: Jurnal Pendidikan dan Sosio Keagamaan Vol 2 No 1 (2023): Kaffah: Jurnal Pendidikan dan Sosio Keagamaan
Publisher : Fakultas Agama Islam, Universitas Mathla'ul Anwar

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

Abstract

The process of learning in the classroom offline provides a lot of various variations that are used to convey teaching material or materials. So that in the learning process also uses a lot of various methods or media. Learning media is a means or tool used by teachers to deliver teaching material or materials to students. Audio-visual is one of the media that presents a picture that can be seen and heard which contains materials that will later become teaching materials when the learning process takes place besides that audio-visual media for learning can be made more varied and interesting. This type of research using quantitative experiments can be used to find the effect of certain treatment variables on other variables. Data collection is one of the important stages in research. Data collection is carried out to obtain the information needed in order to achieve research objectives. The data collection techniques are observation, interviews, tests and documentation Based on the results of the research and discussion above, the researchers concluded that there was an influence of instructional video media on students' Civics learning motivation in class IV MIS Tarbiyatul Islamiyah. This is evidenced by the results of the posttest average value of the control class of 67.41 and the average value of the experimental class posttest of 70.72. The difference in motivation to learn PPKn is also proven based on the results of independent sample t-test calculations obtained a significance value of less than 0.05, namely 0.001 <0.05, which means that H0 is rejected and H1 is accepted, that is, there is an average posttest in the experimental class more than the control.
DEVELOPMENT OF CONCEPT-BASED LEARNING METHODS THROUGH DIGITAL GAMES Utami, Irma Inesia Sri; Muhdiyati, Iyon; Akhmad, Syarif; Silpiani, Hopipah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04 Desember 2024 Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.20967

Abstract

This research is based on the problem of students' low understanding of concepts in social studies subjects. The challenges of the digital era underlie updates in the technical teaching of concepts that utilize technology. The need for product development innovation to bridge the problem of low understanding of concepts and the demands of the digital era encourages development research to produce products through concept-based learning methods through digital games. This research aims to create a product in the form of a concept-based learning method designed through digital games in social studies subjects suitable for use. The research method used is research and development with the ADDIE (Analysis, Design, Development, Implementation & Evaluation) model. Data collection techniques use observation, interviews, and questionnaires. This research involves expert judgment for learning method experts and learning design. The data analysis technique uses quantitative descriptive. The research results show that the concept-based learning method through digital games is declared feasibility. Based on validation, learning method experts obtained a percentage of 82.5%, while learning design experts obtained 80%. The results of the limited trial obtained a percentage of 92% stating that the product was worthy of being tested at the next level and the results obtained were 93% of respondents stating that the product was considered feasible. Based on this, it can be concluded that the concept-based learning method through digital games in this research is declared to meet the feasibility. The research results show the novelty of product development in a syntax designed to be oriented towards concept development in digital game design with schemes of team sharing. The researcher recommends that future researchers develop more diverse concept learning in digital games.