Rosalia Susila Purwanti
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THE INQUIRY OF INDEGENOUS CULTURE SEBAGAI MODEL PEMBELAJARAN MATA KULIAH PENDIDIKAN KEBUDAYAAN DAERAH UNTUK MENINGKATKAN KREATIFITAS MAHASISWA Dhiniyati Gularso; Rosalia Susila Purwanti
Profesi Pendidikan Dasar Vol. 1, No. 2, Desember 2014
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ppd.v1i2.1548

Abstract

nquiry model provides the opportunity for students to learn to develop their intellectualpotential in the fabric of the activities that he composed himself to find something.Students are encouraged to act actively seek answers to the problems it faces and drawtheir own conclusions through a process of critical scientific thinking, logical, and systematic.Students may not remain and be passive, receiving and memorizing lessonsgiven by the professor. The purpose of this study is students can explore the local cultureor indigenous wisdom-based inquiry learning culture through the Regional CulturalEducation courses to be included in the syllabus and lesson plans for each subject toelementary schools. Syllabus and lesson plans based on the indigenous culture is expectedto foster respect and appreciate the diversity of Indonesian culture. The methodused in this research is the development of research that approached by Research andDevelopment which refers to Thiaragajan (1994) with 4D models that define, design,develop and disseminate. The data required in this research is quantitative data andqualitative data. Acquisition of data using tests, observations, questionnaires. The instrumentsused are: (1) observation sheet subject of Pendidikan Kebudayaan Daerahfeasibility study using a model-based inquiry indigenous culture; (2) the observationsheet lecturer in organizing learning ability; (3 pieces of student activity observation;(4) The student questionnaire responses (5) the results of student competence. Analysisof the data in this study is a descriptive qualitative. These results are an average increaseof 76.54 kratifitas consisting of students above average creativity of students inanswering questions at 75.02 and accuracy measures inquiry learning at 76.17. 76.54Value proves that the research is successful because of the success criteria of this studywas 75. Based on these results it can be concluded that the Inquiry of indegenous Culturecan be used as learning models Regional Cultural Education Courses to enhancethe creativity of students. Sustainability of the student competency is learner-SD has thecharacter to Indonesia’s strong and cultured. Besides, it is also expected of students asprospective teachers to defend the Indonesian culture of the process of acculturationand globalization thus lowering the culture to learners after becoming a teacher someday.
PERBEDAAN KEEFEKTIFAN MODEL PEMBELAJARAN KOOPERATIF JIGSAW DAN TEAMS GAMES TOURNAMENT TERHADAP PRESTASI BELAJAR IPS DI SEKOLAH DASAR MBS KABUPATEN BANTUL YOGYAKARTA Siti Maisaroh; Rosalia Susila Purwanti
Jurnal Penelitian Pendidikan Vol 29, No 1 (2012): April 2012
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v29i1.5642

Abstract

This study is aimed to understand whether there are differences of student’s study achievement between the usage of jigsaw cooperative study model with the usage of team games tournament (TGT) study model, also to understand which one is more effective between both of two in the progress of student’s study achievement development. This research is quasi experiment. Free variable in the research is jigsaw cooperative study model and teams games tournament and as the bond variable is student’s study achievement. The population in the research are all of grade IV students of MBS Elementary School of Bantul Regency Year of Study 2010/2011, sample that used are grade IV students of Kembang Putihan Elementary School, Guwosari Elementary School and Sungapan Elementary School. In the research, there is 2 experiment class namely Jigsaw class which is treated with cooperative study of jigsaw and team games tournament (TGT) class which is treated with cooperative study of team games tournament (TGT). Method that used in the data obtaining are documentation, test, and observation, whereas data analysis uses t-test. The result of the research shows that cooperative jigsaw study model is more effective compared with the cooperative team games tournament (TGT) study model. It is shown with calculated t as much as 2,196 larger than t-table = 1,99 for a = 5%, it means there is study achievement’s differences between cooperative jigsaw study model with cooperative team games tournament (TGT) study at grade IV students of year of study 2010/2011. in the other side, based on the study achievement score of the students, it is shown that cooperative jigsaw study model have ability to give better student’s study achievement score with average score 80,82 higher than the usage of cooperative team games tournament (TGT) study model that is 75,05
DEVELOPING A SNAKE LADDER BOARD FOR JAVANESE ALPHABET (PALU ANDHA AJA) TO INCREASE STUDENTS’ INTEREST AND LEARNING ACHIEVEMENT ON JAVANESE LANGUAGE SUBJECT AT GRADE V Dinarum Osi Fardani; Rosalia Susila Purwanti; Dhiniaty Gularso
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 9 No. 6 (2020): December
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v9i6.8049

Abstract

The purpose of this research and development was to reveal the quality of the learning media (PALU ANDHA AJA) developed in this study and to know the increase on students’ interest and learning achievement. This research was targeted on Javanese language subject through the implementation of snake and ladder learning media (PALU ANDHA AJA) for grade V students at SD Negeri 1 Banjararjo Ayah Kebumen. The method of this study was Research and Development including: (1) analyzing the potential and problems, (2) collecting data, (3) designing the product, (4) validating the design, (5) revising the design, (6) testing the product, (7) revising the product, (8) conducting field test, and (9) revising the product. The results of pretest and posttest indicated that there was an increase in the learning of Javanese language through the implementation of PALU ANDHA AJA. Moreover, the result of paired sample t test showed a significance value 0.000 (0.000 < 0.05); thus, it could be concluded that there was a significant difference on the students’ learning interest and achievement before and after learning by using PALU ANDHA AJA.