Pamuti Pamuti
Universitas Khairun

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PROSES BERPIKIR SISWA SEKOLAH DASAR DALAM PEMECAHAN MASALAH MATEMATIS PADA MATERI OPERASI HITUNG CAMPURAN Wahid Umar; Pamuti Pamuti
EDUKASI Vol 19, No 1 (2021): Edisi Mei 2021
Publisher : Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/j.edu.v19i1.3202

Abstract

This research includes qualitative research. Qualitative research is research that examines phenomena in a state of potency and attempts to describe these phenomena. The phenomenon studied in this study is the way of solving and thinking processes of students in mathematical problem solving related to mixed arithmetic operations by fourth grade elementary school students. The method of solving the problem will be studied according to the four steps of Polya's problem solving, namely: (a) understanding the problem; (b) planning solutions; (c) solving problems; (d) re-examine the results of the work. In this paper, we will discuss how to solve a student's problem and his thinking process in solving mathematical problems related to mixed arithmetic operations.
PENGARUH PENGGUNAAN GADGET (SMARTPHONE) TERHADAP ASPEK PERKEMBANGAN EMOSI DAN SOSIAL SISWA KELAS TINGGI PADA SD NEGERI 50 KOTA TERNATE Nanda Yustika Suci; Ridwan Jusuf; Pamuti Pamuti
EDUKASI Vol 19, No 2 (2021): Edisi Oktober 2021
Publisher : Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/j.edu.v19i2.3832

Abstract

This study aims to determine the Effect of Using Gadgets (Smartphones) on Aspects of Children's Emotional and Social Development at SD Negeri 50 Ternate City. The method used in this study is quantitative survey with Cross Sectionalapproach. The population used in this study was students of SD Negeri 50 Ternate City aged 9-12 years with a total of 35 students while for the samples used in this study were students of SD Negeri 50 Ternate City aged 9-12 years with a total of 32 students. Sampling techniques used are Stratified Random Sampling. The variables in this study consisted of independent variables (X) the use of gadgets (smartphones), dependent variables (Y1) emotional development and dependent variables (Y2) social development. To obtain data in this study, questionnaires /questionnaires were distributed to students 9-12 years old. Questionnaires / questionnaires in this study using guttmannscale, with the form of positive and negative statements as many as 18 items. Then data analysis techniques using univariate and multivariate data analysis. Based on the results of the study using univariate data analysis obtained the use of gadgets (Smartphones) by 50% and emotional and social development by 56% while for the results of data analysis using manova test obtained significant values of 0.000 where 0.000 < 0.05 means H0 (reject) and H1 (receive). Thus, it can be concluded that the influence of the use of gadgets (smartphones) on aspects of emotional and social development of children.
KEMAMPUAN MULTIPEL REPRESENTASI MATEMATIS MENGGUNAKAN PENDEKATAN MATEMATIKA REALISTIK (PMR) PADA MATERI PECAHAN Wahid Umar; Pamuti Pamuti
EDUKASI Vol 20, No 1 (2022): EDISI MEI 2022
Publisher : Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/j.edu.v20i1.4436

Abstract

This research is focused on elementary school students multiple mathematical representations through realistic mathematics education on fractions lesson. The problem that will be solved is "what is the ability of multiple mathematical representations of fourth grade elementary school students through realistic mathematics education on the concept of fractions and equivalent fractions?" This research was conducted at public school 1 Ternate City. The research subjects were 4 students, one high-ranking student, two medium-ranking students, and one low-ranking student. The research was conducted in two learning actions. The results of data analysis found: (1) high-ranking students (S1), from the beginning of first action to the end of second action, liked to study in groups. In the first action the percentage of mathematical representation ability to the ideal maximum score is 100% both when working on the LKPD and in the final test of first action. The mode of representation ability level is at level 4 (creating and using representations correctly); (2) students of moderate rank (S2 and S3), enjoy working in groups. The average percentage of achievement of the mathematical representation ability score by masters working on the LKPD is 94% and at the end of the action test it is 100%. The percentage of achievement of the mathematical representation ability score by S3 doing LKPD is 99.5% and at the end of the action test is 96%. S2 and S3 mathematical representation ability level mode is at level 4; (3) low-ranking students (S4) who like to work alone. The average percentage of achievement scores of mathematical representation abilities by S4 working on LKPD is 72% and on the final test of action 78%; (4) students enjoy learning the concept of fractions and equivalent fractions through realistic mathematics education. The use of bread model props for the concept of fractions and or equivalent fractions makes students actively work in pairs and enjoy learning; (5) students are able to use props to solve problems, (6) students are able to manipulate images to solve problems.
Efektivitas Implementasi Program Sekolah Ramah Anak di SMPN 2 Kota Ternate Ramdani Salam; Pamuti Pamuti; Nasarudin Nasarudin
Jurnal Ilmu Manajemen dan Pendidikan Vol. 3 No. 2 (2023)
Publisher : Magister Manajemen Pendidikan, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/jimpian.v3i2.2538

Abstract

Penelitian ini menganalisis implementasi program SRA di SMPN 2 Kota Ternate dan dampaknya pada pembentukan karakter siswa. Metode yang digunakan adalah studi deskriptif kualitatif dengan fokus pada pengumpulan, analisis, dan penyajian informasi. Teknik pengumpulan data menggunakan observasi, wawancara, dan dokumentasi mendukung pemahaman mendalam tentang implementasi dan hasilnya. Implementasi program SRA ini mencakup pembentukan lingkungan inklusif, kualitas pembelajaran yang lebih baik, keterlibatan komunitas, pengelolaan lingkungan berkelanjutan, dan partisipasi yang lebih transparan. Meskipun terdapat kendala seperti pergantian kepemimpinan dan kurangnya partisipasi dalam pelatihan, implementasi telah membawa dampak positif dalam menciptakan lingkungan sekolah yang kondusif, meningkatkan kualitas pembelajaran, dan mengajarkan tanggung jawab terhadap lingkungan. Kesimpulannya, program SRA di SMPN 2 Kota Ternate memberikan dampak positif pada lingkungan sekolah dan pembentukan karakter siswa.
PENERAPAN METODE REWARD AND PUNISHMENT UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS V SD NEGERI 28 KOTA TERNATE PADA SUB TEMA 2 PERUBAHAN LINGKUNGAN Putri Amelia Buamona; Pamuti Pamuti; Selvi Wulandari
PEDAGOGIK Vol 11, No 1 (2023)
Publisher : PEDAGOGIK

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Abstract

The aims of this study were (1) to find out the application of the Reward and Punishment method to improving the learning outcomes of fifth grade students at SD Negeri 28 Ternate City in sub-theme 2 about environmental change (2) to find out the improvement in learning outcomes for fifth grade students at SD Negeri 28 Ternate City towards the application of the Reward and Punishment method to Sub-Theme 2 of Environmental Change. This research is Classroom Action Research (PTK) which consists of 3 stages including (1) Planning (2) Implementation and observation (3) Reflection. This research was conducted at SD Negeri 28 Kota Ternate class V with a total of 17 students consisting of 11 boys and 6 girls. Data collection techniques used in this study were observation, documentation and written tests. Data analysis used in this research is qualitative analysis.Based on the results of the study, it was shown that in cycle I there were 11 or 64.70% of students who achieved the KKM score. This shows that with the application of the Reward and Punishment method to improve the learning outcomes of fifth grade students at SD Negeri 28 Kota Ternate in sub-theme 2 environmental change has not been successful. Therefore this action is continued in cycle II. With the improvement in cycle II there was an increase in learning outcomes, namely 14 or 82.35% of students who had achieved KKM scores were obtained. Thus it can be concluded that with the application of the Reward and Punishment method to improve student learning outcomes of class V SD Negeri 28 Ternate City in sub-theme 2 environmental change can improve student learning outcomes and be declared successful.
PENGEMBANGAN VIDEO ANIMASI BERBASIS POWTOON PADA MATERI EKOSISTEM SISWA KELAS IV SD NEGERI 56 KOTA TERNATE Anriyani A Basahona; Pamuti Pamuti; Wawan S Nadra
PEDAGOGIK Vol 11, No 1 (2023)
Publisher : PEDAGOGIK

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Abstract

The aims of this study were (1) to determine the development of Powtoon-based animated video media on ecosystem material for fifth grade students of SD Negeri 54 Ternate City to meet valid criteria (2) to determine the development of Powtoon-based animated video media on ecosystem material for fifth grade elementary school students Negeri 54 Kota Ternate can meet practical criteria (3) to find out the effectiveness of developing Powtoon-based animated video media on ecosystem material to improve learning outcomes for class V students at SD Negeri 54 Kota Ternate.This research is research and development (RD) using the Borg and Gall development model modified by Sugiyono (2007) consisting of ten steps and this research is limited to the sixth step namely potentials and problems, data collection, product design, design validation, design revision , and product trials. The validators who validated the development of Powtoon-based animated video media were media experts, science subject matter experts, media practicality experts by teachers and student responses. This data collection technique is through a feasibility validation instrument for Powtoon-based animated video media on ecosystem material using interviews, questionnaires, test questions, and documentation. The data analysis technique uses a quantitative descriptive technique. The research results show that; The development of Powtoon-based animated video media on ecosystem materials obtained an average score of 93% from both expert lecturers and the media was declared very valid, feasible to use; animated video media based on Powtoon on ecosystem material is stated to be very practical and feasible to use in the learning process which gets an average score of 87%, this value is obtained from a teacher's questionnaire and student responses; Powtoon-based animated video media on ecosystem material was declared effective which was obtained from the average posttest score of 89 from KKM ≥70 and from a total of 18 students. With this it can be concluded that the development of Powtoon-based animated video media on ecosystem material for Grade V Students of SD Negeri 54 Ternate City can be stated as media that meets the criteria of being valid, practical, and effective for use in the learning process by teachers and students.