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MENINGKATKAN HASIL BELAJAR SISWA PADA MATA PELAJARAN PPKN MELALUI PENGEMBANGAN MODEL PEMBELAJARAN QUANTUM LEARNING BERBASIS MEDIA PUZZLE Muhammad Tantowi Hidayat; Nur Wahyu Rochmadi
Jurnal Rontal Keilmuan Pancasila dan Kewarganegaraan Vol 6, No 2 (2020)
Publisher : Sekolah Tingi Keguruan dan Ilmu Pendidikan (STKIP) PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/a

Abstract

Kajian ini bertujuan untuk mengembangkan model pembelajaran quantum learning berbasis media puzzle. Metode yang digunakan adalah metode penelitian pengembangan 4-D. Tahapan pada metode pengembangan 4-D meliputi: define, design, develop, dan disseminate. Model Pembelajaran Quantum Learning Berbasis Media Puzzle memiliki beberapa langkah yaitu: menumbuhkan minat, mengalami proses pembelajaran, menemukan konsep, mendemonstrasikan hasil kerja, mengulas kembali materi, merayakan keberhasilan pembelajaran. Hasil analisis menunjukkan bahwa model pembelajaran ini mampu meningkatkan hasil belajar siswa. Nilai rata-rata hasil belajar siswa pada pre-test adalah 68 meningkat menjadi 78,6 pada post-test. Jadi pengembangan model pembelajaran Quantum Learning Berbasis Media Puzzle dapat meningkatkan hasil belajar PPKn. Inovasi pada pembelajaran mampu menciptakan proses pembelajaran yang dapat menarik minat belajar siswa sehingga mampu meningkatkan hasil belajar siswa. 
The Noble Values of the Samin Community Nur Wahyu Rochmadi
Social, Humanities, and Educational Studies (SHEs): Conference Series Vol 4, No 4 (2021): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (226.41 KB) | DOI: 10.20961/shes.v4i4.50599

Abstract

The Samin community was phenomenal, because the actualization of their noble values was able to make the Dutch colonialists inconvenient, even when the Indonesian nation became independent, and the Indonesian state was established until now. The purpose of this research is to explore the noble values of the Samin people, then they are used as role models in developing the character of citizens. The research was conducted with a descriptive qualitative design. The research subjects were traditional elders, community leaders, families and other parties who had interacted with the Samin community. Data collection was carried out through observation, interviews and documentation. Data were analyzed by referring to an interactive model. The research findings explain that the noble values of the Samin community include: (a) honesty; (b) simple / prasojo; (c) extension; (d) mutual cooperation; (e) rilo, selfless, sincere; (f) friends; diligent, tenacious and painstaking; (g) ora drengki, srei, dahpen kemiren; (h) independence; and (i) fair. Based on these findings, it is suggested (1) the noble values of the Samin community be used as a reference in developing the character of citizens; and (2) character education practice must be preceded by determining the main values.
Enhancing Civics Learning Outcomes Through Android Application-Based Media in Class VII C At SMP Shalahuddin Malang Moh. Nurron Kholifatul Ardhi; Wahyu Rochmadi, Nur; Sukriono, Didik
Jurnal Ilmu Pendidikan (JIP) STKIP Kusuma Negara Vol 16 No 1 (2024): Advancing Education through Innovation and Technology
Publisher : LPPM STKIP Kusuma Negara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37640/jip.v16i1.2074

Abstract

This research departs from the problem of learning outcomes of students in class VII C SMP Shalahuddin Malang in Civics subjects that have not been completed classically 85%. To improve learning outcomes, use media in the teaching and learning process. The purpose of this study was to improve student learning outcomes by using android application-based media during learning. This research uses Classroom Action Research (CAR) which refers to the Kemmis and Mc Taggart model through several stages, namely: 1) planning stage, 2) action, 3) observation, and 4) reflection. The research location is at SMP Salahuddin Malang with the subject of class VII C which amounted to 22 students. Data collection techniques using observation, tests and documentation. The analysis used was qualitative analysis and simple quantitative analysis. The results showed that learning by using media based on android applications can improve the learning outcomes of students in class VII C SMP Shalahuddin Malang. The implications of these findings suggest that Implementing technology in education can be an effective solution to address the issue of low learning outcomes.
Keterampilan Intelektual Warganegara: Studi Pada Peserta Didik SMKN 2 Tulung Agung Rochmadi, Nur Wahyu; Efendi, Yuherni; Rochastuti, Laras Ati
Jurnal Civic Hukum Vol. 9 No. 1 (2024): Mei 2024
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jch.v9i1.31660

Abstract

Human resource competency demands must have the ability to think critically, laterally and systemically, especially in the context of problem solving (critical-thinking and problem-solving skills). These competencies are in line with the intellectual skills capabilities as learning outcomes proposed by Gagne. Starting from this, research was carried out in the form of identifying the intellectual skills of citizens regarding the basis of the Indonesian state of Pancasila among students of SMKN 2 Tulung Agung. The aim research is to identify students' intellectual skills as Indonesian citizens. The research was conducted with a quantitative descriptive design. The focus is intellectual skills towards the foundation of the Indonesian state, Pancasila. The research instrument used was a test. Data were analyzed using descriptive statistics. Research findings show that the intellectual skills of students at SMKN 2 Tulung Agung are in the medium category, with an average score of 70.897. The average intellectual skills score in the discrimination category was 75.329 (medium); the abstract concept category was 66,073 (medium); concrete concept category of 76.9878 (medium); rule category of 83.7439 (high); and the problems solving category was 52.3536 (low). Based on research findings, it is recommended to develop learning that focuses on increasing students' intellectual skills capabilities systematically, completely and continuously.
Efektifitas Model Pembelajaran Inkuiri dalam Meningkatkan Kemampuan Berpikir Kritis Siswa pada Mata Pelajaran Pendidikan Kewarganegaraan Mustaricha, Mitra; Rochmadi, Nur Wahyu
Jurnal Ilmiah Pendidikan Pancasila dan Kewarganegaraan Vol 4, No 2 (2019): Desember 2019
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (296.897 KB) | DOI: 10.17977/um019v4i2p375-380

Abstract

This study aims to examine the effectiveness of inquiry learning models in improving students’ critical thinking skills on Pancasila and Citizenship Education subjects. This type of research uses quasi experimental design. The experimental design that is used as a reference is “pretest-posttest non equivalent group design”. The results showed that the inquiry learning model can improve students’ critical thinking skills. Hypothesis testing using the t-test analysis technique shows that the inquiry learning model is effective in increasing students’ critical thinking skills in PPKn subjects with a significance value of 0.0001.
Penerapan Model Pembelajaran Teams Games Tournament Berbasis Ranking One Civic Education Untuk Meningkatkan Hasil Belajar Siswa Laili, Innayatul; Dayati, Umi; Rochmadi, Nur Wahyu
Jurnal Ilmiah Pendidikan Pancasila dan Kewarganegaraan Vol 6, No 1 (2021): Juni 2021
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (321.321 KB) | DOI: 10.17977/um019v6i1p120-128

Abstract

The purpose of this study was to explain the feasibility of learning using the team games tournament-based Ranking One Civic Education (ROCE) model in teaching and learning activities on Pancasila and Civic Education (PPKn) subjects and to analyze the improvement of student learning outcomes after the ROCE Game-based learning method was applied to PPKn subjects. This study used a classroom action research approach with qualitative and quantitative data as material for analysis. This study used two cycles with two meetings for each cycle. As for the process of implementing the ROCE Game, it was found that 13-14 indicators were carried out well in cycle I, while in the learning process in cycle II, an average of 15 indicators were obtained from a total of 17 indicators of learning implementation by teachers. In the first cycle, an average of 11 indicators was obtained and in the second cycle, an average of 12-13 indicators was obtained from a total of 14 indicators of learning implementation by students. The increase in learning outcomes taken based on the post-test score in cycle I was 77.7 percent, then an increase in the post-test score in cycle II became 86.1 percent. So, tournament-based teams games learning model Ranking One Civic Education could increase student learning outcomes.
Meningkatkan Kemampuan Berpikir Kritis Siswa Kelas VIII Melalui Media Ular Tangga Kewarganegaraan pada Mata Pelajaran PPKn Anggraini, Lia Audina; Rochmadi, Nur Wahyu
Jurnal Ilmiah Pendidikan Pancasila dan Kewarganegaraan Vol 6, No 2 (2021): Desember 2021
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (749.601 KB) | DOI: 10.17977/um019v6i2p480-488

Abstract

This study aimed to produce appropriate, attractive, and effective learning media for Pancasila and Citizenship Education to improve students' critical thinking skills. The development procedure was carried out according to the Thiagarajan 4-D Model. The test subjects in this study were VIII grade students of the Laboratorium Malang Junior High School. Media validity was known from the results of media expert validation by 97.5 percent and material expert validation by 92.5 percent, and the attractiveness of media based on a questionnaire obtained by 90 percent.  The civic ladder snake learning media was able to improve students’ critical thinking skills because the post-test results were higher than the pretest results. The critical thinking ability average of students on the large-scale test increased from 38.7 percent to 87 percent. So, there had been a significant change in students’ critical thinking skills after the implementation of the civic ladder snake learning media. The civic ladder snake learning media were valid, attractive, and able to improve students’ critical thinking skills.
PENERAPAN MODEL PEMBELAJARAN PROJEK BASED LEARNING (PjBL) BERBASIS TPaCK Rochmadi, Nur Wahyu; Rochastuti, Larasati
Prosiding Temu Ilmiah Nasional Guru Vol. 15 No. 1 (2023): TING XV 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan (FKIP), Universitas Terbuka

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

Abstract

the quality of human resources are increasing, not only must they be knowledgeable, skilled and have character, but they must also be productive (productive), suitable for publication and profitable. These conditions create a learning model that requires students to produce "something" that is worthy of publication and profitable for teachers to practice. One of them is the project-based learning model (PjBL), because PjBL requires students to do something or create something to solve a problem. The application of the project-based learning model in the field of civics requires the capability of knowledge and skills to produce something based on empathy and civic responsibility to participate in resolving various civic problems that occur in the surrounding environment. The process of implementing the PjBL learning model based on TPaCK is one of the models in PPKn learning, known as a citizenship project, and improve civic intelligence, civic skills, civic responsibility and civic participation students' capabilities, as well as the quality of their learning.
PENERAPAN MODEL PEMBELAJARAN INKUIRI TERBIMBING TERHADAP KARAKTER SISWA DALAM PPKN Kiftiyah, Millatul; Anggraeni, Ekaliya Priti; Rochmadi, Nur Wahyu
Prosiding Temu Ilmiah Nasional Guru Vol. 15 No. 1 (2023): TING XV 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan (FKIP), Universitas Terbuka

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

Abstract

Memorable education for students is learning that is able to build basic concepts of thinking worthy of the phenomena of the environment around students. A decent learning atmosphere will support the learning process to be student-oriented and centered. The selection of learning models that are based on learning objectives will have a positive impact. With the Guided Inquiry learning model, students will engage in active behavior to understand concepts by PPKN subjects. So that it can form students who think logically, are disciplined, curious, independent, honest, and responsible. This shows that the Guided Inquiry learning model can develop student character. This study aims to identify the Guided Inquiry learning model for student character in the PPKN subject. Starting from planning to evaluation using research methods, qualitative research methods, and library research, known as literature research in the form of books, articles, journals, past and present that support theory. The results showed that the Guided Inquiry learning model on student character in the PPKN was creative and effective in the learning process. The Guided Inquiry learning model can be an alternative model applied to the learning process.
Development of a pocketbook for the prevention of bullying in school Sarah Kartini Izach; Nur Wahyu Rochmadi; Edi Suhartono
Inovasi Kurikulum Vol 21, No 3 (2024): Inovasi Kurikulum, August 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia (HIPKIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i3.71504

Abstract

The phenomenon of bullying in schools is often overlooked despite its significant negative impacts on victims, such as low self-esteem and risk of depression. This study aims to develop a pocketbook as a bullying prevention medium at SMA Muhammadiyah 10 Surabaya. Using the ADDIE model, the study involves five stages: analysis, design, development, implementation, and evaluation. The school's need for bullying prevention materials was identified in the analysis stage. The pocketbook design was developed using Canva, encompassing relevant and engaging content. The pocketbook was then implemented through socialization in the school. Evaluation was conducted through expert validation and feedback from teachers and students. Validation results indicated that the pocketbook is highly rated and suitable for use. Feedback from teachers and students showed very high scores, indicating that the pocketbook effectively enhances understanding of the importance of preventing bullying behavior. The pocketbook uses colored images and structured content to enhance student engagement and comprehension. With this pocketbook, a safe and comfortable learning environment is hoped to be created, fostering a culture of mutual respect in schools. The pocketbook can serve as a tool in socialization and strengthening material on bullying prevention in schools. AbstrakPerundungan adalah fenomena yang marak terjadi di lingkungan sekolah dan memberikan dampak negatif yang signifikan bagi korban, seperti ketidakpercayaan diri, rendahnya harga diri, dan bahkan risiko kematian. Penelitian ini bertujuan untuk mengembangkan sebuah buku saku yang efektif untuk mencegah perilaku perundungan di sekolah. Penelitian ini menggunakan model pengembangan ADDIE yang meliputi lima tahapan: analisis, desain, pengembangan, implementasi, dan evaluasi. Pada tahap analisis, kebutuhan sekolah akan materi pencegahan perundungan diidentifikasi. Pada tahap desain, materi buku saku dirancang dengan mempertimbangkan aspek visual dan konten yang relevan. Tahap pengembangan melibatkan pembuatan buku saku menggunakan aplikasi Canva, sementara tahap implementasi dilakukan melalui sosialisasi kepada guru dan siswa. Tahap evaluasi melibatkan validasi oleh ahli dan pengumpulan tanggapan dari guru serta siswa. Hasil validasi menunjukkan bahwa buku saku ini dinilai sangat baik dan layak digunakan. Tanggapan guru dan siswa juga menunjukkan nilai yang sangat tinggi, menandakan bahwa buku saku ini efektif dalam memberikan pemahaman tentang pentingnya mencegah perilaku perundungan. Penggunaan gambar berwarna dan konten yang terstruktur dalam buku saku membantu meningkatkan keterlibatan dan pemahaman siswa. Dengan adanya buku saku ini, diharapkan tercipta lingkungan belajar yang aman dan nyaman serta mendorong budaya saling menghargai di sekolah. Buku saku ini dapat dijadikan sebagai alat bantu dalam sosialisasi dan penguatan materi tentang pencegahan perundungan di sekolah.Kata Kunci: perundungan; pencegehan perundungan; buku saku