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APPLICATION THE INVESTIGATION GROUP METHOD TO IMPROVE STUDENTS COMPETENCE STANDARD IN ARTS APPRECIATION ON THE SUBJECT OF VISUAL ARTS FOR STUDENTS OF PGSD UNNES Atip Nurharini
Jurnal Penelitian Pendidikan Vol 30, No 2 (2013): October 2013
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v30i2.5671

Abstract

Lecturers have a responsibilityto make their learning process positive and productive. Just likeother learnings, visual art learning also needs innovative learning methods. But this statement is not in line with the reality. In general the visual art learning still describes authoritative educational practices and lecturer-centered-learning.The lack ofinteractive communication between faculty and students and learning resources, students tend to appreciate, passive and accept just lectures given by lecturer. At the time of learning student appreciation rate still low. It is seen when students are faced with works that have meaning and value of tall. Student difficulties in understanding, appreciate andevaluate to performent art. Oflearning activities the impact of low competencestudentsin the art appreciates. To improvethe learning activities researchers applied the method of group investigation. Problems in the reseach such as what the application of group method of investigation can increase motivation, responbilitas, and the standards of competence students. The purpose of research are to describe the application of group method of investigation can increase motivation, responbilitas, and the standards of competence students. The research designusing theprocedurePTK that implemented in two cycle, each cycle consist of planing, acting, and reflection. Research subject are lectures and strudents even semester 2012 consisting of 8 girls and 7 boys. Data collection techniques are observation, interview, document and field record. Data analysis using descriptive quantitative and qualitative. The results of the study shows that there is improvement on students’ motivation, motivation, responbilitas, andthe standards of competence students. Improve Students Competence occurs ineachindicator, responbilitas 5 indicator, and competence students on appreciatethework of art 5 indicator. Conclusionsof the researchis that The Investigation Group Method can Improvestudents motivation, responbilitas, andthe standards of competencein appreciating fowadrs’ visual art creation. Sugestions of the research are that (1). Lecturers should apply this method to improve students’ motivation, (2). Students shouldndo visual arts appreciation to improve cognitive, affective, and psichomotoric competence, (3). Education institution should support any learning method innovation invention to develop the quality of the institution.
Peran Kegiatan Pesta Siaga dalam Penanaman Karakter pada Siswa Sekolah Dasar Qorneila, Yutika; Nurharini, Atip; Rachmawati S, Aulia Intan; Andika, Fadhlu Dwi; Kholifah, Laela Musri
Nanggroe: Jurnal Pengabdian Cendikia Vol 3, No 2 (2024): May
Publisher : Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.11238891

Abstract

Character cultivation is one thing that must be implemented from an early age. Apart from being done in the home environment, character cultivation can also be done in the school environment. One way to instill character in children in the school environment is by participating in extracurricular programs at school. One of the extracurriculars that is mandatory in elementary school is scouting. In scouting there is an activity that can instill character in children from an early age, namely the Alert Party. The Alert Party is a series of scout agendas or activities which are attended by students aged 7-10 years. Having this alert party can certainly help in cultivating the character of elementary school students. In this research, the author will analyze in more depth the role of alert party activities in cultivating character in elementary school students. The method used by the author is a descriptive qualitative method. The author uses data collection techniques in the form of interviews, observation and documentation. The results of this research show that alert parties have a role in cultivating the character of elementary school students. Characters that can be taken from this alert party activity include discipline and responsibility.
Pendidikan Karakter di Asrama 2 PGSD UNNES Ngaliyan Afdhilla, Nisa; Nurharini, Atip; Lituhayu, Garini; Rosyidah, Ummi; Stevano, Marshelino
Nanggroe: Jurnal Pengabdian Cendikia Vol 3, No 2 (2024): May
Publisher : Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.11377782

Abstract

Character education is an important aspect that must be considered in forming individuals who are not only intellectually intelligent, but also have high moral and social integrity. In the context of higher education, especially in student dormitories, character education becomes increasingly important considering that dormitories are places where students spend most of their time and interact intensively with fellow residents. Semarang State University (UNNES) as one of the teacher education institutions in Indonesia, has a strategic role in producing prospective educators with character. Dormitory 2 PGSD UNNES Ngaliyan, with the vision of creating a healthy, superior and prosperous life, is committed to activating a character building and development program that trains independence, sensitivity, responsibility and leadership. This study used qualitative research methods. This qualitative approach is used to describe and analyze individual or group phenomena, events, social dynamics, attitudes, beliefs and perceptions. The research was carried out by means of observation and interviews containing questions for related parties according to the topic raised by the author. The results of this research are regarding the method used in the process of cultivating character in Dormitory 2 PGSD UNNES Ngaliyan, namely by creating regulations that the dormitory residents must adhere to and holding various kinds of activities involving the dormitory participants. In Dormitory 2 PGSD UNNES Ngaliyan activities there are various kinds of activities, namely in terms of spirituality there are mandatory congregational prayers for Muslims and Sunday worship for non-Muslims, activities for the Prophet's birthday, halal bihalal, and so on.
Pengembangan Media Virtual Reality Berbasis Aplikasi Artsteps untuk Meningkatkan Hasil Belajar Seni Tari Maulana, Muh. Fajar; Nurharini, Atip
FONDATIA Vol 8 No 3 (2024): SEPTEMBER
Publisher : Pendidikan Guru Madrasah Ibtidaiyah STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/fondatia.v8i3.5198

Abstract

Limitations in providing innovative learning media and in accordance with advances in science and technology provide limitations for students in understanding the material, lack of desire to learn, and low learning outcomes. The purpose of the research is to develop Virtual Reality learning media based on the Artsteps application that can be used to teach students the material of the supporting elements of dance in grade V Elementary School. The type of research used is Research and Development (R&D) using the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). This study collected data through test and non-test techniques, the instruments used included questionnaires, interview sheets, expert validation sheets, and pre-test and post-test questions. Data analysis was done through normality test, T-test and N-gain. The results developed in the media in the form of music contained in each dance painting. Material expert validation shows an average score of 97% with "very feasible" criteria, while media experts get a percentage value of 93% with "very feasible" criteria. The effectiveness of using Virtual Reality learning media based on the Artsteps application shows 0.001 for the small-scale T-test and 0.000 for the large-scale T-test, both of which are included in the "High" criteria, indicating a change in behavior and for the N-gain test the average value for the small-scale test is 0.8918 and the average value for the large-scale trial is 0.8612, both of which are included in the "High" criteria. These results indicate that the Virtual Reality learning media based on the Artsteps application is very feasible to use.
The Relationship Between the Use of TikTok and PjBL Models with Music Learning Outcomes Maharani, Meike Dwi; Nurharini, Atip
Jurnal Prima Edukasia Vol. 12 No. 2 (2024): July 2024
Publisher : Asosiasi Dosen PGSD dan Dikdas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpe.v12i2.74246

Abstract

This research explores the relationship between using TikTok as a learning medium and the Project Based Learning model with music learning outcomes. With the growing popularity of TikTok among children, this research aims to understand how the social media platform can be used effectively in an educational context, particularly in music learning. This study aims to determine the relationship between the use of TikTok and the project-based learning model with the learning outcomes of music art of grade IV students at SD Gugus Kemuning, Ngaliyan District. This research was a type of correlational research with a population of 306 people and a sample of 122 people taken using the quota sampling technique. Data on the use of TikTok and project-based learning models were collected through questionnaires, while data on music learning outcomes were obtained through practical tests. Data were analysed using regression analysis. The results of data analysis show that the relationship between the use of TikTok and project-based learning models with music learning outcomes is 0.408 with a coefficient of determination of 16.6%, meaning that there is a significant relationship between the use of TikTok and project-based learning models with music learning outcomes. This research provides evidence that social media, when used wisely, can be a tool or medium to support education and increase student engagement in music learning.
Kelayakan Modul Digital Berbasis Milkshake Untuk Meningkatkan Hasil Belajar Fidarti, Fahma Aulia; Nurharini, Atip
Jurnal Penelitian dan Pengembangan Pendidikan Vol. 7 No. 3 (2023): October
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppp.v7i3.67263

Abstract

Bahan ajar merupakan salah satu komponen yang sangat penting dalam kegiatan pembelajaran. Namun pada kenyataannya masih sedikit guru yang dapat memaksimalkan pemanfaatan bahan ajar yang ada. Oleh karena itu, penelitian ini bertujuan untuk menciptakan modul digital berbasis milkshake sebagai bahan ajar pembelajaran seni tari di Sekolah Dasar. Metode penelitian yang digunakan pada penelitian ini adalah Research and Development. Model pengembangan yang digunakan adalah ADDIE (Analysis, Design, Development, Implementation, Evaluation). Penelitian ini melibatkan guru dan 27 peserta didik di kelas III Sekolah Dasar. Modul digital berbasis milkshake dikembangkan sesuai dengan kebutuhan guru dan peserta ddik yang diperoleh dari observasi dan wawancara dan angket. Analisis data yang digunakan adalah uji n-g. Hasil penelitian ini menunjukkan tingkat presentase kelayakan modul digital berbasis milkshake dari ahli materi mendapatkan nilai sebesar 87,5% dengan kriteria sangat layak, sedangkan penilaian modul digital berbasis milkshake dari ahli media mendapatkan nilai sebesar 94,2% dengan kriteria sangat layak. Berdasarkan hasil penilaian tersebut menunjukkan bahwa modul digital berbasis milkshake sangat layak digunakan sebagai bahan ajar pada proses pembelajaran seni tari di Sekolah Dasar. Modul digital berbasis milkshake dapat membantu peserta didik dalam memahami materi seni tari dan meningkatkan hasil belajar peserta didik pada pembelajaran seni tari.
Peran Madrasah Diniyah Dalam Upaya Pengembangan Karakter Anak di Desa Jlumpang Kecamatan Bancak Kabupaten Semarang Suryani, Dina Tri; Nurharini, Atip; Sari, Rikha Permata; Musyarofah, Musta’inatul; Al Faris, Muhammad Rafli
Socius: Jurnal Penelitian Ilmu-Ilmu Sosial Vol 1, No 11 (2024): June
Publisher : Penerbit Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.11392382

Abstract

This research aims to determine the role of Madrasah Diniyah in efforts to develop children's character in Jlumpang Village, Bancak District, Semarang Regency. This research uses a qualitative descriptive research type. The data collection techniques used are filling out questionnaires, observation and literature study to obtain data about how children's characters are developed. This research involved teachers who taught at Madrasah Diniyah in Jlumpang Village, Bancak District, Semarang Regency as samples. The research results show that Madrasah Diniyah has a very important role in developing children's character, both religiously and personally. This cannot be separated from the role of education which always shapes and directs them in their daily lives. Education in schools, families and the community are supporting factors in developing student character. In conclusion, Madrasah Diniyah plays an important role in developing children's character, and this role can be enhanced with good cooperation between Madrasah Diniyah, families and the community.
Analisis Dampak Game Online Terhadap Perubahan Karakter Anggraeni, Rita; Nurharini, Atip; Budiarso, Yunita Sari; Putri, Linda Amelia; Gumelar, Cahyo
Socius: Jurnal Penelitian Ilmu-Ilmu Sosial Vol 1, No 11 (2024): June
Publisher : Penerbit Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.11372269

Abstract

The aim of this research is to determine the impact of online games on character changes in children with research methods using qualitative methods with data collection techniques in the form of interviews and questionnaires. The author found that the impact of this online game can change the attitude or character of students from being diligent to being more lazy, children also do not respond to their parents' calls when parents ask their children for help. However, the parenting style of the parents influences changes in the child's attitude and character. When parents limit the hours they use gadgets, there are not many changes experienced by children, they are still willing to learn.
Interactive Media Articulate Storyline to Improving Students’ Learning Outcomes on Traditional Engklek Games Material Milenia, Rindita; Nurharini, Atip
Journal of Education Technology Vol. 7 No. 4 (2023): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i4.69268

Abstract

The application of traditional games in learning is still rarely implemented in elementary schools. Therefore we need learning media that is able to introduce traditional technology based on technology that is interesting for students. This study aims to analyze the effectiveness of interactive learning media Articulate Storyline in improving learning outcomes in fourth grade students Movement material on Traditional Engklek Games. The type of research used is research and development that refers to the ADDIE model. Determination of internal media validity is done by carrying out validation to experts and practitioners of media and material. Effectiveness is then determined by conducting small scale and large scale tests through pretest and posttest. The t-test results showed that the sig. value (2-tailed) is 0,000 meaning < 0.05. The N-Gain test shows a value of 0.69 with a medium category, so it can be concluded that there is an increase in the average value of the pretest and posttest. The conclusion of this study is that the interactive learning media Articulate Storyline is useful and effective used to improve the learning outcomes of fourth grade students on Movement on Traditional Engklek Games.
Implementasi Pendidikan Karakter Melalui Program Tahfidz di SD Islam Al-Azhar 29 Semarang Azka, Maulida Fikrotul; Nurharini, Atip; Nurrizky, Awalinda Ika; Yuserna, Djenar Mahesa Ayu; Rahmawati, Ely Eka; Kumalasari, Cahyani
Madani: Jurnal Ilmiah Multidisiplin Vol 2, No 5 (2024): Madani, Vol. 2, No. 5 2024
Publisher : Penerbit Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.11371835

Abstract

Character education is an effort made by educators to help students develop good behavior. Therefore, to help students develop character at school, educators and curriculum components-which include teaching and learning activities and extracurricular activities-must collaborate. Descriptive qualitative research was used in this study. Interview, observation, and documentation were the methods used in data collection. To verify the accuracy of the data, researchers used source triangulation and procedure triangulation. The research findings show that the character education method of the Qur'an memorization program at Al-Azhar 29 Semarang Islamic Elementary School is by way of: Before reading and memorizing the Qur'an, students must: a) purify from hadats (wudhu); habits like this give birth to a clean character; b) develop a disciplined character by getting used to reading and memorizing the Qur'an before studying. c) Teachers get used to students reading and memorizing the Qur'an before studying; d) students must deposit at least 12 verses every week in order to reach the memorization target that has been set. d) The quality of honesty is born from the habit of reading and memorizing the Qur'an.