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Penerapan Model Pembelajaran Discovery Learning Strategi Think Talk Write Dalam Meningkatkan Motivasi Dan Hasil Belajar Menulis Teks Ulasan Kelas VIII SMP Dewi Adeninawaty; Rahmat Soe’oed; Ahmad Ridhani
Diglosia: Jurnal Kajian Bahasa, Sastra, dan Pengajarannya Vol 1 No 2 (2018)
Publisher : Magister Pendidikan Bahasa dan Sastra Indonesia, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (267.041 KB) | DOI: 10.30872/diglosia.v1i2.11

Abstract

This study aims to determine (1) teacher teaching activities in applying Discovery Learning Think Talk Write (DL-TTW) learning models, (2) student learning activities in implementing the Discovery Learning Think Talk Write (DL-TTW) model, (3) increased motivation to learn to write text on student reviews in applying the Discovery Learning Think Talk Write (DL-TTW) Learning model, (4) improvement of learning outcomes writing text review in the application of the Discovery Learning Think Talk Write (DL-TTW) learning model. This research is a classroom action research with four stages including: planning, action, observation and reflection. The subjects of this study were VIII B students of Al-Muhajirin Middle School in Muara Badak Kab. Kutai Kertanegara 2017/2018 school year, totaling 28 students. Data collection techniques used are observation, documentation, interviews, field notes and tests.Data validity in this study uses data source triangulation and method triangulation. The data analysis technique used is an interactive analysis model developed by Miles and Huberman which consists of four components, namely data collection, data reduction, data presentation, and conclusion drawing. The results of the study are 1) teacher teaching activities have increased by an average of 64.71% in cycle I and an average of 87.25% in cycle II, 2) student learning activities have increased with an average of 54.44% in cycle I and an average of 84.44% in cycle II, 3) student learning motivation has increased by an average of 53.83% in cycle I and an average of 84.19% in cycle II, 4) student learning outcomes have increased with an average of 52.38% in cycle I and an average of 84.52% in cycle II. It can be concluded that the implementation of the model with this learning strategy has increased.
DEVELOPMENT OF E-LEARNING USING MOODLE APPLICATION ON MODEL PEMBELAJARAN SUBJECT IN EDUCATION TECHNOLOGY MASTER DEGREE UNIVERSITY OF MULAWARMAN Zaenab Hanim; Karina Octavira; Rahmat Soe’oed
PENDAS MAHAKAM: Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Vol. 5 No. 2 (2020)
Publisher : Teacher Training and Education Faculty, Widya Gama Mahakam Samarinda University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24903/pm.v5i2.655

Abstract

This research was conducted to develop E-Learning Instructional Media using Moodle on Model Pembelajaran subject for Education Technology students of Master’s Degree in Mulawarman University. The purpose of this research are to develop the E-learning procedure development using Moodle on Model Pembelajaran subject for Education Technology students of Master’s Degree in Mulawarman University. This type of research is the Research and Development using ADDIE development model. This research is experimented tothe 2017 generation Education Technology Master’s Studentin University of Mulawarman. The data are validated by media experts, content experts, individual testing, small group testing and field tests using a questionnaire,thenthe data were analyzed with qualitative, quantitative and another statistical analysis methods. The research finding shown an instructional product using E-learning.
IMPLEMENTATION OF FLIPPED CLASSROOM TO INCREASE STUDENT ACTIVITY, MOTIVATION, AND LEARNING OUTCOMES IN THE INTEGRATED GOVERNMENT GRADUATE PROGRAM (S1 PIN) MULAWARMAN UNIVERSITY Zaenab Hanim; Rabiyatun Ummu Kaltsum A; Rahmat Soe’oed
Pendas Mahakam : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Vol. 6 No. 2 (2021): December
Publisher : Teacher Training and Education Faculty, Widya Gama Mahakam Samarinda University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24903/pm.v6i2.875

Abstract

Lectures become the center of learning who dominate the activities in traditional classrooms. Most of the learning time in the classroom is spent on lecturing than students' activities which causes a lack of motivation in learning. The study aims to: 1) increase activities of both the lecture and students by implementing Flipped Classroom; 2) to increase students' motivation by implementing Flipped Classroom; 3) to increase students' learning achievement by implementing Flipped Classroom. The study used a classroom action research methodology which consisted of 3 cycles. There were four stages in the research: planning, implementation, observation, and reflection. Data of the study consisted of 1) activities data of both lecture and students through observation and documentation; 2) students' motivation data through online questionnaires on Google Form and observation; 3) learning achievement through an online quiz on Edmodo. At the end of Cycle III, it was found out that there was an increase in activities of both lecture and students, student motivation, and learning achievement by implementing Flipped Classroom.
SCHOOL LEADERSHIP IN TEACHER RESOURCE QUALITY DEVELOPMENT PLANNING Rahmat Soe’oed; James Marpaung; Zaenab Hanim
Pendas Mahakam : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Vol. 6 No. 2 (2021): December
Publisher : Teacher Training and Education Faculty, Widya Gama Mahakam Samarinda University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24903/pm.v6i2.881

Abstract

This study aims to describe the role of principal leadership in planning the development of the quality of teacher resources at SMP Negeri 2 Sebulu Kutai Kartanegara. Related to the role of principal leadership in planning, implementing, evaluating planned programs in developing the quality of teacher resources. This research uses a qualitative approach with this type of research, namely a case study. Data collection techniques through observation, interviews and documentation. Data analysis used the Miles & Huberman model, which includes data collection, data reduction, data presentation, and drawing conclusions. The results showed: (1) planning for the development of the quality of teacher resources was carried out by deliberation in internal meetings; (2) the form of developing the quality of teacher resources, namely the implementation of workshops, training, seminars and advanced education levels; (3) evaluating by conducting academic supervision; (4) the role of the principal as: (a) educator; (b) managers; (c) administrator; (d) supervisors; (e) leader (f) innovator; and (g) motivators. Based on the results of interviews with three informants about the principal's leadership in planning the development of the quality of teacher resources, the principal as a leader has tried to carry out according to procedures in determining planning, namely by involving stakeholders in internal school meetings. In the implementation process, it is carried out in accordance with the procedure, all the steps taken by the principal and the teacher are to begin with the formation of a school development team, each school development team is given a mandate according to its capacity.
The Influence of Digital Game-Based Learning and Students' Learning Motivation Upon the Students' English Learning Achievement in SMPN 10 Samarinda Muhammad Ibnu Syamwardana; Rahmat Soe’oed; Maria Teodora
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36418/syntax-literate.v10i5.59278

Abstract

This research explores the impact of digital game-based learning and students' learning motivation on English learning achievement in SMPN 10 Samarinda. The three main objectives of this study are to determine the influence of digital game-based learning on students' learning achievement, the influence of learning motivation on students' learning achievement, and the combined influence of digital game-based learning and learning motivation on students' learning achievement. This study employs a mixed-methods research design, utilizing questionnaires administered to 187 students who have undergone digital game-based learning. Additionally, semi-structured interviews with two students provide supplementary data regarding the impact of digital game-based learning. The subjects for the study were selected through stratified purposive random sampling. The research has undergone several processes to ensure data reliability, including validation and reliability tests, classical assumption tests, and hypothesis testing. The study offers insights into how digital games can influence students' learning achievement, particularly in the English language, and provides valuable input for the development of well-integrated learning designs tailored to the English as a foreign language setting. Moreover, the findings have practical implications for enhancing the utilization of digital games in education and developing more effective learning strategies in the English as a foreign language context. It was found that, based on t-test results with a p-value of 0.111, students did not experience a significant impact from the use of digital games, and interviews revealed dissatisfaction and boredom due to overly simplistic and repetitive questions.