Articles
Interactive Video Media and Podcast Model to Improve Motivation and Critical Thinking class IX Students SMPN 1 Purwanegara
Sriyanto Sriyanto;
Fajriyatun Fajriyatun
LANGGAM: International Journal of Social Science Education, Art and Culture Vol 3 No 1 (2024): LANGGAM: International Journal of Social Science Education, Art and Culture (Marc
Publisher : Master Program of Social Science Education of Universitas Negeri Padang, Indonesia
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DOI: 10.24036/langgam.v3i1.173
In addition to having teaching skills in delivering learning content, teachers must also have knowledge and skills in developing technology-based learning resources for learner-centered learning. The utilization of information and communication technology that contributes to preparing 21st century learning is video-based learning media. Many research results state that the use of video media and podcast models can increase learning motivation and critical thinking of students. Critical thinking skills need to be possessed by students to equip them to live in the 21st century. Initial observation data, students who have high and very high learning motivation are only 26.09% and their critical thinking skills are only 56.32% of students with high and very high categories. The purpose of this study is to describe the results of learning innovation research in the form of using interactive video media and podcast models to increase learning motivation and critical thinking of class IX students of SMPN 1 Purwanegara. The method used was Classroom Action Research (PTK) which was conducted at SMP Negeri 1 Purwanegara. The population was all ninth grade students of SMP Negeri 1 Purwanegara which amounted to 272 students. The sample in this study were students of class IX F. Learning media in the form of interactive videos and podcast models used in this learning research were made to familiarize and train students to think critically and have high learning motivation. The results of research activities are that students experience an increase in their learning motivation of 91.31% in the high and very high categories. Students have been able to follow the learning process by using interactive video media and podcast models very well. Based on the results of the research conducted, it can be concluded that the learning process using interactive learning videos and podcast models can increase students' learning motivation. Interactive video media and podcast models can be an alternative learning innovation that makes students more actively involved in learning activities and increases students' learning motivation.
PERAN MUSYRIF DALAM MENINGKATKAN KEDISIPLINAN BELAJAR MAHASISWA KADER DI ASRAMA UNGGULAN KH. ABU DARDIRI UNIVERSITAS MUHAMMADIYAH PURWOKERTO
Shibyan Heryawan;
Darodjat;
Sriyanto
Geneologi PAI: Jurnal Pendidikan Agama Islam Vol 11 No 1 (2024): Juni 2024
Publisher : Program Studi Pendidikan Agama Islam Fakultas Tarbiyah dan Keguruan UIN Sultan Maulana Hasanuddin Banten
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DOI: 10.32678/geneologipai.v11i1.10008
Pendidikan tinggi memainkan peran penting dalam membentuk karakter dan kedisiplinan mahasiswa. Universitas Muhammadiyah Purwokerto, termasuk salah satu perguruan tinggi yang menyadari pentingnya hal ini, memberikan perhatian khusus pada pembinaan kedisipilanan mahasiswa melalui Asrama Kader. Asrama Unggulan Mahasiswa Kader KH. Abu Dardiri tidak hanya berfungsi sebagai tempat tinggal, tetapi juga sebagai lingkungan pendidikan yang mendukung pengembangan keilmuan dan kedisiplinan belajar mahasiswa kader dengan musyrif dan musyrifah yang bertanggung jawab atas kegiatan di asrama. Penelitian ini bertujuan untuk mengidentifikasi peran musyrif dan musyrifah serta dampaknya terhadap kedisiplinan belajar mahasiswa kader di Asrama Unggulan Mahasiswa Kader KH. Abu Dardiri Universitas Muhammadiyah Purwokerto. Dengan pendekatan kualitatif fenomenologi, hasil penilitian menunjukan bahwa peran musyrif dalam membimbing, mendampingi, mengontrol, dan mengawasi mahasiswa kader sangat berpengaruh terhadap kedisiplinan belajar mereka. Kedisiplinan ini menjadi fondasi penting dalam meraih keberhasilan akademis dan non-akademis. Meskipun Asrama Unggulan Mahasiswa Kader KH. Abu Dardiri Universitas Muhammadiyah Purwokerto telah memberikan perhatian khusus pada pembinaan mahasiswa kader, penelitian lebih lanjut diperlukan untuk memahami sejauh mana peran musyrif dalam meningkatkan kedisiplinan belajar mereka secara mendalam
Pengaruh Pajak, Ukuran Perusahaan, Exchange Rate dan average Terhadap Transfer Pricing
Choirunnisa, Tarisa Adinda;
Abbas, Dirvi Surya;
Hidayat, Imam;
Sriyanto, Sriyanto
Jurnal Ilmiah Ilmu Manajemen Vol 4 No 2 (2022): Juli: Jurnal Ilmiah Ilmu Manajemen
Publisher : Universitas Gajah Putih
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DOI: 10.55542/juiim.v4i2.399
The purpose of this study was to determine the effect of tax, firm size, tunneling incentive and leverage on transfer pricing in food and beverage sub-sector manufacturing companies listed on the Indonesia Stock Exchange. The research time period used is 5 years, namely the 2015-2021 period. The population of this study includes all food and beverage companies listed on the Indonesia Stock Exchange for the period 2015-2021. The sampling technique used was purposive sampling technique. Based on the predetermined criteria, 6 companies were obtained. The type of data used is secondary data obtained from the Indonesia Stock Exchange website. The analytical method used is panel data regression analysis. The results show that tunneling incentives have an effect on positive on transfer pricing, while taxes, firm size, and leverage have no effect on transfer pricing.
Development of A Positive Thinking Measuring Tool for Young Indonesian Muslims
Na'imah, Tri;
Dwiyanti, Retno;
Sriyanto, Sriyanto;
Husen Ismail, Faisal Bin
International Journal of Islamic Educational Psychology Vol 4, No 1 (2023): June
Publisher : Universitas Muhammadiyah Yogyakarta
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DOI: 10.18196/ijiep.v4i1.17869
A scale based on the Western version of the positive thinking construct can assess the positive thinking capacity of young Indonesian Muslims. However, it can produce biased data since adjusting to the culture is tricky. This research aims to develop a positive thinking measurement tool for young Indonesian Muslims. The research approach used was the exploratory sequential mix method, a qualitative and quantitative research design done in several stages: 1) qualitative research: conducting a qualitative exploration of the positive thinking construct of young Indonesian Muslims and converting the results of qualitative data into scale items; 2) quantitative research: conducting content validation, selecting items, and performing exploratory factor analysis. The content validity test found an average value of V Aiken = 0.8. The dimensions of positive thinking for young Indonesian Muslims included critical thinking, mind control, objective thinking, good prejudice towards Allah, and any other occurrences. The final results of the psychometric analysis found that a positive thinking measuring tool for young Indonesian Muslims consisted of 23 items with a fit factor structure because they had a loading factor greater than 0.5 and reliability of α = 0.702. For future researchers, interventions based on positive thinking can be designed and applied to a sample of adolescents in various cultural contexts.
The Effect of the Quizizz Game on Increasing Motivation and Social Studies Learning Outcomes at the Junior High School Level
Kartini, Agustina;
Sriyanto, Sriyanto
Scaffolding: Jurnal Pendidikan Islam dan Multikulturalisme Vol 5 No 3 (2023): Pendidikan Islam dan Multikulturalisme
Publisher : Institut Agama Islam Sunan Giri (INSURI) Ponorogo
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DOI: 10.37680/scaffolding.v5i3.3442
This study aims to determine the effect of Quizizz games on increasing motivation and social studies learning outcomes for class VII students of SMPN 7 Purwokerto. This experimental research design uses two groups, namely the experimental group and the control group. The data collection technique used interviews, tests (pre-test and post-test), and observation with a sample of 74 students from 286 students from class VII SMP N 7 Purwokerto. The purposive sampling technique showed that the class used as the control class was class VIIB, with a total of 34 students. The treatment was given using traditional learning methods. Class VII A is used as an experimental class with the learning process using the Quizizz learning application. Based on the results of research conducted by Quizizz, learning media can be declared capable of increasing student motivation and learning outcomes. The effect of Quizizz learning media on increasing motivation and learning outcomes using the test declares the Wilcoxon value of Asymp. The sign (2-tailed) is 0.000. Because the Asymp. Sign (2-tailed) is less than 0.05, then Ho is rejected, and Ha is accepted, so it is concluded that the use of learning media based on Quizizz educational games has an effect on increasing motivation and learning outcomes of social studies class VII students of SMPN 7 Purwokerto.
UPAYA MENINGKATKAN PEMAHAMAN DAN KEAKTIFAN BELAJAR MATEMATIKA MENGGUNAKAN MODEL PEMBELAJARAN COOPERATIVE LEARNING TYPE STAD BERBANTU MEDIA PAPAN PINTAR BILANGAN SISWA KELAS II SEKOLAH DASAR
Ida Taprida;
Sriyanto, Sriyanto
Sindoro: Cendikia Pendidikan Vol. 5 No. 11 (2024): Sindoro: Cendikia Pendidikan
Publisher : Cahaya Ilmu Bangsa Institute
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Abstrak : Penelitian ini bertujuan untuk meningkatkan pemahaman dan keaktifan belajar matematika menggunakan model pembelajaran Cooperative Learning type STAD berbantu media papan pintar bilangan siswa kelas II Sekolah Dasar. Penelitian ini dilakukan di kelas II SDN 2 Sumampir dengan jumlah 23 siswa. Jenis penelitian ini adalah Penelitian Tindakan Kelas (PTK) yang dilaksanakan dengan dua siklus. Tahap tiap siklus yaitu perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Teknik pengumpulan data menggunakan instrument tes dan non tes. Data yang diambil dianalisis secara kuantitatif. Hasil penelitian diperoleh dari lembar observasi keaktifan siswa dan pemahaman belajar diperoleh dari soal evaluasi yang dikerjakan siswa. Pada setiap siklusnya mengalami peningkatan rata-rata nilai, yaitu pada siklus ke 1 angket keaktifan peserta didik dari 23 siswa memperoleh rata-rata 10,65 dengan presentase 67%, kemudian pada siklus 2 angket keaktifan peserta didik lebih meningkat menjadi rata-rata 11,96 dengan presentase 75%. Dan pada siklus ke 1 data pemahaman peserta didik dari 23 siswa memperoleh rata-rata 71,30 dengan presentase ketuntasan 43%, kemudian pada siklus 2 data pemahaman peserta didik lebih meningkat menjadi rata-rata 86,96 dengan presentase ketuntasan 100%. Berdasarkan hasil penelitian, disimpulkan bahwa Cooperative Learning type STAD merupakan model pembelajaran yang efektif untuk meningkatkan keaktifan dan pemahaman belajar matematika siswa kelas II SDN 2 Sumampir.
The development of interactive learning media based on articulate storyline 3
Dahlan, Ahmad;
Sriyanto, Sriyanto
JIPSINDO Vol. 11 No. 1 (2024): JIPSINDO (Jurnal Pendidikan Ilmu Pengetahuan Sosial Indonesia)
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/jipsindo.v11i1.65052
Utilizing technology in an effective and interactive learning process is driven by the development of science and technology. The teacher's contribution in learning activities as a facilitator and mediator provides facilities for ease of learning. Learning media based on Articulate Storyline 3 is one of the interactive multimedia options that can be used in the learning process. This type of development research is Research and Development (R&D). The development of learning media is carried out through ten steps in Research & Development (R & D) consisting of: 1) Potential and Problems, 2) Data Collection, 3) Product Design, 4) Design Validation, 5) Design Revision, 6) Trial Initial Product, 7) Product Revision, 8) End-Use Trial, 9) Final Product Revision and 10) Mass Production. Testing learning materials and media validation has met the very feasible category. This is evidenced by the results of the material expert validation of 90 with a percentage score of 85.71% and an average score of 4.29. The validation of media experts is equal to the percentage score of 87.86% and the average score is 4.39, indicating that the category group is very feasible. Initial product testing in small classes has validly met the attractiveness and effectiveness categories in use. This is evidenced by the total eligibility score by students from user data with a percentage of 83.08%. Based on the criteria in the eligibility table according to the Likert scale with a percentage of 83.08%, it is in the very feasible category. Testing the final product of developing interactive learning media based on Articulate Storyline 3 in large classes has been valid to meet the eligibility and effectiveness categories in use.
Media Prasmanan Bakso dan Stupa Prestasi pada Asesmen Formatif IPS Siswa SMPN 1 Purwanegara
Fajriyatun Fajriyatun;
Sriyanto Sriyanto
Dewantara : Jurnal Pendidikan Sosial Humaniora Vol. 3 No. 3 (2024): September: Dewantara: Jurnal Pendidikan Sosial Humaniora
Publisher : Universitas 45 Surabaya
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DOI: 10.30640/dewantara.v3i3.2905
Formative assessment can help teachers understand the strengths and weaknesses experienced by students in learning. Techniques in implementing formative assessment vary, one of which can use media. Initial observation data of students who have learning difficulties in understanding the subject matter as much as 95% and learning completeness has only reached 50.00%, and the average score is 69.05%. The purpose of this study is to describe the results of learning innovation research in the form of using meatball buffet media and achievement stupa on formative assessment of social studies subjects of class IX students of SMPN1 Purwanegara. The method used was Classroom Action Research (PTK) conducted at SMP Negeri 1 Purwanegara. The population in this study were all ninth grade students of SMP Negeri 1 Purwanegara, totalling 272 students. The sample in this study were students of class IX G. Teacher-made innovative media in the form of meatball buffet and achievement stupa used in this learning research were made to determine student learning difficulties and student learning outcomes. The results of the research activities were that students only experienced learning difficulties of 2%. While the learning outcomes 90% of students showed complete learning with an average score of 87.67. In conclusion, formative assessment using prasmanan bakso media and stupa prestasi can reduce learning difficulties and help students understand the material so that their learning outcomes increase.
Peningkatan Aktivitas Belajar Siswa dalam Pembalajran IPS Menggunakan Pendekatan Saintifik di Kelas VIII SMPN Kesugihan
Rokaliana Rokaliana;
Sriyanto Sriyanto
Jurnal Riset Pendidikan Dasar (JRPD) JRPD Volume 4 Nomor 1, Maret 2023
Publisher : Jurnal Riset Pendidikan Dasar (JRPD)
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DOI: 10.30595/jrpd.v4i1.14119
Masalah yang terjadi pada pembelajaran IPS di kelas VIII SMPN 2 Kesugihan yaitu kurang berperan aktifnya siswa dalam proses pembelajaran IPS di kelas. Pendekatan saintifik adalah suatu proses pembelajaran yang dirancang supaya peserta didik secara aktif yang dapat menjadi salah satu solusi dalam permasalahan tersebut. Penelitian dilakukan dengan mengamati aktifitas belajar dan hasil belajar siswa dalam 3 siklus dengan menggunkan pendekatan saintifik pada pembelajaran IPS terhadap 220 siswa. Diperoleh persentase aktivitas belajar sebesar 96% dengan hasil belajar yang meningkat sebesar 91,81%.
Upaya Meningkatkan Keterampilan Menyimak Peserta Didik Melalui Media Audio Visual Pada Kelas V SD
Novrizal Arif Budiman;
Sriyanto Sriyanto
Jurnal Riset Pendidikan Dasar (JRPD) JRPD Volume 3 Nomor 2, September 2022
Publisher : Jurnal Riset Pendidikan Dasar (JRPD)
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DOI: 10.30595/jrpd.v3i2.14174
Tujuan penelitian ini untuk mendeskripsikan penggunaan media audiovisual dalam peningkatan keterampilan menyimak pembelajaran pada siswa kelas V SD Negeri 1 Langkap ahun ajaran 2021/2022. Penelitian ini dilakukan secara kolaborasi dengan guru kelas V. Praktik pembelajaran dilakukan dilaksanakan dalam 2 siklus dan tiap siklus 2 pertemuan. Praktik penelitian tindakan kelas terdiri atas empat tahapan, yaitu perencanaan, pelaksanaa, pengamatan dan refleksi. Subjek pada penelitian ini adalah siswa kelas V SD Negeri 1 Langkap yang berjumlah 21 siswa dan guru kelas V. Teknik Pengumpulan data dalam penilitian ini adalah observasi, wawancara, dan dokummentasi. Intrumen Penelitian menggunakan lembar observas dan pedoman wawancara. Teknik analisis data dalam penelitian ini adalah teknik analisis data kuantitatif dan teknik analisis data kualitatif. Simpulan penelitian ini adalah pelaksanaan pembelajaran dengan langkah-langkah penggunaan media audiovisual dapat meningkatkan ketrampilan menyimak pembelajaran di kelas V SD Negeri 1 Langkap tahun ajaran 2021/2022.