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Implementasi Pendidikan Lingkungan Hidup Sebagai Kurikulum Muatan Lokal Ekopedagogi Dalam Membangun Karakter Siswa Di SDN Lowokwaru 2 Malang Hidayanti, Nia; Abidin, Zainul; Husna, Arafah
Jurnal Inovasi dan Teknologi Pembelajaran Vol 4, No 2 (2018)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (296.47 KB) | DOI: 10.17977/um031v4i22018p106

Abstract

Abstrak: Penelitian ini bertujuan untuk mendeskripsikan tujuan, isi, sumber belajar, proses pembelajaran, dan penilaian pembangunan karakter dari kurikulum muatan lokal ekopedagogi PLH di SDN Lowokwaru 2. Penelitian ini merupakan penelitian deskriptif kualitatif. Teknik pengumpulan data yang digunakan adalah observasi partisipan, wawancara mendalam, dan dokumentasi. Keabsahan data diuji dengan uji kredibitasi dan uji dependability. Kegiatan analisis data dimulai dari pengumpulan data hasil observasi, wawancara, dan dokumentasi, penginterpretasian data, dan pengecekan keabsahan data. Hasil dari penelitian menunjukkan bahwa : (1) Tujuan kurikulum muatan lokal ekopedagogi PLH di sekolah ini adalah menerapkan sekolah berbudaya peduli lingkungan dan membekali siswa supaya bertanggung jawab dalam kegiatan pelindungan, pelestarian, dan pencegahan perusakan lingkungan dan sumber daya alam, serta pelestarian fungsi lingkungan di sekolah. (2) Isi kurikulum muatan lokal ekopedagogi PLH adalah pengintegrasian materi mengenai lingkungan hidup dalam indikator pembelajaran dan kegiatan pembelajaran di berbagai mata pelajaran yang sesuai untuk diintegrasikan. (3) Sumber belajar yang digunakan pada saat Pendidikan Lingkungan Hidup adalah buku tematik, lingkungan sekitar, dan teladan perilaku guru. (4) Proses pembelajaran muatan lokal ekopedagogi PLH di SDN Lowokwaru 2 dilakukan secara terintegrasi. Metode pembelajaran yang digunakan adalah metode ceramah, demonstrasi, diskusi, tanya jawab, penugasan, permainan, dan bermain peran.Namun penggunaan media pembelajaran di SDN Lowokwaru 2 belum dilaksanakan secara optimal. (5) Penilaian pembangunan karakter siswa dalam muatan lokal ekopedagogi PLH di SDN Lowokwaru 2 menggunakan penilaian otentik yang diambil dari nilai tugas, laporan, dan pengamatan kepada setiap siswa menggunakan catatan anekdot.Abstract: This study aims to describe the purpose, content, learning resources, learning process, and character development assessment of the local eco-pedagogy PLH curriculum in SD Lowokwaru 2. This research is a qualitative descriptive study. Data collection techniques used were participant observation, in-depth interviews, and documentation. The validity of the data was tested by the credibility test and dependability test. Data analysis activity starts from collecting data from observations, interviews, and documentation, interpreting data, and checking the validity of data. The results of the study show that: (1) The objective of the PLH local eco-pedagogy curriculum in this school is to implement environmentally-conscious culture schools and equip students to be responsible for protection, preservation, and prevention of environmental and natural resource destruction, and preservation of environmental functions in school. (2) Contents of the local content curriculum PLH eco-pedagogy is the integration of material about the environment in the indicators of learning and learning activities in a variety of suitable subjects to be integrated. (3) Learning resources used when Environmental Education is thematic books, the surrounding environment, and examples of teacher behavior. (4) The learning process of local eco-pedagogy PLH content at Lowokwaru 2 Elementary School is carried out in an integrated manner. The learning method used is the method of lecture, demonstration, discussion, question and answer, assignment, game, and role-playing. However, the use of learning media in SDN Lowokwaru 2 has not been optimally implemented. (5) Assessment of student character development in the local content of PLHE eco-pedagogy at Lowokwaru Elementary School 2 using authentic assessments taken from assignments, reports, and observations to each student using anecdotal notes.
Pengaruh Penerapan Metode Pembelajaran Resitasi-Debat Pada Mata Pelajaran Fiqih Pokok Bahasan Hudud Terhadap Kemampuan Presentasi Siswa Kelas XI Di MAN 2 Blitar Nazihah, Roidatun; Abidin, Zainul; Husna, Arafah
Jurnal Inovasi dan Teknologi Pembelajaran Vol 4, No 2 (2018)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (255.619 KB) | DOI: 10.17977/um031v4i22018p132

Abstract

Abstrak: Metode pembelajaran Resitasi-Debat dalam penelitian ini merupakan penggabungan dari 2 metode yang berbeda.  Berdasarkan hasil wawancara dan hasil observasi permasalah yang diperoleh yaitu kurangnya penguasaan materi pembelajaran fiqih dan kurangnya keaktifan siswa dalam mengikuti pembelajaran tersebut khususnya berkomunikasi secara lisan. Penelitian ini bertujuan untuk mengetahui keterlaksanaan penerapan metode resitasi-debat dalam upaya meningkatan kemampuan presentasi siswa. Dalam penelitian ini mengambil materi Hudud sub bab Mencuri dan minum khamr pada mata pelajaran Fiqih. Desain penelitian yang digunakan adalah desain penelitian Pra-eksperimen, One Shot Case Study. Metode pengumpulan data yang digunakan adalah teknik Observasi dengan lembar pengamatan. Teknik analisis data menggunakan skor persentase untuk mengetahui perbedaan pada kelas eksperimen setelah diberiperlakuan. Hasil Analisis data yang diketahui dari hasil observasi di kelas eksperimen dalam proses penerapan metode resitasi debat diperoleh nilai rata-rata 84,5 %. Maka dari itu dapat termasuk dalam kriteria baik sekali. Sedangkan pada kelas control dalam proses pembelajaran diperoleh nilai rata-rata 69,1 % termasuk dalam kriteria cukup. Kesimpulan penelitian ini menunjukkan bahwa perlakuan dengan menerapkan metode resitasi–debat mempengaruhi kemampuan prsentasi siswa secara signifikan dibandingkan dengan yang menggunakan pembelajaran ceramah dan diskusi pada proses pembelajaran Fiqih, pokok bahasan hudud kelas XI di MAN 2 Blitar. Abstract: Debate-Recitation learning method in this study is a combination of two different methods. Based on the results of interviews and the results of observations the problems obtained were lack of mastery of fiqh learning material and lack of active students in participating in the learning especially communicating orally. This study aims to determine the implementation of the recitation-debate method in an effort to improve student presentation skills. In this study, the Hudud sub-chapter took Stealing and drinking khamr on Fiqh subjects. The research design used was a Pre-experimental research design, One-Shot Case Study. The data collection method used is the Observation technique with the observation sheet. Data analysis techniques used a percentage score to find out differences in the experimental class after being treated. The results of data analysis that was known from the results of observations in the experimental class in the process of applying the debate recitation method obtained an average value of 84.5%. So that can be included in the criteria very well. Whereas in the control class in the learning process the average value of 69.1% is included in the criteria enough. The conclusion of this study shows that treatment by applying the debate-recitation method significantly influences students' ability to interpret compared to those who use lecture learning and discussion in the Fiqh learning process, the subject of class XI's hudud in MAN 2 Blitar
The Pengembangan Unit Produksi Berbasis IPTEK untuk Mahasiswa Program Studi Teknologi Pendidikan Slamet, Taufik Ikhsan; Kuswandi, Dedi; Ulfa, Saida; Husna, Arafah
Jurnal Pemberdayaan Masyarakat Madani (JPMM) Vol. 3 No. 2: Jurnal Pemberdayaan Masyarakat Madani (JPMM) (DOAJ & SINTA 3 Indexed)
Publisher : Fakultas Ekonomi dan Bisnis Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1186.044 KB) | DOI: 10.21009/JPMM.003.2.1

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This service was carried out with the development scheme of the science and technology-based production unit of the study program. The purpose of this service was to create a productive division that was appropriate and correlated with the core competencies of the educational technology study program. In this service, the productive division was developed based on educational technology core competencies (i.e. facilitating learning and improving performance), and called Delta Studio. Delta Studio itself was an acronym for Digital Environment of Learning, Teaching, and Assessment Studio. Similar with the competencies of the Educational Technology Study Program, Delta Studio offered digital-based learning media production services for all groups and needs. Business activities that deployed here were carried out by students with proper guidance from the lecturers. This activity was intended to connect and empower learning outcomes that the students achieved from classroom and laboratory learning. Students who were interested in engaging in the field of entrepreneurship and digital content were involved in the client-based production process. Financial benefits were then shared with the students team who engineer the media and the productive unit. The result of this service was a productive unit that facilitated students knowledge and skills in media development.
Pengembangan Bahan Ajar Interaktif Materi Kehidupan Masyarakat Pada Masa Pra Aksara Di Indonesia Azman, Muhammad Khairul; Wedi, Agus; Husna, Arafah
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 5, No 2 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v5i22022p132

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The purpose of this development is to make interactive teaching materials products of public life materials during pre-literacy in Indonesia that are suitable for use in learning for social science subjects in junior high school class VII. This interactive teaching material can be used as a complementary supplement in the learning process so that it can increase students' motivation and interest in learning. This product can be used independently or in groups. Interactive teaching materials are packaged with a powerpoint show display, using personal computers (PCs), laptops and the like. The detailed content of the material and the interface design are designed with a user friendly system so that it is easy for users to understand and use. This development procedure uses the model of Lee & Owens, 2004. Responses from media experts and material experts to this interactive teaching material get a positive response. The trial of the use of interactive teaching materials was carried out on grade VII junior high school students. Overall, interactive teaching materials on people's life during pre-literacy in Indonesia are suitable for use in learning.Abstrak Tujuan dari pengembangan ini yakni membuat produk bahan ajar interaktif materi kehidupan masyarakat pada masa pra aksara di indonesia yang layak digunakan pada pembelajaran untuk mata pelajaran ilmu pengetahuan sosial SMP kelas VII. Bahan ajar interaktif ini bisa digunakan sebagai suplemen pelengkap didalam proses pembelajaran sehingga bisa menambah motivasi dan minat belajar anak didik. Produk ini dapat digunakan secara mandiri maupun kelompok. Bahan ajar interaktif dikemas dengan tampilan powerpoint show, pemanfaatannya menggunakan personal computer (pc), laptop dan sejenisnya. Rincian konten materi dan desain interfacenya dirancang dengan sistem user friendly agar mudah dimengerti dan dipakai oleh penggunanya. Prosedur pengembangan ini menggunakan model Lee & Owens, 2004. Tanggapan dari ahli media dan ahli materi terhadap bahan ajar interaktif ini mendapatkan respon positif. Uji coba pemanfaatan bahan ajar interaktif dilakukan kepada siswa SMP kelas VII. Secara keseluruhan bahan ajar interaktif materi kehidupan masyarakat pada masa pra aksara di indonesia layak digunakan dalam pembelajaran.
Pengembangan Desktop Virtual Reality Arsitektur Dan Seni Bangunan Peninggalan Hindu-Buddha Di Indonesia Mahendra, Achmad Donny Krisna; Wedi, Agus; Husna, Arafah
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 5, No 4 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v5i42022p412

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This development research aims to produce desktop virtual reality learning media products. The problem behind the research is that there is a negative stigma towards learning history, negative perceptions that arise because it is always delivered with classical learning. In learning history, the 2013 Curriculum emphasizes that students make observations of historical events that have occurred in the surrounding environment, one of which is by field trip activities. Desktop VR can be an alternative to the field trip method which has weaknesses, by presenting historical space in the classroom. Desktop virtual reality learning media products contain architectural materials and building art from Hindu-Buddhist heritage in Indonesia. The development of virtual reality desktop learning media adapts the Lee and Owens Model and has been adapted to its stages. The product developed has been tested on material experts and media experts and has been declared valid so that it is suitable for classroom learning. The evaluation results from assessing user reactions, received positive responses from students in class X high school majoring in Social Sciences.AbstrakPenelitian pengembangan ini bertujuan untuk menghasilkan produk media pembelajaran desktop virtual reality. Permasalahan yang melatarbelakangi penelitian yaitu adanya stigma negatif terhadap pembelajaran sejarah, persepsi negatif yang muncul dikarenakan metode guru bersifat statis dengan pembelajaran klasikal dari waktu ke waktu. Pada pembelajaran sejarah, Kurikulum 2013 menekankan agar peserta didik melakukan pengamatan terhadap peristiwa sejarah yang telah terjadi pada lingkungan sekitar, salah satunya dengan kegiatan karyawisata. Desktop VR mampu menjadi alternatif pengganti metode karyawisata yang memiliki kelemahan, dengan menghadirkan ruang sejarah didalam kelas. Produk media pembelajaran desktop virtual reality memuat materi arsitektur dan seni bangunan peninggalan Hindu – Buddha di Indonesia. Pengembangan media pembelajaran desktop virtual reality mengadaptasi Model Lee dan Owens dan telah disesuaikan dengan tahapannya. Produk hasil pengembangan telah diujikan kepada ahli materi dan ahli media serta telah dinyatakan layak. Evaluasi yang diberikan kepada peserta didik menggunakan tahapan evaluasi level 1 gagasan Donald Kirkpatrick untuk menilai reaction/respon pengguna, serta mendapatkan tanggapan positif dari peserta didik kelas X SMA jurusan Ilmu Sosial yang akan atau telah menerima materi tersebut.
E-Book Berbasis Elaborasi Gambar Sebagai Penguatan Kognitif Siswa Prameswari, Jihan; Praherdhiono, Henry; Husna, Arafah
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 5, No 4 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v5i42022p423

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The development resulted in an e-book based on image elaboration as a learning medium for cognitive strengthening. Luther-Sutopo's version of the MDLC (Multimedia Development Life Cycle) includes: concept, design, material collecting, assembly, testing, and distribution is a method for development. Data analysis used quantitative and qualitative. The e-book has been declared valid and suitable for use in learning based on the results of the validation of media experts 95.83 percent and material experts 100 percent. Students have stated that ebooks are effective 86.5 percent. E-books provide cognitive reinforcement to students' analytical skills based on increasing pretest and posttest scores.AbstrakPengembangan menghasilkan E-book berbasis elaborasi gambar sebagai media pembelajaran untuk penguatan kognitif. MDLC (Multimedia Development Life Cycle) versi Luther-Sutopo meliputi: Konsep, Desain, Pengumpulan materi, Pembuatan, Pengujian, dan Distribusi merupakan metode untuk pengembangan. Analisis data menggunakan kuantitatif dan kualitatif. E-book telah dinyatakan valid dan layak digunakan dalam pembelajaran berdasarkan hasil validasi ahli media 95.83 persen dan ahli materi 100 persen. Siswa telah menyatakan bahwa ebook efektif 86.5 persen. E-book memberikan penguatan kognitif pada kemampuan analisis siswa berdasarkan peningkatan nilai pretest dan posttest.
Pengembangan Modul Berbantuan Teknologi Augmented Reality Dengan Puzzle Pada Materi Bangun Ruang Amelia, Sila; Wedi, Agus; Husna, Arafah
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 5, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v5i12022p062

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Learning about solid figure is often applied to book media such as text and two-dimensional images only. In this case, in learning process a learning medium is needed that can help elementary students in understanding the basic characteristics of the shape of a room by displaying the shape of objects in three dimensions. The purpose of this development is to produce a module book product that has been equipped with Augmented Reality technology with puzzles on the subjects of building space for grade IV SD. The method used in this study is a type of development research known as Research &D. The development model used is the Lee &Owens model that has been adapted to the needs of research. The response from media experts and material experts received a positive response after the trial. Meanwhile, product utilization trials were conducted on grade IV elementary school students. And the results obtained overall Augmented Reality module media products with puzzles on space building materials worth using in learning.AbstrakPembelajaran mengenai bangun ruang sering diterapkan pada media buku seperti teks dan gambar dua dimensi saja. Dalam hal ini mengakibatkan pembelajaran menjadi kurang optimal sehingga diperlukan sebuah media pembelajaran yang dapat membantu siswa SD dalam memahami karakteristik dasar bentuk bangun ruang dengan menunjukkan bentuk objek secara tiga dimensi. Tujuan pengembangan ini yakni untuk menghasilkan produk buku modul yang telah dilengkapi teknologi Augmented Reality dengan puzzle pada mata pelajaran bangun ruang untuk kelas IV SD. Metode yang digunakan dalam penelitian ini yaitu jenis penelitian pengembangan yang dikenal dengan istilah Research & Development (R&D). Model pengembangan yang digunakan adalah model Lee & Owens yang telah disesuaikan dengan kebutuhan penelitian. Adapun tanggapan dari ahli media dan ahli materi mendapatkan respon positif setelah dilaksanakan uji coba. Sedangkan uji coba pemanfaatan produk dilakukan terhadap siswa SD Kelas IV. Dan hasil yang didapatkan secara keseluruhan produk media modul Augmented Reality dengan puzzle pada materi bangun ruang layak digunakan dalam pembelajaran.
Model Influence Discovery Learning Regarding Students' Cognitive Learning Outcomes on Changes in Forms of Objects at Islamic Global School Malang Elementary School Sumita, Maulidia Wiyan; Wedi, Agus; Husna, Arafah
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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Abstract

Model discovery learning considered quite effective in improving student learning outcomes. The aim of this research is to find out whether there is a model influence discovery learning on students' cognitive learning outcomes on material changing the shape of objects at the Islamic Global School Malang Elementary School. The subjects of this research were class III at SD Islamic Global School Malang. Data collection techniques include interviews with class III teachers, observations, and post-test learning outcomes. this research is using experimental method quasi experiment with research design posttest only control group. In processing data on student learning outcomes using the Independent Sample T-Test with assistance SPSS 25. From the results of data processing, it was found that the Asymp.Sig (2-tailed) value was 0.020 < 0.05, which means the working hypothesis (H1) accepted. It can be concluded that there is a significant influence model discovery learning on students' cognitive learning outcomes on material changing the shape of objects. Keywords: Discovery Learning Model; Cognitive Learning Outcomes
Development of Interactive Multimedia Mobile Learning in Biology Learning at MAN 2 Tuban Khotimah, Inggreet Ayu Khusnul; Adi, Eka Pramono; Husna, Arafah
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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Abstract

This development was motivated by the problem that class X MIPA at MAN 2 Tuban had not maximized the use of technology, causing a decrease in student motivation when studying. Student learning motivation is important because it can be a trigger in increasing the completeness of student learning outcomes in class. So the aim of this research and development is to produce interactive mobile learning multimedia that is valid and feasible, especially in learning biology, ecosystem component elements and their interactions. This development involves stages of analysis, design, development, implementation and evaluation following the ADDIE framework. The resulting product has gone through a validation process by media experts and material experts. Testing was carried out on class X MIPA students at MAN 2 Tuban. The results of this development show a high level of validity, with the match percentage from media experts reaching 100%, material experts reaching 97.3%, individual trials reaching 82%, small group trials reaching 93%, and large group trials reaching 89%. Apart from that, interactive multimedia mobile learning can increase the completeness of student learning outcomes so that it can be used in classroom learning activities because it reaches a percentage of 89.64% and is a valid and appropriate qualification. Keywords: Interactive Multimedia, Mobile Learning, Biology
Influence of the Flipped Classroom Learning Model and Student Learning Styles on Student Learning Outcomes Yahya, Muhammad Ridzky Abidzar; Abidin, Zainul; Husna, Arafah
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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Abstract

Based on the results of observations of teacher-centered learning activities, during teaching and learning activities in class students are not actively involved and the interaction between teachers and students in the learning process is still not implemented well. Therefore, a solution is needed to overcome this problem, namely finding an effective way to improve student learning outcomes in the learning process. The purpose of this research is to find out what the learning model is Flipped Classroom and learning styles influence student learning outcomes. This research presents the results of data obtained by students of SMP Plus Al-Kautsar Malang City in 2024 in the science learning process. This research also presents data in the form of learning outcomes for class VII students in the learning process using the learning model Flipped Classroom and Learning Style (Visual, Auditory, Kinesthetic). The method used in this research is Quasi Experimental Design with a quantitative approach and research design
Co-Authors Abdillah, Akhmad Faiq Adesetyawan Pratama Putra Afriani Maifizar Agus Wedi Ah Zainil Ibad Aldian Boby Mulyono Alfin Nurullah Amelia, Sila Anselmus JE Toenlioe Anselmus JE Toenlioe Anugerah, Sulung Yanuar Ardhi Bimantoro Aripriharta - Azman, Muhammad Khairul Bayu Eko Risdiyanto Dedi Kuswandi Dhifa Putra Ramadhan Dian Arief Pradana Eka Pramono Adi Elya Tri Nuraeni Fadhillah Millah Abdillah Faris Ardiansyah Febrianysah, Andhika Ramadhani Henry Praherdhiono Hidayanti, Nia I Nyoman Sudana Degeng Ida Afidah Iswara, Gian Perdana Saka Jayanti Noor Purbo Rukmi Kartika Suci Lestari Khotimah, Inggreet Ayu Khusnul Kurniawan, Dicky Candra M. Alfian Mizar M. Fauzi Arief Made Duananda Kartika Degeng Mahendra, Achmad Donny Krisna Maifizar, Afriani Marniati Marniati Marniati Marniati, Marniati Moh Hadihabibi Muhamad Tri Panunggal Aprianto Muhammad Andri Wicaksono Muhammad Idaman Tata Guna Muhiban Syabani Nandang Mufti Nazihah, Roidatun Nindia Rada Kusworo Pamungkas, Anggit Pradana, Rizky Ari Prameswari, Jihan Prastiwi, Dyas Nurika Priscillia Andrianita Effendy Punaji Setyosari Putra, Raden Adhika Putri, Enda Silvia Reni Intan Puji Astuti Renny Setya Indahini Rizki Alamsyah Saida Ulfa Shinta Candra Karnaningsih Shinta Kusuma Wardani Sihkabuden Sihkabuden Sulthoni Sulton Sulton Sulton Sulton, Sulton Sumita, Maulidia Wiyan Susilaningsih Susilaningsih Taufik Ikhsan Slamet Tiwi Ananda Tri Kuncoro Ulyana, Ardiyanti Wido Ageng Pratama Yahya, Muhammad Ridzky Abidzar Yerry Soepriyanto Yulias Prihatmoko Zainul Abidin Zainul Abidin