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Analisis Pembelajaran Student Teams Achievement Divisions untuk Meningkatkan Motivasi Belajar Mahasiswa PGSD Universitas Madako Tolitoli Jepri Utomo; Burhan Burhan
Journal of Elementary School (JOES) Vol 4 No 1 (2021): Journal of Elementary School (JOES)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joes.v4i1.2302

Abstract

This study aims to identify and describe the learning of Student Teams Achievement Divisions to increase learning motivation of elementary school teacher education students at Madako Tolitoli University. The method used is a descriptive survey with a qualitative approach. The results showed that when the Student Teams Achievement Divisions learning was applied, students' motivation to learn was good, and had increased. The percentage increase in student learning motivation from learning meetings 1-2 reaches 77% in the high score range, and from learning meetings 2-3 is higher, reaching 89.3% in the very high score range. In addition, from 1-3 learning meetings the total score of each group has increased. The conclusion of this study is that the application of student teams achievement divisions learning in disaster response education courses can increase the learning motivation of PGSD students at Madako Tolitoli University. Keywords: Student Teams Achievement Divisions, Learning Motivation
NUMERICAL SOLUTION OF SEIRS MODEL OF ONLINE GAME ADDICTION ON MATHMATICS STUDENTS USING HOMOTOPY PERTURBATION METHOD Nur Rezky Ramadhan; Burhan Burhan
Jurnal Madako Education Vol 8, No 2 (2022)
Publisher : Universitas Madako Tolitoli

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

Abstract

This study aims to determine the numerical solution of the Homotopy Perturbation method as a solution to a numerical model of SEIRS addiction to online games where the data in this study is secondary data from a closed questionnaire in the form of answer choices given to students. This study has a Suspected-Exposed-Infected-Recovered-Suspected (SEIRS) model. Before determining a numerical solution using the RK-4 method, research was first conducted on the SEIRS model of online game addiction, then performed a simulation, then predicted the number of students' addiction to online games. The simulation results using the MAPLE application and this research can be used as a benchmark for parents and students regarding restrictions on the use of online games.Keywords: Homotopy Perturbation Method, Online Game, SEIRS.
Pengaruh Bullying Terhadap Minat Belajar Peserta Didik Kelas X dan XI di SMA Trisoko Jakarta Timur Iin Asikin; Burhan Burhan; Susalti Nur Arsyad
KLASIKAL : JOURNAL OF EDUCATION, LANGUAGE TEACHING AND SCIENCE Vol 4 No 1 (2022): Klasikal: Journal of Education, Language Teaching and Science
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52208/klasikal.v4i1.205

Abstract

The purpose of the study was to determine whether there was an effect of bullying on the learning interest of class X and XI students. The research method used is a survey method with a correlational approach. That is a study to determine the effect of the independent variable (bullying) with related variables (student learning interest). The population in this study were students of class X and XI SMA Trisoko Jakarta, totaling 89 people. The sample was determined by 89 people, carried out with a saturated sampling technique. Through calculations obtained rxy of 0.251 which means that there is a low influence between bullying on the learning interest of students in class X and XI at Trisoko High School Jakarta. Analysis of the coefficient of determination obtained 6.3001%. This shows that the contribution of variable X (bullying) to variable Y (student learning interest) is 6,3001%, and the remaining 93,6999% is determined by other factors not examined in the study. this. This effect was tested using statistical hypothesis testing (T test) which obtained tcount > t table or 2,418 > 1,991, indicating that there was a positive and significant influence between the X variable (bullying) on ​​the Y variable (student learning interest) in class X and XI.
Digital Media and its Implication in Promoting Students’ Autonomous Learning Darwin Darwin; Burhan Burhan
Jurnal Office Volume 7, Number 2, July-December 2021
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jo.v7i2.30780

Abstract

Computer and internet technology encourage learners' autonomy by allowing them to choose the time, place, and circumstances conducive to learning. The application of digital technology has meaningful connections with developing students' learning autonomy and promoting their skills independently. This research aimed to present meaningful information for the readers about the effectiveness of digital technology in promoting students' autonomous learning by answering the two research questions; what kinds of digital technology's characteristics, and which digital technology condition effectively promotes students' autonomous learning. The Simple Literature Review includes seven articles selected from 19 articles in Google scholar, 1.215 articles in Science direct, and four articles in Sinta (1, 2, 3, 4, 5, and 6). The reviewed articles indicated seven apps; Schoology, Multimedia-assisted Instruction (MAI), Information Communication Technologies (ICTs), Memrises, Quizlet, Socrative, Sli-do, and Three-Dimensional (3D). The virtual environments allow students to promote their autonomous learning in such conditions as long-distance learning, classroom learning activities, and self-training activities.
Implementasi Pembelajaran PPKn dalam Menanamkan Nilai Karakter Peserta Didik A Rizal Rizal; Burhan Burhan; Irwandi Irwandi; Nurwidyayanti Nurwidyayanti
JOEAI (Journal of Education and Instruction) Vol 6 No 1 (2023): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v6i1.4743

Abstract

The purpose of this study was to determine PPKN learning strategies in instilling character values in students. This research was conducted at SMA Negeri 19 Bone in XI. Data collection techniques using the approach of observation, interviews, and documentation. This study uses a type of qualitative research. Data reduction was carried out then analyzed and verified using source triangulation. The results of this study indicate that, PPKN learning strategies in instilling character values in students are by identifying changes in students' behavior and personality, choosing an appropriate approach system in the learning process, choosing and establishing teaching and learning policies and techniques to guide teachers in carry out teaching activities, establish conditions for success as a benchmark for success standards so that they can be used as a guide for teachers to evaluate the results of teaching and learning activities. In conclusion, the implementation of Pancasila and Citizenship Education learning in instilling character values in students at SMAN 19 Bone, namely through the stages of learning in class, such as praying together before starting lessons, applying discipline by arriving on time, giving assignments and motivating students after learning is finished. Keywords: Character, Character Values Education, PPKN Learning.
Uji Coba Gim Edukasi dalam Meningkatkan Hasil Belajar Bahasa Inggris Susalti Nur Arsyad; Runniarsiti Runniarsiti; Ahmad Swandi; Arief Fauzan; Sparisoma Viridi; Burhan Burhan; Sri Rahmadhanningsih
Journal of Education and Instruction (JOEAI) Vol 6 No 1 (2023): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v6i1.4954

Abstract

ABSTRACT This study aims to test the effectiveness of educational game-based digital learning media in improving grade IV elementary school English learning outcomes. The pre-experimental design and One Group Pretest-Posttest were used in this study with a sample of 20 students in a school in Makassar. Pretests and posttests are given to learners to obtain data on improving learning outcomes, which are then analyzed using t-tests and N-Gain. The results showed that there was a significant difference in test results between pretest and posttest seen from the sig.2-tailed value of 0.000, where this result was smaller than 0.05. In addition, an N-Gain of 0.49 indicates a moderate category and indicates that the trial of educational game-based digital learning media can improve student learning outcomes. Educational games can be used as an effective learning medium in the learning process and need to be developed in a better direction. Keywords: Learning Media, Educational Games, Learning Outcomes.
Adaptasi Iptek dan Kepakaran melalui Pelatihan Pembuatan Aplikasi Pembelajaran Interaktif Susalti Nur Arsyad; Ahmad Swandi; Asdar Asdar; Sri Rahmadhanningsih; Abdurrachman Rachim; Burhan Burhan
Tongkonan: Jurnal Pengabdian Masyarakat Vol. 1 No. 1 (2022): Tongkonan: Jurnal Pengabdian Masyarakat
Publisher : Publikasi dan UKI Press UKI Toraja.

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (333.907 KB) | DOI: 10.47178/tongkonan.v1i1.1650

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Berbagai upaya dalam mendukung suksesnya pembelajaran, salah satunya melalui peningkatan kreatifitas pendidik dalam mengembangkan dan menggunakan aplikasi media pembelajaran interaktif. Tujuan dari kegiatan ini adalah memberikan pelatihan dan pendampingan kepada para mahasiswa dalam membuat aplikasi pembelajaran berbasis windows dan andoroid. Pelatihan dilakukan secara hybrid jumlah peserta sebanyak 60 peserta. Pelatihan dilakukan selama dua hari dengan membagi kedalam 3 jenis kegiatan yaitu pengenalan tentang aplikasi pembelajaran, praktik langsung pembuatan aplikasi pembelajaran dan sebagai kegiatan penutup diberikan angket sebagai evaluasi keberhasilan kegiatan. Berdasarkan hasil evaluasi diperoleh informasi bahwa 6,67% peserta telah mampu mengembangkan aplikasi pembelajaran hingga tahap publikasi, 50,00% peserta telah mampu mengembangkan konten (isi) aplikasi pembelajaran dan 20% peserta yang mampu menyelesaikan pada tahapan perancangan kerangka media pembelajaran, sedangkan 23,33% masih pada tahapan instalasi program. Selain itu, diakhir kegiatan peserta juga mengisi angket kepuasan terhadap kegiatan pelatihan yang berlangsung. Berdasarkan analisis respon kepuasan peserta yaitu 87,6% yang masuk dalam kategori sangat baik. Hal ini menunjukkan peserta sangat puas dengan pelatihan yang telah mereka terima.
Pengaruh Kurikulum Merdeka Terhadap Motivasi Belajar Siswa di UPT SPF SD Negeri Bontoramba Kota Makassar, Iffah Zulva Rahmah; Burhan; Tismi Dipalaya
EMBRIO PENDIDIKAN: JURNAL PENDIDIKAN DASAR Vol. 8 No. 1 (2023): Embrio Pendidikan: Jurnal Pendidikan Dasar
Publisher : Lembaga Jurnal FKIP Universitas Bosowa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52208/embrio.v8i1.690

Abstract

Penelitian ini dilakukan dengan tujuan untuk mengetahui pengaruh kurikulum merdeka terhadap motivasi belajar siswa di UPT SPF SD Negeri Bontoramba Kota Makassar. Jenis penelitian ini adalah penelitian ex post facto dengan menggunakan Metode kombinasi (mixed methods) yang menggabungkan metode penelitian kuantitatif dan kualitatif secara berurutan. Sampel penelitian ini adalah siswa kelas IV sebanyak 54 orang. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah menggunakan observasi, angket, wawancara, dan dokumentasi yang dianalisis dengan teknik analisis regresi linear sederhana. Hasil penelitian menunjukkan bahwa Kurikulum merdeka berpengaruh positif terhadap motivasi belajar siswa di UPT SPF SD Negeri Bontoramba Kota Makassar sekitar 35,2%. Kemudian, berdasarkan model persamaan regresi, disimpulkan bahwa jika tidak ada kurikulum merdeka, maka nilai konsisten motivasi belajar siswa sebesar 25,652. Selain itu, setiap penambahan 1% penerapan kurikulum merdeka maka motivasi belajar siswa akan meningkat sebesar 1,051. Namun, terdapat juga faktor-faktor lain yang mempengaruhi motivasi belajar siswa seperti kreatifitas guru, peran orang tua, lingkungan kelas, interaksi sosial, serta minat belajar siswa itu sendiri.
MOTIVASI BELAJAR SISWA INTROVERT DENGAN MENGGUNAKAN GIM EDUKASI DALAM PEMBELAJARAN IPAS KELAS IV DI UPT SPF SD NEGERI BONTORAMBA KOTA MAKASSAR William Maximilianus; Burhan; Tismi Dipalaya
EMBRIO PENDIDIKAN: JURNAL PENDIDIKAN DASAR Vol. 8 No. 1 (2023): Embrio Pendidikan: Jurnal Pendidikan Dasar
Publisher : Lembaga Jurnal FKIP Universitas Bosowa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52208/embrio.v8i1.732

Abstract

Penelitian ini dilakukan dengan tujuan untuk mengetahui perbedaan motivasi belajar siswa introvert sebelum dan setelah mengikuti proses pembelajaran dengan menggunakan gim edukasi SDN Bontoramba Kota Makassar. Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian kuantitatif. Sampel dalam penelitian ini adalah siswa kelas IV B sebanyak 7 siswa. Teknik pengumpulan data yang digunakan dalam penelitian ini menggunakan tes MBTI, observasi, angket motivasi belajar, dan dokumentasi yang dianalisis dengan analisis deskriptif dan analisis inferensial. Hasil penelitian menunjukkan bahwa terdapat perbedaan motivasi belajar siswa introvert sebelum dan setelah mengikuti proses pembelajaran dengan menggunakan gim edukasi. Perbedaan motivasi belajar siswa introvert terdapat pada angket motivasi belajar siswa pretest dan posttest. Adapun hasil uji hipotesis penelitian ini menunjukkan bahwa terdapat perbedaan motivasi belajar siswa introvert sebelum dan setelah mengikuti proses pembelajaran dengan menggunakan gim edukasi SDN Bontoramba Kota Makassar.
Efektivitas Pemberian Reward dan Ice Breaker Terhadap Minat Belajar Siswa Kelas III SDN Sangir Makassar Helga Agung Wirani; Burhan; Zose Wirawan
EMBRIO PENDIDIKAN: JURNAL PENDIDIKAN DASAR Vol. 8 No. 1 (2023): Embrio Pendidikan: Jurnal Pendidikan Dasar
Publisher : Lembaga Jurnal FKIP Universitas Bosowa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52208/embrio.v8i1.761

Abstract

Penelitian ini dilakukan dengan tujuan untuk mengetahui efektivitas pemberian reward dan ice breaker terhadap minat belajar siswa kelas III SDN Sangir Makassar. Jenis penelitian ini adalah kuantitatif eksperimen dengan desain penelitian yang digunakan yaitu Intact-Group Comparison. Sampel dalam penelitian ini adalah siswa kelas III-A1 sebanyak 26 siswa sebagai kelas eksperimen dan siswa kelas III-A2 sebanyak 22 siswa sebagai kelas kontrol. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah observasi, kuesioner, dan dokumentasi. Data yang diperoleh diolah menggunakan bantuan SPSS 29. Hasil penelitian ini, menunjukkan bahwa pemberian reward dan ice breaker efektif terhadap minat belajar siswa kelas III SDN Sangir Makassar dengan kategori sangat baik, dimana tingkat keefektifan nilai persentase sebesar 86%. Terdapat efektivitas yang signifikan antara pemberian reward terhadap peningkatan minat belajar siswa kelas III SDN Sangir Makassar. Hasil analisis menunjukkan nilai t hitung 5,511 > 1,985. Terdapat efektivitas yang signifikan antara pemberian ice breaker terhadap peningkatan minat belajar siswa kelas III SDN Sangir Makassar. Hasil analisis menunjukkan nilai t hitung 4,787 > 1,985. Dengan demikian penelitian ini dikatakan berhasil karena terdapat efektivitas pemberian reward dan ice breaker terhadap minat belajar siswa kelas III SDN Sangir Makassar.