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Pengembangan Strategi Pembelajaran Kurikulum 2013 Berbasis Lesson Study dalam Peningkatan Kemampuan Profesionalisme Guru di SD Negeri WirosabanYogyakarta Rosidah Aliim Hidayat; Zainnur Wijayanto
ABDIMAS DEWANTARA Vol 5 No 1 (2022)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/ad.v5i1.12187

Abstract

Proses pembelajaran dalam Kurikulum 2013 dilaksanakan dengan berbasis aktivitasdan menggunakan pendekatan ilmiah serta tematik integrative. Implementaiskurikulum 2013 membawa banyak tantangan yang harus dihadapi oleh gurukhususnya. Pengabdian ini dilakukan untuk membantu meningkatkan kemampuanprofesionalisme guru di SD N Wirosaban dalam pembelajaran kurikulum 2013dengan metode pelaksanaan berupa sosialisasi, workshop, dan lesson study.Hasilnya dari pengabdian ini yakni: (1)Kegiatan pelatihan strategi pembelajarankurikulum 2013 berbasis lesson study di SD N Wirosaban Yogyakarta inimenghasilkan perangkat pembelajaran yang fit dalam proses pembelajaran, (2)Pendampingan pelaksanaan pengembangan perangkat pembelajaran berbasis lessonstudy sangat sangat bermanfaat untuk menambah wawasan dalam variasi strategipembelajaran bagi guru. (3) Simulasi pelaksanaan pembelajaran berbasis lessonstudy dapat menjadikan guru untuk lebih bersifat terbuka dalam menerima masukanserta mampu untuk selalu berkolaborasi dalam mendapatkan pembelajaran yangterbaik.    
Pengembangan YouTube Sebagai Bahan Belajar Mandiri pada Subjek Pertidaksamaan Linear Satu Variabel Tingkat SMP Cici Naftalie Alleztin Pambudi; I Nyoman Arcana; Zainnur Wijayanto
UNION : Jurnal Ilmiah Pendidikan Matematika Vol 9 No 1 (2021)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/union.v9i1.9494

Abstract

This study aims to develop YouTube in the form of video as independent study material on one variabel linear inequality and determine its feasibility. The method used in this research is a research and development method with the ADDIE development model through 5 stages, namely Analysis, Design, Development, Implementation, and Evaluation. The research was conducted at SMP Negeri 2 Pandak with 26 students as the subject of class VII E. Data collection techniques used student response questionnaires and learning outcomes tests. The result of this research is a mathematics learning video product that is presented through YouTube under the account name "Cinta Matematika Kuy". Assessments from media experts and material experts show that the development of YouTube as an independent learning material falls into the very valid category with an average value of 4.57. The results of the correlation between the student response questionnaire and the learning outcome test also showed a very strong relationship. Thus, the YouTube video developed was feasible to use.
PERAN TENDIK DALAM PROGRAM MERDEKA BELAJAR KAMPUS MERDEKA (MBKM) DI UNIVERSITAS SARJANAWIYATA TAMANSISWA Yuyun Yulia; Trisharsiwi Trisharsiwi; Zainnur Wijayanto; Nimas Sabrina Sintyasakti; Nadya Septiani Rahman; Anggi Yudha Kusuma; Putri Saraswati; Titim Dwi Handayani
Jurnal Dedikasi Pendidikan Vol 7, No 1 (2023): Januari 2023
Publisher : Center for Research and Community Service (LPPM) University of Abulyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30601/dedikasi.v7i1.3301

Abstract

The Merdeka Belajar dan Kampus Merdeka (MBKM) policy of kemendikbudristekdikti that encourages students to master science from various perspectives and equips students to face changes in science and technology in future. In MBKM, the role of education personnel is to bridge the distribution of information and services that are needed by the academic community. In its implementation, UST plays an active role in MBKM progamme including: Independent Student Exchange, Teaching Campus, and Independent Internship. In the management of MBM, it has been implemented in synergy with Tamansiswa teachings, one of which is honing, caring, and fostering using integrated technology and always improving the professionalism of educational staff.
THE DEVELOPMENT OF ONLINE LEARNING GAME ON LINEAR PROGRAM COURSES Zainnur Wijayanto; Dafid Slamet Setiana; Betty Kusumaningrum
Jurnal Infinity Vol 11, No 1 (2022): VOLUME 11, NUMBER 1, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v11i1.p133-144

Abstract

This study aims to produce online learning games on linear program subjects for 3rd-semester students that are valid, practical, efective and can increase student learning motivation. Students are less interested in linear program subject because it requires high analysis skill and feel boring. This research and development model consisting of the stages of define (literature study and field survey), design (early product design activities), develop (expert validation, product revisions, and development testing), and disseminate (final product revision) with descriptive analysis techniques qualitatively and quantitatively. Qualitative descriptive analysis techniques are used to describe the stages of development that describe the results of observations of the implementation and effectiveness of online learning games that have been developed in the field. Quantitative descriptive analysis techniques are used at the development stages. This study has achieved the expected goal: producing online learning games for linear program subjects that are valid (very good category), practical (very good category), and effective (85.71% of students had achieve a minimum score of C).
Aplikasi Teori Newman: Bagaimana Kesalahan Siswa Dalam Menyelesaikan Permasalahan Geometri 3D? Dhani N Hendrayanto; Sri Adi Widodo; Zainnur Wijayanto; W Wahmad
JNPM (Jurnal Nasional Pendidikan Matematika) Vol 5, No 1 (2021)
Publisher : Universitas Swadaya Gunung Djati

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (929.494 KB) | DOI: 10.33603/jnpm.v5i1.3613

Abstract

Abstract. One of the low achievement in learning mathematics is caused by students' mistakes in solving math problems. Many studies have stated that geometry is a difficult material because many achievements are below the minimum completeness criteria. In connection with this, the purpose of this study was to determine the types of student errors and the causes of errors in class VIII students in solving mathematical problems in geometry. This research method is descriptive qualitative. The number of participants in this study was 2 people who were selected based on certain reasons. The research data collection techniques were written tests (diagnostic tests) and interviews. The data analysis technique used descriptive techniques. The findings in this study were that students made 4 types of errors based on Newman's theory, namely errors in understanding the meaning of a problem, mistakes in transformation, errors in processing skills and errors in writing the final answer. The causes of student errors include misinterpreting the things being asked, not understanding the concept of geometry. By identifying these student mistakes, the teacher is helped in planning the right lesson so that they can anticipate mistakes that are often made by students.Keywords: Newman’s theory, Errors, Problems of Geometry 3D.
Development of flipped classroom math learning instruments with advocacy-sociograph Zainnur Wijayanto; Indah Ayu Rukmana; Betty Kusumaningrum; Elang Amadeus Poort
UNION : Jurnal Ilmiah Pendidikan Matematika Vol 11 No 3 (2023)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/union.v11i3.15272

Abstract

The research project described aims to create a Math learning media with a flipped classroom model on "Polyhedron of Cube and Block" for grade VIII Junior High School students. This device uses the advocacy-sociograph approach. This research uses three stages of development, namely Defining, Designing, and Developing. After conducting data analysis, it can be concluded that the results of the validation of the lesson plan are valid, indicating that it is well-designed and suitable for teaching the targeted mathematics content. Similarly, the e-LKPD (e-worksheet) also received very valid validation results, indicating that the e-LKPD is very suitable and adequate to facilitate student learning. These positive validation results indicate that the learning tools in lesson plans and LKPDs (worksheets) based on the flipped classroom approach with advocacy-sociographs are valid and feasible for further testing. The researchers recommend this learning tool as a reliable reference source for mathematics learning in Junior High School.
THE DEVELOPMENT OF ONLINE LEARNING GAME ON LINEAR PROGRAM COURSES Zainnur Wijayanto; Dafid Slamet Setiana; Betty Kusumaningrum
Jurnal Infinity Vol 11 No 1 (2022): VOLUME 11, NUMBER 1, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v11i1.p133-144

Abstract

This study aims to produce online learning games on linear program subjects for 3rd-semester students that are valid, practical, efective and can increase student learning motivation. Students are less interested in linear program subject because it requires high analysis skill and feel boring. This research and development model consisting of the stages of define (literature study and field survey), design (early product design activities), develop (expert validation, product revisions, and development testing), and disseminate (final product revision) with descriptive analysis techniques qualitatively and quantitatively. Qualitative descriptive analysis techniques are used to describe the stages of development that describe the results of observations of the implementation and effectiveness of online learning games that have been developed in the field. Quantitative descriptive analysis techniques are used at the development stages. This study has achieved the expected goal: producing online learning games for linear program subjects that are valid (very good category), practical (very good category), and effective (85.71% of students had achieve a minimum score of C).
Motivasi Mahasiswa Mengikuti Program Pertukaran Mahasiswa Merdeka (PMM) Wijayanto, Zainnur; Ghozali, Imam; Trisharsiwi; Budhi, Widodo; Yulia, Yuyun; Kusumaningrum, Betty
Progressive of Cognitive and Ability Vol. 2 No. 3 (2023)
Publisher : EDUPEDIA Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56855/jpr.v2i3.415

Abstract

Perkembangan ilmu pengetahuan dan teknologi yang sangat pesat telah membawa perubahan yang sangat pesat pula dalam berbagai aspek kehidupan. Oleh karena itu, diperlukan transformasi pembelajaran untuk bisa membekali dan menyiapkan lulusan pendidikan tinggi agar menjadi generasi yang unggul. Kebijakan Merdeka Belajar-Kampus Merdeka (MBKM) yang diluncurkan oleh Menteri Pendidikan dan Kebudayaan merupakan kerangka untuk menyiapkan mahasiswa menjadi sarjana yang tangguh, relevan dengan kebutuhan zaman, dan siap menjadi pemimpin dengan semangat kebangsaan yang tinggi. Salah satu kebijakan yang diluncurkan adalah Pertukaran Mahasiswa Merdeka (PMM). Program PMM merupakan sebuah program yang akan mengajak para mahasiswa untuk mendapatkan pengalaman belajar di perguruan tinggi (PT) terbaik di seluruh Indonesia. Pada penerapannya, Program PMM memberikan tantangan sendiri bagi mahasiswa yang mengikuti program tersebut. Oleh karena itu, penelitian ini bertujuan mengetahui motivasi mahasiswa dalam mengikuti Program PMM. Penelitian ini merupakan penelitian studi kasus deskriptif.  Data primer dalam penelitian ini diperoleh dengan metode survei dengan menggunakan kuesioner online. Hasil penelitian menunjukkan, motivasi mahasiswa mengikuti program PMM yaitu ingin: 1) Mengunjungi provinsi lain; 2) Menambah relasi; 3) Mendapatkan pengalaman baru; dan 4) Mendapatkan credit transfer.
Analysis of Mathematical literacy through the lens of students' spatial geometry aptitude Wijayanto, Zainnur; Sukestiyarno, Sukestiyarno; Wijayanti, Kristina; Pujiastuti, Emi
Jurnal Cakrawala Pendidikan Vol. 43 No. 3 (2024): Cakrawala Pendidikan (October 2024)
Publisher : LPMPP Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/cp.v43i3.65013

Abstract

Mathematical literacy assumes a significant role in assisting students in resolving everyday problems. The research design utilized in this study is a descriptive qualitative method, which aims to assess students' literacy skills by categorizing them as high, moderate, or low based on various mathematical literacy indicators on the spatial facets of geometry. Research results were analyzed and sorted into categories denoting high, moderate, and low mathematical abilities, with one research subject chosen from each category from a total of 32 students. The outcomes reveal that students with high mathematical test abilities could formulate and apply appropriate formulas, interpret and effectively communicate results, and draw accurate conclusions. Students with moderate abilities were only formulating and interpreting while needing more ability to effectively communicate, provide suitable conclusions, or evaluate the problems encountered. Lastly, the low ones needed help to solve the given problems and indicators.
Workshop Penyusunan Evaluasi Pembelajaran menggunakan Artificial Intelligence (AI) di SMK Kesehatan Pelita Bangsa Kusumaningrum, Betty; Wijayanto, Zainnur; Pardimin, Pardimin; Riyanita Sarani, Fajar; Azis Muhaimin, Nur; Salma Azizah, Salma
Journal of Community Capacity Empowerment Vol 3 No 1 (2025): February 2025
Publisher : Universitas Tunas Pembangunan Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36728/jcce.v3i1.4273

Abstract

The use of artificial intelligence (AI) technology has resulted in fundamental changes in various aspects of human life, including in the field of education. However, the ability to utilize AI technology has not been widely mastered by teachers and educators. The workshop "Learning Evaluation Using Artificial Intelligence (AI)" at SMK Kesehatan Pelita Bangsa aims to improve teacher skills in using AI for learning evaluation. This workshop answers the need for more effective, efficient, and objective evaluation methods in modern education. This activity was attended by 25 SMK Kesehatan Pelita Bangsa teachers. This community service activity was carried out through 3 stages, namely socialization, workshops, and mentoring. This activity received positive feedback where 87% of teachers considered the material presented relevant, 88% appreciated the clarity of the presentation, and 86% felt the time given was sufficient. In addition, 89% felt the workshop was useful, 90% felt the material was easy to understand, and 80% agreed to apply what they learned. These results indicate that this workshop has succeeded in achieving its objectives and has had a positive impact on the quality of learning evaluation in schools. Teachers gain new knowledge and are motivated to apply it in their teaching. The use of AI in evaluation is expected to provide more meaningful and accurate feedback, so that it can support improving the overall quality of education.