Johanes Sapri, Johanes
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INOVASI PEMBELAJARAN BERMAKNA PADA KEGIATAN BELAJAR ANAK USIA DINI Agustriana, Nesna; Kurniah, Nina; Sapri, Johanes
Jurnal Pendidikan Sepanjang Hayat Vol 8 No 1 (2025)
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/joll.8.1.84-93

Abstract

Kegiatan belajar di banyak lembaga PAUD masih bersifat monoton, terfokus pada hafalan, dan kurang melibatkan aktivitas eksploratif yang sesuai dengan karakteristik perkembangan anak. Penelitian ini bertujuan untuk mengkaji pelaksanaan pembelajaran yang dilakukan oleh guru PAUD melalui penerapan model Problem Based Learning (PBL), mengidentifikasi kendala-kendala yang dihadapi guru dalam merancang dan melaksanakan model tersebut, serta mencari solusi yang tepat guna mengoptimalkan implementasi kurikulum PAUD secara bermakna. Penelitian ini menggunakan pendekatan kualitatif dengan teknik wawancara mendalam, observasi, dan dokumentasi, dengan subjek guru PAUD Kota Bengkulu yang sedang menempuh studi di Program Pascasarjana FKIP UNIB. Hasil penelitian menunjukkan bahwa sebagian besar guru PAUD yang menjadi responden belum memiliki pemahaman yang utuh tentang model Problem Based Learning (PBL). Dari enam guru yang diteliti, hanya satu orang (16,7%) yang memahami konsep, tujuan, dan sintaks PBL secara menyeluruh, sementara sisanya (83,3%) hanya memahami secara umum bahwa PBL adalah pembelajaran berbasis masalah, tanpa memahami langkah-langkah aplikatifnya. Temuan juga menunjukkan adanya kesenjangan antara tuntutan kurikulum dengan kesiapan pedagogis guru dalam menerapkan model pembelajaran berbasis masalah di kelas PAUD. Kebaruan dari penelitian ini terletak pada penyajian data empiris yang menjelaskan kebutuhan guru terhadap pelatihan dan panduan implementatif PBL secara bertahap, yang disesuaikan dengan karakteristik perkembangan anak usia dini. Penelitian ini memberikan kontribusi terhadap pengembangan model pelatihan berbasis praktik yang lebih kontekstual untuk guru PAUD dalam menerapkan pembelajaran yang bermakna dan kontekstual.
Integration of Scientific Literacy and Technology in Designing Early Childhood Learning Kurniah, Nina; Agustriana, Nesna; Sapri, Johanes
Indonesian Journal of Early Childhood Education Studies Vol 12 No 2 (2023): November 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijeces.v12i2.75634

Abstract

This research is motivated by the problems and difficulties experienced by kindergarten teachers in designing learning through developments and technology as the implementation of 21st-century learning policies. This research aims to improve kindergarten teachers' ability to design and implement quality learning to realize the nation's next generation in a future full of challenges. The method used is classroom action research, with the Eliot model carried out through four stages. The research subjects are postgraduate students and early childhood education teachers. The results of this study indicate an increase in the ability of teachers to design and implement learning by integrating technology and scientific Literacy. by the age and level of development of early childhood to realize fun, meaningful, and innovative learning that can help children to live an authentic life in a future full of challenges. In addition, scientific Literacy helps children to form patterns of thought and behavior and build character to care and be responsible for themselves, society, and the universe, as well as prepare themselves to deal with problems faced in modern society that are very dependent on technology. Scientific and technological Literacy functioned as a unitary ability to obtain, evaluate, and then obtain strategies to process information and use it systematically in their duties as professional teachers.
The Effect of Blended Learning Model and Higher Order Thinking Skills on Students' Learning Achievement Gunawan, Guntur; Sapri, Johanes; Hadiwinarto, Hadiwinarto; Yumiarty, Yuyun
Tarbawi : Jurnal Ilmu Pendidikan Vol. 18 No. 2 (2022): Tarbawi : Jurnal Ilmu Pendidikan
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan Institut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/tarbawi.v18i2.1429

Abstract

The traditional learning model makes students only spectators and listeners, so the learning process becomes passive. Limited time is also causing a lack of students' absorption of the material presented. The purpose of this study was to compare student learning outcomes that use a blended learning model and the traditional learning model. This study used a quasi-experimental approach with a nonequivalent factorial pretest-posttest control group design. The instruments to collect data included tests of higher-order thinking skills and learning achievement tests. The results of the study show that the blended learning model has a significant influence on student achievement in Islamic Religious Education subject. There is a sizable difference in student achievement between the experimental group and the control group. This research perhaps helps lecturers understand how to apply blended learning.
Integrasi kecerdasan buatan dalam evaluasi pendidikan menengah Sutrisno, Sutrisno; Sapri, Johanes; Danim, Sudarwan; Risdianto, Eko
Jurnal Konseling dan Pendidikan Vol. 13 No. 1 (2025): JKP
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1139700

Abstract

Artikel ini membahas integrasi kecerdasan buatan (AI) dalam evaluasi pembelajaran pada pendidikan menengah, sebagai respons terhadap keterbatasan metode evaluasi konvensional. Penelitian ini menggunakan metode tinjauan sistematis berbasis PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) yang mencakup empat tahap utama: identifikasi, penyaringan, uji kelayakan, dan inklusi. Proses pencarian dilakukan melalui basis data Scopus dan Semantic Scholar, menghasilkan 99 artikel. Setelah melalui tahap penyaringan dan eliminasi berdasarkan kriteria inklusi dan eksklusi, empat artikel yang relevan dianalisis lebih lanjut. Hasil kajian menunjukkan bahwa AI mampu meningkatkan objektivitas, efisiensi, dan personalisasi dalam evaluasi siswa melalui teknologi seperti machine learning dan pemrosesan bahasa alami. AI berperan penting dalam pengembangan rubrik penilaian yang presisi, pemetaan kesenjangan pembelajaran, serta pemberian umpan balik yang adaptif. Namun, tantangan seperti keterbatasan infrastruktur, isu etika data, dan resistensi guru masih menjadi hambatan. Studi ini menekankan bahwa AI sebaiknya digunakan sebagai alat bantu, bukan pengganti, dalam proses evaluasi. Temuan ini diharapkan menjadi dasar dalam perumusan kebijakan pendidikan menengah yang lebih adaptif dan inklusif terhadap perkembangan teknologi.
THE DEVELOPMENT OF AN ANDROID-BASED ETHNOMATHEMATICS PUZZLE GAME MEDIA ON FLAT-BUILT GEOMETRY MATERIAL Hidayatulloh, Hidayatulloh; Sapri, Johanes; Susanta, Agus; Danim, Sudarwan; Winarni, Endang Widi
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 15, No 1 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i1.9531

Abstract

The use of ethnomathematics puzzle games as a means of educational mathematics learning that is implemented in learning not only conveys material, but can also raise potential and culture. One of the materials implemented in the ethnomathematics puzzle game is flat geometric shapes. This research aims to develop learning media for an Android-based ethnomathematics puzzle game on flat geometric material. The method used is research and development with a 4-D development model. This research was conducted at a public junior high school in Pesawaran Regency, Lampung with a total of 183 subjects. Data collection techniques use observation, interviews and tests. Data analysis used in this research uses descriptive analysis. Based on the data analysis carried out, the average product validation score for media experts was 81.0 and material experts 81.0 in the valid category. The product developed is also relatively practical, the average score of 44.5 is in the very good category. The product developed was measured using posttest and pretest scores in the experimental class and control class with an average score of 58.92 for the experimental class and 9.40 for the control class based on N-Gain Score analysis, so the ethnomathematics puzzle game is quite effective for learning.