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Pendidikan Diniyah Formal : a Formal Curriculum for Pesantren in Indonesia Syukron, Ahmad; Samsudi, Samsudi; Kustiono, Kustiono
Innovative Journal of Curriculum and Educational Technology Vol 9 No 2 (2020): November 2020
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijcet.v9i2.36645

Abstract

Starting from 2015, the ministry of religions and affairs of Indonesia has developed a type of formal education service, specially for pesantren by announcing Pendidikan Diniyah Formal (PDF). Some pesantren in Indonesia have implemented this kind of curriculum, so that it is necessary to conduct a study related to its implementation in order to acquire the whole description of its actualization in pesantren. This study aims to describe the implementation of PDF at APIK (Asrama Pendidikan Islam Kaliwungu), one of pesantren in Kaliwungu. This study belongs to case study and uses qualitative approach. The data were collected through interview, observation, and documentation in order to know the planning, implementation, and evaluation process of PDF. This study uses the model of Miles and Huberman which includes data reduction, data display, and conclusion drawing in analyzing the data. The research result shows the implementation of PDF at APIK including its learning objectives, materials, sources, time allotment, as well as the evaluation system has been appropriate with the basic rule of PDF established by the government. However, it still remains the specific characteristics of pesantren, including its local content, classroom management, as well as the learning strategy used such as bandongan and sorogan. The result of this study can be used as reference for other pesantren applying PDF and to facilitate some pesantren which have applied PDF in spreading its existence among Indonesian people, so that their graduates can be accepted in higher education institution as well as other formal institutions.
The Effectiveness of Free Drawing Activities to Improve Vocabulary and Creativity of Early Childhood Jarmiati, Jarmiati; Kustiono, Kustiono; Budiartati, Emmy
Journal of Primary Education Vol 9 No 3 (2020): May 2020
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpe.v9i4.40415

Abstract

Vocabulary and creativity are very important to be developed, one of which is through free drawing so that children can express themselves. The design of this study was quasi-experimental, with a form of non-equivalent control group design. The population were all children aged 5-6 years old, Dharma Wanita Kindergarten in Batangan District, Pati Regency. Data sample were Dharma Wanita Bulumulyo Kindergarten amounting to 46 students and Dharma Wanita Ngening Kindergarten totalling 51 students. Simple random sampling technique was used to obtain the samples. Data collection used was non-test techniques, namely observation and documentation. Observations were made to observe the vocabulary and creativity of early childhood before and after treatment. Data analysis used a paired t-test. The results showed that free drawing activities were effective in increasing vocabulary and early childhood creativity. Free drawing can encourage children to describe the pictures that have been made and increase student creativity through exploration of various drawing materials, colors, and imagination.
The Effectiveness of Zondag Mandaag's Game on the Improvement of Basic Movement and Early Childhood Character Pujiati, Sri; Kustiono, Kustiono
Journal of Primary Education Vol 9 No 5 (2020): December 2020
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpe.v9i5.43056

Abstract

The lack of learning that stimulates basic movements and early childhood character. This is due to several things including the teacher's lack of understanding about the classification of basic movements and the environment that is less supportive. This study aimed to analyze the effectiveness of Zondag Mandaag game on improving basic movements and early childhood character. The experimental design that was carried out in this study was the True Experimental in the form of a Pretest-Posttest Control Group Design to analyze quantitative data on the effectiveness of the Zondag Mandaag game on improving basic movements and early childhood character. The result shows that there is an increase in basic movements and characters of early childhood after treatment with Zondag Mandaag games. It is evidenced by the average results of the first test is 58.83 in the experimental class and 58 in the control class, while the average score of the final test for the experimental class is 75.5 and 63.83 for the control class which shows an increase of 16.67 in experimental class and 5.85 in the control class. Thus, it can be concluded that the Zondag Mandaag’s game is effective in improving the basic movements and character of early childhood
Evaluation of Moral Education Program: Study at MI Tamrinussibyan 01 Al-Hikmah Atqia, Qy; Utanto, Yuli; Kustiono, Kustiono
Innovative Journal of Curriculum and Educational Technology Vol 10 No 1 (2021): June 2021
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijcet.v9i2.41845

Abstract

Noble characters are the main foundation in the formation of human personality. To form noble characters in life, there are needs for continuous guidance, especially at the level of Elementary School/Madrasah Ibtidaiyah. MI Tamrinussibyan 01 Al-Hikmah is the best private madrasah in Brebes Regency which has implemented a moral education program in madrasah. This study aims to evaluate the moral education program of MI Tamrinussibyan 01 Al-Hikmah. Evaluation is carried out on the aspects of planning, implementation, and results. This research used qualitative methods with direct observations in the field, digging up information through interviews with teachers, students, and parents. The results of this study are: (1) the planning of the moral education program in the human resources and infrastructure components still needs to be improved, (2) the implementation of the moral education program has been well integrated into all learning activities in schools, (3) the results of the moral education program in religious attitudes, honesty, manners are appropriate for the purpose, while the attitude of responsibility and compassion for the environment still needs to be improved. Implication of this study can be used as a reference for other schools in developing a moral education curriculum so that the results obtained are in accordance with the objectives to be achieved.
Parent Assistance in The Use of Gadgets for Early Childhood Learning Process Tri Rizki, Mohammad; Kustiono, Kustiono; Utanto, Yuli
Innovative Journal of Curriculum and Educational Technology 2021: Article In Press 2021
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijcet.v10i2.49228

Abstract

This research is motivated by the increasing use of gadgets among children. This phenomenon encourages the role of parents to do mentoring on children in using gadgets, especially in the learning process. This research method uses qualitative descriptive approach with observation data collection techniques, documentation, questionnaires and interviews. The purpose of this study is to find out the involvement of parents in accompanying children when using gadgets in the learning process. The results of this study found the involvement of parents in accompanying children when using gadgets for the learning process is very necessary because with the involvement of parents children can be wise in the use of gadgets and more focused in learning. This research has implications on parents' knowledge about the assistance of gadget use for children aged 4 -5 years.
Development of Integrative Thematic Learning Models Based on Scientific Approaches and 21st Century Learning Skills Muhammad, Muhammad; Pramono, Suwito Eko; Kustiono, Kustiono
Educational Management Vol 10 No 1 (2021): April 2021
Publisher : Educational Management

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

Abstract

Referring to thematic learning that has not been optimized, this study aims to develop a quality and independent integrative thematic model, and to determine its effectiveness to improve learning outcomes and 21st century learning skills of elementary school students. This research was conducted using research and development designs (R&D) with preliminary study research stages, development stages, and evaluation stages. Model validation involves experts from academia and practitioners. The result of the effectiveness of the model is done through experimental activities using One Group Pretest-Posttest Design. The results of the model validation show that the integrative thematic learning component is valid with a percentage of 88.9% and 93%. The effectiveness of the product showed that an increase in learning outcomes can be seen in the average affective learning outcomes 89.1 and 85.4. The average psychomotor learning outcomes are 79.63 and 80.08. Then the results of the mastery test of the material (cognitive) after being treated with the results of 0.40 (medium category). Model effectiveness test showed an increase in learning outcomes after the use of thematic learning models based on scientific approaches with the value of Sig. (2-tailed) = 0,000. This shows that the model is effective in improving student learning outcomes and skills.
Pengembangan Rancangan Pameran Virtual Berbasis Media Augmented Reality Damara, Muhamad Albir; Kustiono, Kustiono; Sukirman, Sukirman
Indonesian Journal of Curriculum and Educational Technology Studies Vol 6 No 1 (2018): April 2018
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijcets.v6i1.21213

Abstract

Augmented reality (AR) could be a new technology to address the exhibition event become more interesting, secure and its product could be easily renewable for educational purposes. This article describes the development process of AR media and fnd out it feasibility as a learning tool for 3D animation lecture at higher education level. This research employing Research and Development (R & D) model and adapted 10 stages of R & D model from Sugiyono (2013) into four primary steps, i.e. (1) analysis, (2) design, (3) development and (4) testing the product. The feasibility of the product has been tested by media expert and showed a very good result with average score at 95%, the testing product for student also gained the same result with average score at 81%. The result of this research proved that AR was feasible as a learning media for 3D animation lecture and therefore it has a potential to be used for another context for educational purposes. Abstrak Media augmented reality (AR) dapat dipergunakan sebagai teknologi baru dalam penyelenggaraan pameran secara virtual sehingga produk yang dipamerkan akan terpelihara dan dapat diperbarui. Artikel ini menggambarkan proses pengembangan media AR dan mengetahui kelayakannya sebagai media penunjang pembelajaran mata kuliah Animasi 3D. Penelitian ini menggunakan model research and development yang mengadaptasi 10 tahap pengembangan sugiyono dan disederhanakan menjadi 4 tahap utama, yaitu (1) analysis, (2) desain, (3) pengembangan produk, dan (4) ujicoba produk. Hasil uji kelayakan yang dilakukan oleh ahli media diperoleh rata-rata persentase 95% dengan kriteria sangat baik. Selain itu hasil ujicoba kepada mahasiswa didapatkan perolehan rata-rata persentase 81% dan masuk dalam kategori sangat baik. Hasl penelitian ini menunjukkan bahwa AR memang terbukti layak digunakan sebagai media pembelajaran dalam mata kuliah Animasi 3D dan oleh karenanya potensial juga digunakan untuk mata kuliah dan pembelajaran lain. Kewords: Augmented reality; educational technology; exibhition; research & development; virtual media
Pengembangan Model Computer-Based Test (CBT) Berbasis Adobe Flash untuk Sekolah Menengah Kejuruan Balan, Yohanes Adio; Sudarmin, Sudarmin; Kustiono, Kustiono
Innovative Journal of Curriculum and Educational Technology Vol 6 No 1 (2017): June 2017
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijcet.v6i1.15574

Abstract

Penelitian pengembangan Model Computer-Based Test (CBT) Berbasis Piranti Lunak Adobe Flash untuk SMK ini bertujuan untuk (1) mengembangkan sebuah model CBT yang valid, praktis, dan efektif, (2) menguji kelayakan, dan (3) menguji keefektifan CBT. Studi kasus pada 3 SMK di kabupaten Timor Tengah Utara, NTT). Jenis penelitian adalah penelitian pengembangan (R & D) dengan langkah-langkah sebagai berikut: Studi pendahuluan, kajian pustaka, studi lapangan, desain prototipe, pengembangan model, validasi dan uji coba. Instrumen pengumpulan data terdiri dari tes, angket siswa dan lembar pengamatan guru. Produk yang dikembangkan divalidasi oleh pakar materi dan pakar multimedia. Penilaian kepraktisan model CBT diperoleh dari angket respon siswa. Sebanyak 39 siswa yang memberikan penilaian, 31 siswa atau 79,49% memberi respon “sangat setuju” dan “setuju” terhadap 10 butir pernyataan dalam angket, dan 8 siswa atau 20,51% yang memberi “kurang setuju”. Model CBT dinyatakan praktis apabila terdapat minimal 75% responden menyatakan “setuju”. Dengan demikian, model CBT yang dikembangkan dinyatakan praktis. Keefektifan model CBT diperoleh dari hasil pengamatan guru terhadap model dan pelaksanaan CBT. Berdasarkan hasil analisis, diketahui bahwa 11 orang guru atau 100% memberi respon “sangat setuju” dan “setuju” oleh karena itu model CBT yang dikembangkan dinyatakan efektif. Implikasi dari penelitian ini adalah (1) sekolah perlu menyediakan fasilitas TIK yang memadai untuk mendukung latihan CBT, (2) pemerintah daerah perlu memberikan diklat di bidang teknologi pembelajaran bagi guru, dan (3) program pendampingan siswa dalam berbagai latihan CBT sebagai persiapan diri mengikuti Ujian Nasional Berbantuan Komputer (UNBK).Research on developing Model of Computer-Based Test (CBT) Based Software of Adobe Flash for Vocational High School aims to (1) developing a valid, practical, and effective model of CBT, (2) testing the validity of the CBT model, and (3) testing the effectivity of CBT model. Experiments were carried out at 3 SMKs in North Central Timor regency, East Nusa Tenggara province. This is a research and development (R & D) which consists of several steps: field study, theoretical study, prototype desgn, developing model, validation and experiments. Data collection instruments consisted of CBT model test, questionnaire of students and teacher observation sheet. The product was validated by experts and specialists. Rate practicality of CBT models obtained from the student questionnaire responses. A total of 39 students who provide assessment, 31 students or 79.49% responded "strongly agree" and "agree" to the 10-point declaration in the questionnaire, and 8 students or 20.51% who gave "less agree". The CBT model is declared practical when there is a minimum of 75% of respondents said "agree". Thus, the CBT model is practical. The effectiveness of CBT models is from teacher observation against the model and implementation of CBT. Based on the analysis, there were 11 teachers or 100% responded "strongly agree" and "agree" therefore the model of CBT is effective. The implications of this research are (1) schools should provide adequate ICT facilities to support the implementation of CBT drills, (2) local governments should provide training in the field of learning technologies for teachers, and (3) teachers need intensive mentoring for students in a variety of exercises on CBTs as preparation for computer-based national examination.
State Defence Education Curriculum (Study at Taruna Nusantara High School) Kurniawan, Dedi Muhammad; Raharjo, Tri Joko; Kustiono, Kustiono
Innovative Journal of Curriculum and Educational Technology Vol 7 No 1 (2018): June 2018
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijcet.v7i1.27287

Abstract

State Defense is a constitutional mandate that must be carried out by Indonesian citizens; Taruna Nusantara High School is one of the schools that apply the State defense Education curriculum contained in the special curriculum. This study aims to analyze the development of the State defense Education curriculum at Taruna Nusantara High School. This type of research is qualitative by using a case study approach for in-depth analysis. Data collection techniques using observation, interviews, and documentation studies. Data analysis techniques applied in this study were data reduction, data presentation, and draw conclusions. The issues discussed include the concept, design, and implementation of State Defense Education. The results showed that the concept of developing the National Martial Arts curriculum at Taruna Nusantara High School by using forms of subject curriculum, activities and integrated curriculum while the design of the development of the National Martial Arts curriculum was needs-oriented, formulated curriculum development goals, organized curriculum contents, implemented and evaluated curriculum. The implementation of the National Defence Education curriculum is conducted by developing patterns of teaching, caring, and training. The results of this study can be used as a study in the field of curriculum development science, particularly in the development of the State defense Education curriculum.
The Development of Project Based Learning Models Assisted by Digital Modules in the Digital Simulation Subjects of SMK Texmaco Semarang Munandar, Aris; Wibawanto, Hari; Kustiono, Kustiono
Innovative Journal of Curriculum and Educational Technology Vol 7 No 2 (2018): November 2018
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijcet.v7i2.27949

Abstract

Education has been developing rapidly with the advances in digital technology. Creative demands in the innovation of the learning process of the current situation must have by educators and learners. This study has purpose to determine the procedure of learning development of digital simulation assisted by digital module by using digital module based Portable Document Format, produced digital module, and determine the effectiveness of learning by using digital modules based Portable Document Format to grade X of RPL and TKJ Skill Competency on the subjects of Digital Simulation at SMK Texmaco Semarang. This study applied the Research and development (R & D) method by using a five-stage process of the development of digital module based Portable Document format on the subject of digital Simulation. The subjects of this study were students of grade X of RPL and TKJ Skills Competency on the subject of Digital Simulation, SMK Texmaco Semarang. The results showed that the average value of students who use digital module based Portable Document Format (New Work System), ie 91.7%, in the conventional learning (Old Job System), with 74%. The procedure of the development of digital module based Portable Document Format consists of five stages, which is in accordance to the research and development proposed by Borg and Gall, pre-development model, development model, evaluation model, implementation and revision model. Based on the results of this study, it can be concluded that learning by using digital module based Portable Document Format is effective as can be seen from the response of students with an average score of 57.13% (excellent). The benefits obtained from the study are (1) provide benefits of the repertoire of knowledge in the utilization of information and communication technologies, particularly in the project-based learning model assisted by digital module, (2) as a reference for subsequent researchers, mainly related to the digital module.