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PENGARUH PENDEKATAN SAINS TEKNOLOGI MASYARAKAT TERHADAP HASIL BELAJAR SISWA PADA PEMBELAJARAN IPA DI KELAS IV Suryani, Desi; ., Rosnita; ., Zainuddin
Jurnal Pendidikan dan Pembelajaran Khatulistiwa Vol 4, No 12 (2015): Desember 2015
Publisher : Jurnal Pendidikan dan Pembelajaran Khatulistiwa

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Abstract

Abstrak: Penelitain ini bertujuan untuk mengetahuai pengaruh pendekatan sains teknologi masyarakat terhadap hasil belajar siswa pada pembelajaran Ilmu Pengetahuan Alam di kelas IV Sekolah Dasar Negeri 35 Pontiank Selatan Provinsi Kalimantan Barat. Metode yang digunakan adalah eksperimen, bentuk penelitian pre-experimental desing dengan rancangan penelitian yang digunakan adalah one –grop pretest dan posttest. Sampel penelitian ini adalah 37 siswa. Dari hasil analisis data pretest dan posttest di dapat nilai signifikasi 0,00 < 0,05 maka terdapat pengaruh hasil belajar siswa. Dari perhitugan effect size (ES), diperoleh 1.65 (tinggi). Hal ini berarti pendekata sains teknologi masyarakat memberikan pengaruh yang tinggi terhadap hasil belajar Ilmu Pengetahuan Alam siswa di kelas IV SD Negeri 35 Pontianak Selatan. Kata kunci : Pengaruh, Pendekatan STM, Hasil Belajar Abstract: Of the research aims to determine the effect of technological science community approach to student learning outcomes in study Natural Sciences at the State Elementary School fourth grade 35 South Pontianak in West Borneo. The method used is experiment with pre-experimental research design used is one -grop pretest and posttest. The sample was 37 students. Data analysis can pretest and posttest in the value of significance 0.00 <0.05 then there is the influence of student learning outcomes. From a calculated effect size (ES), gained 1.65 (high). This means that approach science community technology provide a high impact on learning outcomes of Natural Sciences students in the fourth grade Elementary School 35 South Pontianak.   Keywords : Influence, STM Approach, Learning Outcomes
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS QUIZIZZ UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA SMK Anyan, Anyan; Setyawan, Antonius Edy; Suryani, Desi
VOX EDUKASI: Jurnal Ilmiah Ilmu Pendidikan Vol 15, No 1 (2024): APRIL
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/ve.v15i1.3322

Abstract

ABSTRAKPenelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif berbasis Quizizz untuk meningkatkan motivasi belajar siswa SMK. Penelitian ini menggunakan metode penelitian pengembangan atau research & development (R&D), dengan responden sebanyak 30 siswa SMK kelas X. Tahap pengembangan yang dilakukan adalah analisis, desain, pengembangan, implementasi, dan evaluasi. Sedangkan alat pengumpalan data adalah lembar angket dan dokumentasi. Hasil penelitian menunjukan bahwa pada tahap pengembangan media pembelajaran interaktif berbasis quizizz dilakukan uji kelayakan oleh ahli materi dan ahli media. Berdasarkan hasil uji kelayakan dari ahli media diperoleh skor rata-rata sebesar 93,3% dengan kategori sangat valid, sedangkan hasil uji kelayakan dari ahli materi diperoleh skor rata-rata sebesar 90,15% dengan kategori sangat valid. Pada tahap implementasi media pembelajaran diketahui bahwa motivasi belajar siswa SMK meningkat dari hasil rata-rata pre-test 66,12% dan post-tes 71,5%, sehingga terjadi peningkatan motivasi belajar siswa sebesar 5,38%. Dari hasil angket respon siswa diperoleh rata-rata sebesar 75% dengan kategori baik. Berdasarkan hasil penelitian pengembangan yang telah dilakukan dapat disimpulkan bahwa pengembangan media pembelajaran interaktif berbasis quizizz di SMK dapat dikatakan sangat layak digunakan dan mampu meningkatkan motivasi belajar siswa SMKKata Kunci: Pengembangan, Media Interaktif, Quizizz, Motivasi, Siswa SMKABSTRACTThis research aims to develop Quizizz-based interactive learning media to increase learning motivation of vocational high school students. This research uses the research & development (R&D) method, with 30 students. The development stages carried out are analysis, design, development, implementation, and evaluation. While the data collection tools are questionnaire sheets and documentation. The results showed that at the development stage of quizizz-based interactive learning media, feasibility testing was carried out by material experts and media experts. Based on the results of the feasibility test from media experts, an average score of 93.3% was obtained in the very valid category, while the results of the feasibility test from material experts obtained an average score of 90.15% in the very valid category. At the implementation stage of the learning media, it is known that the learning motivation of vocational students has increased from the average pre-test of 66.12% and post-test of 71.5%, resulting in an increase in student learning motivation by 5.38%. From the results of the student response questionnaire, an average of 75% was obtained in the good category. Based on the results of the development research that has been carried out, it can be concluded that the development of quizizz-based interactive learning media in vocational schools can be said to be very feasible to use and able to increase the learning motivation of vocational high school studentsKeyword: Development, Interactive Media, Quizizz, Motivation, Vocational Hight School Students
The Influence of Good Corporate Governance, Profitability, Leverage on Company Value Moderated by Company Size Putri, Siti Qibtiyah Septiani; Suryani, Desi; Yulianto, Agung
IJEBD (International Journal of Entrepreneurship and Business Development) Vol 7 No 4 (2024): July 2024
Publisher : LPPM of NAROTAMA UNIVERSITY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29138/ijebd.v7i4.2801

Abstract

Purpose: Company value is one of investor’s consideration before making invesment decision. The aim of the research carried out is to analyze influence, profitability, GCG (Good Corporate Governance), company size and leverage on company value. Design/methodology/approach: In this research, a population is applied in the form of food and beverage sector manufacturing companies on the BEI (Indonesian Stock Exchange) list for 2019-2022. As the following research sample uses a purposive sampling method, so that what is obtained is a total of 19 business entities. This research applies a type of data in the form of secondary data. In carrying out the research, data analysis was used in the form of multiple linear regression. Findings: A conclusion was obtained in the form of profitability and leverage having an influence on the value of the company, in contrast to managerial ownership, independent board of commissioners, audit committee, and company size as moderators having no influence on the value of the company. Paper type: Research Paper