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Mengenal Computasional Thingking (Salah Satu Kompetensi Baru Dalam Kurikulum Merdeka 2022) Yulita Puji Harti; Loesita Sari; Amanah Agustin; Budijanto Budijanto
Paradigma: Jurnal Filsafat, Sains, Teknologi, dan Sosial Budaya Vol 28 No 4 (2022): Paradigma: Jurnal Filsafat, Sains, Teknologi, dan Sosial Budaya
Publisher : IKIP Budi Utomo Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/paradigma.v28i4.2604

Abstract

The Indonesian Minister of Education, Culture, Research and Technology launched a new curriculum called the Independent Curriculum. at the Grow with Google event on 18 February 2022. The curriculum states that computational thinking is one of the new competencies that will be included in the Indonesian children's learning system. The background to this policy is the government's efforts to prepare young people who are digitally literate. Jeanette Wing called it one of the abilities that a person should have, besides the basic skills of reading, writing and arithmetic. The research method in this article is a literature review with a systematic mapping study method. The stages of the literature review are as follows: 1) The stages begin by searching Science Direct and Eric with the keywords Computational Thinking, 2) followed by narrowed keywords, namely Assessing Computational Thinking. 3) Pursing the number of articles obtained is adjusted to the application of computational thinking in Indonesia. 4) Make a Literature Review. Computational thinking is defined as a person's ability to be able to present a problem and a solution to that problem in an algorithmic statement that can be executed like a computer. Technically computational thinking involves four steps: 1) decomposition: problem decomposition, 2) Pattern Recognition: finding patterns, 3) abstraction, and 4) algorithm development. Computational Thinking is simply the thinking process involved in formulating problems and generating solutions in ways that humans or computers can understand. Developing the knowledge and dispositions necessary to understand and create with a computational mind is now a 21st century imperative.
PENGEMBANGAN MEDIA PEMBELAJARAN LUDO KING PADA MATERI MANUSIA SEBAGAI MAHLUK SOSIAL DAN EKONOMI DALAM MEMENUHI KEBUTUHANNYA Ine Inengsih Riada; Yulita Puji Harti; Novi Eko Prasetyo; Loesita Sari; Budijanto Budijanto
Paradigma: Jurnal Filsafat, Sains, Teknologi, dan Sosial Budaya Vol 29 No 2 (2023): Paradigma: Jurnal Filsafat, Sains, Teknologi, dan Sosial Budaya
Publisher : IKIP Budi Utomo Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/paradigma.v29i2.3315

Abstract

As Millennial teachers, it is hoped that teachers can create media innovations to support quality learning in the classroom. There are many learning media that can be used in teaching and learning for teachers and students, so that students are excited about the learning process. On this occasion we developed Ludo King learning media to support the learning process in class with the subject of Humans as Social and Economic Beings in Fulfilling Needs. This game can be used as a student evaluation tool, but in a more fun way. The aim of this research is to develop Ludo King Learning Media on Human Materials as Social and Economic Beings in Meeting Their Needs in Class V11 IPS Students at SMP Negeri 1 Wewewa Barat” . This research method is research and development (R&D) using the 4D development model. The 4-D (Four D) development model consists of 4 main stages including: Define, Design, Development and dissemination. The results of research at SMP Negeri 1 Wewewa Barat can be concluded that there is a positive response to learning using ludo king media, this is indicated by the acquisition of media expert scores through questionnaires with a conversion level of achievement of 96.25% with a very valid category, acquisition of material expert scores through distribution questionnaire with a conversion level of achievement of 85.75% with a very valid category, acquisition of scores by linguists through distributing questionnaires with conversions of achievement levels of 93.25% with conversions of achievement levels of very valid category scores. The results of the evaluation of the questionnaire at the trial stage were distributed to 20 people students with the help of social studies subject teachers. Proving that learning media in the form of ludo is in great demand by students. This presentation is based on the results of a questionnaire evaluation which shows an interest level of 89.7% with the criteria of "Very Good".
Peningkatan Kualitas Pembelajaran Dasar-dasar Akuntansi dengan Menggunakan Model Pembelajaran Project Base Learning Pada Prodi Pendidikan Ekonomi Yulita Puji Harti; Titik Purwati; Loesita Sari; Mukarom Mukarom
Economic and Education Journal (Ecoducation) Vol 6 No 2 (2024): Economic and Education Journal (Ecoducation)
Publisher : Program Studi Pendidikan Ekonomi, Universitas Insan Budi Utomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/ecoducation.v6i2.4701

Abstract

Berdasarkan pengalaman mengajar bertahun-tahun pada mata kuliah Dasar-dasar Akuntansi, terdapat hasil yang kurang menggembirakan. Rata-rata prestasi mahasiswa lima tahun terakhir terkategori rendah, pemahaman mahasiswa terhadap materi kuliah minim dan masih terdapatnya kepasifan mahasiswa di dalam ruang kuliah. Penelitian tindakan kelas ini bertujuan untuk meningkatkan proses dan hasil belajar mata kuliah Dasar-dasar Akuntansi. Rancangan penelitian tindakan kelas (PTK) ini memadukan metode pembelajaran Project Base Learning dengan pendekatan kontekstual sehingga terdapat modifikasi langkah dari model PjBL yang murni. Dimana pada model PjBL dosen yang menyampaikan materi, tetapi pada metode ini mahasiswa membangun sendiri pemahamannya tentang satu materi sampai menyajikannya dalam bentuk presentasi materi disertai pemecahan masalah yang diberikan pada kelompok maupun individu. Hasil penelitian menunjukkan bahwa Proses Pembelajaran menjadi lebih aktif dibanding dengan menggunakan metode konvensional, dimana mahasiswa terlibat sejak awal mulai dari pencarian materi, presentasi sampai pembuatan project berbasis project secara kelompok maupun individu.Proses keaktifan mahasiswa juga meningkat dari siklus ke siklus.Hasil pembelajaran juga meningkat dari siklus ke siklus dimana pada siklus 1 mean 59,21 akhir siklus 3 rata-rata prestasi mahasiswa mencapai 78,88 .Hasil belajar dari siklus ke siklus juga menunjukkan perkembangan. Ini berarti metode pembelajaran Project Base Learning dengan pendekatan kontekstual berhasil meningkatkan kualitas pembelajaran mata kuliah Dasar-dasar Akuntansi di Prodi Pendidikan Ekonomi.