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PENDAMPINGAN DAN PELATIHAN PENULISAN KARYA TULIS ILMIAH UNTUK MENINGKATKAN PROFESIONALISME MENUJU EDUCATION FOR SUSTAINABILITY DEVELOPMENT M Zainal Arifin; Tustiyana Windiyani; Deddy Sofyan; Indri Yani; Muhammad Hadad; Ahmad Hidayat
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 4 No. 1 (2023): Volume 4 Nomor 1 Tahun 2023
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v4i1.12305

Abstract

Pelatihan ini bertujuan untuk memberikan kemampuan pada guru untuk membuat karya tulis ilmiah sesuai standar. Hal ini dilatarbelakangi oleh banyaknya guru yang tertahan pada pangkat/golongan tertentu karena kekurangpahaman membuat dan mempublikasikan karya ilmiah yang sesuai dengan kaidah yang berlaku. Sasaran penelitian ini adalah guru SDN Pabuaran Cilendek Kota Bogor. Kegiatan pengabdian tersebut dilakukan oleh tim dosen Pendidikan Dasar Universitas Pakuan. Kegiatan pelatihan dan pendampingan dilakukan dengan metode blended, yaitu melalui tatap muka dan melalui daring Melalui kegiatan ini membantu mengembangkan terciptanya suasana akademik yang mampu membuat komunitas sekolah antusias untuk belajar membuat dan mempublikasi karya ilmiah. Output dari pelatihan ini adalah prototipe proposal PTK hingga pendampingan penyusunan karya tulis ilmiah dari hasil laporan PTK.
Upaya Meningkatkan Keaktifan Belajar Geografi Siswa Dalam Pembelajaran Daring Melalui Media Game Edukasi Quizizz di Kondisi New Normal Batin Wardah; M. Zainal Arifin
Jurnal Pendidikan dan Konseling (JPDK) Vol. 5 No. 2 (2023): Jurnal Pendidikan dan Konseling
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jpdk.v5i2.12987

Abstract

Subjek Penelitian Tindakan Kelas ini adalah seluruh siswa Kelas XI IPS 3 SMAN 1 Leuwiliang Kabupaten Bogor tahun pelajaran 2020-2021. Waktu penelitian dilakukan mulai bulan Januari tahun 2021 hingga bulan maret 2021. Penelitian ini dirancang dalam 2 siklus, yang setiap siklusnya terdiri dari 4 tahapan, yaitu Perencanaan (Planning), Pelaksanaan (Action), Observasi atau Pengamatan (Observation), dan Refleksi (Reflektion). Penggunaan media game edukasi Quizizz dapat meningkatkan keaktifan belajar Geografi siswa di Kondisi New Normal Kelas XI IPS3 SMAN 1 Leuwiliang. Pada siklus I, aktivitas siswa menunjukkan nilai 67,5 tergolong kurang aktif, pada siklus II terjadi peningkatan keaktifan dengan dua orang observer menilai 87,5 dan 85 tergolong sangat aktif. Keunggulan dalam penggunaan media game edukasi Quizizz dalam pembelajaran Geografi yaitu pembelajaran Geografi menjadi lebih bermakna dan menyenangkan karena terjalin kerjasama dalam kompetisi Quizizz agar dapat menyelesaikan tugas dan kelompoknya menjadi pemenang. Siswa menjadi semangat dan lebih aktif baik dalam bertanya maupun mengemukakan pendapat atau bertukar informasi. Sehingga penggunaan media game edukasi Quizizz dapat meningkatkan keaktifan belajar Geografi siswa di Kondisi New Normal Kelas XI IPS3 SMAN 1 Leuwiliang. The subjects of this Classroom Action Research were all students of Class XI IPS 3 at SMAN 1 Leuwiliang, Bogor Regency, for the 2020-2021 academic year. The time of the research was conducted from January 2021 to March 2021. This research was designed in 2 cycles, each cycle consisting of 4 stages, namely Planning, Implementation (Action), Observation or Observation, and Reflection. ). The use of Quizizz educational game media can increase the activeness of learning Geography of students in the New Normal Conditions for Class XI IPS3 SMAN 1 Leuwiliang. In cycle I, student activity showed a value of 67.5 which was classified as less active, in cycle II there was an increase in activity with two observers assessing 87.5 and 85 belonging to very active. The advantage in using the Quizizz educational game media in Geography learning is that Geography learning becomes more meaningful and fun because there is cooperation in the Quizizz competition in order to complete tasks and the group becomes the winner. Students become enthusiastic and more active both in asking questions and expressing opinions or exchanging information. So that the use of Quizizz educational game media can increase the activeness of learning Geography of students in the New Normal Conditions for Class XI IPS3 SMAN 1 Leuwiliang.
Pendampingan dan Pelatihan Bahan Ajar Digital Berbasis Anyflip bagi Guru Sekolah Dasar untuk Meningkatkan Profesionalisme Menuju Education For Sustainable Development (ESD) Tustiyana Windiyani; Deddy Sofyan S; M. Zainal Arifin; Didit Ardianto; Netty Herawati; Fatwamulya Putri
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 4 No. 2 (2023): Jurnal Pengabdian kepada Masyarakat Nusantara (JPkMN)
Publisher : Cv. Utility Project Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jpkmn.v4i2.854

Abstract

Peningkatan mutu pendidikan di sekolah dapat diupayakan melalui berbagai pelatihan, khususnya peningkatan kemampuan professional guru dalam pembelajaran. Melalui pengabdian kepada masyarakat ini membuka wawasan guru menuju Education for Sustainable Development tentang penggunaaan bahan ajar digital berbasis Anyflip. PkM dilaksanakan di SDN Semplak 1 Kota Bogor. Tujuannya dari PkM adalah:1) meningkatkan pemahaman dan keterampilan guru dalam mengembangkan bahan ajar digital, 2) memberikan pelatihan kepada mitra dalam menyusun bahan ajar digital berbasis anyflip, 3) memberikan pendampingan kepada mitra dalam menyusun bahan ajar digital berbasis anyflip. Pendekatan yang dilakukan adalah pendampingan dan pelatihan. Peserta di SDN Semplak 1 Kota Bogor telah menunjukkan respon positif terhadap pelaksanaan PkM, terbukti dengan tingkat kepuasan mereka sebesar 94% dan pengalaman mereka dengan pelatihan dan pendampingan yang bermanfaat. Improving the quality of education in schools can be pursued through various trainings, especially increasing the professional abilities of teachers in learning. Through this community service, it opens teachers' insights towards Education for Sustainable Development regarding the use of Anyflip-based digital teaching materials. PkM was held at SDN Semplak 1, Bogor City. The aims of the PkM are: 1) to increase teachers' understanding and skills in developing digital teaching materials, 2) to provide training to partners in compiling anyflip-based digital teaching materials, 3) to provide assistance to partners in compiling anyflip-based digital teaching materials. The approach used is mentoring and training. Participants at SDN Semplak 1 Kota Bogor have shown a positive response to the PKM implementation, as evidenced by their satisfaction rate of 94% and their experience with useful training and mentoring.
THE EFFECT OF GUIDED INQUIRY METHOD ON SCIENCE PROCESS SKILLS VIEWED FROM THE LEARNING STYLES Santi Nurrita; Suroyo Suroyo; Mestika Sekarwinahyu; M. Zainal Arifin
Jurnal Pendidikan dan Pengajaran Guru Sekolah Dasar (JPPGuseda) Vol 6, No 2 (2023): Jurnal Pendidikan dan Pengajaran Guru Sekolah Dasar (JPPGuseda)
Publisher : Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55215/jppguseda.v6i2.8124

Abstract

This quasi-experimental study aims to determine the effect of the guided inquiry method on science process skills in terms of students' learning styles. The population of this study was all fifth grade students at SDN Leuwiliang 04, Bogor Regency, even semester of the 2021/2022 academic year as many as 68 people. When the research was carried out in June 2022 for 4 face-to-face meetings. The statistical test used is in the form of a 2x2 ANOVA inferential test. The results showed that the F_(count) price was 29.044 the F_table(1:59) price was 4.00 and the sig. = 0.00 0.05, so there are differences in science processing skills between students with introverted and extroverted learning styles. The second hypothesis shows that the F_(count) price is 1.859 the F_table(1:59) price is 4.00 and the sig. = 0.00 0.05, there is a difference in the science processing skills of the group of students who were treated with conventional methods and guided inquiry. In the third hypothesis, it shows that the price of F_(count) is 205.915 the price of F_table(1:59) is 4.00 and the sig. = 0.178 0.05, so there is no significant interaction between learning styles and learning methods on science process skills. There are differences in the learning styles of introvert students using the guided inquiry method towards science process skills and there are differences in the learning styles of extrovert students using the guided inquiry method towards science process skills
SYSTEMATIC LITERATURE REVIEW: DESAIN PEMBELAJARAN LITERASI NUMERASI BERBASIS ESD UNTUK SISWA SD Sari Rahayu; Santi Farida Syahrul; M. Zainal Arifin
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 1 (2024): Volume 10 No. 01 Maret 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i1.2696

Abstract

The literacy numeracy skills of Indonesian students are still lagging compared to other countries. This can be due to various factors, including the lack of exploration of literacy numeracy learning design based on sustainable education (ESD) in the learning process. This study aims to describe how the design of literacy numeracy learning based on Education for Sustainable Development (ESD) works and develops in schools. The research method used is Systematic Literature Review (SLR), where the data obtained is by documenting articles that have been searched in the Google Scholar through PoP and then analyzing the results. The results of the study showed that the design of literacy numeracy learning based on ESD can improve the literacy numeracy skills of students. However, there are several inhibiting or hindering factors experienced in the implementation processes, such as the limited ability of the teachers to create HOTS questions, the absence of the literacy numeracy program from schools, and the lack of opportunities for students to study literacy numeracy in more depth. Therefore, the design of literacy numeracy learning based on ESD needs to be further developed, especially in terms of integrating literacy numeracy topics with sustainable education, developing learning models that are appropriate for the stages of student development, and developing more innovative and interesting learning media.
PENELITIAN MODEL PEMBELAJARAN PJBL DAN PBL DI SEKOLAH DASAR : SYSTEMATIC LITERATURE REVIEW Muhammad Syarif Hidayatulloh; Jihan Rafiadilla; M. Zainal Arifin; Didit Ardianto
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 1 (2024): Volume 10 No. 01 Maret 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i1.2751

Abstract

Curriculum implementation in educational units is adapted to 21st century skills, namely increasing collaboration, communication, critical thinking, creativity and computation. PJBL and PBL learning models can foster students' critical thinking skills and improve student learning outcomes. This scientific article was prepared using the Systematic Literature Review (SLR) method. Literature study data was collected using the Publish or Perish (PoP) application and carried out using the keywords " Pjbl and Pbl learning models in elementary schools ". From this research, it was found that the PJBL and PBL learning models have a significant influence on student learning outcomes and students' thinking abilities in solving projects.
Effectiveness of Edugame Integration in Problem Based Learning: Impact Analysis on Students' Critical Thinking and Motivation Tiawanti; M. Zainal Arifin; Deddy Sofyan S
Sekolah Dasar: Kajian Teori dan Praktik Pendidikan Vol. 35 No. 1 (2026)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um009v35i12026p16-29

Abstract

Several studies have shown that the low score of Indonesia's PISA in 2022 is due to weak 21st-century skills competencies, such as critical thinking skills. The implementation of learning models and media has not been able to facilitate students' critical thinking. Students only listen, read books, and do recall exercises. This study aims to provide alternative solutions for implementing a problem-based learning model assisted by edugames to improve critical thinking skills and learning motivation, using a quasi-experimental method with a Pretest and Posttest Control-Group. The study subjects involved 40 fifth-grade elementary school students, divided into a control class using problem-based learning without edugames and an experimental class using problembased learning assisted by edugames. Analysis of critical thinking skills using the N-Gain test showed that the control class obtained a score of 0.44 in the moderate category and the experimental class 0.71 in the high category. Student learning motivation was indicated by the questionnaire results, which were 93.4% in the very strong criteria. The t-test results illustrated a significant difference between the control and experimental classes. This study concluded that problem-based learning assisted by edugames is effective in improving students' critical thinking skills and learning motivation. Abstrak: Beberapa kajian faktor rendahnya skor PISA Indonesia tahun 2022 disebabkan lemahnya kompetensi keterampilan.abad ke-21, seperti keterampilan berpikir kritis. Implementasi model dan media pembelajaran belum mampu memfasilitasi siswa berpikir kritis. Siswa hanya menyimak, membaca buku dan mengerjakan soal latihan bersifat recall. Penelitian ini bertujuan menghasilkan solusi alternatif implementasi model pembelajaran berbasis masalah berbantuan edugame untuk meningkatkan keterampilan berpikir kritis dan motivasi belajar, dengan metode kuasi eksperimen desain rancangan Pretest and Posttest Control-Group Design. Subyek penelitian melibatkan 40 siswa kelas 5 Sekolah Dasar, terbagi kelas kontrol menggunakan pembelajaran berbasis masalah tanpa edugame dan kelas eksperimen menggunakan pembelajaran berbasis masalah berbantuan edugame. Analisis keterampilan berpikir kritis menggunkan uji N-Gain kelas kontrol memperoleh 0,44 kategori sedang dan kelas eksperimen 0,71 kategori tinggi. Motivasi belajar siswa ditunjukkan dengan hasil angket yaitu 93,4% kriteria sangat kuat. Hasil uji-t menggambarkan perbedaan signifikan kelas kontrol dan eksperimen. Penelitian ini menyimpulkan bahwa pembelajaran berbasis masalah berbantuan edugame efektif meningkatkan keterampilan berpikir kritis dan motivasi belajar siswa.