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Global Climate Change as Perceived by Elementary School Teachers in Yogyakarta , Indigenous Psychology Approach Arini, Aquilina Tanti; Ghazali, Ratna Juwita; Satiti, Arti; Mintarsih, Mintarsih; Yuniarti, Kwartarini W
Jurnal Psikologi Vol 44, No 3 (2017)
Publisher : Faculty of Psychology, Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (506.259 KB) | DOI: 10.22146/jpsi.26132

Abstract

This study aimed to describe how global climate change was perceived by teachers of elementary schools. The subjects were 111 teachers from 7 elementary schools in Yogyakarta City and Sleman district. The data were collected using open-ended questions (including perception about the weather, feeling evoked by global warming words and free responses related to global warming issues). The data were analyzed using the technique of qualitative and quantitative content analysis with Indigenous Psychology Approach. The result showed that only one teacher reported that there was no weather anomaly, while 110 teachers reported that they perceived weather anomaly. Of those who perceived weather anomaly mostly referred to natural conditions (including global climatic condition and environmental destruction) and human behavior as its causes. Responses about feeling as evoked by global warming word were classified into three categories, i.e. emotional, physical and irrelevant responses. Free responses about global warming were classified into four categories respectively from the highest frequency of responses: prevention (including the statement “must be prevented”, prevention behaviors and prevention efforts), states (including the weather states and feeling), causes (including technological advances and human behavior generally), and others. The research finding was discussed in the frame of environmental concern as a means of character education in elementary school.
UPAYA MENINGKATKAN HASIL BELAJAR MATEMATIKA MATERI PECAHAN MELALUI MEDIA KARTU PECAHAN METODE KOOPERATIF PADA SISWA KELAS II SDN 002 NONGSA TAHUN PELAJARAN 2019/2020 Mintarsih, Mintarsih
Pedagogia: Jurnal Ilmiah Pendidikan Dasar Indonesia Vol 1 (2019): Pedagogia (Edisi Khusus)
Publisher : LPPM STKIP PGRI Bandar Lampung

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Abstract

This research is a Classroom Action Research. Cooperative learning is a learning strategy carried out in groups and interacting with other students. Fraction card media is a learning medium used to assist teachers in explaining the concept of simple fractions with the basic competence of comparing simple fractions. After conducting an evaluation on learning mathematics about recognizing fractions through card media, in class II the researcher experienced a failure as evidenced by the acquisition of a value that was far from the expectations of the researcher, only 10 of the 38 students could achieve the minimum completeness value, meaning only 10 students passed . In cycle I, the score was 65, out of 38 students, there were 15 students who scored above 65, so there were already 15 students who achieved the minimum completeness score, however, there are still 15 students who scored below the completeness value of learning because they still got the grade. below 65. The lowest score of the student is 40 and the highest score is 80. This success is based on the acquisition of a class average score of 77 with a grade of completeness at 93%.
MENINGKATKAN KREATIVITAS ANAK USIA DINI MELALUI PEMBUATAN ALAT PERMAINAN EDUKATIF (APE) Laili, Rahmania Alfi; Mintarsih, Mintarsih; Masrurroh, Mi’rotin Barro; Astuti, Mardiana Dwi; Susanti, Mei Tri
Jurnal Penamas Adi Buana Vol 2 No 2 (2017): Oktober
Publisher : LPPM Universitas PGRI Adi Buana Surabaya

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Abstract

Games Education (APE) is a tool that can optimize the game development of the child, tailored to the age and developmental level, and which is useful for the development of the physical, language, cognitive, and social development. The purpose of this activity is expected in early childhood and kindergarten students get an interesting experience, increase cognitive ability, psychomotor, and creative both in school and outside of school. Berbagia type of form tool of education games that can be made by children TK and early childhood education. This education game is used as a medium of learning so that students do not feel bored while studying. Type of APE are so numerous, yitu playdough, finger painting, hand puppets, and coloring. The method used in this activity is practical. By using this method the children can directly try to make a toy that kids can feel the process of making. The target of this education a children’s game kindergarten and early childhood. However, given the different game types for different ability levels, especially in terms of cognitive and psychomotor. Tools are provided for educational games help improve a child’s development in terms of skills, knowledge, and dissemination in accordance with the learning materials. Of the activity of making APE results obtained are kindergarten and early childhood was happy to make the game instrument itself, creativity and children honed so well that it can blind a variety of forms. Keywords : Games, Education, Develompent, Children
CREATIVITY IN THE CREATIVE WRITING OF INDONESIAN JEDDAH SCHOOL STUDENTS Kartika, Ajeng Dianing; Arista, Cicik; Mintarsih, Mintarsih; Sutikno, Sutikno
Paramasastra : Jurnal Ilmiah Bahasa Sastra dan Pembelajarannya Vol. 11 No. 1 (2024): Vol.11 No.1 Bulan Maret 2024
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/paramasastra.v11n1.p49-60

Abstract

This research aims to describe creativity in the creative writing of Jeddah Indonesian School students. Creativity is one aspect that determines the excellence of a piece of writing. Creativity is the ability to produce something new. Creativity needs to be present in writing because the more creative it is, the better the writing. This research is qualitative research using descriptive methods to describe creativity in the creative writing of Jeddah Indonesian School students. The results of this research reveal that the stories and poetry written by the Jeddah Indonesian School students are creative writing. In the story written by the Jeddah Indonesian School students, there are elements of creativity in it, namely 1) theme creativity; 2) characters and characterization; 3) background; 4) groove; 5) mandate; and 6) language style. Then, there are also elements of creativity in poetry written by students at the Jeddah Indonesian School. The elements of creativity are 1) theme creativity; 2) title; 3) language style; and 4) instilling values.
Development of Interactive Multimedia for Physics Learning on Electromagnetic Induction Material to Improve Concept Mastery Mintarsih, Mintarsih; Harbani, Arif
Simetris: Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol 15, No 2 (2024): JURNAL SIMETRIS VOLUME 15 NO 2 TAHUN 2024
Publisher : Fakultas Teknik Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/simet.v15i2.12354

Abstract

The majority of students have not mastered the concepts of physics which is the background for this research to be carried out. The research aims to produce interactive multimedia for physics learning on electromagnetic induction material and analyze the effectiveness of this product in increasing concept mastery. The research method is Research and Development, followed by pre-experimental research. The development procedure was adapted from Sukmadinata model with three steps: preliminary study, product development, and product test. Data collection strategy using assessment sheets and pretest-posttest. The validation of interactive multimedia as shown by the research results is 95.15%, including the very good category. Classical learning completeness of 94% meets the criteria to be achieved in the research. The conclusion from these results is that interactive multimedia for physics learning on electromagnetic induction material is very good and effective for increasing concept mastery.
THE IMPACT OF PICTURE PROMPTS ON STUDENTS’ ABILITY IN SUBJECT-VERB AGREEMENT: A CLASSROOM ACTION RESEARCH Mintarsih, Mintarsih; Yani, Ani
IJIET (International Journal of Indonesian Education and Teaching) Vol 8, No 2 (2024): July 2024
Publisher : Sanata Dharma University Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24071/ijiet.v8i2.7166

Abstract

This study aims to find out how the impact of picture prompts can improve the ability of seventh-grade students at SMPN 121 Jakarta regarding the use of subject-verb agreements in simple present tense sentences. Observation before action was carried out in class VII SMPN 121 Jakarta. From the data collected through observation and prerequisite tests before entering a new chapter, it is known that the students have difficulty answering subject-verb agreement questions in simple present-tense sentences. In addition, not all the students are facilitated by gadgets. For this reason, the researchers uses pictures that can be used both electronically and paper-based to encourage students' ability to subject-verb agreement. This research was conducted using the Classroom Action Research method which focused on solving the problems encountered. The use of pictures as a learning medium in English is expected to encourage the students to more easily understand the subject-verb agreement material. From the findings, reports on the student learning outcomes, and observations it can be said that the use of pictures is quite effective in improving students' ability to subject-verb agreement material in simple present tense sentences.
ANALISIS SITUASI DALAM PERENCANAAN STRATEGIS PENGEMBANGAN DI INSTALASI RAWAT ISOLASI DARI SEGI SUMBER DAYA MANUSIA DAN ITE DI RSUD CILACAP DI KABUPATEN CILACAP Mintarsih, Mintarsih; Budianto, Apri; Sihabudin, Aan Anwar
Journal of Management Review Vol 8, No 3 (2024): Journal of Management Review
Publisher : Magister Manajement Studies Program

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Abstract

Perencanaan memungkinkan organisasi untuk mengidentifikasi serta menarik manfaat dari berbagai peluang eksternal sekaligus meminimalkan dampak dari ancaman ancaman eksternal. Perencanaan lebih dari sekedar upaya memperhitungkan kemungkinan masa lalu dan masa kini ke masa depan. Perencanaan juga mencakup pengembangan misi, peramalan kejadian dan tren masa depan, penetapan tujuan, serta pemilihan strategis untuk dijalankan. Rumah sakit sebagai instansi penyelenggara pelayanan kesehatan merupakan ujung tombak dalam pembangunan kesehatan masyarakat dengan memberikan kualitas dan kuantitas terbaik akan layanan kesehatannya kepada masyarakat. Sumber Daya Manusia (SDM) merupakan aset utama bagi organisasi atau instansi, karena mempunyai peran sebagai motor penggerak organisasi. Ini merupakan suatu hal yang mendasar bagi rumah sakit sebagai organisasi/instansi namun sangat penting dalam kemajuan rumah sakit itu sendiri. Peningkatan Pelayanan Kesehatan di Rumah Sakit Umum Daerah Cilacap terus diupayakan sejalan dengan meningkatnya tuntutan masyarakat akan pelayanan yang optimal, bermutu dan professional.
MENINGKATKAN KREATIVITAS ANAK USIA DINI MELALUI PEMBUATAN ALAT PERMAINAN EDUKATIF (APE) Laili, Rahmania Alfi; Mintarsih, Mintarsih; Masrurroh, Mi’rotin Barro; Astuti, Mardiana Dwi; Susanti, Mei Tri
Jurnal Penamas Adi Buana Vol 2 No 2 (2017): Oktober
Publisher : LPPM Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (616.165 KB)

Abstract

Games Education (APE) is a tool that can optimize the game development of the child, tailored to the age and developmental level, and which is useful for the development of the physical, language, cognitive, and social development. The purpose of this activity is expected in early childhood and kindergarten students get an interesting experience, increase cognitive ability, psychomotor, and creative both in school and outside of school. Berbagia type of form tool of education games that can be made by children TK and early childhood education. This education game is used as a medium of learning so that students do not feel bored while studying. Type of APE are so numerous, yitu playdough, finger painting, hand puppets, and coloring. The method used in this activity is practical. By using this method the children can directly try to make a toy that kids can feel the process of making. The target of this education a children’s game kindergarten and early childhood. However, given the different game types for different ability levels, especially in terms of cognitive and psychomotor. Tools are provided for educational games help improve a child’s development in terms of skills, knowledge, and dissemination in accordance with the learning materials. Of the activity of making APE results obtained are kindergarten and early childhood was happy to make the game instrument itself, creativity and children honed so well that it can blind a variety of forms. Keywords : Games, Education, Develompent, Children
Empowering Japanese Beginner Learners’ Writing Proficiency by Enhancing Complex Sentences with E-Modules Mintarsih, Mintarsih; fanani, urip zaenal; Sopaheluwakan, Yovinza Bethvine; Soepardjo, Djodjok; Juangsih, Juju
Chi e Journal of Japanese Learning and Teaching Vol. 12 No. 1 (2024): March 2024
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kz390r32

Abstract

The Indonesian Ministry of Education and Culture has implemented an independent learning curriculum in all education-level units since January 2020. Many changes occurred with the implementation of the new curriculum. In independent learning curricula, fostering higher-order thinking skills (HOTS) is crucial, especially when developing complex sentence writing proficiency for beginners. This study aimed to improve beginner Japanese learners' ability to construct complex sentences in written activity by utilizing FlipPdf-Pro-based e-modules. These modules incorporated audio, video, and digital applications, making the learning process engaging and self-paced. The study involved 60 students in their third year who had been studying Japanese for one year in a high school in Malang. This study is classroom research using qualitative descriptive methods. Research data was collected through observation, tests, and questionnaires. Observations indicated enthusiastic participation, and questionnaires revealed that participants comprehended how to construct simple, complex sentences and could apply them effectively in written contexts. Over 80% of participants expressed a positive attitude towards learning through FlipPdf-Pro-based e-modules and recognized the importance of digital media in Japanese language learning. Furthermore, the test results demonstrated the participants' satisfactory ability to write complex sentences, meeting criteria in three key aspects: sentence structure in subordinate clauses, cohesion between main and subordinate clauses using the conjunctive phrase -no toki 'when', and coherence in the meaning of complex sentences. Based on test results, response questionnaires, and observations, these findings confirmed that using FlipPdf-Pro-based e-modules effectively enhances learners' proficiency in writing complex sentences. 
PENERAPAN METODE ROTATING TRIO EXCHANGE DALAM MENINGKATKAN HASIL BELAJAR MATEMATIKA Mintarsih, Mintarsih
JURNAL SINEKTIK Vol 6 No 1 (2023): JURNAL SINEKTIK:JUNI-2022
Publisher : FKIP, PGSD, Universitas Slamet Riyadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/js.v5i1.7479

Abstract

The purpose of this study is to describe the application of the Rotating Trio Exchange (RTE) Learning Method in learning Mathematics Theme 3 Objects Around Me and analyze the improvement of mathematics learning outcomes Theme 3 Objects Around Me, students of Grade III SD Negeri 1 Sumberjo in the first semester of the 2019/2020 Academic Year. This type of research is Classroom Action Research (PTK). The place of this research is in Grade III SD Negeri 1 Sumberjo. The time of this study is in the middle of the first semester of the 2019/2020 Academic Year. The subjects of the study were twenty-seven children. Data collection techniques for this study with non-test techniques and test techniques. This research data collection tool with observation sheets, photo documentation of activities and daily test questions. The result of this study is the application of the Rotating Trio Exchange (RTE) Learning Method in 9 trios and the learning outcomes from the unsatisfactory category to the satisfactory category.