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Percobaan Sains Menggunakan Project Based Learning Meningkatkan Kemampuan HOTS (High Order Thinking Skill) Kelompok Usia 5-6 Tahun Gea Elina; Nice Maylani Asril; Made Vina Arie Paramita
Jurnal Pendidikan Anak Usia Dini Undiksha Vol. 11 No. 1 (2023): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/paud.v11i1.62421

Abstract

Kemampuan HOTS (High Order Thinking Skill) belum berkembang secara optimal karena metode yang digunakan kurang tepat sehingga anak tidak dapat mengembangkan kemampuan HOTS (High Order Thinking Skill). Penelitian ini bertujuan untuk mengetahui pengaruh eksperimen sains menggunakan Project Based Learning terhadap kemampuan HOTS (High Order Thinking Skill) kelompok usia 5 sampai 6 tahun. Metode yang digunakan dalam penelitian ini adalah metode quasi eksperimen yang menggunakan Non-Equivalent Control Group Design yaitu desain yang hampir sama dengan desain pretest-posttest kontrol group design dimana pengambilan sampel ditentukan secara acak. Hasil penelitian ini menunjukkan bahwa eksperimen sains dengan menggunakan Project Based Learning berpengaruh signifikan terhadap kemampuan HOTS (High Order Thinking Skill) pada kelompok usia 5 sampai 6 tahun. Rata-rata HOTS (High Order Thinking Skill) pada kelompok eksperimen adalah 59,08 dari nilai rata-rata sebelumnya 34,30, dan pada kelompok kontrol yang memiliki nilai rata-rata 38,50 dari rata-rata sebelumnya 36,50. Pengujian hipotesis menunjukan ada pengaruh yang signifikan dari percobaan sains menggunakan project based learning. ilmiah menggunakan Project Pembelajaran Berbasis HOTS (High Order Thinking Skills). Disimpulkan percobaan sains menggunakan project based learning dapat meningkatkan kemampuan HOTS pada anak usia dini.
Pengaruh Self Esteem dan Self Control terhadap Pengendalian Prokrastinasi Akademik pada Mahasiswa Semester 6 Program Studi S1 Bimbingan dan Konseling Universitas Pendidikan Ganesha Kadek Ari Dwiarwati; Made Vina Arie Paramita; Yeni
Jurnal Bimbingan dan Konseling Indonesia Vol 6 No 2 (2021): Jurnal Bimbingan dan Konseling Indonesia
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jurnal_bk.v6i2.2899

Abstract

Penelitian ini dilatarbelakangi oleh perhatian terhadap masalah prokrastinasi akademik yang kerap menjadi penghambat pencapaian prestasi akademik maksimal di kalangan mahasiswa semester 6 Program Studi S1 Bimbingan dan Konseling di Universitas Pendidikan Ganesha. Penelitian ini bertujuan untuk menginvestigasi pengaruh self-esteem dan self-control terhadap pengendalian prokrastinasi akademik. Penelitian ini menggunakan pendekatan kuantitatif dengan teknik pengumpulan data melalui kuesioner. Subjek penelitian melibatkan mahasiswa semester 6 sebagai sampel. Analisis data dilakukan dengan regresi berganda, dan hasil menunjukkan bahwa self-esteem dan self-control memiliki pengaruh yang signifikan terhadap pengendalian prokrastinasi akademik pada mahasiswa semester 6. Implikasi praktis dari temuan ini adalah perlunya upaya meningkatkan self-esteem dan self-control mahasiswa sebagai langkah untuk mengurangi perilaku prokrastinasi akademik. Kesimpulan dari penelitian ini adalah bahwa faktor-faktor psikologis seperti self-esteem dan self-control dapat menjadi fokus dalam memahami dan mengatasi prokrastinasi akademik di kalangan mahasiswa, yang pada akhirnya dapat berdampak positif pada prestasi belajar mereka.
Media Video Pembelajaran Berbasis Video Scribe Pada IPA Kelas V Sekolah Dasar Rezaldi; I Made Citra Wibawa; Made Vina Arie Paramita
Journal for Lesson and Learning Studies Vol. 5 No. 3 (2022): Oktober
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jlls.v5i3.57116

Abstract

In its application, learning media has yet to be used optimally. In addition, the teacher also conveys the material only by lecturing. It will undoubtedly make it difficult for students to understand the learning material. This study aimed to develop video scribe-based learning videos for science subjects for fifth-grade elementary school students. This type of research is development research using the ADDIE model. ADDIE development model. The research subjects were one media expert, one material expert, and two practitioners. Methods of data collection using observation and questionnaires. The instrument used in collecting data is the rating scale. The technique used to analyze the information is descriptive qualitative and quantitative analysis. The research results are the results of the assessment given to the learning material experts, namely 4.75, so they get very good qualifications. The evaluation provided by learning media experts is 4.75, so they get very good qualifications. The assessment given by the teacher is 4.83, so the qualification is very good. It was concluded that Videoscibe-Based Video is valid and feasible to use in learning. This research implies that the Videosribe-based learning videos that have been developed can help students learn science.
PENGARUH BONEKA JARI AGAMA (BONJARMA) TERHADAP SIKAP TOLERANSI BERAGAMA ANAK USIA DINI DI RA ATH-THOORIQ SINGARAJA Setyowahyudi, Rendy; Made Vina Arie Paramita; Nurul Indana
Jurnal Pendidikan dan Psikologi: Pintar Harati Vol. 20 No. 2 (2024): Jurnal Pintar Harati Volume. 20, Nomor. 2, Desember 2024
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36873/jph.v20i2.15439

Abstract

Isu intoleransi beragama kini menjadi sorotan karena kasus-kasusnya yang terus meningkat setiap tahun. Salah satu cara untuk mencegah intoleransi adalah dengan menanamkan sikap toleransi beragama sejak usia dini. Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan boneka jari bertema agama terhadap sikap toleransi beragama anak usia dini di RA Ath-Thooriq Singaraja. Metode penelitian yang digunakan adalah quasi eksperimen. Populasi penelitian ini terdiri dari 40 anak kelompok B di RA Ath-Thooriq Singaraja, dengan sampel sebanyak 36 anak yang dipilih melalui teknik simple random sampling. Data dikumpulkan menggunakan tes lisan dengan kartu bergambar sebagai alat bantu. Uji validitas instrumen dilakukan menggunakan korelasi poin biserial, sedangkan reliabilitas diuji dengan metode KR20. Analisis data untuk menguji hipotesis dilakukan dengan paired sample t-test dan independent sample t-test. Sebelum uji hipotesis, dilakukan uji normalitas menggunakan Kolmogorov-Smirnov test dan uji homogenitas dengan Levene test. Hasil penelitian menunjukkan bahwa penggunaan boneka jari bertema agama berpengaruh terhadap sikap toleransi beragama anak usia dini di RA Ath-Thooriq Singaraja, dengan nilai signifikansi 2-tailed sebesar 0,000, lebih kecil dari 0,05.
The Use of Digital Educational Games as Learning Media: A Study on Elementary School Teachers I Putu Andika Satyana Putra; Made Vina Arie Paramita
International Journal of Elementary Education Vol 7 No 2 (2023): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v7i2.58432

Abstract

Educational games are one of the learning media that can help the student learning process, especially in the digital era as it is today. This study analyzes elementary school teachers' use of digital educational games as learning media. This research is descriptive research with a survey method. The population in this study is 4315 elementary school teachers. Sampling was carried out using cluster sampling and random sampling techniques so that the number of samples in this study was 98 teachers. The research data were collected using a questionnaire, which was then analyzed descriptively. Based on the research that has been done, the results show that school teachers use digital educational games quite often as learning media: 52 teachers (53.06%) of a total of 98 samples are in the sufficient category. The most widely used digital educational game application is Quizziz. The main reason for using digital educational games is that digital educational games can improve students' cognitive abilities. The main advantage of using educational games as a learning medium is making the learning process more efficient. The main obstacles experienced were related to the internet, which did not support it, and digital educational game applications, which often experienced errors. Hence, they had to start over from the beginning. It was concluded that elementary school teachers often used digital educational games as learning media.
Fantasy Gymnastics Learning Video Based on Fable Stories to Stimulate the Imagination of Early Childhood Putu Gita Cintya Dewi; Putu Aditya Antara; Made Vina Arie Paramita
Jurnal Ilmiah Pendidikan Profesi Guru Vol. 7 No. 3 (2024): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jippg.v7i3.81122

Abstract

Lack of media or supporting facilities for learning in schools results in delays in children's cognitive development, such as the child's imagination process. Based on this, a study aimed to analyze the Fantasy Gymnastics Learning Video Based on Fable Stories to Stimulate the Imagination of Early Childhood Group B Kindergarten. The subjects in this study were 20 children in group B, with the object of research being the imagination ability of early childhood. The research model used was the ADDIE model. The data collection method used was a questionnaire and observation. The instrument used was a questionnaire sheet. The data analysis technique used was quantitative and qualitative analysis. The results of the feasibility and practicality test of the media obtained very decent results from experts and practitioners. The effectiveness test results showed that H1 was accepted and H0 was rejected, so it can be concluded that the fantasy gymnastics learning video based on fable stories is declared effective in stimulating the development of early childhood imagination. This study implies that the fantasy gymnastics learning video based on fable stories can facilitate students' learning and help teachers achieve more optimal learning goals.
Media Visualisasi Auditori Kinestetik (VAK) Terpadu untuk Stimulasi Keaksaraan Awal Anak Made Vina Arie Paramita; Nunuk Trisukma Aceh; Angelina Sonia Iju
Jurnal Pendidikan Anak Usia Dini Undiksha Vol. 10 No. 3 (2022): Desember
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/paud.v10i3.53172

Abstract

Kurangnya media yang digunakan guru dalam merangsang kemampuan keaksaraan anak berdampak pada rendahnya minat serta aktifitas belajar siswa. Adapun tujuan dari penelitian ini yakni untuk mengetahui apakah ada pengaruh media visual auditori kinestetik (VAK) pada pelajaran keaksaraan awal anak. Penelitian ini tergolong kedalam jenis penelitian eksperimen dengan pendekatan kuantitatif model Pre Experimental Design dengan penelitian One Group Pretest-Posttest Design.  Subjek dalam penelitian ini berjumlah 30 anak usia dini. Pengumpulan data dalam penelitian ini dilakukan menggunkan metode angket, dengan instrument penelitian berupa lembar tes praktik. Data yang diperoleh dalam penelitian kemudian dianalisis menggunakan analisis data kuantitatif dan data kualitataif. Hasil analisis penelitian menunjukkan bahwa nilai validitas berapa pada kualifikasi sangat baik dengan skor 95% uji ahli media, 89% ahli materi dapat disimpulkan Media Visualisasi Auditori Kinestetik (VAK) Terpadu dinyatakan layak digunakan. Hasil posttest menunjukkan 88% dari hasil Uji Paired Sample T-test diperoleh hasil media Visualisasi Auditori Kinestetik (VAK) Terpadu dapat berpengaruh pada keaksaraan awal anak usia dini. Disimpulkan bahwa media Visualisasi Auditori Kinestetik (VAK) Terpadu dapat meningkatkan keaksaraan awal anak usia dini.
Media Berbasis Discovery Learning Menggunakan Articulate Storyline 3 Meningkatkan Hasil Belajar IPAS Materi Cahaya Ni Made Dwi Septia Pradnyani; Made Vina Arie Paramita
Journal of Education Action Reseach Vol 8 No 2 (2024): May 2024
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jear.v8i2.77725

Abstract

Penggunan media pembelajaran berbasis teknologi masih jarang digunakan di sekolah dasar. Guru hanya memanfaatkan sarana yang ada disekolah yakni buku pembelajaran saja. Hal ini tentu mebuat siswa bosan dalam pmbelajaran, terlebh lagi pebelajaran masih berpusat pada guru. Penelitian ini bertujuan untuk mengembangkan media berbasis discovery learning menggunakan articulate storyline 3 pada materi cahaya kelas V sekolah dasar. Penelitian ini menggunakan model ADDIE. Subjek pengembangan ini yaitu media berbasis discovery learning menggunakan articulate storyline 3 pada materi cahaya kelas V sekolah dasar dan objeknya adalah validitas, kepraktisan, dan efektivitas media berbasis discovery learning menggunakan articulate storyline 3 yang dikembangkan. Metode pengumpulan data yang digunakan dalam penelitian ini adalah metode kusioner dan metode tes. Hasil penelitian pengembangan media berbasis discovery learning menggunakan articulate storyline 3 yang dikembangkan adalah valid, praktis, dan cukup efektif diterapkan dalam proses pembelajaran. Melalaui pengembangan media ini diharapkan bisa bermanfaat didalam pengembangan bidang pendidikan dengan menggunakan media yang berbasis teknologi. Selain itu dengan menggunakan model ini diharapkan mampu mengembangkan kemampuan siswa agar siswa dapat secara aktif menumbuhkan serta mengembangkan konsep penemuan dimana siswa akan menemukan sendiri apa yang dipelajarinya melalui pengamatan atau percobaan yang dapat membantu siswa memecahkan masalah dalam pembelajaran secara mandiri.
Fifth Grade Students' Critical Thinking Skills in the Post-Pandemic Face-to-Face Learning Period I Komang Wahyu Aditya Putra; Putu Nanci Riastini; Made Vina Arie Paramita
International Journal of Elementary Education Vol 6 No 4 (2022): Nopember
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v6i4.53496

Abstract

Students have low critical thinking skills due to the lack of teachers designing learning activities that can improve necessary thinking skills during the pandemic. This study aims to analyze the essential thinking skills of fifth-grade students during the post-pandemic face-to-face learning period. This type of research is descriptive research. This research is a descriptive survey. The research population amounted to 296 students. Sampling using cluster random sampling. The sample of School Research in the City amounted to 105. The sample of Research Schools in the Village amounted to 64. The data collection method used was the test method. The instrument used in data collection is a description test question. The technique used to analyze the data is descriptive statistical analysis. The study’s average results of the critical thinking skills of fifth-grade elementary school students during the face-to-face post-pandemic period were in the high category. The average score for essential thinking skills of city cluster students is 67.18, and the average score for village cluster students' necessary thinking skills is 70.
Project-Based Learning Electronic Thematic Student Worksheets (E-Book PJBL) Improving Critical Thinking Skills Siki.A. Novinda Putri; Putu Nanci Riastini; Made Vina Arie Paramita
International Journal of Elementary Education Vol 6 No 3 (2022): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v6i3.53497

Abstract

The low critical thinking skills are caused because students being less interested in learning. A lack of learning resources causes students' lack of interest in learning. This research aims to develop E-LKPD based on Project Based Learning. This type of research is developed using the ADDIE model. The trial was conducted using a pre-experimental design, one shoot case study2 validators, and 2 practitioners who carried out the content validity test of the PjBL E-package products. The subject of the product trial was fourth-grade elementary school students. The data collection method in this research uses critical thinking tests, qualitative observations, quantitative observations, interviews, questionnaires/questionnaires, and document studies. The instruments used in collecting data are rating scales, interview guidelines, questionnaires, test question sheets, and document study sheets. The techniques used to analyze the data are data analysis of the validity and reliability of the instrument, qualitative descriptive analysis, quantitative descriptive analysis, and t-test. The results of data analysis are the results of product content validity analysis, namely 1.00 (very high). The result of the teacher's response is 3.85 (very good), and the student's response is 3.56 (very good), so it is feasible to use. The result of the effectiveness test is the probability value or Sig. (2-tailed) of 0.000, this probability value is smaller than the 0.05 significance level. It means there are differences in the critical thinking skills of fourth-grade students after learning to use the PjBL E-Package. In other words, the PjBL E-Packet can improve students' critical thinking skills.