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Pengaruh Pemberian Beasiswa Pendidikan Terhadap Partisipasi Berorganisasi Mahasiswa STKIP PGRI Tulungagung Fajar Hendro Utomo; Agus Timan; Muhamad Ahmad Yusuf Sobri
Kelola: Jurnal Manajemen Pendidikan Vol. 7 No. 2 (2020)
Publisher : Universitas Kristen Satya Wacana

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Abstract

The development of student organizations' participation through student participation in student organizations has not received serious attention, despite the fact that the existence of student organizations on the campus of STKIP PGRI Tulungagung . Not optimal participation of students who are members of the student organization, the method used in this research is quantitative analysis with data analysis techniques filling questionnaires by scholarship recipients. Descriptive method has to do with the exposure of a phenomenon or the relationship between two or more phenomena, from the results of data collection and The above analysis needs to be developed a policy regarding the granting of scholarships to students who are not only smart, need financial assistance, but also students who are capable of emotional and empathic to both the environment and the institution or not only IQ but also EQ
LKPD BERMUATAN STEAM SEBAGAI INOVASI PEMBELAJARAN IPAS DALAM MENUMBUHKAN KREATIVITAS SISWA SEKOLAH DASAR Kristika Sari; Muhamad Abdul Roziq Asrori; Fajar Hendro Utomo
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 11, No 1 (2026)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v11i1.10149

Abstract

Pembelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) di sekolah dasar dituntut untuk mampu mengembangkan keterampilan abad ke-21, khususnya kreativitas peserta didik. Oleh karena itu, diperlukan pengembangan bahan ajar yang inovatif, kontekstual, dan berorientasi pada aktivitas bermakna melalui pendekatan Science, Technology, Engineering, Art, and Mathematics (STEAM). Penelitian ini bertujuan untuk (1) mendeskripsikan pengembangan LKPD bermuatan STEAM, (2) hasil validitas pengembangan LKPD, (3) mengetahui efektivitas LKPD. Produk yang dikembangkan berupa LKPD cetak yang memuat tiga aktivitas utama, yaitu: (1) Ayo Kenali, (2) Kenali Lebih Dalam dengan dukungan teknologi Augmented Reality (AR), dan (3) Buat Candimu Sendiri dalam bentuk proyek pembuatan miniatur candi. Penelitian ini menggunakan metode Research and Development (RD) dengan mengadaptasi langkah-langkah Borg and Gall, yang meliputi analisis kebutuhan, perancangan produk, pengembangan, validasi ahli, uji coba terbatas, uji coba lapangan, serta revisi produk. Hasil penelitian menunjukkan bahwa LKPD bermuatan STEAM yang dikembangkan dinyatakan layak digunakan berdasarkan penilaian ahli media dan ahli materi dengan kategori sangat baik. Hasil uji coba menunjukkan bahwa penggunaan LKPD mampu meningkatkan keterlibatan peserta didik dalam pembelajaran, memfasilitasi munculnya gagasan baru, fleksibilitas berpikir, serta menghasilkan karya sebagai indikator kreativitas. Selain itu, respons peserta didik terhadap LKPD menunjukkan kategori positif, yang menandakan bahwa LKPD efektif digunakan dalam pembelajaran IPAS.
Pengaruh Penggunaan Google Classroom Terhadap Motivasi Belajar Dan Hasil Belajar Siswa Kelas 5 Dewi Istiqomah; Muhammad Anasrulloh; Fajar Hendro Utomo; Dian Septi Nur Afiifah
Jurnal PIPSI (Jurnal Pendidikan IPS Indonesia) Vol 11, No 3 (2026): VOLUME 11 NUMBER 3 SEPTEMBER 2026
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jpipsi.v11i3.8782

Abstract

This study aims to determine the effect of Google Classroom  usage on IPAS learning outcomes, the effect of learning motivation on learning outcomes, and the role of learning motivation as a moderating variable in the relationship between Google Classroom  usage and learning outcomes of 5th-grade students in Cluster 1, Sutojayan District. The background of this research is based on the gap between the demands of educational digitalization and field conditions, where the utilization of learning applications is still low and student learning outcomes in IPAS subjects are not yet optimal. This research uses a quantitative approach with a cross-sectional survey design. The research subjects included 120 students of 5th-grade in eight elementary schools in Cluster 1, Sutojayan District. Data analysis techniques used descriptive and inferential statistics including prerequisite tests, t-test, F-test, and Moderated Regression Analysis (MRA). The results showed that: (1) there is a positive and significant influence of Google Classroom  usage on IPAS learning outcomes (t-count 7.031 > t-table 1.981); (2) there is a significant influence of learning motivation on IPAS learning outcomes (t-count 6.153); and (3) learning motivation significantly moderates and strengthens the influence of Google Classroom  usage on IPAS learning outcomes (interaction t-count 2.871). Simultaneously, these variables contributed an influence of 68.2% on learning outcomes