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PENERAPAN PENDEKATAN RME UNTUK MENINGKATKAN HASIL BELAJAR SISWA DI SMP SUNAN GIRI MALANG Arifendi, Rio Febrianto; Setiawan, Rudy; Kamhar, Muhammad Yusi; Anggarbeni, Susilo Ribut; Ote, Yohanis Ana
Inteligensi : Jurnal Ilmu Pendidikan Vol 6, No 1 (2023)
Publisher : Universitas Tribhuwana Tunggadewi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33366/ilg.v6i1.4547

Abstract

This study aims to determine the effect of the Realistic Mathematics Education (RME) approach to improve the learning outcomes of grade VIIa students at SMP Sunan Giri Malang. The specific purpose of the research conducted was to describe the application steps of the RME Approach to improve learning outcomes in the Material Set using two cycles of Classroom Action Research (PTK). Data collection was carried out using material validation sheets, lesson implementation plans (RPP), Student Worksheets (LKS), student activity observation sheets, teacher activity observation sheets and results from posttests at the end of the cycle. The results showed that the use of the RME approach on set material succeeded in increasing the learning outcomes of grade VIIa students at Sunan Giri Junior High School, with a completeness percentage starting from 50% and increasing in the second cycle to 91.66% with a completeness score criterion of 75, so it is known that the RME approach is able to improve student learning outcomes in class VIIa set material at Sunan Giri Junior High School and is also able to increase student learning activities during learning.
UTILIZATION OF VARIOUS TYPE OF LEARNING MEDIA TO ENGAGE STUDENTS’ LEARNING INTEREST IN EDUCATION DEPARTMENT Aldya, Riantina Fitra; Arifendi, Rio Febrianto; Pantiwati, Yuni; Chamisijatin, Lise
Inteligensi : Jurnal Ilmu Pendidikan Vol 7, No 2 (2024)
Publisher : Universitas Tribhuwana Tunggadewi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33366/ilg.v7i2.6483

Abstract

This study aims to determine the student’s perceptions about utilization of various type of learning media to engage students’ learning interest. Data collection using a survey with a population of all Mathematics Education and Biology Education students of the 2022 and 2023 intakes, with a sample size of 60 students using stratified random sampling. This survey is related to perceptions related to students learning interest based on based on various of media and students learning interest  from Mitchel (1993), consists of 15 items with 5 aspects such as attention, curiosity, excitement, meaningfulness, and involvement. The results showed that mostly students choose games media and games application, with 25 students (41,6%) gave highest score, mean that games media gave those students more attention because of the attraction in it, while another learning media  that showed less of interest, were picture with 2 students (3,3%), power point with 6 students (10%), and learning torso with 8 students (13,3%), because visual media not fully explaining the complex material.Another survey about learning interest showed that excitement aspect, game applications gave the highest score, which was 36.6%, chosen by 22 students, followed by game media chosen by 20 students (33.3%). In the meaningfulness and involvement aspects, the learning module gave the highest score, which was 13.3% (8 students) and 35% (21 students), this is because the learning module accommodates students' independent learning so that learning becomes more meaningful. So learning modules and games based media mostly can engage students’ learning interest in education department.
Botanical application: Android-based learning media to enhance interest in learning plant material Riantina Fitra Aldya; Rio Febrianto Arifendi
Edubiotik : Jurnal Pendidikan, Biologi dan Terapan Vol. 6 No. 01 (2021): Edubiotik : Jurnal Pendidikan, Biologi dan Terapan
Publisher : Biology Education Department, Universitas Insan Budi Utomo, Malang, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/ebio.v6i01.1971

Abstract

Balikpapan Botanical Garden School has a very supportive learning environment, especially in studying plant material, but there are still many students who show low interest in learning so that an application in the form of android application to foster student interest in learning related to plants. This research aims to determine the feasibility of the botanical application as the further development of a flash application with the same theme to enhance interest in learning plant material. This research is used Research and Development (R&D) with ADDIE model which includes the analysis, design, development, implementation, and evaluation stage. The data were collected using a questionnaire to measure students’ learning referring to Mitchell's theory with 25 questions. The result showed that the botanical application is feasible to use with a score of 3,86 (feasible) and 4,16 (very feasible) according to media and material experts, and also a score of 4,47 (very feasible) according to the students. It also can enhance interest in learning plant material at the significance level of 0.002 < 0.05 with 46,6% of students reach the high criterion and the other 53,3% reach the moderate criterion of interest. This android-based of botanical application turns out to be able to enhance interest in learning about plant material due to learners' option to choose learning content depending on their interest.
Optimalisasi Kegiatan Edukasi Alam Melalui Pengembangan P-WEC Plant Locator bagi Pengunjung Kawasan Konservasi P-WEC Aldya, Riantina Fitra; Arifendi, Rio Febrianto; Fianto, latif
JAPI (Jurnal Akses Pengabdian Indonesia) Vol 8, No 3 (2023)
Publisher : Universitas Tribhuwana Tunggadewi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33366/japi.v8i3.5474

Abstract

P-WEC (Petungsewu Wildlife Education Center) merupakan kawasan konservasi di Kabupaten Malang yang digunakan sebagai pusat studi untuk pendidikan informal tentang konservasi alam dan kehidupan liar (wildlife), namun pelaksanaan kegiatan Edukasi Alam yang ditawarkan masih belum optimal dikarenakan pelaksanaannya hanya dilakukan di area tertentu dan dilakukan dengan menyajikan tumbuhan secara langsung sehingga eksplorasi tidak dilakukan secara luas, maka untuk meningkatkan kegiatan tersebut dikembangkanlah P-WEC Plant Locator berbasis android dengan menerapkan konsep Digital Learning Ecosystem, yaitu dengan mengintegrasikan teknologi dan konteks pembelajaran dengan pengguna dalam suatu lingkungan, sehingga eksplorasi lokasi pohon dan tumbuhan liar yang ada di kawasan tersebut dapat dilakukan secara mandiri dengan mengakses pencarian denah lokasi tumbuhan yang ada di aplikasi P-WEC Plant Locator. Pelaksanaan kegiatan pengabdian ini meliputi dua tahap yaitu tahap pengembangan produk dengan model ADDIE dan tahap pendampingan penerapan produk melalui kegiatan focus group discussion (FGD). Diperoleh hasil bahwa pengembangan aplikasi P-WEC Plant Locator mampu mengoptimalkan kegiatan eksplorasi tumbuhan liar dengan memberikan peningkatan kualitas layanan dalam kegiatan Edukasi Alam yang ditawarkan kepada pengunjung Kawasan konservasi P-WEC, dimana pengunjung dapat mengakses aplikasi ini melalui android masing-masing dan dapat melakukan eksplorasi secara menyeluruh untuk meningkatkan pengalaman belajarnya secara mandiri. 
Inovasi Pembelajaran Pecahan: Pengembangan Dan Efektivitas Modul Ajar Interaktif Berbasis Canva Untuk Siswa Sekolah Dasar Sari, Nila Kartika; Naba, Diana Magdalena; Arifendi, Rio Febrianto
SJME (Supremum Journal of Mathematics Education) Vol 9 No 2 (2025): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v9i2.203

Abstract

Tujuan penelitian ini adalah untuk menciptakan dan mengevaluasi modul ajar interaktif berbasis Canva, inovasi baru dalam pembelajaran materi pecahan di kelas IV Sekolah Dasar. Modul ajar ini dirancang dengan tujuan untuk meningkatkan pemahaman siswa tentang konsep dan hasil belajar mereka tentang materi pecahan. Penelitian ini menggunakan pendekatan penelitian pengembangan (Research and Development) dengan menggunakan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Data dikumpulkan melalui lembar validasi ahli, tes hasil belajar (pre-test dan post-test), angket kepraktisan guru dan siswa, wawancara, serta observasi. Hasil penelitian menunjukkan bahwa modul ajar interaktif berbasis Canva yang dikembangkan dinyatakan sangat valid oleh ahli materi (skor rata-rata 3.38) dan ahli media (skor rata-rata 3.80). Modul ini juga dinilai sangat praktis oleh guru (skor rata-rata 3.35) dan siswa (skor rata-rata 3.41). Uji efektivitas menunjukkan perbedaan signifikan hasil belajar antara kelompok eksperimen (M=95, SD=5.00) dan kontrol (M=80.00, SD=6.00) dengan nilai p < 0.001, serta N-Gain Score kelompok eksperimen (0.83, kategori Tinggi) lebih unggul dari kelompok kontrol (0.29, kategori Rendah). Disimpulkan bahwa modul ajar interaktif berbasis Canva valid, praktis, dan efektif secara signifikan dalam meningkatkan hasil belajar materi pecahan siswa sekolah dasar, menawarkan solusi inovatif yang visual dan interaktif untuk pembelajaran matematika.