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ANALISIS KEBERHASILAN PENGAJARAN PRAKTIK TERBAIK DALAM MATA KULIAH PSIKOLOGI PENDIDIKAN TINGKAT UNIVERSITAS Wulandari, Deniar; Setiawan, Rudy; Arifendi, Rio Febrianto
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.v6i1.4839

Abstract

The purpose of this study was to analyze the success of practitioner teaching in learning Educational Psychology courses at Tribhuwana Tunggadewi University. This study used a best practice review approach to identify effective teaching strategies used by practitioners in that context. The research methods used involve classroom observation, interviews with practitioners, and qualitative analysis of documents. Practitioners use an active and collaborative learning approach, engage students in discussions and case studies, and encourage self-reflection with the help of relevant audiovisual media and reading materials. It was found that practitioners' success in teaching Educational Psychology is related to competence in integrating theory with relevant practical examples, relating material to students' real lives, and providing constructive feedback. In addition, practitioners also build inclusive learning environments, support students' active participation, and create an atmosphere that facilitates deep understanding. The results show that teaching with practice has been successfully carried out in teaching Educational Psychology courses, with implications related to the development of teaching competencies and the application of best practices in teaching Educational Psychology courses.
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.