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The Students' Weaknesses in Solving the Problems Related to Mathematics Literacy Dani Kusuma; Y. L. Sukestiyarno; Wardono Wardono; Adi Nur Cahyono
International Conference on Science, Education, and Technology Vol. 7 (2021)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Literacy ability is the ability to formulate, apply, and interpret daily life problems into mathematical form. In this case, mathematical literacy is an ability that needs be mastered by the students. The purpose of this study is to investigate the weaknesses of the students in solving problems related to mathematical literacy. This research is a descriptive qualitative research by using triangulation in conducting data analysis. The triangulation refers to the triangulation between the results of student work, interviews, and observations. The subjects in this study are 15-years old students. Then, the instruments used in the study are mathematical literacy tests, interview guidelines and observation guidelines. The results show that in the process of solving the mathematical literacy problems, students experience difficulties in the process of understanding the problem in mathematical form, known as mathematising. Therefore, the obstacles in the mathematising process result in students' ability to complete the next stage. The problems found from the research show that students are less familiar with literacy-based questions so that they have difficulty in the process of understanding
Innovative Online Learning Based on 3CM (Cool-Critical-Creative-Meaningful) Learning to Increase Creativity and Good Character of Elementary School Students During the Covid-19 Pandemic Wahyudi Wahyudi; Kristina Roseven Nababan; Tri Nova Hasti Yunianta; Erlina Prihatnani; Dani Kusuma
International Conference on Science, Education, and Technology Vol. 7 (2021)
Publisher : Universitas Negeri Semarang

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Abstract

Being creative and having good character is the goal of education in Indonesia. The COVID-19 pandemic has become a challenge in achieving this goal. Since the learning process is carried out online. Teachers have difficulty in planning and implementing the lesson. It is because not all teachers have ability to use technology appropriately. Thus, the learning process is not as expected. This causes boredom in the learning process. Therefore, an appropriate online learning design is needed. In this case, the online learning that provides opportunities for students to develop critical, creative, meaningful thinking skills in fun and challenging ways. One of them is online learning design based on 3CM (Cool-Critical-Creative-Meaningful) learning. The research design used in the present research is descriptive qualitative and RnD (ASSURE model) with the output of the initial data analysis related to the perceptions of school principals, teachers, students and parents about online learning. Questionnaires, online interviews and online FGDs are applied to obtain the qualitative data. Data related to the development of learning activities can be seen from the design development process with the ASSURE model. The results obtained are 89.7% of the 271 teachers that use WhatsApp in the learning process. This causes boredom in learning process so that 72.12% of 271 teachers want to go back to school. The scores result of development of online learning design based on 3CM learning from the aspect of easy access to learning is 4.48 (very good), the content aspect, media and teaching materials is 4.57 (very good) from the assessment of 45 elementary school teachers. The score of student responses to the aspect of easy access to learning is 4.72 (very good), the score of the aspect of content (content), media and teaching materials is 4.72 (very good). To foster creativity and good character, online learning activities are carried out in 4 activities, namely 1) time to play and try challenges (cool), 2) time to criticize (critical), 3) time to be creative (creative), 4) time to reflect and find the meaning (meaningful).
Enhancing Teacher Quality: The Role of Digitalization in Transforming Educational Supervision Herry Sanoto; Dani Kusuma; Mila Chrismawati Paseleng
AL-ISHLAH: Jurnal Pendidikan Vol 16, No 2 (2024): AL-ISHLAH: JURNAL PENDIDIKAN
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v16i2.4990

Abstract

This research aims to develop a system-based academic supervision model to address specific inefficiencies in the supervision process, such as logistical challenges and resource limitations. The purpose of this research is to develop a system-based academic supervision model in overcoming the ineffectiveness of the academic supervision process. The method in this research is development research using the Borg and Gall model which consists of 10 steps of product development from preliminary research to product dissemination . The research subjects were teachers and school supervisors in Salatiga City, especially in elementary schools consisting of public and private schools. The selection of subjects is based on subjects with criteria, namely subjects who play an active role in the academic supervision process and have experience in academic supervision at school. The instruments in this study were observation guidelines, interview guidelines, user perception questionnaire, and product trial questionnaire. The research instruments have been validated by expert validators and meet the criteria of valid and reliable. The results showed that the development of the Management Information System for academic supervision of the Borg and Gall model resulted in a product that met the criteria of valid, effective and practical for academic supervision. The research findings show that using the academic supervision system makes it easier for supervisors and teachers to carry out the academic supervision process. In addition, the efficiency of supervision becomes better, because it can overcome the distance and the limited number of supervisors to the number of schools whose ratio is not balanced.In addition, the use of an academic supervision system speeds up the supervision process, simplifies the use of assessment instruments, and is practically used flexibly.
Pengembangan Sistem Arsip Elektronik Berbasis Web “Siape” Sebagai Implementasi E-Office Tri Nugroho Budi Santoso; Herry Sanoto; Dani Kusuma
JAMP : Jurnal Administrasi dan Manajemen Pendidikan Vol 6, No 3 (2023): Volume 6 No 3 September 2023
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um027v6i32023p263

Abstract

Abstract: The industrial revolution 4.0 and Society 5.0 made various breakthroughs in the office sector, where human power was replaced by machine power. This is exacerbated by a pandemic condition where humans have limited access to work. The results of a survey conducted in several offices in Salatiga show that there are still few modern office technologies used in completing work, especially in archive management. At the Vocational High School in Office Automation and Governance, the observations show that, in theory, there is indeed a discussion about office technology, especially in electronic archives. Still, no applications are used to train students to master modern office technology, mainly electronic archives. This shows that the electronic archive management system still needs to be simplified to find in the office or, theoretically, in academia. The study results show that in terms of information systems experts, it offers a value of 4.4, which means that the application system is very feasible to use. Regarding material and content experts, the assessment results show a value of 4.7, this means that the application content is very feasible to use. From the practitioner's point of view, the assessment results show a weight of 4.62, which shows that the application is very possible to use. Quality Human Resources in today's modern era are human resources that can blend with technology. This development research is expected to produce an electronic archive system that can be applied as an applied technology or training application for students in the vocational field focusing on offices.Keywords: Archive System, eArchive, eOffice, Office ManagementAbstrak: Revolusi industry 4.0 dan Sosiety 5.0 membuat berbagai trobosan dalam bidang perkantoran dimana tenaga manusia digantikan oleh tenaga mesin. Hal ini diperparah dengan adanya kondisi pandemi dimana manusia memiliki akses yang terbatas dalam bekerja. Hasil survey yang dilakukan di beberapa kantor di salatiga menunjukan bahwa masih sedikit teknologi perkantoran modern yang digunakan dalam penyelesaian pekerjaan terutama pada pengelolaan arsip. Pada Sekolah Menengah Kejuruan bidang Keahlian Otomatisasi dan Tata Kelola Perkantoran, hasil observasi menunjukan bahwa secara teori memang ada pembahasan tentang teknologi perkantoran terutama pada arsip elektronik namun tidak ada aplikasi yang digunakan untuk melatih peserta didik dalam penguasaan teknologi perkantoran modern, terutama arsip elektronik. Hal ini menunjukan sistem pengelolaan arsip elektronik masih sangat sulit ditemui di dalam kantor maupun secara teoritis di akademis. Hasil peneliitian menunjukan dari segi ahli sistem informasi menunjukan nilai 4.4 hal ini berarti secara sistem aplikasi sangat layak digunakan. Segi ahli materi dan konten hasil penilaian menunjukan nilai 4.7 hal ini berarti secara konten aplikasi sangat layak digunakan. Dari segi praktisi hasil penilaian menunjukan nilai 4.62 hal ini menunjukan aplikasi sangat layak digunakan.Berdasarkan rata-rata dari ketiga ahli mencapai nilai 4.57, berdasarkan hasil tersebut dapat disimpulkan bahwa aplikasi yang dikembangkan layak untuk digunakan. Sumber Daya Manusia yang berkulitas di era modern saat ini adalah SDM yang dapat berbaur dengan teknologi. Penelitian pengembangan ini diharapkan dapat menghasilkan sebuah sistem arsip elektronik yang dapat diaplikasikan sebagai teknologi terapan atau aplikasi pelatihan bagi peserta didik pada bidang kejuruan fokus pada perkantoran.Kata kunci: eArsip, eOffice, Manajemen Perkantoran, Sistem Kearsipan
PELATIHAN PEMBUATAN GAME EDUKASI KAHOOT BAGI GURU DI SMA NEGERI 1 PAJANGAN, BANTUL kintoko, Kintoko; Kusuma, Dani; Mulianingsih, Ferani; Suryaningsih, Andri
Jurnal Pengabdian Masyarakat Multidisiplin Vol 7 No 3 (2024): Juni
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/jpm.v7i3.4637

Abstract

Tujuan dari pengabdian masyarakat ini adalah untuk memberikan arahan kepada guru-guru SMAN 1 Pajangan dalam membuat game edukasi Kahoot. Setiap ahli mata pelajaran di sekolah mengikuti program yang berlangsung pada bulan Agustus. Macam-macam permainan edukatif, kelebihan dan kekurangannya, serta penelitian terkini mengenai manfaat pemanfaatan permainan edukatif untuk pembelajaran semuanya tercakup dalam pendahuluan kegiatan ini. Selain itu, tujuan utama dari pengabdian ini adalah untuk memberikan wawasan segar kepada para guru SMAN 1 Pajangan tentang keunggulan game edukasi Kahoot, fitur-fitur website, dan cara pembuatannya. Metode yang digunakan dalam pengabdian masyarakat melalui tiga tahapan, yakni tahap pra kegiatan, tahap pelaksanaan kegiatan, dan tahap pasca kegiatan. Hasil dari pelatihan ini adalah untuk guru agar lebih kreatif mengembangkan modul ajar yang akan disampaikan pada peserta didik, sehingga hasil belajar siswa dapat meningkat, mempercepat pemahaman materi, lebih aktif dalam belajar, pembelajaran lebih menyenangkan dan tidak membosankan, dan meningkatkan minat belajar. Simpulan dari pengabdian ini yaitu membekali guru memanfaatkan media pembelajaran Kahoot. Disarankan bagi pendidik untuk mengembangkan dalam proses pembelajaran dengan menggunakan media Kahoot.
PENGEMBANGAN MEDIA BIANKA (BIANGLALA PECAHAN MATEMATIKA) MENGGUNAKAN PENDEKATAN KONTEKSTUAL BERBASIS LITERASI MATEMATIS PADA SISWA KELAS IV SEKOLAH DASAR Kifayah, Riza Fatimatul; Kusuma, Dani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 3 (2024): Volume 09 No. 03 September 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i3.16211

Abstract

This research was motivated by students' lack of understanding of fractions and limited mathematics learning media in schools. This is one of the factors in students' lack of motivation and enthusiasm for learning. The development of BIANKA (Mathematical Fraction Ferris Wheel) media is one solution to overcome this problem. This research was conducted at SDN Blotongan 02 Salatiga. This research uses the Research & Development (R&D) method with the ADDIE development model which consists of 5 stages, namely analysis, design, development, implementation, and evaluation. The method used in this research is quantitative descriptive. The data collection techniques used are observation, interviews, response questionnaires, tests, validation sheet instrument assessments, practicality and effectiveness. The media validation results were 96% in the "Very Good" category and the material validation results were 93.3% in the "Very Good" category. There is an average difference between the pretest and posttest scores because the Sig (2-tailed) value is 0.000 < 0.05, so Ho is rejected and H1 is accepted. So it can be concluded that there is a significant difference between mathematics learning outcomes in pretest and posttest data. so that the mathematical fraction Ferris wheel media is suitable for use in the learning
DEVELOPMENT AND COMPARISON OF MATHEMATIC MOBILE LEARNING BY USING EXELEARNING 2.0 PROGRAM AND MIT INVENTOR 2 Tri Nova Hasti Yunianta; Anissa Putri; Dani Kusuma
Jurnal Infinity Vol 8 No 1 (2019): Volume 8 Number 1, Infinity
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v8i1.p43-56

Abstract

Mathematics mobile learning influences student learning outcomes. Making this application need skills and also the appropriate programs. The first goal in this study is to develop valid and effective mathematics mobile learning. The second goal in this study if using two different programs it would get the same or different results, is it different between the two applications made with different programs? This type of research is research and development (R & D). The first application research subjects were mathematics teachers and 8th grade students of Junior High School in Salatiga consisted of 28 students and the subjects in this study were divided into two, namely students in the 8G class who used the mobile learning application and who did not use it and this study was conducted in the second semester academic year 2014/2015. The second application research subject was 10th-grade students of Senior High School in Salatiga, consisted of 24 students. This research was conducted in the second semester of the academic year 2015/2016. The first application development model was using ASSURE Model and developed with ExeLearning program, while the second application used the ADDIE Model and developed with MIT Inventor 2 program. Data on learning outcomes were obtained by giving initial tests and final tests. Data were analyzed using N-gain enhancement test. The mathematics mobile learning application used the ExeLearning 2.0 program to obtain validation results with very good criteria for the display and material sections while for the improvement of student learning outcomes in the high category amounting to 0.7. The second mathematics mobile learning application obtained very good display validation results and for the material section in the good category, while the increase in learning outcomes obtained an increase in the high category which was 0.71. Both of these applications possessed differences and the characteristics of mobile learning applications also depend on which software is used. It has a unique impression of using the ExeLearning 2.0 application and MIT Inventor 2.
PENINGKATAN HASIL BELAJAR IPA TEMA 3 SUBTEMA 2 DENGAN MODEL PEMBELAJARAN PROBLEM BASED LEARNING SISWA KELAS IV Syahdan Nugroho Widya Iswara; Wahyudi; Dani Kusuma
Jurnal Cakrawala Pendas Vol. 8 No. 2 (2022)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v8i2.2268

Abstract

Capaian hasil belajar siswa kelas IV dalam pembelajaran IPA sangat rendah, yang ditunjukkan dengan banyaknya siswa yang belum mampu mencapai batas minimal (KKM). Rendahnya hasil belajar tersebut disebabkan oleh proses pembelajaran yang belum mampu meningkatkan motivasi belajar siswa. Tujuan dalam penelitian ini adalah meningkatkan hasil belajar pada mata pelajaran IPA melalui penerapan model pembelajaran problem-based learning siswa kelas IV SDN 6 Sindurejo semester I Tahun 2019/2020. Jenis penelitian ini adalah Penelitian Tindakan Kelas (PTK). Model PTK yang digunakan adalah odel spiral dari Kemmis, S dan Mc Taggart, R dengan menggunakan 2 siklus masing-masing siklus terdiri dari 3 tahap yakni (1) Perencanaan tindakan, (2) pelaksanaan tindakan dan pengamatan dan (3) refleksi. Subjek dalam penelitian adalah siswa kelas IV SDN 6 Sindurejo Kecamatan Toroh Kabupaten Grobogan Semester I Tahun Pelajaran 2019/2020 sebanyak 22 siswa. Teknik pengumpulan data dengan teknik tes (tes formatif) dan non tes (observasi). Adapun Instrumen penelitian menggunakan butir-butir soal dan lembar observasi. Teknik analisis data yang digunakan dalam penelitian adalah deskriptif komparatif yaitu perbandingan antar siklus menggunakan persentase ketuntasan hasil belajar siswa. Hasil penelitian ini menunjukkan adanya peningkatan hasil belajar IPA siswa kelas IV SDN 6 Sindurejo Kecamatan Toroh Kabupaten Grobogan dengan materi Keragaman Lingkungan Hidup setelah menggunakan model Problem Based Learning. hal ini nampak pada perbandingan ketuntasan hasil belajar siswa pada kondisi pra-siklus sebesar 31,82%, pada siklus I meningkat menjadi 63,64% dan pada siklus II meningkat menjadi 90,90% dengan Kriteria Ketuntasan (KKM=75). Hasil penelitian ini disarankan untuk diterapkan dalam pembelajaran IPA di SD terutama dalam menggunakan model Problem Based Learning.
Web-based Creative Learning and Information System for Rebranding Christian Schools Wahyudi; Dani Kusuma; Adi Winanto
Jurnal Pendidikan Indonesia Vol 13 No 2 (2024): June
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpiundiksha.v13i2.73855

Abstract

The decline in the number of prospective students entering private schools is due to weak school management, the quality of teacher human resources, and the declining reputation of the school. This research aims to rebrand the Christian school by providing a school management information system, a creative space for teachers and students as innovative learning resources and materials, and an open space for churches and parents. The subjects involved were 54 audiences. The data collection methods used were observation, documentation, and interviews. The instruments used are observation sheets, school data documentation guides, interview guides, expert assessment forms for the products developed, limited trial and broad trial assessment forms, and product implementation effectiveness tests with the T-Test one group design test. After the data was collected, it was analyzed using qualitative data analysis techniques. This research is a development research using 4D and ASSURE design. The results showed a significant difference in the average score of teacher creativity before and after using SIMaS-Rg. So, SIMaS-Rg Kreatif proved to be practical and effective. This research is expected to improve the quality of education in Christian schools and attract more students to enrol, thus supporting the revival and progress of Christian schools in this digital era.
Pengembangan Media Web Interaktif (Mathventure) Berbasis Google Sites untuk Meningkatkan Kemampuan Pemecahan Masalah Matematika Materi Perkalian Kelas III SD Ari Gunawan; Dani Kusuma
Jurnal Riset Sosial Humaniora dan Pendidikan Vol. 3 No. 3 (2024): September : Jurnal Riset Sosial Humaniora, dan Pendidikan
Publisher : LPPM Universitas 17 Agustus 1945 Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56444/soshumdik.v3i3.2720

Abstract

This research aims to develop an interactive web learning media called Mathventure based on Google Sites, with a focus on improving the math problem solving skills of third grade elementary school students in multiplication material. The background of this research is driven by students' low understanding of the concept of multiplication and the lack of interesting and contextual learning media. The approach used in this research is the Research and Development (R&D) method with the ADDIE model involving five stages: analysis, design, development, implementation, and evaluation. The resulting product has been validated by material and media experts with excellent results. The pilot test was conducted in two elementary schools involving pretest, posttest, and student response questionnaire. The test results showed a significant increase in problem solving ability, with an N-Gain value of 0.6612, and a practicality level of 82%. This media is considered effective in creating learning that is fun, interactive, and able to motivate students in understanding the concept of multiplication. The implication of this research shows that web-based digital media can be an innovative solution to overcome math learning difficulties in elementary schools and has the potential to be further developed for other materials and levels.