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OPTIMALISASI METODE DISKUSI BERPANDUAN DALAM MENINGKATKAN KOMPETENSI BERPIKIR KREATIF PADA PEMBELAJARAN IPS DI MA MAMBUAL ULUM BATA-BATA PANAAN PAMEKASAN Andry Budianto, Ahmad
Jurnal Creativity Vol 2 No 1 (2024): Journal Creativity
Publisher : MA. Mambaul Ulum Bata-Bata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62288/creativity.v2i1.14

Abstract

Pembelajaran Ilmu Pengetahuan Sosial (IPS) di Madrasah Aliyah (MA) Mambual Ulum Bata-Bata Panaan Pamekasan menghadapi tantangan dalam meningkatkan kompetensi berpikir kreatif siswa. Dalam upaya meningkatkan pembelajaran, penggunaan metode diskusi berpanduan diidentifikasi sebagai strategi yang potensial. Penelitian ini bertujuan untuk menginvestigasi efektivitas metode diskusi berpanduan dalam meningkatkan kompetensi berpikir kreatif siswa pada pembelajaran IPS. Metode penelitian eksperimental digunakan dengan melibatkan dua kelompok siswa: kelompok eksperimen yang mengikuti pembelajaran dengan metode diskusi berpanduan, dan kelompok kontrol yang menggunakan metode pembelajaran konvensional. Data dikumpulkan melalui tes kemampuan berpikir kreatif dan observasi kelas. Analisis data menggunakan uji-t dan analisis deskriptif. Hasil penelitian menunjukkan peningkatan signifikan dalam kompetensi berpikir kreatif siswa pada kelompok eksperimen dibandingkan dengan kelompok kontrol. Temuan ini menegaskan bahwa optimalisasi metode diskusi berpanduan dapat menjadi strategi efektif dalam meningkatkan kemampuan berpikir kreatif siswa pada pembelajaran IPS. Implikasi praktis dan rekomendasi untuk penelitian lebih lanjut dibahas.
Innovation of HOTS Assessment Instruments in Science Learning: A Game-Based Approach in Islamic Primary Schools Ridho, Ali; Andry Budianto, Ahmad
Journal of Islamic Elementary Education Vol. 2 No. 2 (2024): Journal of Islamic Elementary Education
Publisher : LP2M IAI Al-Khairat Pamekasan

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

Abstract

This study aims to develop a game-based assessment instrument in science learning in Islamic Elementary Schools, which can measure students' high-level thinking skills (HOTS). The instrument is designed to create an interactive and engaging learning experience for students, as well as integrate science concepts with Islamic values. The development model used is ADDIE (Analysis, Design, Development, Implementation, Evaluation), with trials carried out in grades 4-6 in several Islamic Elementary Schools. The results show that game-based assessment instruments successfully increase student engagement in learning, as well as be effective in measuring critical, creative, and analytical thinking skills. In addition, this instrument has also been proven to enrich students' understanding of the science studied, as well as strengthen relevant Islamic values. The application of this assessment instrument is expected to improve student learning outcomes in the field of science and help develop higher-order thinking skills.
Upaya Peningkatan Kemampuan Pengembangan Media Bagi Calon Konselor Melalui Pelatihan Pembuatan Poster Infografis dan Sinemaedukasi Dwi Ariyanto, Restu; Fithriyah, Imaniyatul; Hasanah, Iswatun; Andry Budianto, Ahmad; Aisa, Anna
Abimanyu : Jornal of Community Engagement Vol 3 No 2 (2022): August 2022
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/abi.v3n2.p24-34

Abstract

The use of innovative BK Media during the COVID-19 pandemic is a challenge that must be faced by the guidance and counseling profession in Indonesia. Students as agents of change are required to be more adaptive in contributing media solutions that are in accordance with the current characteristics of students. However, the majority of students are still not familiar with the use of image and video editing software using a laptop/PC. Other data found is the condition of the use of BK media still using smartphones. Students still experience internet network problems, lack of knowledge of photo or video editing that can be used in providing counseling services. The photo or video editing applications on smartphones that are used include pixellap, snapseet, canva, tiktok, and kinemaster are only used for self-existence not to be used to create BK service content. Based on these problems, it is necessary to hold training on making infographic posters and educational cinema for prospective counselors so that they are able to provide maximum service to students. The methods used include: (1) socialization, (2) training practice, (3) monitoring & evaluation. The results of the training participants' service activities were able to increase the competence of participants in developing infographic poster media and educational cinema. The use of innovative BK Media during the COVID-19 pandemic is a challenge that must be faced by the guidance and counseling profession in Indonesia. Students as agents of change are required to be more adaptive in contributing media solutions that are in accordance with the current characteristics of students. However, the majority of students are still not familiar with the use of image and video editing software using a laptop/PC. Other data found is the condition of the use of BK media still using smartphones. Students still experience internet network problems, lack of knowledge of photo or video editing that can be used in providing counseling services. The photo or video editing applications on smartphones that are used include pixellap, snapseet, canva, tiktok, and kinemaster are only used for self-existence not to be used to create BK service content. Based on these problems, it is necessary to hold training on making infographic posters and educational cinema for prospective counselors so that they are able to provide maximum service to students. The methods used include: (1) socialization, (2) training practice, (3) monitoring & evaluation. The results of the training participants' service activities were able to increase the competence of participants in developing infographic poster media and educational cinema.