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PENGARUH MODEL FLIPPED CLASSROOM HASIL BELAJAR PESERTA DIDIK DALAM PEMBELAJARAN SEJARAH (STUDI KUASI EKSPERIMEN PADA PESERTA DIDIK KELAS XI DI SMAN 1 BANDUNG) Nurmalasari, Siska; Mulyana, Agus; Isrok’atun
Jazirah: Jurnal Peradaban dan Kebudayaan Vol 1 No 1 (2020): Desember 2020
Publisher : Sekolah Tinggi Ilmu Adab dan Budaya Islam Riyadul 'Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51190/jazirah.v1i1.10

Abstract

Penelitian ini adalah penelitian pendidikan yang menggunakan kaidah kuasi eksperimen tentang pembelajaran sejarah yang dilakukan penelitiannya pada peserta didik Kelas XI Jurusan IPS. Dalam penelitian ini coba memaparkan bagaimana penggunaan model pembelajaran Flipped Classroom untuk mengukur hasil belajar peserta didik saat pembelajaran sejarah. Flipped Classroom itu sendiri merupakan sebuah strategi dan metode pembelajaran membalikkan (flip) kondisi kelas konvensional. Jika dalam kondisi kelas konvensional, guru menyampaikan materi di dalam kelas lalu diikuti dengan penugasan di rumah maka pada flipped classroom ini, guru memberikan tugas kepada peserta didik untuk mempelajari materi yang akan dipelajari. Model flipped classroom ini efektif untuk mempersiapkan peserta didik sebelum belajar sejarah. Dengan memiliki pengetahuan dan kemampuan awal (cognitive entry behaviour) mereka diharapkan lebih siap dan lebih interaktif dalam pembelajaran sejarah. Peran guru sebagai penyampai informasi (transfer of knowledge) semakin berkurang dan bergeser menjadi fasilitator pembelajaran melalui tugas-tugas dan rancangan aktivitas yang menantang. Tidak semua materi harus dijelaskan secara verbalis. Peserta didik sudah belajar di rumah melalui berbagai sumber dan media pembelajaran yang telah disiapkan guru. Hanya saja, dengan model ini guru diharapkan memiliki kemampuan dan literasi data dan teknologi serta ICT yang memadai serta memiliki kreatifitas tanpa batas. Pembelajaran masa kini menekankan agar peserta didik mendapatkan nilai dan esensi dari materi-materi pelajaran sejarah dengan memanfaatkan teknologi menjadikan pembelajaran lebih menarik bagi peserta didik dan bisa lebih memicu peserta didik untuk mendapatkan hasil belajar yang maksimal.
Digital-Worksheets Based Creative Problem Solving to Support Students Mathematical Thinking for Audio-Visual Students Susanti, Ely; Wulandari, Trisna; Hapizah; Indaryanti; Isrok’atun; Simarmata, Ruth Helen
Mathematics Education Journal Vol. 19 No. 1 (2025): Jurnal Pendidikan Matematika
Publisher : Universitas Sriwijaya in collaboration with Indonesian Mathematical Society (IndoMS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22342/jpm.v19i1.pp23-46

Abstract

Mathematical thinking involves how individuals present, understand, and critically examine mathematical truths, considering how their relation to representation or imagination. However, students often exhibit low mathematical thinking skills. Previous research shows that digital worksheets based on creative problem-solving can foster these skills, yet the relationship between mathematical thinking and learning styles remains unexplored. This study aims to develop innovative digital worksheets based on creative problem solving, categorized as valid, practical, and effective in enhancing students' mathematical thinking with audio-visual learning styles. The study employs a development method comprising two main stages: a preliminary study (analysis and design) and a formative study (evaluation and revision). Data collection instruments include tests, observations, validation sheets, questionnaires, and interviews. The analysis integrates both quantitative and qualitative approaches. The study involved 15 audio-visual learners from 24 eighth-grade students at SMP Srijaya Negara Palembang. The results indicate that students excel in specializing and identifying problems based on given information. Their generalizing skills, including finding patterns and relationships are strong. However, their conjecturing and convincing skills require improvement, particularly in making connections and reasoning. The digital worksheets were deemed 93% valid and practical, significantly enhancing students' mathematical thinking, particularly for those with an audio-visual learning style. While students demonstrated excellent skills in specialization and good skills in generalization, there is still a need for improvement in conjecturing and convincing due to errors in mathematical reasoning.
Strategi Pembelajaran Snowball Throwing untuk Meningkatkan Representasi Matematis pada Materi Diagram Batang Kelas IV Inar, Iis; Irawati, Riana; Isrok’atun
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3985

Abstract

This study aims to determine the effect of the snowball throwing learning strategy in improving the mathematical representation of fourth-grade students on bar diagram material. The method used is a quasi-experimental design with a Nonequivalent Control Group Design. The study population was fourth-grade elementary school students in Conggeang District, with research samples from Cidempet Public Elementary School, Kawungluwuk Public Elementary School, and Narimbang 1 Public Elementary School. The experimental class used the snowball throwing strategy while the control class used conventional learning. The research instruments included essay test questions on mathematical representation, planning observation sheets, implementation observation sheets, and student activity observation sheets. The results showed that there was a higher increase in mathematical representation in students who learned with the snowball throwing strategy with a gain value of 0.71 (high category), compared to conventional learning which obtained a gain value of 0.50 (medium category). Thus, the snowball throwing strategy proved effective in improving students' mathematical representation. This strategy can be an alternative learning that is able to improve mathematical representation. Students are easier to express ideas in the form of pictures, symbols, and explanations.
DEVELOPMENT OF BEAMA LEARNING MEDIA (FUN LEARNING MATHEMATICS) BASED ON AN ANDROID APPLICATION ON DISTANCE, TIME AND SPEED MATTER IN CLASS V SD Khairunnisa, Yuniar; Maulana; Isrok’atun
Euclid Vol 10 No 4 (2023)
Publisher : Universitas Swadaya Gunung Jati.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33603/vp5dtv10

Abstract

This article explains the process of developing BEAMA (Fun Learning Mathematics) learning media based on the Android application on distance, speed and time material in class V elementary school, determining the appropriateness of the application through an expert validation process. This research uses the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The subjects in this research were class V students at SDN Sukamaju Sumedang. The research instruments used were expert validation sheets and teacher and student response questionnaires. The research results are: (1) the development of the BEAMA application is relevant to the needs of the mathematics learning process on distance, time and speed material in class V elementary school, (2) the design of the BEAMA application that has been created is developed into an.apk file, (3) The BEAMA application has the appropriateness of material content in the very appropriate category with a percentage of 92.5%, the appropriateness of the media with a percentage of 94% and the percentage of language experts is 80% in the appropriate category. (4) the BEAMA application received a response from teachers with a percentage of 90%. The BEAMA application has been tested on a limited number of 10 fifth grade elementary school students. In its implementation, students enthusiastically took part in learning using the BEAMA application, student responses to using the BEAMA application obtained a percentage of 88%. The BEAMA application can be used in the classroom learning process to create an effective, interactive and fun learning atmosphere. BEAMA learning media using articulate storyline 3 on speed material has been valid and practical to use.
PENGARUH MODEL FLIPPED CLASSROOM HASIL BELAJAR PESERTA DIDIK DALAM PEMBELAJARAN SEJARAH (STUDI KUASI EKSPERIMEN PADA PESERTA DIDIK KELAS XI DI SMAN 1 BANDUNG) Nurmalasari, Siska; Mulyana, Agus; Isrok’atun
Jazirah: Jurnal Peradaban dan Kebudayaan Vol 1 No 1 (2020): Desember 2020
Publisher : Sekolah Tinggi Ilmu Adab dan Budaya Islam Riyadul 'Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51190/jazirah.v1i1.10

Abstract

Penelitian ini adalah penelitian pendidikan yang menggunakan kaidah kuasi eksperimen tentang pembelajaran sejarah yang dilakukan penelitiannya pada peserta didik Kelas XI Jurusan IPS. Dalam penelitian ini coba memaparkan bagaimana penggunaan model pembelajaran Flipped Classroom untuk mengukur hasil belajar peserta didik saat pembelajaran sejarah. Flipped Classroom itu sendiri merupakan sebuah strategi dan metode pembelajaran membalikkan (flip) kondisi kelas konvensional. Jika dalam kondisi kelas konvensional, guru menyampaikan materi di dalam kelas lalu diikuti dengan penugasan di rumah maka pada flipped classroom ini, guru memberikan tugas kepada peserta didik untuk mempelajari materi yang akan dipelajari. Model flipped classroom ini efektif untuk mempersiapkan peserta didik sebelum belajar sejarah. Dengan memiliki pengetahuan dan kemampuan awal (cognitive entry behaviour) mereka diharapkan lebih siap dan lebih interaktif dalam pembelajaran sejarah. Peran guru sebagai penyampai informasi (transfer of knowledge) semakin berkurang dan bergeser menjadi fasilitator pembelajaran melalui tugas-tugas dan rancangan aktivitas yang menantang. Tidak semua materi harus dijelaskan secara verbalis. Peserta didik sudah belajar di rumah melalui berbagai sumber dan media pembelajaran yang telah disiapkan guru. Hanya saja, dengan model ini guru diharapkan memiliki kemampuan dan literasi data dan teknologi serta ICT yang memadai serta memiliki kreatifitas tanpa batas. Pembelajaran masa kini menekankan agar peserta didik mendapatkan nilai dan esensi dari materi-materi pelajaran sejarah dengan memanfaatkan teknologi menjadikan pembelajaran lebih menarik bagi peserta didik dan bisa lebih memicu peserta didik untuk mendapatkan hasil belajar yang maksimal.
E-MODULE DEVELOPMENT ON RIGHTS AND OBLIGATIONS LEARNING MATERIALS TO INCREASE STUDENTS’ UNDERSTANDING AT GRADE III Alsha Noer Oktaviani Ibrahim; Isrok’atun; Rana Gustian Nugraha
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 12 No. 1 (2023): February
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v12i1.9469

Abstract

This paper describes the process of e-module development on the learning material of rights and obligations to increase the understanding of class III students. The research described in this paper is developmental research (Design and Development) with the ADDIE model, whichconsists of five stages, Analyze, Design, Development, Implementation, and  Evaluation. The validation of development products is tested through 1 media/design expert, 1 material expert, and 1 linguist. The data collection instruments in the research use validation sheets and pretest and posttest questions. E-module development on the right and obligation to increase understanding of class III students meets excellent criteria with an average percentage of validity at 91.37%. After testing the effectiveness through data processing of pretest and posttest value results, it was found that there has been an increased understanding of class III students after applying the learning media of the e-modules that have been developed. It is also indicated by the difference between the average value of the pretest and posttest results, where the value of the posttest is an average of 94.33 higher than the value the pretest by an average of 80,33. The implementation in this paper is recommended for further researchers in order to be able to develop learning media like e-modules by applying a particular learning method or a more interesting and creative application. In addition, it is also required further research validation will be applied more than once and the effectiveness tests are made on more subjects