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Analisis Pembelajaran Daring dalam pembelajaran IPA di SMA/MA di Indonesia Pasca Pandemi Covid-19: Sebuah Literatur Reviews Yayat Suharyat; Agus Supriyadi; Ichsan Ichsan; Erwinsyah Satria; Tomi Apra Santosa
Jurnal Pendidikan dan Konseling (JPDK) Vol. 4 No. 5 (2022): Jurnal Pendidikan dan Konseling
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jpdk.v4i5.7311

Abstract

Penelitian ini bertujuan untuk menganalisis pembelajaran daring dalam pembelajaran IPA di SMA/MA di Indonesia Pasca Pandemi Covid-19. Jenis penelitian adalah penelitian studi literature atau library research. Pengumpulan data dalam penelitian ini berasal dari penelusuran artikel nasional maupun Internasional yang berkaitan dengan masalah penelitian. Penelusuran artikel melalui database google scholar, Eric Journal dan Sciencediret. Teknik Pengumpulan data melalui teknik perporsive sampling. Data yang dijadikan sampel memiliki keterkaitan dengan masalah pembelajaran daring dalam pembelajaran IPA di SMA/MA. Teknik analisis data dilakukan dengan cara mengumpulan data lalu menganalsisi dan manarik sebuah kesimpulan. Hasil penelitian ini menunjukan bahwa pembelajaran daring pasca pandemi Covid-19 dalam pembelajaran IPA di Indonesia berjalan dengan cukup baik di SMA/MA di Indonesia, Akan tetapi terdapat kendala dalam mengakses pembelajaran melalui situs pembelajaran di masing-masing SMA/MA yakni kualitas jaringan internet yang kurang baik di beberapa daerah terpencil di Indonesia dan Sarana prasarana yang kurang memadai dalam melakukan pembelajaran daring, sehingga banyak guru dan siswa mengalami kesulitan dalam proses belajar mangajar.
Meta-Analisis Penerapan Model Pembelajaran Problem Based Learning Untuk Meningkatkan Ketrampilan Abad-21 Siswa Dalam Pembelajaran IPA Yayat Suharyat; Ichsan Ichsan; Erwinsyah Satria; Tomi Apra Santosa; Khodzijah Nur Amalia
Jurnal Pendidikan dan Konseling (JPDK) Vol. 4 No. 5 (2022): Jurnal Pendidikan dan Konseling
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jpdk.v4i5.7455

Abstract

Era revolusi industri 4.0 dunia pendidikan telah mengalami perkembangan yang begitu pesat dalam segala bidangnya. Pendidikan era sekarang ini siswa telah mengusai ketrampilan abad-21 yang terdiri berpikir kritis dan pemecahan masalah (critical thinking and problem solving), kreatif (creative), komunikasi (communication), dan kalaborasi (calaboration). Akan tetapi, kualitas pembelajaran di sekolah belum mampu menuntun siswa mengausai empat bidang tersebut dalam pembelajaran IPA. Guru sebagai fasilitator hendaknya telah mampu mengarahkan pembelajaran yang dapat meningkatkan ketrampilan abad-21 siswa dalam pembelajaran IPA. Selanjutnya, guru juga mampu menguasai model pembelajaran yang mampu memingkatkan ketrampilan abad-21 siswa. Jadi, model pembelajaran problem based learning menjadi salah satu solusi untuk meningkatkan ketrampilan abad-2i siswa. Penelitian ini bertujuan untuk menganalisis model pembelajaran problem based learning dalam meningkatkan ketrampilan abad-21 siswa dalam pembelajaran IPA. Penelitian ini merupakan penelitian meta-analisis. Data dalam penelitian ini berasal dari analisis 10 artikel yang telah disaring secara ketat yang berhubungan variabel penelitian. Data penelitian diperoleh dari google scholar, Eric Journal dan Science direct. Teknik pengambilan sampel adalah teknik purposive sampling. Data yang dapat dijadikan sampel hanya data yang memiliki keterkaitan dengan variabel penelitian. Analisis data adalah analisis kuantitatif meta-analisis dengan menghitung Effect Size (ES), nilai rata-rata (mean) dan standar deviasi (SD) serta N-Gain dengan bantuan apliaksi JASP. Hasil penelitian menunjukan bahwa model pembelajaran problem based learning mampu meningkatkan ketrampilan abad-21 siswa dilihat dari Effect size (ES) sebesar 0.68 kategori tinggi.
Meta-analysis: The effectiveness of the integrated STEM technology pedagogical content knowledge learning model on the 21st century skills of high school students in the science department Zulkifli Zulkifli; Erwinsyah Satria; Agus Supriyadi; Tomi Apra Santosa
Psychology, Evaluation, and Technology in Educational Research Vol. 5 No. 1 (2022)
Publisher : Research and Social Study Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33292/petier.v5i1.144

Abstract

This study aims to analyze the effect of the STEM integrated Technology Pedagogical Content Knowledge learning model on the 21st Century skills of high school students majoring in science. This research is a type of meta-analysis research. The sample of this research comes from the analysis of international and national journals indexed by Scopus, SINTA, and DOAJ, totaling 12 journals. The sample search was carried out by searching the google scholar database, Sciencedirect, Eric Journal, Taylor and Francis, Wiley Journal, Sage Journal, and Emerald. The sampling technique is purposive sampling technique. The data that can be sampled is related to the STEM-integrated TPACK learning model in 21st Century Student skills. The data analysis technique is a quantitative data analysis technique by calculating the Effect Size (ES) and N-Gain values ​​with JSAP software. The results of the study conclude that the application of the integrated STEM Technology Pedagogical Content Knowledge learning model is effective in improving the 21st-century skills of high school students with an effect size value of 1.765 with an N-Gain of 0.56 and an SD value of 0.29. So, the STEM-integrated TPACK learning model is very effectively applied in high school biology learning
DEVELOPMENT OF ANDROID-BASED INTERACTIVE MOBILE LEARNING TO LEARN 2D ANIMATION PRACTICE Dindin Abidin; Nanny Mayasari; Abdullah Muamar; Erwinsyah Satria; Firman Aziz
Jurnal Scientia Vol. 12 No. 01 (2023): Education, Sosial science and Planning technique
Publisher : Sean Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58471/scientia.v12i01.1058

Abstract

Mobile technology is one of the technologies that may be utilized in the learning process, which has become an important component of education. With mobile technology, learning may occur anywhere and at any time, without regard to location or duration. Mobile learning can also make students more engaged and independent in their learning, hence enhancing their independence in connection to their ability to utilize information technology. This research focuses on developing interactive mobile applications for 2D animation practice material at the vocational high school level because practice material is often difficult for students to comprehend; therefore, the existence of alternative mobile-based learning media can make difficult material easier for students to comprehend. Application features are adapted based on the needs analysis, and testing with students and subject matter experts demonstrates that interactive media applications for learning 2D animation practices based on android can be an alternative for students and teachers in supporting practicum material at school, so that the existence of alternative learning media can provide options for students to learn independently and improve their skills.
The Effectiveness of STEM-Based Learning in Teaching 21 st Century Skills in Generation Z Student in Science Learning: A Meta-Analysis Ichsan Ichsan; Yayat Suharyat; Tomi Apra Santosa; Erwinsyah Satria
Jurnal Penelitian Pendidikan IPA Vol 9 No 1 (2023): January
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i1.2517

Abstract

This study aims to determine the effectiveness of STEM-based learning to train Z generation students' 21st century skills in science learning. This research is a kind of meta-analysis research. The research sample came from an analysis of 16 reputable national and international journals. Data search was obtained through the Google Scholar database, Springer, Hindawi and Eric. Data screening was carried out strictly and thoroughly. The sampling technique is a purposive sampling technique. The data used as the research sample has a relationship with the independent variable and the dependent variable, namely the effectiveness of STEM-based learning on the 21st century skills of Generation Z students in learning science. Data analysis is a qualitative and quantitative data analysis technique by calculating the value of the effect size (ES), the average value and the N-Gain assisted by the JSAP application with the sig value criteria. 0.05. The results showed that the application of STEM-based learning was effective in training the 21st century skills of Genera Z students in science learning with an effect size (ES) value of 1.47 and an N-gain of 0.86 in the high category
PROBLEM BASED LEARNING APPROACH WITH SCIENCE KIT SEQIP TO ENHANCING STUDENTS’ SCIENTIFIC PROCESS SKILLS AND COGNITIVE LEARNING OUTCOMES Erwinsyah Satria
Akrab Juara : Jurnal Ilmu-ilmu Sosial Vol 4 No 2 (2019): Mei
Publisher : Yayasan Azam Kemajuan Rantau Anak Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58487/akrabjuara.v4i2.2070

Abstract

This classroom action research was motivated by the students’ low scientific process skills and cognitive learning outcomes in natural science. One of the reasons is the lack of teachers’ ability in choosing appropriate learning model and using of Kit or learning science equipments in natural science learning. Thus, the implementation of Problem Based Learning approach with science Kit Seqip to students of class V SDN 20 Kurao Pagang Padang is one of the ways to solve this problem. The objective of this research is to describe the improvement of the students’ scientific process skills and cognitive learning outcomes in natural science at class V at SDN 20 Kurao Pagang Padang by using Problem Based Learning approach with science Kit Seqip. The instruments of this research were the observation sheets of students’ scientific process skills and teachers’ activities and the test sheets of students’ cognitive learning outcome. The results showed that there was a significant improvement of students’ scientific process skills and cognitive learning outcomes in natural science class V by using Problem Based Learning approach with science Kit Seqip from the first cycle to the second cycle
Building Students' Critical Thinking Skill through Problem-Based Learning Model Paulus Haniko; Yenny Anggreini Sarumaha; Erwinsyah Satria; Nurmadina Hs; Anas
Widya Accarya Vol 14 No 1 (2023): Widya Accarya
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Dwijendra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46650/wa.14.1.1409.92-98

Abstract

Reality showed that one of the common problems being faced in the world of education at various levels of school is the low level of students' critical thinking skill. The low level of students' critical thinking skill is caused by the learning model applied in learning by the teacher being unable to stimulate students to improve their critical thinking skill. The purpose of this research was to build students' critical thinking skill through the implementation of a problem-based learning model. The method used in this research was a library research method or approach. The type of research used in this research was library research. Data collection in this research was carried out using documentation and literature study techniques, namely reviewing several journals, books, theses, scientific works sourced from the internet as a source of information that can be studied according to the theme of this research. The data obtained were then analyzed in depth to then be presented descriptively. The results of this research indicated that the implementation of problem-based learning model can build students' critical thinking skill. Because this learning model provides or bases problems as a starting point for students to investigate, inquire and solve. In this learning, students are gradually able to build concepts and principles from a material with their own abilities that integrate skills and knowledge that have been previously understood. Through this learning model students are active and have the opportunity to find and apply their own ideas in solving problems, thereby supporting students to develop their critical thinking skill.
Application of Interactive Learning Games in Stimulating Knowledge About Object Recognition in Early Childhood Arifin Arifin; Mohan Taufiq Mashuri; Nana Citrawati Lestari; Erwinsyah Satria; Rizki Dewantara
Educenter : Jurnal Ilmiah Pendidikan Vol. 2 No. 1 (2023): Educenter : Jurnal Ilmiah Pendidikan
Publisher : ARKA INSTITUTE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55904/educenter.v2i1.528

Abstract

Teachers and parents must pay close attention to the golden age phase of early infancy since children's growth and development can occur swiftly during this time. In the early childhood learning process, it is crucial to transfer knowledge so that children can acquire information, including the introduction of objects into the child's environment. There are already a plethora of diverse, entertaining learning materials for young children. One of them is interactive learning media that emphasizes visual features to catch children's attention during the learning process. Based on the relevance of learning media in early childhood, the purpose of this research is to build interactive learning game media in order to promote comprehension and stimulate early children's ability to recognize the introduction of things. 93.3% of students like object recognition learning media and the Figures on the learning media, 80% of students can comprehend object recognition material and can answer according to choice, and 86.67 % of students stated that the terms of color, animation, audio, video, and text were feasible. So that this object identification learning material has an appealing visual design, is simple to use, and can be comprehended by pupils.
Pengembangan Proyek Pemrograman Medıa Pembelajaran Interaktıf Untuk Tugas Pemecahan Masalah Pelatihan Berpıkır Komputasıonal Mahasiswa Dengan Scratch Erwinsyah Satria; Udin Syaefudin Sa’ud; Cepi Riyana; Wahyu Sopandi; Nur Rahmiani
Jurnal Elementaria Edukasia Vol. 7 No. 1 (2024): Maret
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v7i1.8728

Abstract

Media is needed in learning to attract and make it easier for students to understand the material being taught. Interactive learning media for computational thinking material through Scratch programming as an example of a block-based programming project assignment by applying computational thinking concepts for PGSD student training has not been researched in Indonesia. The research carried out aims to develop an example of a final programming project for interactive media learning computational thinking for PGSD student programming training as a valid and practical problem solving task using the Scratch program as well as the level of competency of the programming project being created. The research carried out is of the research and development type using the ADDIE model. The research participants were 40 students from a private university in West Sumatra. Data was collected using observation, interview, artifact analysis, and questionnaire techniques. The research instrument was a questionnaire with a Likert scale filled in by material, media and research subject experts. Analysis of research data was carried out in a qualitative descriptive manner. From the development research carried out, it was found that the final project example of interactive media programming for computational thinking learning which was developed for PGSD students' computational thinking training as a problem solving task received a very good score with a score of 85.5% from the validation of material experts, media and students, 85. 2% for product practicality, and makes it easier for students to created the program because the difficulty is at intermediate level.
Application of Interactive Learning Games in Stimulating Knowledge About Object Recognition in Early Childhood Arifin, Arifin; Mashuri, Mohan Taufiq; Lestari, Nana Citrawati; Satria, Erwinsyah; Dewantara, Rizki
Educenter : Jurnal Ilmiah Pendidikan Vol. 2 No. 1 (2023): Educenter : Jurnal Ilmiah Pendidikan
Publisher : ARKA INSTITUTE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55904/educenter.v2i1.528

Abstract

Teachers and parents must pay close attention to the golden age phase of early infancy since children's growth and development can occur swiftly during this time. In the early childhood learning process, it is crucial to transfer knowledge so that children can acquire information, including the introduction of objects into the child's environment. There are already a plethora of diverse, entertaining learning materials for young children. One of them is interactive learning media that emphasizes visual features to catch children's attention during the learning process. Based on the relevance of learning media in early childhood, the purpose of this research is to build interactive learning game media in order to promote comprehension and stimulate early children's ability to recognize the introduction of things. 93.3% of students like object recognition learning media and the Figures on the learning media, 80% of students can comprehend object recognition material and can answer according to choice, and 86.67 % of students stated that the terms of color, animation, audio, video, and text were feasible. So that this object identification learning material has an appealing visual design, is simple to use, and can be comprehended by pupils.