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The Effect of Problem-Based Spot Capturing Models on Creative and Care Character of Students in Elementary School Ariesta, Freddy Widya
Journal of Education Reseach and Evaluation Vol 2, No 1 (2018)
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (466.202 KB) | DOI: 10.23887/jere.v2i1.13154

Abstract

This study aims to determine the impact of applying problem-based spot capturing models in teaching social science in order to develop creativity and caring of students in elementary school. The experimental research was carried out for four weeks by using problem-based spot capturing models learning in two groups is experimental group (n = 24) and control group (n = 23). This study used quasi experimental method with pre-test and post-test control group design. The research instrument was taken from observation and questionnaire then the data was analysed by using qualitative descriptive percentage. Based on the data, the researchers figure out that a teacher plays an important role in developing the character of the students through the learning design. In addition, there are differences in the higher score obtained by the experimental group than the control group on creative and care characters by using problem-based spot capturing models. Students also gain an improvement in technology use and skills in social science class by using the problem-based spot capturing models.
Pengembangan Model Spot Capturing Problem untuk Membangun Karakter Siswa Sekolah Dasar Ariesta, Freddy Widya; Setyowati, Dewi Liesnoor; Purwanti, Eko
Jurnal Inovasi Pendidikan Dasar Vol 3 No 1 (2017): November
Publisher : Universitas Muhammadiyah Prof. Dr. HAMKA Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/jipd.v3i1.58

Abstract

Penelitian ini bertujuan untuk mengembangkan spot capturing problem-based model yang dapat digunakan guru untuk mendorong nilai karakter siswa di sekolah dasar. Jenis dan desain penelitian yang digunakan adalah penelitian dan pengembangan menurut Borg & Gall dengan metode penelitian menggunakan penelitian kuasi eksperimental satu kelas pretest-posttest. Data penelitian diambil dengan menggunakan lembar observasi dan kuesioner kemudian dianalisis dengan menggunakan prosentase deskriptif kuantitatif. Penelitian ini menghasilkan sebuah model yang dinamakan spot capturing problem-based model yang terdiri dari enam langkah pembelajaran, yaitu: (1) melaksanakan orientasi siswa, (2) mengorganisasikan siswa, (3) melakukan penyelidikan dan pemecahan masalah, (4) menyajikan hasil penyelidikan, (5) melaksanakan evaluasi dan refleksi, (6) melaksanakan tindak lanjut. Validitas model pembelajaran pengambilan gambar berbasis masalah diperoleh dari penilaian validasi ahli dengan skor 85,7%. Hasil uji coba terbatas menunjukkan bahwa model pengambilan gambar berbasis masalah efektif untuk menumbuhkan karakter siswa di sekolah dasar yaitu: untuk karakter kepedulian diperoleh skor 78% (baik) dan untuk karakter yang bertanggung jawab diperoleh skor 82% (sangat baik). Model pengambilan gambar berdasarkan permasalahan praktis yang digunakan dalam pembelajaran sekolah dasar terlihat dari kuesioner respon siswa dan guru dengan perolehan skor rata-rata 82,5% (praktis).
Effectiveness of E-Learning Media to Improve Learning Outcomes Natural Science in Primary Schools Ariesta, Freddy Widya
Journal of Education Research and Evaluation Vol 3, No 2 (2019)
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (89.24 KB) | DOI: 10.23887/jere.v3i2.17203

Abstract

This study aims to determine the effectiveness of the application of e-learning media in science lessons on the learning outcomes of fourth-grade students in primary school. Experimental research was conducted for four weeks with learning using e-learning media as an experimental group (n = 32) and using book-based learning as a control group (n = 30). This study used a quasi-experimental method with a pre-test and post- test control group design. The research instrument was taken from observations and scores on student learning outcomes.  The data were analyzed using quantitative statistical tests. Based on the data, the researchers know that a teacher plays an important role in developing student learning media through ICT-based e-learning learning design. Also, the results of the study based on the Mann-Whitney N-gain score of students' comprehension ability obtained a significance value of 0.00 <? = 0.05. So that H0 was rejected. This result shows that the ability of students to understand science using e-learning media is significantly better than students who get book-based learning.
PENGEMBANGAN MEDIA KOMIK BERBASIS MASALAH UNTUK PENINGKATAN HASIL BELAJAR IPS SISWA SEKOLAH DASAR Freddy Widya Ariesta; Erlina Novi Kusumayati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 3 No. 1 (2018): Volume 3 Nomor 1 Juni 2018
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (321.998 KB) | DOI: 10.23969/jp.v3i1.571

Abstract

Based on the results of the analysis of the needs in elementary school at Kalimacan Sragen regency, it is found that the learning result of the students is still low, the learning media used has not cultivated the students' learning interest and the presentation of the less interesting IPS learning materials. This type of research is the Research and Development (R&D) by Borg & Gall. Product validation test conducted by a team of experts or an expert assessment, practicality test conducted by questionnaire response after learning of students and teachers, as well as the effectiveness of the test conducted pre-exsperimental design with one group pretest posttest study. The results of this development research that is produced product of comic based media problem that "Valid" with score 82,9%. The practicality of the product in learning is obtained from the result of questionnaire of student and teacher response with score respectively 84,4% and 86,9% in "Very Practical" criterion. Retrieved effectiveness of study of the test results is limited by the analysis of N-gain is an increase (gain) learning outcomes Elementary School fourth grade students Kalimacan amounted to 0.651 in the category "Medium". Based on the results of development research conducted, then the development of learning media Social science comic-based problem declared valid, practical and effective to improve student learning outcomes fourth grade elementary school.
Pengembangan Model Spot Capturing Problem untuk Membangun Karakter Siswa Sekolah Dasar Freddy Widya Ariesta; Dewi Liesnoor Setyowati; Eko Purwanti
Jurnal Inovasi Pendidikan Dasar Vol. 3 No. 1 (2017): The Journal of Innovation in Elementary Education
Publisher : Universitas Muhammadiyah Prof. Dr. HAMKA Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1434.44 KB) | DOI: 10.22236/jipd.v3i1.58

Abstract

This study aims to develop a spot capturing problem-based model that teachers can use to foster student character values in elementary schools. The type and the research design used are Research and Development (R&D) according to Borg & Gall with research methods using experimental quasi one group pretest posttest study. The research data was taken using instrument observation sheet and questionnaire then analyzed using quantitative descriptive percentage. This study produced a spot capturing problem-based model consisting of six learning steps: (1) students’ orientation, (2) organizing students, (3) conducting investigations and troubleshooting, (4) presents the investigation results, (5) evaluation and reflection, (6) follow-up. The validity of the problem-based spot capturing learning model was obtained from an expert validation assessment with a score of 85.7%. The results of the limited trials show that the problem-based spot capturing model is effective to cultivate the character of the students in the elementary school: caring character obtained a score of 78% (good) and responsible character obtained score of 82% (very good). Spot capturing model based on practical problems used in elementary school learning is seen from student and teacher response questionnaire obtained an average score of 82.5% (practical).
Traditional Games as a Multicultural Education Planning for Children in Primary Schools Freddy Widya Ariesta; Bunyamin Maftuh
Jurnal Inovasi Pendidikan Dasar Vol. 5 No. 2 (2020): The Journal of Innovation in Elementary Education
Publisher : Universitas Muhammadiyah Prof. Dr. HAMKA Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (668.559 KB) | DOI: 10.22236/jipd.v5i2.114

Abstract

This study aims to examine the planting of values of multicultural education in children in Primary Schools through traditional games. This is motivated by the diversity of cultures, races, languages, and religions in Indonesia. Traditional children's games or called “Dolanan Anak” is one of the nation's cultural assets that must be preserved. Traditional games not only provide value for recreation or pleasure. More than that, traditional games also contain and contain elements of cultural values that are identical to multicultural education. These values are cultural heritage, which is full of the meaning of goodness and is useful in developing community life in children. This article is a study of the research literature that describes traditional games as an attempt to integrate the values of multicultural education. This importance is given to children or students of Primary Schools age in the hope that the children can understand early on that the diversity of national cultures is a vehicle to foster tolerance and respect in their living environment and the external environment that has a diversity of cultures.
A STUDY OF NEEDS: VIRTUAL REALITY-BASED MODEL IN FOSTERING THE NATIONALISM CHARACTER IN PRIMARY SCHOOL Freddy Widya Ariesta; Bunyamin Maftuh; Sapriya Sapriya; Ernawulan Syaodih
Jurnal Cakrawala Pendas Vol. 9 No. 4 (2023)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v9i4.6441

Abstract

In today's digital era, education faces challenges and opportunities to integrate technology in the learning process to provide a deeper and more meaningful experience for students. With this background, this study was conducted to investigate the level of nationalism of elementary school students and evaluate the potential and need for learning models based on Virtual Reality (VR). This research involved the participation of 203 students and 12 teachers from grades 4 to 6 in 10 elementary schools located in West Jakarta. Through a specially designed questionnaire, data is collected and then analyzed using quantitative methods. The results of the analysis show that only 48.7% of students show strong characteristics of nationalism, while the other 51.3% appear to lack these characteristics. Apart from that, from the educator side, as many as 84.7% of teachers expressed support and an urgent need for the adoption of VR-based learning models. Based on these findings, this research recommends the development and implementation of a VR-based learning model which aims to increase understanding and appreciation of nationalist values among students. It is hoped that through the integration of educational content with VR technology, students can experience a more immersive, interesting, and effective learning experience in building a sense of nationalism. Di era pendidikan saat ini, paradigma pembelajaran membutuhkan model yang menggabungkan teknologi untuk menciptakan kesempatan belajar yang signifikan bagi siswa. Tujuan dari penelitian ini adalah untuk mengidentifikasi sejauh mana sifat-sifat nasionalis yang ditunjukkan oleh siswa sekolah dasar dan mengevaluasi perlunya model pembelajaran berdasarkan realitas virtual. Penelitian ini menggunakan pendekatan kualitatif, dengan melibatkan sampel 203 siswa dan 12 guru dari kelas 4-6 di sebuah sekolah dasar di Jakarta Barat. Penggunaan kuesioner sebagai alat pengumpulan data. Data yang diperoleh dianalisis secara kualitatif, dengan menyajikan hasil dalam bentuk deskriptif persentase. Temuan dari penelitian ini mengungkapkan bahwa tingkat nasionalisme di kalangan siswa sekolah dasar kelas 4-6 relatif rendah, sebagaimana dibuktikan oleh tanggapan dari 203 partisipan. Data menunjukkan bahwa hanya 48,7% dari partisipan yang mempunyai karakter nasionalisme, sementara 51,3% sisanya yang terdiri dari 104 siswa belum memiliki karakter nasionalisme. Sehingga berdasarkan studi pendahuluan terkait dengan analisis kebutuhan penelitian tentang perlunya model pembelajaran berbasis virtual reality, sebagian besar guru di sekolah dasar, yaitu sekitar 84,7%, menyatakan perlunya model pembelajaran tersebut. Penelitian ini mengusulkan model pembelajaran berbasis virtual reality yang bertujuan untuk meningkatkan pengalaman belajar siswa melalui integrasi konten media virtual reality yang beragam, menarik dan memberikan pengalaman imersif. Tujuan akhirnya adalah untuk membangun rasa nasionalisme siswa di sekolah.
NILAI MORAL DALAM LIRIK DOLANAN CUBLAK-CUBLAK SUWENG Ariesta, Freddy Widya
JURNAL ILMU BUDAYA Vol. 7 No. 2 (2019): Jurnal Ilmu Budaya
Publisher : Universitas Hasanuddin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34050/jib.v7i2.7104

Abstract

This article aims to examine the moral values contained in the lyrics of dolanan cublak-cublak suwengIn terms of the cultural dolanan song contains many meanings that can provide moral teachings to the children in order to discipline, maintaining harmony with nature, fellow human beings, and parents. Methods of data collection using the literature study on understanding the lyrics, lyric history, the meaning of the lyrics and the lyrics dolanan moral values Cublak-Cublak Suweng. The lyrics of the song on dolanan cublak-cublak suweng have a broad range of activities and behaviors and have a variety of objectives towards the moral values contained therein which are full of meaning and good philosophical basis. So the results of the analysis of the moral messages contained in the lyrics Cublak-Cublak Suweng can be useful for the development of character and cultivation of moral values in children from an early age, especially at the elementary school age
A STUDY OF NEEDS: VIRTUAL REALITY-BASED MODEL IN FOSTERING THE NATIONALISM CHARACTER IN PRIMARY SCHOOL Freddy Widya Ariesta; Bunyamin Maftuh; Sapriya Sapriya; Ernawulan Syaodih
Jurnal Cakrawala Pendas Vol. 9 No. 4 (2023)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v9i4.6441

Abstract

In today's digital era, education faces challenges and opportunities to integrate technology in the learning process to provide a deeper and more meaningful experience for students. With this background, this study was conducted to investigate the level of nationalism of elementary school students and evaluate the potential and need for learning models based on Virtual Reality (VR). This research involved the participation of 203 students and 12 teachers from grades 4 to 6 in 10 elementary schools located in West Jakarta. Through a specially designed questionnaire, data is collected and then analyzed using quantitative methods. The results of the analysis show that only 48.7% of students show strong characteristics of nationalism, while the other 51.3% appear to lack these characteristics. Apart from that, from the educator side, as many as 84.7% of teachers expressed support and an urgent need for the adoption of VR-based learning models. Based on these findings, this research recommends the development and implementation of a VR-based learning model which aims to increase understanding and appreciation of nationalist values among students. It is hoped that through the integration of educational content with VR technology, students can experience a more immersive, interesting, and effective learning experience in building a sense of nationalism. Di era pendidikan saat ini, paradigma pembelajaran membutuhkan model yang menggabungkan teknologi untuk menciptakan kesempatan belajar yang signifikan bagi siswa. Tujuan dari penelitian ini adalah untuk mengidentifikasi sejauh mana sifat-sifat nasionalis yang ditunjukkan oleh siswa sekolah dasar dan mengevaluasi perlunya model pembelajaran berdasarkan realitas virtual. Penelitian ini menggunakan pendekatan kualitatif, dengan melibatkan sampel 203 siswa dan 12 guru dari kelas 4-6 di sebuah sekolah dasar di Jakarta Barat. Penggunaan kuesioner sebagai alat pengumpulan data. Data yang diperoleh dianalisis secara kualitatif, dengan menyajikan hasil dalam bentuk deskriptif persentase. Temuan dari penelitian ini mengungkapkan bahwa tingkat nasionalisme di kalangan siswa sekolah dasar kelas 4-6 relatif rendah, sebagaimana dibuktikan oleh tanggapan dari 203 partisipan. Data menunjukkan bahwa hanya 48,7% dari partisipan yang mempunyai karakter nasionalisme, sementara 51,3% sisanya yang terdiri dari 104 siswa belum memiliki karakter nasionalisme. Sehingga berdasarkan studi pendahuluan terkait dengan analisis kebutuhan penelitian tentang perlunya model pembelajaran berbasis virtual reality, sebagian besar guru di sekolah dasar, yaitu sekitar 84,7%, menyatakan perlunya model pembelajaran tersebut. Penelitian ini mengusulkan model pembelajaran berbasis virtual reality yang bertujuan untuk meningkatkan pengalaman belajar siswa melalui integrasi konten media virtual reality yang beragam, menarik dan memberikan pengalaman imersif. Tujuan akhirnya adalah untuk membangun rasa nasionalisme siswa di sekolah.
The Effect of Problem-Based Spot Capturing Models on Creative and Care Character of Students in Elementary School Ariesta, Freddy Widya
Journal of Education Reseach and Evaluation Vol 2 No 1 (2018): February
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (466.202 KB) | DOI: 10.23887/jere.v2i1.13154

Abstract

This study aims to determine the impact of applying problem-based spot capturing models in teaching social science in order to develop creativity and caring of students in elementary school. The experimental research was carried out for four weeks by using problem-based spot capturing models learning in two groups is experimental group (n = 24) and control group (n = 23). This study used quasi experimental method with pre-test and post-test control group design. The research instrument was taken from observation and questionnaire then the data was analysed by using qualitative descriptive percentage. Based on the data, the researchers figure out that a teacher plays an important role in developing the character of the students through the learning design. In addition, there are differences in the higher score obtained by the experimental group than the control group on creative and care characters by using problem-based spot capturing models. Students also gain an improvement in technology use and skills in social science class by using the problem-based spot capturing models.