Claim Missing Document
Check
Articles

Found 5 Documents
Search

Peranan Filsafat dalam Pendidikan Ilmu Kesehatan (Kajian Ontologi, Epistemologi, dan Aksiologi) Pauzi, Iswari; Sarjan, Muhammad; Muliadi, Agus; Azizi, Asrorul; Hamidi, Hamidi; Yamin, Muhammad; Muttaqin, Muh. Zaini Hasanul; Ardiansyah, Bakhtiar; Rahmatiah, Rindu; Sudirman, Sudirman; Rasyidi, Mulia; Khery, Yusran
Educatoria : Jurnal Ilmiah Ilmu Pendidikan Vol. 2 No. 4 (2022): October
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (379.183 KB) | DOI: 10.36312/ejiip.v2i4.134

Abstract

The basis of education is a universal human ideal. Education aims to prepare the person in balance, unity, organic, harmonious, dynamic in order to achieve the goals of human life. So that in the world of education it still cannot be separated from the role of philosophy in it. Philosophy of education is vitally related to the development of all aspects of teaching. By placing educational philosophy at a practical level, lecturers/teachers can find various solutions to problems in the world of education, including health education. The benefits of educational philosophy for health sciences are expected to be able to provide guidance to educators (lecturers/teachers), so that it will be able to color their behavior in managing the Teaching and Learning Process (PBM). In addition, with the existence of an educational philosophy, pure knowledge or advanced knowledge in the field of health sciences can be obtained to be applied for the recovery of patients based on supporting premises. This literature review aims to look at the influence and relevance of philosophy and health science education studied from the 3 main components of philosophy, namely: Ontology, Epistemology and Axiology.
Ecolodge sebagai Implementasi Pendidikan Sains (IPA) yang Multidimensi Pauzi, Iswari; Sarjan, Muhammad; Muliadi, Agus; Azizi, Asrorul; Hamidi, Hamidi; Yamin, Muhammad; Muttaqin, Muh. Zaini Hasanul; Ardiansyah, Bakhtiar; Rahmatiah, Rindu; Sudirman, Sudirman; Rasyidi, Mulia; Khery, Yusran
Panthera : Jurnal Ilmiah Pendidikan Sains dan Terapan Vol. 2 No. 4 (2022): October
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (634.276 KB) | DOI: 10.36312/pjipst.v2i4.133

Abstract

Science Education (IPA) is a science related to systematic natural and material symptoms that are arranged regularly, generally in the form of a collection of observations and experiments. Science learning is expected to be a vehicle for students to learn about themselves and the surrounding nature, as well as the prospect of further development in applying it in everyday life. In the world of education, environmentally sound education has begun to be integrated, for example education with the vision of SETS (Science Environment Technology and Society) is defined as science, environment, technology, and society, is a unit that in the concept of education has implementation so that students have the ability to think higher (higher order thinking) Science, Technology and Society (STS) approach or the Science, Technology and Society (STM) approach. is a combination of concept approaches, process skills, CBSA, Inquiry and disambiguation as well as environmental approaches. One example of the implementation of the learning model with the environment is lodging in an open environment with an environmentally sound concept called ecolodge. Ecolodge is a small hotel or guesthouse that combines local architecture, culture and natural characteristics, supports environmental conservation by reducing waste and energy use and provides social and economic benefits to local communities.
Peran Filsafat Pendidikan sebagai Fondasi Transformasi Kesehatan Pauzi, Iswari; Sarjan, Muhammad; Muliadi, Agus; Azizi, Asrorul; Hamidi, Hamidi; Yamin, Muhammad; Muttaqin, Muh. Zaini Hasanul; Ardiansyah, Bakhtiar; Rahmatiah, Rindu; Sudirman, Sudirman; Rasyidi, Mulia; Khery, Yusran
Biocaster : Jurnal Kajian Biologi Vol. 2 No. 4 (2022): October
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (192.002 KB) | DOI: 10.36312/bjkb.v2i4.122

Abstract

The purpose of educational philosophy is to inspire how to organize an ideal learning process. Educational theory aims to generate ideas about educational policies and principles based on educational philosophy. Philosophy of education is a philosophical  that studies the nature of implementation and tries to answer questions about educational policy, human resources, curriculum and learning theory and other aspects of education that start with questions about what, why and how, which is the main basis of philosophy. In facing the era of globalization and digitalization, the Ministry of Health has made policies to implement Health Transformation, including; Transformation of human resources by establishing new study programs, transformation of health service facilities and infrastructure, transformation of health services and transformation of new communicable diseases. From the results of this study, philosophy has an important role in supporting the transformation of health.
Exploring Elementary School Teachers’ Views About Gamification as Learning Media in Their Science Classroom Rahmatiah, Rindu; Rokhmat , Joni; Jufri , A. Wahab; Gunawan , Gunawan; Sukarso , A A
Indonesian Journal of Teacher Education Vol. 4 No. 2 (2023): Edisi Juli-Desember 2023
Publisher : Indonesian Publication Center

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

Abstract

Gamification is a relatively new concept in education that is often discussed in current research. This research aims to understand elementary science teachers' perspectives on gamification as a learning medium in their science classrooms. This research is survey research. There are 18 open questions in the questionnaire, which was distributed via Google Forms and voluntarily completed by 70 science teachers from elementary schools in Mataram, Indonesia. The teacher respondents in this research have 1 to 40 years of experience teaching science. The results show that almost 70% of teacher respondents are unfamiliar with and have never used gamification in their science classes. Even among those already familiar with gamification, very few understand its elements and how to apply them effectively. These results showed that gamification is a relatively new concept for the teacher respondents in this survey. It also illustrates that introducing gamification to them is appropriate.
Connecting Gamified Contextual Learning with Educational Outcomes: The Case of The Adventure of Rinjani Rahmatiah, Rindu; Rokhmat, Joni; Jufri, A. Wahab; Gunawan, Gunawan; Sukarso , A A
Indonesian Journal of Teacher Education Vol. 5 No. 2 (2024): Edisi Juli-Desember 2024
Publisher : Indonesian Publication Center

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

Abstract

This article investigates the pedagogical potential of the Adventure of Rinjani. These gamified contextualized science learning media are intentionally created to support the development of students' science literacy, creativity, achievement motivation, and scientific attitude. In response to the growing demand for meaningful and engaging science education, this article presents a framework developed through a comprehensive literature review and an instructional design process guided by the Dick and Carey model, which informs the game's creation. The Adventure of Rinjani game incorporates a contextual learning model, utilizing the REACT (Relating, Experiencing, Applying, Cooperating, Transferring) approach within its gameplay. The game features seven levels, each representing a distinct real ecosystem on Mount Rinjani. Before further testing and focusing on empirical implementation, this article emphasizes the design rationale, development process, and theoretical mapping of the game elements adopted in Adventure of Rinjani to the four targeted educational outcome variables. A narrative literature review is conducted to identify how gamification and contextualized learning influence each variable. The article concludes with a conceptual mind map that visually depicts the relationship between specific features of the Adventure of Rinjani and the four expected learning outcomes. This framework can serve as a foundation for future empirical research and as a reference for educators and developers who adopt or adapt contextualized learning media integrated with gamification for 21st-century science education.