cover
Contact Name
Ade Hidayat
Contact Email
jurnalmendidik@gmail.com
Phone
+6281297161737
Journal Mail Official
jurnalmendidik@gmail.com
Editorial Address
Fakultas Keguruan dan Ilmu Pendidikan Universitas Mathla'ul Anwar Banten | Jalan Raya Labuan KM. 23, Saketi, Pandeglang, Banten, Indonesia 42273
Location
Kab. pandeglang,
Banten
INDONESIA
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran
ISSN : 24431435     EISSN : 25284290     DOI : https://doi.org/10.30653/003
Core Subject : Education,
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran (MENDIDIK) merupakan jurnal ilmiah yang dikelola oleh Fakultas Keguruan dan Ilmu Pendidikan Universitas Mathlaul Anwar Banten dengan tujuan utama menyediakan forum internasional bagi akademisi, peneliti, dan praktisi pendidikan untuk berbagi, menyebarluaskan, serta mendiskusikan berbagai hasil penelitian, pengalaman, dan perspektif dalam bidang pendidikan. Fokus utama jurnal ini mencakup berbagai aspek pendidikan, pengajaran, pengembangan kurikulum, instruksi, proyek serta inovasi pendidikan, metodologi pembelajaran, dan penerapan teknologi baru dalam dunia pendidikan serta pembelajaran. Dengan cakupan yang luas, jurnal ini diharapkan dapat menjadi wadah bagi para akademisi dan praktisi dalam mengembangkan wawasan serta berkontribusi terhadap kemajuan pendidikan secara global. MENDIDIK diterbitkan secara rutin dua kali dalam setahun, yaitu pada bulan April dan Oktober, guna memastikan publikasi penelitian yang berkualitas dan relevan dalam mendukung perkembangan ilmu pendidikan.
Articles 300 Documents
Buku Ajar Beorientasi Literasi: Inovasi Pada Mata Kuliah Konsep Matematika Lanjut Dian Kusmaharti; Via Yustitia
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 6 No 2 (2020)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202062.129

Abstract

Mathematical literacy is a 21st century competency. The mathematics literacy of PGSD students at the PGRI Adi Buana University is not optimal. One of the innovations made is the development of literacy-oriented mathematics textbooks. The objectives of this study were to: (1) describe the process of developing literacy-oriented Advanced Mathematical Concepts textbooks; (2) describe the results of the development of the Mathematical Concepts textbook which is more literacy oriented. This type of research is development research with a 4D design model. The procedure for developing the defining, designing, and developing stages. The research data is in the form of documents of the development process, and the quality of textbook data from validators and potential users. Data analysis was carried out using quantitative quantitative techniques sequentially. The results showed that the results of the development of textbooks were valid and practical
Permainan Tengball Untuk Meningkatkan Motorik Siswa: Inovasi Media Pembelajaran Sekolah Dasar Mohammad Syamsul Arifin; Harwanto Harwanto; Lugmanul Hakim
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 6 No 2 (2020)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202062.131

Abstract

Kemampuan motorik bagi siswa sekolah dasar sangat penting untuk melakukan aktivitas dan melatih kemampuan akademik. Media permainan tengball merupalan saah satu inovasi yang dapat dilakukan untuk meningkatkan motorik siswa. Tujuan penelitian ini adalah mengembangkan media permainan tengball untuk meningkatkan motorik siswa sekolah dasar. Penelitian ini merupakan penelitian pengembangan dengan model 4-D. Adapun langkah-langkah yang dilakukan yaitu identifikasi potensi dan masalah, pengumpulan bahan, desain produk, pembuatan produk, validasi oleh ahli materi dan ahli media, revisi produk, produk akhir, serta uji coba. Subyek dalam penelitian ini adalah siswa Madrasah Ibtidaiyah Tarbiyatul Islamiyah Panjunan Sukodono. Hasil penelitian menunjukkan bahwa permainan tengball ini dikategorikan valid, praktis, dan efektif. Secara keseluruhan media permainan tengball ini telah dinyatakan layak digunakan sebagai media pengenalan olahraga tradisional untuk siswa sekolah dasar.
Model Permainan Air “Swimming Couple With Pull Buoy” Untuk Meningkatkan Kecepatan Renang Gaya Bebas Intan Rizka Ginting; Harwanto Harwanto; Lukmanul Hakim
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 6 No 2 (2020)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202062.135

Abstract

Swimming Couple With Pull Buoy is a new model of water games at one of the water clubs in Mojokerto Orcanala. The purpose of this study was to develop a swimming partner with a pull buoy and to describe the effectiveness of the water swimming couple game model with the pull buoy in increasing the speed of freestyle swimming. This research is a development research. The subject is Club Orcanala Aquatic Mojokerto. The methods used were questionnaires and tests. The instruments used were the learning model validation questionnaire, response questionnaire, and performance test. The results showed that the swimming pair with the pull buoy was valid according to the validation results, positive user responses, and the water swimming couple game model with the pull buoy was effective in increasing the speed of the freestyle swimming
Simbol-simbol Pada Drama yang Berjudul “It’s Okay To Not Be Okay” Ari Fajria Novari
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 6 No 2 (2020)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202062.136

Abstract

The writer of literature work sometimes takes the idea and way of thinking from her dynamic society. Those dynamic sometimes consist of certain symbol. The one of ways to reveal the symbol is by using semiotic structural approach. This study has aim to analyze symbols which are found in drama with the title “It’s Okay to not be Okay”. The method applied is descriptive. The result shows that there are elevent symbols in the story. The general meaning in symbol is about the moral, ethics, parenting and characters of style. One of them is the action of the characters of style Moon Sang Tae (the brother of Moon Kang Tae) he is an sindrom autism people because he usually wearing the lines t-shirt everyday. The action is the symbol of moral, ethics, parenting and characters of style can not be maintained only through appeal and advice, but there should be give the examples and theories. And the purposes from the writer drama is to give massages for the parents, children and the societies.
Mengefektifitaskan Minat Belajar Siswa Dengan Strategi Pembelajaran Future Planning (Pengembangan Konseling Yang Berorientasi Pada Perencanaan Masa Depan) Pada Bidang Bimbingan Sosial Siswa di SMA Negeri 1 Babadan, Ponorogo Triyono Triyono
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 6 No 2 (2020)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202062.137

Abstract

In this action research, it shows that the Future Planning approach (Development of Counseling Oriented to Future Planning) in teaching and learning activities in the field of social guidance Information Service Material for Adolescent Psychology for Class XI-MIPA-2 Odd Semester students at SMA Negeri 1 Babadan, Ponorogo Regency shows that each student has various needs which include physical, spiritual and social needs that support achievement in learning. This is shown from the results of observations of researchers in a series of action research activities, especially teaching and learning activities in class. The results obtained include activities, motivation and learning achievement. For learning achievement is shown in the evaluation results in cycle 3 obtained by 36 students with the category of less value is 0.01 - 0.00 with a frequency of 0 and a percentage of 0.00% (NIHIL), the medium value category is 6.01 - 8.00 with a frequency 18 and the percentage is 56.25%, while the category of good learning outcomes is 8.01 - 10.00 with a frequency of 14 the percentage is 43.75%. So that in this research activity it is stated Completely.
Meningkatkan Hasil Belajar dan Kreativitas Siswa Melalui Penerapan Model Problem Based Learning Berdasarkan Gaya Kognitif Ayu Dian Hijriah
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 6 No 2 (2020)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202062.138

Abstract

The result of Chemistry learning and creativity of students is still far from the expected standard. that is basically the background of this study. the purpose of this study is to improve student chemistry learning outcomes that have cognitive fields independent and dependent fields also student creativity on colloidal material in chemistry subject matter through the application of PBL learning model. This study is conducted in two cycles, each cycle consisting of planning, implementation, observation and reflection. In first cycle shows that student learning activities, the average learning outcomes and the frequency of students learning completeness do not reach the target yet. the results of reflection shows that there’s must be some improvements in second cycle by increasing apperception, motivation, and appreciation as well as guidance and more attention for groups of students who depend field, and the results have occurred Significant increase in: student learning activities from 67.69% to 79%. Creativity of students from 62% to 77%. The percentage of the average value of learning outcomes of independent student groups in pre-cycle 56.56, first cycle 69.13 and second cycle 81.13 with completeness frequency from 8% to 54% to 83%. And the percentage of average learning outcomes of groups of students depends on pre-cycle 43.21, cycle I 59.58 and cycle II 74.50 with completeness frequency from 0% to 33% to 67%. From the results of the study it can be concluded that the application of PBL model learning can improve student learning outcomes that have independent cognitive styles and dependent fields and can increase student creativity on colloidal material in mathematics
Meningkatkan Hasil Belajar Peserta Didik Melalui Model Pembelajaran Cooperative Script Dengan Teknik Merangkum Dewi Asiah
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 6 No 2 (2020)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202062.139

Abstract

Teaching and learning activities in the classroom are a major part of the educational process. Learning and teaching poses that are expected by the world of education will not be realized properly if there is no harmony between educators, students, teaching materials and the environment. The process of teaching and learning activities at SMAN 5 Pandeglang is not optimal. This is caused by a lack of preparation, motivation and student learning methods. This research is tested for; (1) Describing the cooperative script model procedure with summarizing techniques in improving student learning outcomes. (2) Shows the success of implementing the cooperative script model with summarizing techniques in improving student learning outcomes. This research is a classroom action research carried out in the form of implementing a model design in two cycles carried out in four stages which include; (1) planning, (2) implementation, (3) observation, and (4) reflection. The results of this study indicate that there is an increase in student learning outcomes using a cooperative script model with summarizing techniques.
Studi Tentang Peranan Online Game pada Peningkatan Kemampuan Pemecahan Masalah Matematika Ilham Falani; Rina Nurhidayati
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 7 No 1 (2021)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202171.140

Abstract

The purpose of this study was to study how the role of online games in improving math problem-solving abilities (KPM). This research is qualitative research. The analysis was carried out using a case study quantitative approach. The participant involved in this study was an online gamer who was also a doctoral student majoring in Mathematics at the Bandung Institute of Technology (ITB). Participants are also medalists in the astronomy olympiad and are the best graduates of master's degree in mathematics from the University of Indonesia in 2016. Data collection was conducted using email interviews and literacy studies. The data analysis used is based on studies that have been conducted online games play an important role in increasing KPM. Based on the results of the study, through online games, participants have the opportunity to hone their KPM, this is because the stages of problem-solving can be applied in solving unusual online game problems, besides online games, applying mathematical principles in their application.
Analisis Kemampuan Pemecahan Masalah Dalam Menyelesaikan Soal Cerita Pecahan Yunia Astiana; M. Yusuf Setia Wardana; Ervina Eka Subekti
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 7 No 1 (2021)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202171.143

Abstract

The background that drives this research is the difficulty of students in working on problem solving problems in the form of story problems, namely their inability to translate story problems into a mathematical model. problems in solving fraction story questions. The approach to be carried out in this study is a qualitative descriptive research approach. Data collection in this study was carried out by means of written tests, interviews, and documentation. Taking the subject in this study using purposive sampling technique. Interviews were conducted with research subjects and class teachers. Based on the results of this study, the problem solving ability of students in the low category is that students have not been able to understand problems, plan solutions, do calculations, and are still very little attention in checking / reinterpreting. The problem solving ability of students in the medium category is that students are quite capable of understanding problems, compiling resolution plans, doing calculations, but the ability to interpret / check back is still lacking. The problem-solving ability of students in the high category is that students are able to understand problems, compile a solution plan, carry out calculations, but in interpreting / checking back, there is still less attention in solving fraction story questions.
Implementasi Pembelajaran IPA Siswa Tunarungu di SLDB Karya Mulya II Surabaya Lutfi Isni Badiah
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 7 No 1 (2021)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202171.144

Abstract

Penelitian ini bertujuan untuk mendeskripsikan implementasi pembelajaran IPA bagi siswa tunarungu kelas I di SDLB Karya Mulia II Surabaya ditinjau pada aspek pelaksanaan, penggunaan strategi pembelajaran, dan pemanfaatan media pembelajarannya. Sumber data penelitian ini adalah guru kelas dan siswa tunarungu. Penelitian ini merupakan penelitian kualitatif deskriptif, dengan teknik pengumpulan data melalui pengamatan, wawancara dan dokumentasi. Analisis data melalui tahapan pengumpulan dan telaah data, reduksi data, penyajian data secara deskriptif, verifikasi data, dan yang terakhir adalah pengambilan kesimpulan. Hasil penelitian dapat disimpulkan bahwa secara keseluruhan, pelaksanaan pembelajaran IPA di kelas I SDLB Karya Mulia II Surabaya sudah baik. Guru saat akan memulai pelajaran dengan mempersiapkan siswa baik dari segi fisik, alat tulis dan materi pembelajaran sesuai dalam rencana pelaksanaan pembelajaran (RPP) yang mengacu kurikulum 2013. Strategi yang digunakan guru dalam pembelajaran IPA adalah selalu mengaitkan materi IPA dengan pengalaman sehari–hari, dan mengunakan bahasa yang mudah dipahami siswa (bahasa isyarat, bahasa bibir, bahasa tulis). Guru juga menggunakan pendekatan/strategi pembelajaran yang runtut. Guru juga menggunakan metode bermain. Guru selalu menggunakan media pembelajaran agar siswa tunarungu mudah memahami materi IPA. Guru juga menggunakan media teknologi, seperti misalnya laptop, LCD Proyektor dan lain-lain. Penggunaan teknologi ini sangat membantu guru menjelaskan materi yang abstrak.