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Ade Hidayat
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Fakultas Keguruan dan Ilmu Pendidikan Universitas Mathla'ul Anwar Banten | Jalan Raya Labuan KM. 23, Saketi, Pandeglang, Banten, Indonesia 42273
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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
Pengaruh Pembelajaran Berbasis Google Classroom Terhadap Hasil Belajar PJOK Sarifudin Sarifudin; Sholeh Hidayat; Lukman Nulhakim
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 8 No 1 (2022)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202281.201

Abstract

The development of information technology and multimedia is so rapid that we are not ready to make full use of it. Learning models need to be well designed so that the student's learning experience is memorable and can achieve learning. The learning model is also important because it is used by teachers as a guide in planning and implementing teaching and learning activities. The COVID-19 pandemic has made preventive prevention services closed by closing schools that are in the Covid-19 red zone. One way teachers can continue to provide learning to students is online or online. However, the implementation of the online learning process has several obstacles. In addition, problems that are often encountered in learning physical education, sports and health (PJOK) in schools are the low interest and learning activities of students so that student learning outcomes are less than optimal. To overcome learning obstacles during the COVID-19 pandemic, Google Classroom-based bold learning media is used so that student learning outcomes can increase. This study uses an experimental method with an experimental class and a control class, with the results of student learning outcomes using google classroom higher than students who do not use google classroom.
Penggunaan Media Sosial Whatsapp untuk Meningkatkan Hasil Belajar Siswa Pada Mata Pelajaran IPA Kelas IV Sekolah Dasar Negeri Sasahan Lindawati Lindawati; Sholeh Hidayat; Luluk Asmawati
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 8 No 1 (2022)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202281.204

Abstract

Penelitian ini bertujuan Untuk meningkatkan hasil belajar siswa pada mata pelajaran IPA kelas IV Sekolah Dasar Negeri Sasahan dengan menggunakan media sosial whatsapp. Metode penelitian yang digunakan merupakan kolaborasi, dimana guru bertugas melakukan tindakan dan peneliti melakukan pengamatan terhadap berlangsungnya proses tindakan. Dalam penelitian tindakan kelas terdapat empat tahapa penting yang dilakukan secara berurutan membentuk suatu siklus, yaitu satu putaran kegiatan berurutan yang Kembali ke Langkah semula. Empat tahapan itu antara lain tahap perencanaan (planning), tindakan (acting), pengamatan (observing) dan refleksi (reflecting). Subjek penelitian adalah Subjek dalam penelitian ini adalah peserta didik kelas IV SDN Sasahan Kecamatan Waringin Kurung tahun ajaran 2020/2021.Teknik pengumpulan data melalui observasi dokumentasi dan hasil tes siswa pada kegiatan pembelajaran. Analisis data disajikan secara kuntitatif dan kualitatif. Berdasarkan hasil penelitian diperoleh Penggunaan media sosial whatsapp dapat meningkatkan hasil belajar siswa pada mata pelajaran IPA kelas IV Sekolah Dasar Negeri Sasahan. Hal tersebut dibuktikan dengan adanya peningkatan persentase indicator indikator siswa pada setiap siklusnya, hasil belajar pada siklus I yang tuntas dalam belajarnya hanya 44% terjadi peningkatan pada siklus II menjadi 92%. Dari hasil penelitian dan analisis data dapat disimpulkan bahwa penggunaan media sosial whatsapp dapat meningkatkan hasil belajar belajar siswa pada mata pelajaran IPA kelas IV Sekolah Dasar Negeri SasahanPenelitian ini bertujuan Untuk meningkatkan hasil belajar siswa pada mata pelajaran IPA kelas IV Sekolah Dasar Negeri Sasahan dengan menggunakan media sosial whatsapp. Metode penelitian yang digunakan merupakan kolaborasi, dimana guru bertugas melakukan tindakan dan peneliti melakukan pengamatan terhadap berlangsungnya proses tindakan. Dalam penelitian tindakan kelas terdapat empat tahapa penting yang dilakukan secara berurutan membentuk suatu siklus, yaitu satu putaran kegiatan berurutan yang Kembali ke Langkah semula. Empat tahapan itu antara lain tahap perencanaan (planning), tindakan (acting), pengamatan (observing) dan refleksi (reflecting). Subjek penelitian adalah Subjek dalam penelitian ini adalah peserta didik kelas IV SDN Sasahan Kecamatan Waringin Kurung tahun ajaran 2020/2021.Teknik pengumpulan data melalui observasi dokumentasi dan hasil tes siswa pada kegiatan pembelajaran. Analisis data disajikan secara kuntitatif dan kualitatif. Berdasarkan hasil penelitian diperoleh Penggunaan media sosial whatsapp dapat meningkatkan hasil belajar siswa pada mata pelajaran IPA kelas IV Sekolah Dasar Negeri Sasahan. Hal tersebut dibuktikan dengan adanya peningkatan persentase indicator indikator siswa pada setiap siklusnya, hasil belajar pada siklus I yang tuntas dalam belajarnya hanya 44% terjadi peningkatan pada siklus II menjadi 92%. Dari hasil penelitian dan analisis data dapat disimpulkan bahwa penggunaan media sosial whatsapp dapat meningkatkan hasil belajar belajar siswa pada mata pelajaran IPA kelas IV Sekolah Dasar Negeri Sasahan
Dampak Implementasi Kurikulum MBKM: Analisis Kepuasan dan Persepsi Dosen dan Mahasiswa I Ketut Suastika; Vivi Suwanti; Rosita Dwi Ferdiani; Wahyudi Harianto
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 8 No 1 (2022)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202281.207

Abstract

his study aims to describe the impact of the implementation of the MBKM curriculum based on an analysis of the satisfaction and perceptions of lecturers and students. This study uses a mixed method where data is collected with instruments in the form of questionnaires and interviews. Based on the research results, the impact of implementing the MBKM curriculum has a good level of satisfaction for students and lecturers, especially satisfaction with the service system and support from the Faculty. Lecturers' perceptions of the impact of the MBKM curriculum implementation are very beneficial for students. Lecturers prepare students by providing lecture methods that are as close as possible to the case in the world of work.
Implementasi Pembelajaran Dalam Jaringan (Daring) Menggunakan Aplikasi Ispring Suite 8 di Taman Kanak-Kanak Herlina Herlina; Isti Rusdiyani; Cucu Atikah
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 8 No 1 (2022)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202281.209

Abstract

The weakness of the world of education in Indonesia is the problem of the learning process. In this process students are less motivated to develop thinking skills and skills. For early childhood children at a certain age are not given the opportunity to develop their abilities, both by teachers and parents, it seems that there are still many children who are shy, not independent and not confident.In its implementation, the online learning system during the Covid-19 pandemic encountered several obstacles, including not all students understood internet technology and the need for preparation from the school in such a way. One solution that can be taken by implementing online learning is to use the Ispring suite 8 application which is a tool for creating presentational learning media that can be used in the learning process which includes aspects of audio, visual, audio visual, and audio visual media. various types of evaluations have been carried out. Provided. The Ispring suite 8 application is an application that is run on a computer for use in making learning media either directly, through online learning or a combination of both. the results of this study indicate that the application of online learning using the ispring suite 8 application can increase the creativity of children aged 5-6 years.
Techniques Self-Regulated Learning To Improve Self-Regulated Learning And Students' Learning Independence In Online Learning Situations Covid The -19 Khoirudin Khoirudin
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 8 No 1 (2022)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202281.210

Abstract

Ability Self-regulated learning and independent learning are needed for humans throughout their life. However, the students of SMP Sunan Ampel Porong do not yet have optimal learning independence. the study aims to improve self-regulated learning and increase the learning independence of Sunan Ampel Porong Junior High School students in online learning situations during the Covid-19, through the application of Self-Regulated Learning. This research uses experimental research, the method used is quasi-experimental research design with non-equivalent control group design. The research sample consisted of sixty-nine students of SMP Sunan Ampel Porong with two classes, the experimental class, and the control class. Data on self-regulated learning and learning independence of students were collected using observation, interviews, questionnaires, and document scrutiny techniques guidance instruments self-regulated learning. Furthermore, the data were analyzed quantitatively. Based on the post-test t-test of the ability Self Regulated Learning, it is known that the average learning outcomes of the experimental class are greater than that of the control class. From the table, it is known that the value of t count > t table. achievement scores' self-regulated learning in the experimental class and the control class. While the post-test t-test of learning independence of the experimental class is known to have an average learning outcome of the experimental class is greater than that of the control class. From the table, it is known that the value of t count > t table. It can be concluded that there are significant differences in the scores of students' independent learning outcomes in the experimental class and the control class.
Pengembangan Permainan Puzzle Awan Berbasis Android Dalam Pembelajaran FPB DAN KPK Agnes Putri Ayu Wanlin; Tatik Retno Murniasih; Rosita Dwi Ferdiani
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 8 No 1 (2022)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202281.211

Abstract

This study aims to develop a puzzle game based on aspects of validity, accuracy and effectiveness. Cloud puzzle game is a learning media that can support the learning process. A puzzle game containing FPB and KPK material that learns about the meaning and steps to determine FPB and KPK.This study uses the ADDIE development model. The steps for developing this learning media are through 5 stages: (1) Analysis (2) Design (3) Development (4) Implementation (5) Evaluation. This study involved 19 students of class VII SMP Negeri 02 Wagir and 9 students of class VII SMP Negeri 02 Wagir as test subjects for cloud puzzle games, as well as lecturers and teachers as experts in cloud puzzle game validators. Questionnaires were used for material experts, media experts, and learning experts to test the validity of cloud puzzle games, user response questionnaires (teachers and students) were used to test the feasibility and effectiveness of cloud games.The results of this study are: (1) Material validation results 3.5, media validation results 3.53 and learning validation results 3.75 with the "very valid" category. (2) The results of the cloud puzzle game on the user (teacher) response were 3.92, the result of the student user response for the limited field trial was 3.78 and the result of the student user response questionnaire for the broad field trial was 3.52 with the "very feasible" category. (3) The results of the effectiveness of the cloud puzzle game on the user (teacher) response were 3.92, the result of the student user response for the limited field trial was 3.78 and the results of the student user response questionnaire for the broad field trial were 3.52 with the "very effective" category.
Efektifitas Pembelajaran PBL (Problem Based Learning) Berbantu QR Code Dalam Meningkatkan Hasil Belajar Matematika Eka Rosdianwinata; Rusdian Rifa’i; Sutihat Sutihat; Nina Suryani
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 8 No 1 (2022)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202281.212

Abstract

Perkembangan bidang teknologi informasi dan komunikasi berdampak besar pada peningkatan kualitas hidup masyarakat. Hal ini memberikan peluang unik bagi orang yang dapat menerapkan teknologi informasi dan komunikasi di berbagai bidang. Dengan menyediakan sumber belajar yang tepat, efektivitas dan efisiensi serta daya tarik yang telah terbukti berdampak positif terhadap minat belajar siswa dan mencapai tujuan pendidikan dengan peluang lebih besar.model pembelajaran yang sesuai dengan menggunakan QR Code dan model pembelajaran Problem Based Learning (PBL) yang memenuhi persyaratan sesuai dengan kurikulum yang sedang digunakan. Problem Based Learning (PBL) atau pembelajaran berbasis masalah merupakan sebuah model pembelajaran yang menyajikan masalah kontekstual sehingga merangsang siswa untuk belajar. Penelitian ini dengan menggunakan metode Quasi Eksperimen.hasil penelitian mendapatkan kesimpulan bahwa hasil belajar siswa dengan menggunakan metode problem based learning (PBL) berbantu QR Code menggalami peningkatan dalam prestasi belajar. Hasil belajar dengan menggunakan kombinasi PBL dan QR Code bisa meningkatkan hasil belajar peserta didik serta efektifitas dalam pelaksanaan proses pembelajaran dapat dimaksimalkan sesuai dengan kurikulum yang digunakan dan memberikan efek yang cukup dominan didalam proses pembelajaran bagi peserta didik itu sendiri dimana dalam prosesnya menjadi bisa lebih aktif dalam diskusi dikelas.
Peran Orang Tua Dalam Mencegah dan Mengatasi Penyimpangan Perilaku Remaja di Kampung Plemahan Surabaya Yakiya Al Rizkiya Jaya; Dwi Retnani Srinarwati
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 8 No 1 (2022)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202281.215

Abstract

This research is based on normal social life adolescents should behave in accordance with existing norms, but the facts show that there are deviations in behavior that occur in society. Deviant behavior is the result of an unfinished socialization process. This can be overcome if the role of parents works well. The purpose of this study 1) was to find out how the occurrence of Adolescent Behavioral Deviations in Plemahan Village, 2) the Role of Parents in Preventing Adolescent Behavioral Deviations, 3) the Role of Parents in Overcoming Adolescent Behavioral Deviations. The research method uses a qualitative research approach. There are three data collection techniques used in this study, namely: observation, interviews, and documentation. The results showed that the role of parents in preventing and overcoming behavioral deviations in Kampung Plemahan was through two-way communication, giving love, directing positive activities, and providing an understanding of religious moral values.
Pengaruh Model Pembelajaran Self Regulated Learning Terhadap Kemampuan Berpikir Kreatif Siswa Kelas V di SDN Tenggilis Mejoyo 1 Surabaya Melly Nur Eka Anggraini; Bahauddin Azmy; Via Yustitia
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 8 No 1 (2022)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202281.216

Abstract

Creative thinking skills necessary to develop the human self and solve problems encountered in everyday life. See the results of the study of Trends in International Mathematic and Science Study (TIMSS) that the ability of creative thinking of students in Indonesia tend to be still less. Low creative thinking ability of students can be caused by a learning model that has not been able to increase the creative thinking of the students. Learning model of Self Regulated Learning a model where students are given the flexibility so that the aspect of creative thinking of students who are low can be increased to manage the learning itself. The study aims its to know the influence of learning model of Self-Regulated Learning on the ability of creative thinking of students of class V SDN Tenggilis Mejoyo 1 Surabaya.The population is student of class V of the academic year 2021/2022 SDN Tenggilis Mejoyo 1 Surabaya. The sample was taken by cluster random sampling technique so that the obtained class 5-A (grade control) and 5-B (experimental class). The method used test methods and.The results showed that there is influence of learning model of Self-Regulated Learning on the ability of creative thinking of students. It is shown the average of the experimental class creative thinking skills of students taught through the learning model of Self-Regulated Learning is better than the control class that does not use model pembelajaran Self Regulated Learning.
Pengaruh Pemanfaatan Media Youtube Terhadap Keterampilan Menulis Cerpen Sobri Sobri; Tatu Hilaliyah; Ilmi Solihat; Imam Safi'i
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 8 No 1 (2022)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202281.217

Abstract

This article aims to describe the effect of using Youtube media on the ability of fifth graders at SDN Gerem 1 Cilegon City in writing short stories. The method used in this research is the True Experimental Design method using the Pretest-Posttest Control Group Design research design. The results showed that the use of Youtube media had a significant effect on students' ability to write short stories. The results of the experimental class pretest before getting treatment using Youtube media an average value of 59.5. The results of the short story writing skills test after getting treatment using Youtube media the average value of 80.16.