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INDONESIA
EDUPEDIA
ISSN : 26141434     EISSN : 26144409     DOI : -
Core Subject : Education,
Jurnal Mahasiswa dengan ruang lingkup pendidikan dan pengajaran ISSN Cetak 2614-1434 ISSN Online 2614-4409
Arjuna Subject : -
Articles 181 Documents
ANALISIS PEMAHAMAN KONSEP SISWA PADA MATERI POLA BILANGAN Fatahillah, Arif; Hussen, Saddam; Monalisa, Lioni Anka; Wihardjo, Edy; Priyanti, Nanda Rahma
EDUPEDIA Vol 7, No 1 (2023): April
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/ed.v7i1.2085

Abstract

The purpose of learning mathematics is to change the performance of each student in the cognitive, affective and psychomotor domains. One part of the cognitive domain that is needed when studying mathematics is understanding concepts. Hadi and Kasum (2015) reiterated the notion that conceptual understanding is very important in solving mathematical and contextual problems. Based on the results of a preliminary study conducted by researchers at SMPN 1 Krian, information was obtained that students' conceptual understanding was still low, judging from the average daily test results for number pattern material below the KKM. The type of research used in this research is qualitative research. This research was conducted at SMPN 1 Krian. The subjects in this study were two class VIII students of SMPN 1 Krian who had the highest and lowest test results. The data analysis method used in this study consisted of data reduction, data reclassification, and drawing conclusions. The result of this research is that the high subject fulfills the four indicators of understanding the concept which consists of restating a concept, classifying the types of number patterns, applying the concept into a mathematical representation, and selecting certain procedures from a concept. Meanwhile, the low subject did not meet two indicators, namely restating a concept, three indicators fulfilled but not perfect which consisted of classifying the types of number patterns, applying concepts into mathematical representations, and selecting certain procedures from a concept.
OPTIMALISASI BAHAN AJAR MATA KULIAH STATISTIKA MELALUI PEMBUATAN MODUL STUDI KASUS BERBASIS PROBLEM BASED LEARNING Sutrisno, Sutrisno; Fauzi, Ilham Saiful; Selviana, Vuvut; Bakhrudin, Bakhrudin
EDUPEDIA Vol 7, No 2 (2023): Oktober
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/ed.v7i2.2377

Abstract

In line with the goals of vocational education and the challenges of the fourth industrial revolution, Problem-Based Learning (PBL) has become one of the alternatives to enhance the quality of learning, with the hope that students can develop critical thinking skills to solve real-life problems. The approach used in this research is a development research approach based on the modified Plomp development model. Validation results indicate that the module meets the validity criteria with an average score of 3.60, with some revisions related to writing. Product testing was conducted with 24 students from 4 different classes. Research subjects were selected considering their heterogeneous cognitive abilities. Case study work was done in groups, with each group consisting of 3 students. The trial results show that the module meets practical criteria with an average score of 3.76. Therefore, the case study module for the statistics course is deemed suitable for use in learning.
PENGGUNAAN SWITCH GAME TERHADAP PENINGKATAN KEMAMPUAN BERPIKIR KRITIS PADA PEMBELAJARAN PENDIDIKAN PANCASILA KELAS VII D SMP NEGERI 2 PONOROGO Widiana, Yulia Nur; Jatiningsih, Oksiana; Hermayeni, Hermayeni
EDUPEDIA Vol 7, No 2 (2023): Oktober
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/ed.v7i2.2366

Abstract

This research aims to improve students' critical thinking skills in Pancasila Education subjects through a game-based learning model using switch games. This research was carried out in class VII D of SMP Negeri 2 Ponorogo in the 2022/2023 academic year. The subjects in this research were 33 class VII D students, consisting of 16 girls and 17 boys. The data collection method used is descriptive quantitative by conducting observations, interviews and filling out questionnaires. The use of questionnaires in this research was used to determine students' critical thinking abilities with indicators: (1) have an open mind, (2) have fair thinking, (3) tend to look for reasons, (4) have curiosity, (5) Desire to obtain accurate and correct information (6) have flexibility (7) have concern. This research was carried out in 3 stages, namely, initial conditions, cycle 1 and cycle 2 which consisted of observation, action and reflection. The use of this learning model shows the results of a very significant increase in critical thinking skills seen from the average percentage value of 46.46% then in cycle 2 it increased to 65.30%. Then in cycle 2 students experienced a significant increase of 95.05%. Students have also made changes such as (1) explaining the problem; (2) selecting possible criteria as a solution to the problem; (3) designing alternative solutions; (4) deciding what things will be carried out; (5) reviewing, and (6) monitoring usage.
IMPLEMENTASI PERMAINAN ENGMETRI (ENGKLENG GEOMETRI) UNTUK MENINGKATKAN KEMAMPUAN MENGENAL GEOMETRI ANAK USIA 4-5 TAHUN DI BA ‘AISYIYAH KAPONAN II KAPONAN MLARAK PONOROGO Kurofat, Siti; Kristiana, Dian; Muttaqin, Muhammad Azam
EDUPEDIA Vol 7, No 2 (2023): Oktober
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/ed.v7i2.2173

Abstract

Tujuan penelitian ini adalah bagaimana permainan engmetri (engkleng geometri) untuk meningkatkan kemampuan mengenal bentuk geometri di BA ‘Aisyiyah Kaponan II Mlarak Ponorogo. Bentuk geometri yang dikenalkan adalah segi empat, segitiga, dan lingkaran. Jenis penelitian yang digunakan adalah penelitian tindakan kelas, dilakukan bekerja sama dengan guru kelas. Subjek penelitian sebanyak 11 anak, yang terdiri 6 laki-laki dan 5 perempuan. Objek penelitian adalah  permainan engmetri (engkleng geometri) untuk meningkatkan kemampuan mengenal bentuk geometri. Teknik pengumpulan data menggunakan observasi, dokumentasi, dan tes lisan. Instrumen penelitian menggunakan lembar observasi check list , dokumentasi, dan panduan tes lisan. Teknik analisis data menggunakan analisis kualitatif dan analisis kuantitatif. Hasil penelitian menunjukkan adanya peningkatan secara bertahap pada kemampuan mengenal bentuk geometri dengan bermain engmetri (engkleng geometri). Peningkatan kemampuan mengenal bentuk geometri terlihat dari indikator kemampuan anak Menyebut dan menunjukkan bentuk-bentuk geometri, Mengelompokkan bentuk-bentuk geometri (lingkaran, segitiga dan persegi), Menyebut dan menunjuk benda-benda yang berbentuk geometri, Mendiskripsikan bentuk geometri. Peningkatan kemampuan anak dalam mengenal bentuk geometri melalui permainan engmetri (engkleng geometri) tersebut dapat dilihat dari adanya peningkatan persentase dari tahap Pra Tindakan  dan setelah dilakukan tindakan kelas. Hasil observasi pada tahap Pra Tindakan anak berkembang sesuai harapan dan berkembang sangat baik hanya 1 orang anak atau 9,1%, setelah dilakukannya tindakan siklus I meningkat menjadi 6 orang anak atau 54,5% dan pada siklus II meningkat lebih baik lagi menjadi 10 orang anak atau 90,9 %.
MEDIA AUDIO PODCAST DALAM MENGENAL MERAK UNTUK ANAK USIA 4-5 TAHUN Anisa, Cahya Mutiara; Kristiana, Dian
EDUPEDIA Vol 7, No 2 (2023): Oktober
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/ed.v7i2.2180

Abstract

Tujuan penelitian ini adalah untuk mengetahui penerapan media podcast dalam mengenal merak pada anak usia 4-5 tahun di Eduwisata Ndalem Kerto. Penelitian ini bertujuan untuk menghasilkan media audio podcast yang valid, praktis, dan efektif. Penelitian ini menggunakan pendekatan Research and Development (RD) dengan model pengembangan Thiagarajan define, design, develop, dan disseminate (4D). Berdasarkan hasil uji media podcast dapat dilakukan melalui uji validitas, kepraktisan, dan keefektifan. Hasil penelitian validitas materi mendapat persentase 93% (sangat valid) dan media pada persentase 100% (sangat valid). Hasil uji kepraktisan terhadap respon guru diperoleh persentase 100% (sangat praktis). Dan hasil uji keefektifan siswa mendapat persentase 100% (sangat efektif).
PENGEMBANGAN MULTIMEDIA PEMBELAJARAN UNTUK MENINGKATKAN KEMAMPUAN NUMERASI PADA SISWA TUNAGRAHITA Nugraheni, Puji; Purwoko, Riawan Yudi; Purwaningsih, Wharyanti Ika; Febriyanti, Iddha
EDUPEDIA Vol 8, No 1 (2024): April
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/ed.v8i1.2657

Abstract

Multimedia pembelajaran adalah salah satu sarana pendidikan yang dibutuhkan oleh siswa untuk memahami materi matematika yang bersifat abstrak. Terlebih untuk siswa tunagrahita yang memiliki keterbatasan dalam berpikir. Siswa tunagrahita sangat membutuhkan keberadaan multimedia pembelajaran. Akan tetapi, pada kenyataannya ketersediaan multimedia pembelajaran untuk siswa tunagrahita masih sedikit, sehingga menyebabkan rendahnya kemampuan numerasi siswa tunagrahita terutama pada materi operasi hitung penjumlahan. Tujuan penelitian ini yaitu mengetahui kelayakan multimedia pembelajaran untuk meningkatkan kemampuan numerasi pada siswa tunagrahita. Pengembangan multimedia pembelajaran dalam penelitian ini menggunakan model pengembangan ADDIE. Pengumpulan data dalam penelitian ini menggunakan metode angket dan tes. Teknik analisis data yang digunakan adalah analisis statistik deskriptif yang diungkapkan dalam distribusi skor dan persentase. Berdasarkan hasil analisis dari penilaian ahli dan uji coba, multimedia pembelajaran dalam kategori sangat valid dengan skor 5,00. Kepraktisan multimedia pembelajaran memperoleh skor 4,777 dalam kategori sangat baik. Hasil tes prestasi belajar siswa berhasil mencapai KKM, serta respon siswa terhadap multimedia pembelajaran dalam kategori sangat positif dengan persentase 92%. Hal ini menunjukkan bahwa multimedia pembelajaran efektif. Sehingga multimedia pembelajaran layak digunakan untuk meningkatkan kemampuan numerasi pada siswa tunagrahita.
PENGARUH KEGIATAN BERCOCOK TANAM MELALUI MEDIA HIDROPONIK TERHADAP KECERDASAN NATURALIS KELOMPOK B1 DI TK DHARMAWANITA MENDALO DARAT Ningrum, Mega Setiya; Sofyan, Hendra; Harianja, Sri Indriani
EDUPEDIA Vol 7, No 2 (2023): Oktober
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/ed.v7i2.2303

Abstract

Penelitin ini memiliki tujuan untuk mengetahui pengaruh kegiatan bercocok tanam melalui media hidroponik terhadap kecerdasan naturalis kelompok B1 di TK Dharma Wanita mendalo Darat. Subjek pada penelitian ini merupakan siswa pada kelompok B1 dengan jumlah 12 sampel. Jenis penelitian eksperimen dengan desain penelitian one group pretest and post test desaign digunakan dalam penelitian ini. Sampel penelitian ini diambil menggunakan teknik sample cluster sampling, pengumpulan data menggunakan instrument penelitian, sedangkan analisis data menggunakan metode kuantitatif dengan uji normalitas (liliefors), dan uji hipotesis (uji T dengan paired samples test)  menggunakan software SPSS. Kegiatan bercocok tanam melalui media hidroponik yang dilakukan yaitu mengajak anak melakukan kegiatan menanan, merawat, sehingga anak dapat mengetahui proses pertumbuhan dan kebutuhan pada tanaman guna mengetahui pengaruh kegiatan bercocok tanam melalui media hidroponik,. Instrument yang digunakan merupakan indrikator kecerdasan naturalis menurut prasetyo yang dikembangkan sesuai dengan kegiatan yang dilaksanakan.  Instrument penelitian yang digunakan divalidasi terlebih dahulu oleh validator untuk  mengetahui kevalidan instrument. Hasil penelitian menunjukan mean pre-test 31,33, dan post-test 67,25 . Dilakukan uji hipotesis menggunakan uji T test dan didapati nilai n -34,7292,201 yang artinya terdapat peningkatan pada nilai rata-rata setelah dibandingkan (nilai pre-test nilai post-test). Hasil analisis data dari uji hipotesis  menunjukan nilai 0,0000,05  (dengan taraf yang dipercara 95% ) dan  hasil akhir  pada penelitian ini melahirkan kesimpulan bahwasanya Ha  diterim dan Ho ditolak, dengan keterangan keterangan bahwa kegiatan bercocok tanam melalui media hidroponik berpengaruh terhadap kelompok B1 di tk dharma wanita mendalo darat.
PENGEMBANGAN E-MODUL METODE STATISTIKA BERBASIS TEAM BASED PROJECT Astutik, Erna Puji; Purwasih, Silviana Maya; Rufi'i, Rufi'i
EDUPEDIA Vol 7, No 2 (2023): Oktober
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/ed.v7i2.2392

Abstract

Dalam pembelajaran statistika perlu adanya integrasi data riil di lapangan, penguatan pembelajaran aktif, dan penggunaan teknologi yang dapat memudahkan mahasiswa mengakses pengetahuan kapan dan dimanapun. Untuk itu pengembangan e-modul dirasa tepat bagi mahasiswa untuk menunjang proses belajar mandiri. Adapun tujuan penelitian ini adalah untuk mengembangkan e-modul Metode Statistika berbasis Team Based Project. Penelitian ini merupakan penelitian jenis pengembangan atau Research and Development (RD). Model pengembangan yang digunakan dalam penelitian ini adalah model pengembangan ADDIE. Hasil penelitian berupa: (1) E-modul yang sudah dikembangkan berupa app. berbasis link yang dapat diakses secara online. (2) penilaian dari para ahli maka e-modul Metode Statistika berbasis Team-Based Project masuk pada kategori layak/valid. (3) berdasarkan uji coba terbatas, dapat dikatakan e-modul Metode Statistika berbasis Team-Based Project yang dikembangkan layak dan praktis sehingga dapat digunakan pada perkuliahan Metode Statistika.
PENGEMBANGAN GAME EDUKASI “LINGED MATH” PADA MATERI LINGKARAN SMP Nurbuono, Mousthapaa; Kristiana, Arika Indah; Hussen, Saddam; Wihardjo, Edy; Murtikusuma, Randi Pratama
EDUPEDIA Vol 8, No 1 (2024): April
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/ed.v8i1.2664

Abstract

Educational games are games specifically designed with educational themes to get learning outcomes. This research develops an educational game "Linged Math" which is designed to make it easier for students to understand circle material, cirle material is one of the materials at the junior high school level which is difficult for students to understand. The purpose of this research is to develop educational game products based on pcgames use Construct 3 software to increase students' understanding of valid, practical, and effective circle material. This research model uses a 4-D development model, namely define, design, develop, and disseminate. This educational game was tested on class VIII students of SMPN 7 Jember. Data collection methods in this study used observation, tests, and user response questionnaires. The results of this study indicate that the level of validation of the educational game "Linged Math" from the validator is 3.84 so that it is categorized valid. The percentage of the practicality level of the educational game "Linged Math" from the results of the user response questionnaire was 86.25% which was categorized as very good. The level of effectiveness is obtained from the average N-Gain of the overall results of the student's pre-test and post-test of 0.77 so that it is categorized as high or effective. Based on the results of these data, the educational game "Linged Math" is said to be valid, practical, and effective.
DEVELOPMENT OF STRUCTURED STUDENT WORKSHEETS ON PROBLEM-BASED LEARNING MATERIAL LINEAR EQUATIONS WITH ONE VARIABLE Rismarini, Rani Yunita; Hariyani, Sri; Pranyata, Yuniar Ika Putri
EDUPEDIA Vol 8, No 1 (2024): April
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/ed.v8i1.2396

Abstract

This research was conducted because the effectiveness of using Student Worksheets (LKS) at the junior high school level is still inadequate. This research aims to develop structured worksheets for problem-based mathematics learning with material on linear equations in one variable that is valid, practical, and effective. This research refers to the ADDIE development model, which includes analysis, design, development, implementation, and evaluation. This worksheet is designed to guide seventh-grade junior high school students in understanding the basic concepts of linear equations in one variable, identifying the elements in the equation, mastering techniques for solving linear equations, and applying these concepts in real-world situations. The structured worksheets developed were tested according to the level of validity, practicality, and effectiveness. LKS validation is carried out by material substance experts and teaching material design experts. The practicality assessment was obtained from the results of the student response questionnaire. Assessment of the effectiveness of structured worksheets is obtained from the results of problem-based test questions. Structured worksheets contain student orientation to problems, organized learning activities, individual and group investigations, presentation of work results, as well as analysis and evaluation of the problem-solving process. Material substance validation showed a score of 3.819, which is very valid, while design validation showed a score of 3.70, which is very valid. The practicality test shows a score of 3.53, which is very practical, while the effectiveness test shows an average score of 77, which is very effective. Thus, structured worksheets used as tools in problem-based learning methods help students maximize their abilities in problem-solving. This research is important to carry out to facilitate teachers in providing worksheets that suit students' needs. By integrating these worksheets into classroom learning activities, it is hoped that they can help students solve mathematical problems, improve thinking patterns, and support more effective mathematics learning.