cover
Contact Name
Noor Hasanah
Contact Email
jurnalptkftk@uin-antasari.ac.id
Phone
+6281255123605
Journal Mail Official
ekowahyu@uin-antasari.ac.id
Editorial Address
Jl. A. Yani Km. 4,5 Banjarmasin (Kampus 1 UIN Antasari Banjarmasin
Location
Kota banjarbaru,
Kalimantan selatan
INDONESIA
Jurnal PTK dan Pendidikan
ISSN : 24601780     EISSN : 25492535     DOI : 10.18592/ptk
Core Subject : Education,
Jurnal PTK dan Pendidikan is educational journal containing classroom action research and current issues of educational research. This journal publish article biannually on June and December. This is open access journal and free charge of publication. This journal published by Teacher and Training Faculty State Islamic University of Antasari Banjarmasin.
Arjuna Subject : -
Articles 221 Documents
NEURO-LINGUISTIC PROGRAMMING (NLP) FOR INTERVENING WITH CHILDREN WHO HAVE LEARNING DIFFICULTIES Irsyad, Sandy; Casmini, Casmini
Jurnal PTK dan Pendidikan Vol. 9 No. 2 (2023): Juli - Desember
Publisher : Fakultas Tarbiyah dan Keguruan Universitas Islam Negeri Antasari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/ptk.v9i2.9855

Abstract

In the process of learning, some students may encounter difficulties. To ensure success and achievement in learning, educational institutions, particularly schools, must provide appropriate interventions. These interventions should be directly applied by the teacher. Learning is a crucial aspect of a student's academic journey. Neuro-linguistic programming (NLP) is a form of counseling that can help identify learning difficulties. The objective of this research is to:  The research methodology employed was library research with an analytical method, specifically content analysis. The purpose of this research is to explore the application of neuro-linguistic programming in interventions for children with learning difficulties. The findings indicate that neuro-linguistic programming can be used by teachers to build relationships with children and help overcome learning difficulties. By implementing this approach, teachers can map students based on their representation system, which can facilitate building rapport and conducting counseling and therapy using NLP techniques. Additionally, teachers must build closeness with students, use appropriate language during teaching, and provide guidance and counseling to children with learning difficulties.
THE INFLUENCE OF E-MODULE BASED ON ROLE-PLAYING LEARNING MODEL WITH SCIENTIFIC APPROACH AND CULTURALLY RESPONSIVE TEACHING TO 10TH GRADERS’ QUANTITY AND MEASUREMENT CONCEPTUAL MASTERY Martha, Christina; Laksmisari, Rusna; Munfaridah, Nuril
Jurnal PTK dan Pendidikan Vol. 9 No. 2 (2023): Juli - Desember
Publisher : Fakultas Tarbiyah dan Keguruan Universitas Islam Negeri Antasari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/ptk.v9i2.10917

Abstract

Physics is a fundamental science that is essential to master, particularly the skill of measuring quantities in daily life. This study aims to analyze the influence of an e-module based on a role-playing learning model with a scientific approach and culturally responsive teaching on 10th graders' conceptual mastery of quantity and measurement. The study was conducted using two cycles of Kurt Lewin's Class Action Research Cycle. The implementation of this learning innovation used a sample of 27 students fromclass X-11 at SMAN 9 Malang. The e-module learning media is based on a role-playing learning model with a scientific approach and culturally responsive teaching. This approach was found to increase students' conceptual mastery in magnitude and measurementin class X-11 at SMAN 9 Malang. The percentage of passing scores increased from 30% after Cycle I to 70% after Cycle II. This e-learning module is based on a role-playing model with a scientific approach and culturally responsive teaching. It has been found to improve students' conceptual mastery in quantity and measurementin class X-11 at SMAN 9 Malang.
ENHANCING STUDENTS’ MOTIVATION IN ENGLISH LANGUAGE LEARNING THROUGH GAMIFICATION Naviantara, Denta; Suwartono, Tono; Romdona, Yaomal
Jurnal PTK dan Pendidikan Vol. 9 No. 2 (2023): Juli - Desember
Publisher : Fakultas Tarbiyah dan Keguruan Universitas Islam Negeri Antasari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/ptk.v9i2.11080

Abstract

One of the contributing factors to the students' limited English proficiency can be attributed to the teacher's insufficient emphasis on fostering students’ motivation throughout the learning journey. The purpose of this research is to identify the initial factors influencing students' motivation to learn English, as well as to investigate the potential of gamification in increasing their motivation to study the language. The current study is a class action research that was carried out in the 8th grade of State Junior High School 1 Banyumas during the academic year 2023/2024. A dataset of observations and questionnaires administered to a cohort of 35 students is used in the study. The application of descriptive statistics is used in the data analysis process. According to research, engagement levels increased from pre-research (62% observation sheet, 68.21% questionnaire) to post-research (71.62% observation sheet, 79.36% questionnaire). Gamification has a positive impact on learners’ motivation because it increases interactivity and enjoyment in the learning environment. Hence, gamification can be a viable approach to increasing learners' motivation to acquire English language proficiency.
PREPARING STUDENTS OF SMKN 7 KOTA SERANG FOR 21ST CENTURY WORK ENVIRONMENT THROUGH PJBL Sanam, Sanam; Deni Ramdani, Sulaeman; Susanto, Triyo
Jurnal PTK dan Pendidikan Vol. 9 No. 2 (2023): Juli - Desember
Publisher : Fakultas Tarbiyah dan Keguruan Universitas Islam Negeri Antasari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/ptk.v9i2.11554

Abstract

The 21st-century work environment presents new challenges for education. Therefore, preparing students to face the 21st-century work environment requires innovative and relevant educational approaches. This study aims to analyze the preparation of SMKN 7 Serang City students in facing the 21st-century work environment through a project-based learning (PjBL) approach. This research uses a descriptive quantitative approach, data in the form of questionnaires are analyzed to identify teamwork, project management, communication skills, interpersonal skills, and problem-solving. The results showed that PjBL has made a positive contribution to improving students' 21st-century skills. Students involved in PjBL have a deeper understanding of the application of theoretical concepts in the context of the work environment. The conclusion is that PjBL is an effective learning method in preparing students of SMKN 7 Serang City for the 21st-century work environment. The results of this study confirm the importance of innovative approaches in vocational education to ensure students have skills and knowledge relevant to future developments.
AN EVALUATION OF THE USE OF ONLINE PROGRAMMING SIMULATOR TO INCREASE THE PARTICIPATION RATE OF CLASSROOM STUDENT ATTENDANCE Sahara, Riad; Abdullah, Syahid; Ramadhona Hassolthine, Cian; Ikhwani Saputra, Muhammad
Jurnal PTK dan Pendidikan Vol. 10 No. 1 (2024): Januari - Juni
Publisher : Fakultas Tarbiyah dan Keguruan Universitas Islam Negeri Antasari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/ptk.v10i1.11699

Abstract

The Informatics Distance Learning Study Program at UNSIA is one of the study programs that employs a significant number of practicum-type courses as part of its learning process. The implementation of the practicum is carried out through joint simulations to achieve 21st-century graduate competencies. The implementation of learning for practicum-type courses is carried out through the utilization of the Learning Management System (LMS) and zoom. In practicum-type courses, students are required to install the software necessary for the lecture process, particularly for joint simulations. A significant number of students have encountered difficulties in installing the requisite software. These issues led to a dearth of student engagement during the joint simulations conducted via Zoom, particularly in terms of active participation. The implementation of an appropriate online programming simulator (OPS) is expected to enhance participation in practicum-type courses during synchronous sessions, thereby facilitating the acquisition of the greatest possible learning. The results of the analysis conducted before the implementation of OPS revealed that the lowest active class participation rate was 36.7% (22 students) out of a total of 60 students, while the highest active class participation rate was 50.0% (30 students) out of a total of 60 students. Following the implementation of OPS, the lowest participation rate was 83.3% (53 students) of the total 60 students, while the highest active class participation rate reached 96.7% (58 students) of the total 60 students. Keywords: Class Participants, E-Learning, Higher Education, Online Programming Simulator
THE MINECRAFTEDU APPLICATION UTILIZATION TO CREATE IMMERSIVE LEARNING IN EDUCATION 4.0 Syifa Karai Handak, Indira; Rizqiyah, Nayla; Ayu Handayani, Puji; Arfadilaa, Arfadila; Permata Sari, Intan
Jurnal PTK dan Pendidikan Vol. 10 No. 1 (2024): Januari - Juni
Publisher : Fakultas Tarbiyah dan Keguruan Universitas Islam Negeri Antasari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/ptk.v10i1.11802

Abstract

The exponential growth of technology has spurred innovation across a range of fields. This is also evident in the field of educational technology. A variety of studies are conducted to enhance the quality of education and foster meaningful learning. The objective of this research is to examine the potential of Minecraft as a learning tool. The methodology employed is that of a systematic literature review (SLR), which entails a library study flow designed to identify and review journals pertinent to the research topic. This process ultimately yields conclusions. The findings of the research indicate that Minecraft can be incorporated into a variety of subjects. The advantages of integrating Minecraft into learning strategies include enhanced collaboration skills, creativity, digital proficiency, peer tutoring, time management, and an immersive learning environment.   Keywords: Minecraft, Technology Development, Immersion, Quality Education
CLASSROOM ACTION RESEARCH TO IMPROVE STUDENTS' NUMERACY SKILLS ON INTEGER USING MANIK-MANIK MEDIA Ndapa Deda, Yohanis; Hijriani, Lailin; Trifosa Alnabe, Ayu
Jurnal PTK dan Pendidikan Vol. 10 No. 1 (2024): Januari - Juni
Publisher : Fakultas Tarbiyah dan Keguruan Universitas Islam Negeri Antasari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/ptk.v10i1.12016

Abstract

This study aims to improve students' numeracy literacy skills on integer operation material using Manik-Manik media. The method used is Classroom Action Research (CAR). Research is carried out in two cycles, and each process consists of three meetings, with stages: planning/preparation of actions, implementation of activities, observation, and reflection. Data collection techniques using observation techniques (teachers and students), learning outcomes tests, and documentation. Based on the results of the research on 25 students, it is known that there was increasing in student learning outcomes from before the action, Cycle I and Cycle II. This is evidenced by the post-test value that was carried out in cycle I, which showed an average value of 59.4, and then the increase in cycle II with an average value of 90.8. The data analysis techniques used are data analysis of observations of teachers and students and analysis of test result data in the form of classical completeness. Based on the research on integer operation material, it was concluded that learning by using Manik-Manik can improve students' mathematics learning outcomes. Thus, using  Manik-Manik media can improve students' numeracy literacy skills on integer operation materials. Keywords: Integer, Manik-Manik  Media, Numeration Literacy, CAR. 
AN ATTEMPT TO IMPROVE STUDENTS' HEALTH LITERACY SKILLS WITH BLOODYPEDIA BASED ON PROBLEM-BASED LEARNING ON CIRCULATORY SYSTEM MATTERS Putri, Aulia; Weliyanti, Amanda; Rusdi, Rusdi; Hendi Ristanto, Rizhal; Setyo Rini, Daniar; Suryanda, Ade
Jurnal PTK dan Pendidikan Vol. 10 No. 1 (2024): Januari - Juni
Publisher : Fakultas Tarbiyah dan Keguruan Universitas Islam Negeri Antasari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/ptk.v10i1.12078

Abstract

Health literacy is the capacity to obtain, process, and comprehend fundamental health information and health services that facilitate the formulation of informed health decisions. The objective of this study is to enhance students' health literacy abilities by employing problem-based learning media on circulatory system content. The Classroom Action Research method, employing a cyclic research model comprising two cycles with four stages—namely, planning, action, observation, and reflection—is expected to facilitate the improvement of health literacy skills among class XI students. The CAR methodology employs problem-based learning, which is conducted with 36 students. The data collection method employs test scores or scores on pre- and post-test health literacy questionnaires containing 10 questions, which will be compared on average as a reference for improving students' health literacy. The findings of this study indicate that there was an increase in health literacy skills, with a value of 13.86% in Cycle I and 13.96% in Cycle II. In conclusion, the results of this action research demonstrate that the problem-based learning model with Bloodypedia media is an effective method for improving the health literacy skills of grade XI students on the material of the human circulatory system.   Keywords: Bloodypedia, health literacy, problem-based learning 
THE IMPLEMENTATION OF DISCOVERY LEARNING TO IMPROVE CRITICAL THINKING SKILLS AND LEARNING OUTCOMES OF STUDENTS IN CLASS VIIE SMPN 29 SEMARANG Bagus Wicaksono, Rudy; Rahmawati, Naillysa; Budi Astuti, Cahyaning; Sunarto, Sunarto
Jurnal PTK dan Pendidikan Vol. 10 No. 1 (2024): Januari - Juni
Publisher : Fakultas Tarbiyah dan Keguruan Universitas Islam Negeri Antasari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/ptk.v10i1.12181

Abstract

This research employed a Classroom Action Research approach to enhance critical thinking abilities and student learning outcomes regarding the historical development of Pancasila. This was achieved through a discovery learning model, assisted by Kalpancas Media and Blooket, in Class VII-E of SMP Negeri 29 Semarang. The success of this classroom action research was evaluated using several performance indicators. (1) The mean value of students' knowledge of their ability to play Blooket is at least good, with a daily assessment of at least 80; (2) The mean student attitude score is at least good; (3) The mean student skill score is at least 80; and (4) The mean student learning achievement standard is at least 78, with an average classical learning completion score of 80%. The results of the research demonstrate that students' critical thinking skills, as evidenced by the formative assessment results in the areas of knowledge (assignments), attitudes, and skills, as well as their performance in the Blooket game during Cycle I, exhibited an average of 76.47. This value increased to 90 in Cycle II. The mean score for this item was 58. In the attitude aspect, the mean score in Cycle I was 60.29, which increased to 83.82 in Cycle II. Subsequently, the skill aspect was evaluated. In cycle I, the average was 81.25, and in cycle II, there was an increase of 88.33. In contrast, the mean scores for Blooket in Cycle I were 70, with an increase to 81.17 in Cycle II. In contrast, the pre-cycle student learning outcomes demonstrated a relatively low level of completeness, with only 41.17% (14 children) achieving this outcome. Subsequently, there was an increase of 73.53% (25 children) in Cycle I. In Cycle II, there was an increase of 85.30% (29 children). Consequently, there was an enhancement in both critical thinking abilities and academic outcomes among students enrolled in VII-E at SMP Negeri 29 Semarang.   Keywords: Critical Thinking Skills, Learning Outcomes, Discovery Learning, Kalpancas, Combination, and Blooket. 
IMPROVING WRITTEN COMMUNICATION SKILLS IN MATHEMATICS LEARNING THROUGH PROBLEM-BASED LEARNING IN GRADE XII STUDENTS Mitasari, Dewi; Noor Kholid, Muhammad; Anggoro Hermawan, Dwi
Jurnal PTK dan Pendidikan Vol. 10 No. 1 (2024): Januari - Juni
Publisher : Fakultas Tarbiyah dan Keguruan Universitas Islam Negeri Antasari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/ptk.v10i1.12670

Abstract

Communication skills are one of the main skills that must be mastered in the 21st century, especially in learning mathematics. The ability to express ideas, situations, and events using mathematical language and symbols is important. The purpose of this study is to improve written communication skills in class XII students of SMA Batik 2 Surakarta through the implementation of Problem-Based Learning.  The method used in this study was Classroom Action Research. The results show that the application of mathematics learning with a problem-based learning model helps improve written communication skills at SMA Batik 2 Surakarta. It can be shown that in cycle II (94%), 30 out of 32 students reached the completion of written communication skills. From these results, there was an increase compared to cycle I, which was 5 out of 32 students (16%). The average increase in test scores from cycle I to cycle II was 57%, from 51.41 to 80.78.