cover
Contact Name
Sekar Dwi Ardianti
Contact Email
sekar.dwi.ardianti@umk.ac.id
Phone
+6285727266538
Journal Mail Official
wasis@umk.ac.id
Editorial Address
Gdg.L Lt.1 Fak.Keguruan dan Ilmu Pendidikan,Univ.Muria Kudus PO BOX 53 Gondangmanis Bae KUDUS
Location
Kab. kudus,
Jawa tengah
INDONESIA
WASIS : Jurnal Ilmiah Pendidikan
ISSN : -     EISSN : 27227677     DOI : -
Core Subject : Education,
WASIS : Jurnal Ilmiah Pendidikan merupakan terbitan ilmiah yang menampung artikel hasil pemikiran dan hasil penelitian dari para mahasiswa, guru, dosen, dan peneliti dari seluruh Indonesia. WASIS : Jurnal Ilmiah Pendidikan memiliki ISSN 2722-7677 (Online) serta tebit dua kali dalam satu tahun pada bulan Mei dan November. WASIS : Jurnal Ilmiah Pendidikan memiliki fokus dan ruang lingkup yang terdiri dari 1. Pendidikan Usia Dini. 2. Pendidikan Dasar. 3. Pendidikan Menengah. 4. Pendidikan Tinggi. 5. Pendidikan Karakter. 6. Pendidikan Non formal. 7. Pendidikan Informal. 8. Pendidikan Inklusi, dan 9. Pendidikan Khusus lainnya (Kebencanaan, Komunitas, Anti Korupsi, Bela Negara, dll).
Articles 10 Documents
Search results for , issue "Vol 4, No 1 (2023): WASIS : Jurnal Ilmiah Pendidikan" : 10 Documents clear
Peningkatan Keaktifan Dan Hasil Belajar Ekonomi Melalui Permainan Menempel Rupiah Eni Suciati
WASIS : Jurnal Ilmiah Pendidikan Vol 4, No 1 (2023): WASIS : Jurnal Ilmiah Pendidikan
Publisher : PGSD Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/wasis.v4i1.10157

Abstract

The purposes of this study were (1) to examine the increase in the activity of class XII MIPA 6 SMA Negeri 1 Rembang in learning accounting economics by applying the rupiah stick game, and (2) to examine the increase in student learning outcomes in class XII MIPA 6 SMA Negeri 1 Rembang in learning accounting economics with the application of the rupiah sticking game.This Classroom Action Research was conducted in two cycles, each cycle consisting of two meetings. The research subjects were students of class XII MIPA 6 SMA Negeri 1 Rembang with a total of 35 students consisting of 9 male students and 26 female students. The data collection method used is the observation method to determine student activity and the test method to determine student learning outcomes. Data analysis techniques in this study were carried out quantitatively and qualitatively.The results showed an increase in student activity and learning outcomes. After the action was taken, the average level of activity increased from 55.41% in the less active category to 67.19% in the active category. The average pre-cycle learning result was 53, after cycle 1 it increased to 68 and after the implementation of the actions in cycle 2 it became 74. Student completeness in cycle 2 increased by 66% and has met the success indicators that have been set in this study. This proves that the Rupiah Sticking Game Media can be used to increase student activity and learning outcomes.
Peningkatan Hasil Belajar Melalui Model Pembelajaran Numbered Head Together Berbantuan Media Game Teka Teki Silang Siswa Kelas IV Sekolah Dasar Saiful Anam; Sekar Dwi Ardianti; Much Arsyad Fardani
WASIS : Jurnal Ilmiah Pendidikan Vol 4, No 1 (2023): WASIS : Jurnal Ilmiah Pendidikan
Publisher : PGSD Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/wasis.v4i1.8699

Abstract

The purpose of this study is to analyze the application of the Numbered Head Together learning model assisted by Crossword Game media in improving student learning outcomes.The research method used is classroom action research (CAR). The research was carried out from March 21 2022 to March 28 2022 in class IV SD 1 Gulang Mejobo Kudus. Data collection techniques used are tests, documentation, and observation. Data validation uses the opinion of experts (Experts Judgment) by Ms. Sekar Dwi Ardianti, S.Pd., M.Pd., and Mr. Much. Arsyad Fardani, S.Pd., M.Pd. Data analysis in this study used quantitative and qualitative data.The results showed that the learning outcomes of students' knowledge domain increased significantly between the first cycle of 70.29% and the second cycle of 74.70%. This proves that the application of the Numbered Head Together learning model assisted by the Crossword Puzzle Game media can improve the learning outcomes of fourth grade students at SD 1 Gulang.
Analisis Lingkungan Belajar Siswa Kelas 4 SD Gembong 02 Ditinjau Dari Teori Behavioristik Agis Lestari Fatujiatin Ni'amah; Siti Masfuah; Deka Setiawan
WASIS : Jurnal Ilmiah Pendidikan Vol 4, No 1 (2023): WASIS : Jurnal Ilmiah Pendidikan
Publisher : PGSD Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/wasis.v4i1.9686

Abstract

The purpose of this research is to analyze the learning environment of grade 4 SD Gembong 02 students in terms of behavioristic theory.The research method used is narrative qualitative. This research is focused on looking at the student learning environment in terms of behavioristic theory. The research was conducted at Gembong 02 Elementary School. The informants in this study were class IV children. Data collection techniques used are 1) documentation; 2) interviews; and 3) observation. In analyzing qualitative data, three stages were carried out, namely: data reduction, data display, and conclusion drawing/verification.The results of the study found that the learning environment influenced the learning behavior shown by students. The learning environment greatly influences the behavior shown by children when learning at school. A fun learning environment will show students who are active, passionate and enthusiastic when learning. Meanwhile, an unpleasant learning environment will tend to show students who are less active in the teaching and learning process and show poor learning behavior.Students feel happy and enthusiastic about participating in learning when students study in groups. When studying in groups, cooperation is needed to complete assignments so that students can do group work well. In carrying out assignments students can interact with their friends and collaborate so that they can stimulate students' abilities to behave well in learning.
Pengaruh Model Concept Sentence Terhadap Aktivitas Belajar Siswa Kelas IV SDN Kandangmas Tema 6 Cita-Citaku Bella Amanda Sari; Siti Masfuah; Imaniar Purbasari
WASIS : Jurnal Ilmiah Pendidikan Vol 4, No 1 (2023): WASIS : Jurnal Ilmiah Pendidikan
Publisher : PGSD Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/wasis.v4i1.8778

Abstract

The purpose of this study was to determine the effect of the Concept Sentence model on student learning activities and to test the effectiveness of the Concept Sentence model on student activities in Indonesian and Social Studies content between classes that received treatment with the application of the Concept Sentence model and classes that applied lecture learning on theme 6 My Goals in class IV .This study uses experimental research techniques so that there are experimental and control classes. Using a quantitative approach to the research subject of fourth grade students at SD 2 Kandangmas and SD 5 Kandangmas. Data collection techniques using instruments in the form of observation techniques, documentation techniques and interviews. The data analysis technique used was tested using the t-test at a significant level of 5% and the z test (follow-up test).The results of the hypothesis testing of student learning activities with the results of the T test analysis show that the value of T count T table (9.828 1.98) and the significance value is 0.000 is less than 0.05 (0.000 0.05), so it can be concluded that there is a difference student learning activities using the Concept Sentence model assisted by word card media at SDN Kandangmas. The z test results obtained a z-count of 9.828 with a significance of 0.000. Student activity value z-count z-table 9.828 1.98) and significance (0.000 0.05) then Ho is accepted Ha is rejected. It can be concluded that student activities using the Concept Sentence model are more effective than learning using the lecture method.
Analisis Perilaku Siswa Kelas 5 SD N 4 Getassrabi Terhadap Game Online Noor Fitriyani; Siti Masfuah; Wawan Shokib Rondli
WASIS : Jurnal Ilmiah Pendidikan Vol 4, No 1 (2023): WASIS : Jurnal Ilmiah Pendidikan
Publisher : PGSD Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/wasis.v4i1.9690

Abstract

This study aims to describe the reality of using online games in grade 5 students at SDN 4 Getassrabi and to analyze the behavior of grade 5 students at SDN 4 Getassrabi towards online games. In this study the authors apply a qualitative approach, because a qualitative approach produces a description of the people and behavior observed. This qualitative research will be carried out on informants or research subjects consisting of 3 grade 5 students, 3 parents of students, and a grade 5 teacher at SDN 4 Getassrabi. Data collection techniques include observation, interviews, and documentation. The data analysis technique used in this study went through 3 stages, namely: data reduction, data display, and verification or conclusion drawing. The results showed that the reality of using online games in grade 5 students at SDN 4 Getassrabi found that grade 5 students already knew and played online games. The types of online games that are popular are the types of war and battle. Meanwhile, the behavior of grade 5 students at SDN 4 Getassrabi when playing online games is more towards negative behavior, forms of negative behavior in children that arise when they play online games are in the form of defiance (negativism), aggression (aggression), disputes or quarrels (quarreling), and teasing.
Penerapan Model Reward And Punishment Berbantuan Media Pahuanca Untuk Meningkatan Hasil Belajar Peserta Didik Annisya' Qona'ah; Wawan Shokib Rondli; Lintang Kironoratri
WASIS : Jurnal Ilmiah Pendidikan Vol 4, No 1 (2023): WASIS : Jurnal Ilmiah Pendidikan
Publisher : PGSD Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/wasis.v4i1.9632

Abstract

The purpose of this study was to improve the learning outcomes of third grade students at SD 2 Getas Pejaten through the application of the reward and punishment model assisted by Pahuanca media.This research uses a type of classroom action research that will be carried out at SD 2 Getas Pejaten. The subjects of this study were class III students with a total of 19 students. This classroom action research was conducted in 2 cycles and each cycle consisted of 2 meetings with the stages of planning, implementing, observing and reflecting. This data collection technique uses test techniques and non-test techniques. The instrument used is a test instrument in the form of evaluation questions, while the non-test instrument is in the form of student activity observation sheets. Data analysis of this research was obtained using quantitative and qualitative techniques.The results of this study indicate that there is an increase in student learning outcomes with the application of the reward and punishment model assisted by the Pahuanca media. The evaluation results on students' PPKn content obtained a class average of 83.68 with a completeness percentage of 89.47%. Whereas in Indonesian content, the class average was 82.63 with a percentage of students' completeness of 94.74%. The application of the reward and punishment model with the help of Pahuanca media can improve student learning outcomes in the sub-theme of climate change for class III SD 2 Getas Pejaten.
Pola Asuh Orang Tua Dalam Penggunaan Smartphone Pada Anak Sekolah Dasar Fahmi Naufal Alwie; Ika Oktavianti; Erik Aditia Ismaya
WASIS : Jurnal Ilmiah Pendidikan Vol 4, No 1 (2023): WASIS : Jurnal Ilmiah Pendidikan
Publisher : PGSD Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/wasis.v4i1.9708

Abstract

The purpose of the research was to analyze the parenting style applied by parents to the use of smartphones in children in the village of Ngaluran. The method used was a qualitative case study.The research was conducted in the Village of Ngaluran Dukuh Kalitekuk RT04 RW02 Karanganyar District, Demak Regency. The time for conducting the research was January 2023. The main informants of the research were the parents of children who lived around RT 04 RW 02. Data collection techniques included observation, interviews and documentation. The data validity test includes credibility, transferability, reliability, confirmability tests. Research data analysis techniques were carried out by means of data reduction, data presentation, and drawing conclusions.The results of the research conducted show that on average parents in the village of Ngaluran in providing parenting patterns to children use democratic parenting. The role of such parenting styles can have a positive impact on the use of smartphones in children and improve the growth and development of children so that children can increase their knowledge, expand their network of friendships, and facilitate communication.
Peningkatan Hasil Belajar Siswa Dengan Model Think Pair Share (TPS) Berbantuan Mystery Pics Renanda Wahyu Wardana; Lovika Ardana Riswari; Lintang Kironoratri
WASIS : Jurnal Ilmiah Pendidikan Vol 4, No 1 (2023): WASIS : Jurnal Ilmiah Pendidikan
Publisher : PGSD Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/wasis.v4i1.9660

Abstract

The research aims to improve student learning outcomes by applying the Think Pair Share model assisted by Mystery Pics for fourth grade students at SD 2 Hadipolo.The research used is classroom action research. This research was conducted in 2 cycles with each cycle consisting of planning, action, observation, and evaluation. This research was conducted at SD 2 Hadipolo. The subjects used were Grade IV SD 2 Hadipolo students for the 2022/2023 academic year, with a total of 19 students, consisting of 13 male students and 6 female students. Data collection techniques carried out in this study include observation and tests. The instrument used to measure learning outcomes in this study is a matter of evaluation. The data in this study were analyzed in a quantitative descriptive manner.The results of this study note that the percentage of students in the skill of writing Pancasila precepts questions is 56% with category D for the qualification of completeness needing guidance. In cycle II there was an increase compared to cycle I in writing Pancasila precept questions by 91% with category B for good thoroughness qualifications.
ANALISIS FAKTOR-FAKTOR KEBIASAAN ANAK BERMAIN GAME ONLINE DI SDN ANGKATAN KIDUL 01 Widia wati
WASIS : Jurnal Ilmiah Pendidikan Vol 4, No 1 (2023): WASIS : Jurnal Ilmiah Pendidikan
Publisher : PGSD Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/wasis.v4i1.9817

Abstract

ANALISIS FAKTOR-FAKTOR KEBIASAAN ANAK BERMAIN GAME ONLINE DI SDN ANGKATAN KIDUL 01 Widiawati1, Maturi2, F. Shoufika Hilyana3123Universitas Muria Kudus ABSTRAKPenelitian ini bertujuan untuk mengetahui faktor-faktor yang mempengaruhi anak melakukan kebiasaan bermain game online. Penelitian ini dilakukan dengan menggunakan metode penelitian kualitatif atau pendekatan fenomenologi sebagai tahapan dalam penelitian. Penelitian ini dilakukan di Desa Angkatan Kidul Kecamatan Tambakromo Kabupaten Pati dengan 8 informan yang terdiri dari 4 siswa dan 4 orangtua atau wali murid. Penelitian ini menggunakan Teknik pengumpulan data meliputi tahap observasi, wawancara, dokumentasi. Analisis data yang digunakan merupakan analisis data kualitatif. Hasil penelitian ini menunjukkan bahwa faktor yang mempengaruhi anak SDN Angkatan Kidul dalam bermain game online berbeda-beda secara umum karena kurangnya perhatian, depresi, kurang kontrol, kurangnya kegiatan, dan lingkungan. Faktor pada setiap anak dalam mempengaruhi kebiasaan anak bermain game online. Peneliti menyimpulkan bahwa faktor secara umum yang pada alami siswa SDN Angkatan Kidul 01 yang dapat mempengaruhi kebiasaan anak bermain game online dapat menyebabkan kurangnya perhatian, depresi, kurang kontrol, kurangnya kegiatan, dan lingkungan. Kata Kunci: Orang Tua, Game online   ABSTRACTThis study aims to determine the factors that influence children's habit of playing online games. This research was conducted using qualitative research methods or a phenomenological approach as a stage in the research. This research was conducted in the village of Darat Kidul, Tambakromo District, Pati Regency with 8 informants consisting of 4 students and 4 parents/guardians of students. This study uses data collection techniques including the stages of observation, interviews, documentation. The data analysis used is a qualitative data analysis. The results of this study indicate that the factors influencing the children of SD Negeri Kidul in playing online games are generally different due to lack of attention, depression, lack of control, lack of activity, and the environment. Factors in each child in influencing the child's habit of playing online games. The researcher concluded that the general factors experienced by students at SDN Angkatan Kidul 01 that can affect children's habits of playing online games can lead to lack of attention, depression, lack of control, lack of activity, and the environment. 
Motivasi Guru dalam Prestasi Lomba Cipta Syair (Puisi) Siswa SD 1 Bakalan Krapyak Kudus Adi Zainal Abidin; Nur Fajrie; Khamdun Khamdun
WASIS : Jurnal Ilmiah Pendidikan Vol 4, No 1 (2023): WASIS : Jurnal Ilmiah Pendidikan
Publisher : PGSD Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/wasis.v4i1.9675

Abstract

This research is a qualitative research with the aim of finding out the application of the learning process for writing poetry and the efforts made by the teacher to inspire kids' success in the primary school poetry competition for Elementary School 1 Students in the Bakalan Krapyak Kudus. This type of research is the use of a case study approach with a descriptive method. Collecting data in this study werw interviews, observations, and documentation of checking the validity of the data using, transferability, dependability, and confirmability. Data analisis tecniques used in this study data analysis Miles dan Huberman include data reduction, data presentation and drawing conclusions. The results of this study indicate that: poetry writing was established at SD 1 Bakalan Krapyak, Kudus Regency as an extracurricular activity to supplement curricular activities. The utilization of educational materials and assessments complements the teacher's personal approach to encouraging copyright competition success

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