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Sekar Dwi Ardianti
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sekar.dwi.ardianti@umk.ac.id
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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 106 Documents
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
Implementasi Nilai-Nilai Pancasila Mahasiswa Keperawatan Sebagai Upaya Mematuhi Kode Etik Tenaga Medis Berkualitas Isnina, Fathimah; Syafiq, Ahmad Nur; Kurniawati, Eka; Anwari, Anwari
WASIS : Jurnal Ilmiah Pendidikan Vol 5, No 2 (2024): WASIS : Jurnal Ilmiah Pendidikan
Publisher : PGSD Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/wasis.v5i2.13908

Abstract

This research aims to teach nursing students about the values of Pancasila which can be implemented in everyday life and also in the world of work in health services for the community. This is an effort to comply with the nursing code of ethics in the hope that nursing students can become quality medical personnel.This research is qualitative research using the library research method, while the data collection uses library data such as on Google Scholar. The researcher carried out data analysis through several stages, namely content and discourse analysis, drawing conclusions from the reading and explaining it logically and systematically. The results of research on the implementation of Pancasila values in Nursing Students' Efforts to Comply with the Code of Ethics to Become Quality Medical Personnel, namely a) The importance of practicing Pancasila b) Pancasila values c) Code of Ethics and ethical principles for nurses d) The relationship between the code of ethics and Pancasila values e) The purpose of Pancasila values being taught to nursing students. f) implementation of Pancasila values that can be applied by nursing students in accordance with the nursing code of ethics.
Upaya Pengembangan Kecerdasan Sosial Anak Melalui Pembiasaan TOMAT (Tolong, Maaf, Terima Kasih) Karunia, Anggie; Purbasari, Imaniar; Khamdun, Khamdun
WASIS : Jurnal Ilmiah Pendidikan Vol 5, No 2 (2024): WASIS : Jurnal Ilmiah Pendidikan
Publisher : PGSD Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/wasis.v5i2.12147

Abstract

This research aims to (1) find out how the TOMAT (Help, Sorry, Thank You) habituation program is implemented and (2) find out what factors influence the implementation of habituation in the development of students' social intelligence in SD 2 Tenggeles.This type of research is descriptive qualitative with a narrative method or approach which was carried out at SD 2 Tenggeles, Mejobo District, Kudus Regency, taking class II teachers as subjects with a total of 18 students. Data was taken using interview and observation techniques. Interviews were conducted using interview instruments for students and teachers, while observations were carried out to observe the habituation of TOMAT (Please, Sorry, Thank You) in class 2 students at SD 2 Tenggeles. Analysis of research data qualitatively. Data on the implementation of the TOMAT program observed and recorded in interview activities are presented in narrative sentences and concluded according to field data.The results of the analysis show that the behavior of SD 2 Tenggeles students in implementing the TOMAT (Help, Sorry, Thank You) habituation program is actually able to help develop students' social intelligence as demonstrated by their behavior of helping each other, the ability to control themselves, having endurance when facing a problem, self-motivated, able to regulate mood, ability to empathize and build relationships with other people, interact with other people, have self-awareness, consistently say TOMAT (Help, Sorry, Thank You) in the school environment even though sometimes you still have to be reminded. There are factors that influence students' social development, including individual factors, environmental factors, family factors with different dominance. The differences in the dominance of these factors then give rise to differences in each child, or what is more often called individual differences
Pengembangan Media Pembelajaran E-Comic Interaktif untuk Meningkatkan Literasi Membaca Peserta Didik di MI Mahir Ar-Riyadl Surabaya Sasmitha, Eka; El-Yunusi, Muhammad Yusron Maulana
WASIS : Jurnal Ilmiah Pendidikan Vol 5, No 2 (2024): WASIS : Jurnal Ilmiah Pendidikan
Publisher : PGSD Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/wasis.v5i2.12641

Abstract

Based on the background experienced by children aged 6 years regarding the lack of reading ability due to the inappropriate influence of digitalization, The researcher aims to improve reading literacy skills with interactive learning media in the form of e-comics. This research method uses Research and Development (RD) with a 4D model modified to 3D. Data collection was carried out based on the results of interviews, validation by teachers and lecturers as well as pretest and posttest carried out by students. The media validation results with an average score of 95% can be categorized as very valid, then for the practicality of e-comic it got a score above 81% which is categorized as very responsive. This interactive e-comic is also categorized as effective to use by analyzing using the t test with a significant value of 5%. Therefore, interactive e-comics can be used as a further learning medium to increase students' reading interest
Pengembangan Dapita (Dakon Pintar Matematika) Sebagai Media Pembelajaran Materi Penjumlahan Dan Pengurangan Salafiyah, Jihan Ainis; Zuliana, Eka; Kuryanto, Mohammad Syaffruddin
WASIS : Jurnal Ilmiah Pendidikan Vol 5, No 2 (2024): WASIS : Jurnal Ilmiah Pendidikan
Publisher : PGSD Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/wasis.v5i2.12153

Abstract

The purpose of this study is to determine the results of validation tests, effectiveness test results, and practicality test results of the development of traditional Dapita games (Dakon Pintar Mathematics) as a learning medium for addition and subtraction material for grade II elementary school students. The development of this research uses the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The data used in this study are qualitative data and quantitative data. Data analysis techniques in this study use quantitative descriptive analysis techniques. The validity test in this study uses the Aiken V Index.The validation results obtained on the media aspect are 0.940741 are included in the very valid category. The validation results obtained on the material aspect are 0.911111 are included in the very valid category. The effectiveness test in this study used the Mann Whitney and N-Gain tests.  Posttest statistical tests in experimental classes with control classes with the Mann Whitney technique obtained Asymp results. Sig. (2-tailed) 0.000 0.05 with experimental class mean rank of 31.20 and control class mean rank of 11.29. The results of the experimental class Mann Whitney pretest and posttest showed a pretest mean rank value of 10.90 and a posttest mean rank of 30.10 and the significance showed an Asymp value. Sig.  (2-tailed) 0.000 0.05. The results of pretest and posttest tests in the experimental class are known to mean N-Gain value of 0.7894 is included in the high effectiveness category. The results of the pretest and posttest N-Gain tests in the control class are known to mean N-Gain values of 0.3387 included in the medium effectiveness category. The practicality test of Dapita learning media (Dakon Pintar Mathematics) obtained a score with a presentation of 95% in the very practical category

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