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Contact Name
Doni Pranata
Contact Email
up4i@fkip.untan.ac.id
Phone
+6283125507573
Journal Mail Official
up4i@fkip.untan.ac.id
Editorial Address
Faculty of Teacher Training and Education, Pontianak. Universitas Tanjungpura, Jl. Profesor Dokter H. Hadari Nawawi, Bansir Laut, Kec. Pontianak Tenggara, Kota Pontianak, Kalimantan Barat 78115
Location
Kota pontianak,
Kalimantan barat
INDONESIA
Jurnal Pendidikan dan Pembelajaran Khatulistiwa (JPPK)
ISSN : -     EISSN : 27152723     DOI : https://doi.org/10.26418/jppk
Core Subject : Science, Education,
Journal of Pendidikan dan Pembelajaran Khatulistiwa (JPPK) is a peer-reviewed journal which focuses on topics related to education and science in various teaching and learning fields. JPPK invites researchers, lecturers, teachers from various levels such as elementary and secondary levels of education, school principals, school supervisors, and students of Bachelor/Postgraduate/Doctoral programs to publish their research reports or literature review articles. JPPK receive all manuscripts related to original empirical research, theoretical or methodological contributions, literature reviews, and meta analyses on the topics related to teaching and learning in various field such as: 1. Science education 2. Social Education 3. Literature and Language Education 4. Primary Education 5. Sport Science Education 6. Educational Science
Arjuna Subject : Umum - Umum
Articles 10,581 Documents
EMOSI TOKOH PADA NOVEL WO AI NI ALLAH KARYA VANNY CHRISMA W Hudzaifah, Uray Siti; Heryana, Nanang; Priyadi, A Totok
Jurnal Pendidikan dan Pembelajaran Khatulistiwa Vol 7, No 9 (2018): September 2018
Publisher : Jurnal Pendidikan dan Pembelajaran Khatulistiwa

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Abstract

AbstractThe background of this research is to know the emotion of the characters in the novel Wo Ai Ni Allah by Vanny Chrisma W. The theory used in this research is related to novel, behavioristic psychology, and emotions. This research uses descriptive method, qualitative study, and behavioristic psychological approach. Based on the data analysis, this research produces a conclusion as follows. (1) Positive emotion of the novel Wo Ai NI Allah by Vanny Chrisma W., the main and additional characters have the emotions of love and joy, (2) negative emotions of the novel Wo Ai Ni Allah by Vanny Chrisma W., the main and additional characters have emotions fear, anxiety, anger, and sadness. The main and additional figures are more dominant in having negative emotions than positive. However, the negative emotion has a major effect on behavior change and the mindset of the main character will be better. Keywords: emotions, characters, novel. 
KORELASI PERGAULAN TEMAN SEBAYA DENGAN AKTIVITAS BELAJAR KELAS VIISMP NEGERI 2 SUNGAI RAYA Mamat Heriyadi; M Asrori; Luhur Wicaksono
Jurnal Pendidikan dan Pembelajaran Khatulistiwa (JPPK) Vol 8, No 3 (2019): Maret 2019
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (79.133 KB) | DOI: 10.26418/jppk.v8i3.31676

Abstract

AbstractThis study aimed to determine the correlations of peer relationships with learning activities of  students in class VII of  Sungai Raya 2Junior High School. The method used was descriptive method and the form of the study was the study of relationships. The population in this study was 254 students and the sample was 52 students. Data collection techniques in this study were indirect communication and data collection tools used are questionnaires, while data analysis techniques use percentage formulas and product moment correlations. Based on the results of this study indicated that peer ralationships were the most dominant class VII of  Sungai Raya 2 Junior High School are cliques achieve a score of 73% with the  category “High”. While the most dominant learning activities in class VII of  Sungai Raya 2Junior High Schoolwere writing activities. Who achieved a score of 64% with the “Medium” category. Based on the results of the study using pearson’s hiererchical correlation method, the correlation coefficient correlation rs=0,616. This indicateed a correlation. It can be concluded that in this study “There is a relationship between peer relationships with learning activities of  students in class VII of  Sungai Raya 2Junior High School”. Keywords: Learning Activities,Peer Relationships
MUSIC FOR 13 MUSICIANS Ardiansyah, Andika Renata; Mering, Aloysius; Silaban, Christianly Yery
Jurnal Pendidikan dan Pembelajaran Khatulistiwa Vol 8, No 1 (2019): Januari 2019
Publisher : Jurnal Pendidikan dan Pembelajaran Khatulistiwa

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Abstract

AbstractMusic minmalism is one of the contemporary art that exist at this time. The music departs from an experimetal style with minimal concept but maximum result. That is, the concept of minimalism music in general only uses minimal processing patterns and then there is a change gradually and gradually so as to obtain  a complete musical composition. The autor tries to apply the technique in the work of minimalism music as a treatmen of harmony in his work. Formulation of the idea of creation of the work entitled ?Music for 13 Musician? was to apply aspect of musical work minimalism, toapply aspect of polytonal, and to apply multivalent aspect of musical instrumentation of Western and Indonesian traditions. The purpose of the work entitled ?Music for 13 Musician? was tohow to create ofminimalism music, to applypolytonal applied, and  to apply multivalent applied music intrumentation of Western and Indonesian traditions. The benefit of the work entitled ?Music for 13 Musician? is expected to be reference in music commposition learning.?Music for 13 Musician? is a form of minimalism musical composition involving the instruments of Indonesian tradition and Instrumens of Western tradition withminimalismmusical techniques process.  Keywords: music, minimalism, composition
PENGARUH MOTIVASI BERPRESTASI DAN KOMPETENSI PROFESIONAL TERHADAP KEPUASAN KERJA GURU Triantie, Annisa; ., Chiar; ., Fadillah
Jurnal Pendidikan dan Pembelajaran Khatulistiwa Vol 5, No 1 (2016): JANUARI 2016
Publisher : Jurnal Pendidikan dan Pembelajaran Khatulistiwa

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Abstract

Abstrak : Penelitian ini bertujuan untuk mengetahui pengaruh motivasi berprestasi dan kompetensi profesional terhadap kepuasan kerja guru di SMP Negeri se-Kota Pontianak. Metode penelitian yang digunakan pada penelitian ini adalah metode kuantitatif dengan menggunakan teknik korelasional dan di analisis menggunakan teknik regresi berganda. Hasil dari analisis ditemukan bahwa:       (1) terdapat pengaruh motivasi berprestasi terhadap kepuasan kerja guru sebesar 41,6%; (2) terdapat pengaruh kompetensi profesional terhadap kepuasan kerja guru sebesar 42,2%; dan (3) terdapat pengaruh motivasi berprestasi dan kompetensi profesional terhadap kepuasan kerja guru sebesar 60,1%.   Kata kunci : Motivasi Berprestasi, Kompetensi Profesional, Kepuasan Kerja. Abstract : The purpose of this research was to determine the influence of achievement motivation and professional competence through teacher’s job satisfaction in Public Junior High School at Pontianak. Method of research used to quantitative by using correlational technique and regression analyzed. The result from analyzed found that: (1) there was an influence from achievement motivation through teacher’s job satisfaction with value 41,6%; (2) there was an influence from professional competence through teacher’s job satisfaction with value 42,2%; and (3) there was an influence from achievement motivation and professional competence through teacher’s job satisfaction with value 60,1%.   Keywords : Achievement Motivation, Professional Competence, Job Satisfaction.
PENGARUH PENDEKATAN KONTEKSTUAL TERHADAP HASIL BELAJAR TEMATIK KELAS V SEKOLAH DASAR Roby Kurniawan; Tahmid Sabri; Sugiyono Sugiyono
Jurnal Pendidikan dan Pembelajaran Khatulistiwa (JPPK) Vol 9, No 1 (2020): Januari 2020
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (204.875 KB) | DOI: 10.26418/jppk.v9i1.38701

Abstract

AbstractThe problem in this research was how the influence of contextual approach affect the thematic learning outcomes of the grade V Elementary School 36 South Pontianak. This study aims to determine the effect of contextual approaches to student learning outcomes in grade V 36 Elementary Schools in South Pontianak. The method used is experimental, while the form of research used is quasi experimental design with nonequivalent control group design. The population which is at the same time a sample in this study are all fifth grade students of the grade V Elementary School 36 South Pontianak, which consists of two classes, namely VA and VB, with a total of 51 people. Data collection tools used in the form of Multiple Choice tests totaling 50 questions. Based on statistical calculations, the average results of the experimental class post-test was 76.80 while the average post-test results of the control class were 71.00. t-test results obtained = 2,293 and  α = 5% (with dk = 25 + 26 - 2 = 49) of 1,648, which means  (2,293)>  (1,648), then the alternative hypothesis (Ha) is accepted. It can be concluded that there is an effect of contextual approach to the thematic learning outcomes of class V 36 Primary Schools in South Pontianak. The result of the calculation of the effect size (ES) was obtained 0.56 which was classified as medium criteria so that the contextual approach had a good influence on the learning outcomes of fifth grade students at 36 Pontianak Elementary School in South Pontianak.                                                Keywords : Contextual Approach, Learning Outcomes, Thematic Learning
PEMANFAATAN GAME EDUKASI BERBASIS OPEN SOURCE BAGI ANAK ATTENTION DEFICIT HYPERACTIVITY DISORDER (ADHD) Sari, Detri Puspita; Asrori, Muhammad; Radiana, Usman
Jurnal Pendidikan dan Pembelajaran Khatulistiwa Vol 5, No 1 (2016): JANUARI 2016
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Abstract

Abstrak: Tujuan penelitian ini (1)Pemanfaatan profil produk game edukasiberbasis open source seperti apa yang bisa digunakan untuk anak ADHD (Attention Deficit Hyperactivity Disorder).(2) Pelaksanaan pembelajaran pada anak ADHD (Attention Deficit Hyperactivity Disorder) dalam bermain game edukasi, (3) Penggunaangame edukasi berbasis open source dalam proses pembelajaran. Pendekatan penelitian menggunakan pendekatan kualitatif, metode penelitian eksperimen kuasi. Hasil peneitian ditemukan 1)Pemanfaatan profil produkeducation games yang digunakan sebagai media penunjang pendidikan bagi anak dengan ADHD adalah jenis game edukasi berbasis open source bernama Gcompris. Pre-tes didapat nilai 68,8% , Post-test didapat nilai 85,9 %. 2) Perilaku pada saat menggunakan produk education games, anak dengan ADHD (Attention Deficit Hyperactivity Disorder)memiliki kecenderungan yang sama dalam hal perilaku bermain dengan anak-anak normal. 3) Produk game edukasi berbasis open source mampu digunakan sebagai media penunjang pendidikan, jika mengacu pada peningkatan hasil pembelajaran pra dan pasca pemberian game edukasi berbasis open source.   Kata Kunci : Games edukasi, Media Pembelajaran, ADHD   The purpose of this study (1) Use of the product profile educational game based on open source as what can be used for children with ADHD (Attention Deficit Hyperactivity Disorder). (2) Implementation of the learning in children with ADHD (Attention Deficit Hyperactivity Disorder) in playing the educational game, (3 ) The use of open source-based educational game in the learning process. The research approach uses a qualitative approach, a quasi experimental research methods. Results found peneitian 1) Utilization of education games product profile that is used as a medium of educational support for children with ADHD is a type of open source-based educational game called Gcompris. Pre-test obtained value of 68.8%, Post-test obtained value of 85.9%. 2) The behavior when using the product education games, children with ADHD (Attention Deficit Hyperactivity Disorder) have the same tendency in play behavior with normal children. 3) educational game products based on open source capable of being used as a medium of education, when referring to the improvement of learning outcomes pre- and post-administration of educational games based on open source.   Key Word: Educational games, Learning Media, ADHD
ANALISIS KESALAHAN MULTIREPRESENTASI SISWA DALAM MENYELESAIKAN SOAL KINEMATIKA GERAK LURUS DI SMKN 1 SINTANG Jalaluddin, Muhammad Iqbal; Djudin, Tomo; Mahmuda, Diah
Jurnal Pendidikan dan Pembelajaran Khatulistiwa Vol 8, No 8 (2019): AGUSTUS 2019
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Abstract

AbstractThis study aims to analyze the multi-representation errors of students in solving straight motion kinematics problems at SMKN 1 Sintang. The research method used is descriptive comparative. A total of 65 grade X students of SMKN 1 Sintang who were taken intact from the population were included as the study sample. Data collection techniques used in this study are written measurement techniques and direct communication techniques (interviews). This study found the average percentage of errors of multi-representation students in solving straight motion kinematics problems by 84%. There were no significant differences in multi-representation errors among high, medium and low ability students. This study also found the cause of multi-representation errors, namely students are not accustomed to using multiple representations in solving problems, low understanding of concepts and forgetting concepts in the material. Seeing these problems, the teacher needs to give problem training and train students to use multi-representation in learning, especially when solving questions and providing motivation to students both inside and outside the learning activities. Keywords: Multi-representation Error Analysis, Solving Problem, Straight Motion Kinematics
DEIKSIS PERSONA, TEMPAT, DAN WAKTU DALAM CERITA RAKYAT DAYAK KANAYATN Ella, Yosefha; Saman, Sisilya; Simanjuntak, Hotma
Jurnal Pendidikan dan Pembelajaran Khatulistiwa Vol 5, No 10 (2016): Oktober 2016
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Abstract

Abstrak: Penelitian ini bertujuan mendeskripsikan bentuk serta makna deiksis persona, tempat, dan waktu yang terdapat di dalam cerita rakyat Dayak Kanayatn. Metode yang digunakan dalam penelitian ini adalah metode deskriptif, dan bentuk penelitiannya kualitatif. Data penelitian ini adalah deiksis persona, tempat, dan waktu. Sumber data penelitian ini adalah cerita rakyat yang dituturkan oleh informan yang berbahasa Dayak Kanayatn. Teknik pengumpulan data dalam penelitian ini menggunakan teknik simak tidak libat cakap, teknik rekam, dan teknik catat. Instrumen penelitian ini adalah cerita rakyat, kartu data, dan alat rekam. Berdasarkan hasil analisis data cerita rakyat Dayak Kanayatn memiliki 143 bentuk deiksis persona, tempat, dan waktu dalam 5 cerita rakyat Dayak Kanayatn yang terdiri dari 102 deiksis persona, 19 deiksis tempat, dan 22 deiksis waktu. Deiksis persona bermakna referensial dan kostruksi, deiksis tempat bermakna kognitif, dan deiksis waktu bermakna referensial. Kata Kunci: Deiksis Persona, Tempat, Waktu, Cerita Rakyat, Dayak Kanayatn   Abstract: The purpose of this research was to describe the form and the meaning of person deixis, place and time contained in Dayak Kanayatn folklore. The method used in this research was descriptive and qualitative forms of research. This data for this research was person deixis, place and time. The data source for this research was a folktale told by informants who speak Dayak Kanayatn. Data collection techniques in this study using the techniques that involved but did not consider the conversation, recording technique, and technical notes. The instrument of this study was folklore, data card, and a tape recorder. Based on the results of data analysis, Dayak Kanayatn folklore has 143 forms of person deixis, place deixis, and time deixis contained in 5 Dayak Kanayatn folklore which consisting of 102 person deixis, 19 place deixis, and 22 time deixis.Person Deixis means a referential and construction, place deixis means to  cognitive, and referential deixis means to a time.   Keywords: Person deixis, place, time, folklore, Dayak Kanayatn
PEMBELAJARAN GITAR KLASIK DI YAMAHA MUSIC SQUARE (YMS) KOTA PONTIANAK Ardiansyah, Rikky; Ghozali, Imam; Muniir, Asfar
Jurnal Pendidikan dan Pembelajaran Khatulistiwa Vol 8, No 11 (2019): Nopember 2019
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AbstractLearning was a process of someone to gain knowledge but, it required a stimulus that help in the process. The stimulus could be obtained from formal and non-formal type of education. Music course was one of non-formal typed of education which can improve student?s talents and skills in playing musical instruments, for example was Yamaha Music Square (YMS). Yamaha Music Square (YMS) had a unique characteristic in the curriculum of classical guitar learning so that was used to distinguish it from other courses. This study aim to describe the classical guitar leraning in Yamaha Music Square (YMS) Pontianak City. The subjects of this study was classical guitar teachers at YMS Pontianak. This research was focused on classical guitar learning at Yamaha Music Square (YMS) Pontianak City. The method used in this research was descriptive method and qualitative?s form research. Data obtained through observation, interviews, and documentation. The data validity technique was obtained through triangulation. The result showed that in learning classical guitar at YMS used a curriculum from Japan, otherwise known as an international curriculum with more attractive packaging. Learning methods used in classical guitar learning at YMS were interactive methods, demonstration methods, drill or drill methods and assignment methods. The material given in classical guitar learning at YMS is to recognize guitar parts, playing techniques for the right hand (apoyando and al-aire), finger numbers and symbols, tuning, melody exercise, scale C major and chord exercise. For the evaluation of classical guitar learning at YMS, each meeting was conducted through assignments given in the previous meeting and various events which are considered as benchmarks of student success. But the most important evaluation is that the test for grade upgrading is held twice a year. Keywords: yamaha music square, learning, classical guitar
PENERAPAN MODEL PEMBELAJARAN STUDENT FACILITATOR AND EXPLAINING BERBANTUAN MIND MAP DALAM MEREMEDIASI MISKONSEPSI GETARAN Lastriana, .
Jurnal Pendidikan dan Pembelajaran Khatulistiwa Vol 6, No 6 (2017): Juni 2017
Publisher : Jurnal Pendidikan dan Pembelajaran Khatulistiwa

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Abstract

Abstract The aims of this study is to determine the effect of the application Student Facilitator and Explaining (SFE) learning model aided  mind map to remediate students’ misconceptions on the vibration topic in SMA Mujahidin Pontianak. This reaserch formed as Pre-Experimental design involving 23 students’ as the study sample were selected by intact group random sampling. The method used instrument is 10 multiple choice questions with 3 alternative answers with an open reasoning. Based on the results showed misconception profile of learners before and after remediation implemented. Based on the analysis, the highest misconceptions on pre-test  is 97% and the post-test is 60%. Average reduction for each student misconceptions is 39% and the average decrease misconceptions about each indicator was 38%. Based on calculations by Mc Nemar test, overall there has been a change misconceptions learners fairly significant with an average percentage of 39% (medium category). Keywords: Remediation, Misconceptions, SFE

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