Proceeding ISETH (International Summit on Science, Technology, and Humanity)
The International Summit on Science, Technology and Humanity (ISETH) is organised by Universitas Muhammadiyah Surakarta. This summit aims to provide a platform for researchers and academics to share their research findings with others and meet lecturers and researchers from other institutions and to strengthen the collaboration and networking amongst the participants.
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Transformative Learning for the Development of Student Activists’ Spirit of Social Entrepreneurship
Sunanik, S
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2018: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta
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DOI: 10.23917/iseth.2285
Every individual goes through the learning process. The output of the learning process are the changes in behavior both in the cognitive, affective and psychomotor domains. One of the outcomes of joining student organizations is the formation of soft skills in students. This study aims to describe the values possessed by student activists of the STKIP PGRI Tulungagung Student Activity Units (SAUs) and to propose a Social Entrepreneurship (SE) training which utilizes transformative learning method for those students. The research method used is descriptive-qualitative, and the object under study is the soft skill possessed by student activists of the Student Activity Units (SAUs) of STKIP PGRI Tulungagung. Data collection method is in-depth interviews, the research instrument is the researcher, and the data analysis technique uses the Grounded Theory method. The conclusions of this study are as follow: 1. Student activities in the student activity unit (SAUs) can shape students’ soft skills and provide an understanding of social activities that provide experience and form a sense of togetherness, a sense of solidarity, and the unity to advance together in helping people who face problems. 2. Transformative learning is expected to be an alternative learning model employed in social entrepreneurship training programs for SAUs student activists. The SE training help generates a community where social issues are transformed into social acts and develops students’ engagement with the field at large and fellow actors and provides an invigorating creative environment.
Design of Mathematical Module Development Design of Learning Model Number Head Together to Improve Students Learning and Study Result
Sari, Ika Putri Astriyana;
Suparman, S
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2018: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta
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DOI: 10.23917/iseth.2286
The ability of collaboration is one of the important competencies that students must possess in learning 21st-century mathematics. Students who do not have the ability to cooperate will not get experience, can’t develop themselves, and don’t get new skills. This research has two objectives. First, this study is to analyze the needs of modules that are appropriate to the characteristics of students. Second, this research is to design modules that can enhance the ability of collaboration. This research is a research using Design Research Model which consists of two stages, namely the preliminary stage and the formative evaluation stage. The subjects of this study were teachers and students of class VII. Data collection instruments use validation sheets, interview guidelines, and questionnaires. Validation sheets are given to experts to obtain criticism and suggestions related to the material. Interview guidelines are used to obtain information on the condition of schools, students, and the media used in schools. The questionnaire is given to teachers and students to get criticisms and suggestions related to the media. Data analyzed using descriptive analysis. This study provides results that students and teachers need modules that are able to improve the ability of collaboration between students. This study concludes that the development of Number Head Together learning models assisted by mathematical modules to improve student collaboration on social arithmetic material needs to be developed.
Inventory of microalgae at Sepanjang Beach the coastal area of Gunung Kidul Jogjakarta
Roziaty, Efri;
Akbar, Shohifa Aulia
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2018: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta
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DOI: 10.23917/iseth.2287
Research conducted in the coastal area along Sepanjang Beach Gunung Kidul Jogjakarta aims to find out what types of microalgae are present in the region. The area of Sepanjang Beach Gunung Kidul Jogjakarta is one of the most favourite beach visited by tourists both domestic and foreign. The research was conducted in March - October 2018. The sampling method used was Purpossive Sampling where it was determined as many as 5 sampling points called the Station. Then at each station created 2 substations are made as replications. From the results of the study found as many as 12 species from 4 families namely Bacillariophyceae, Chlorophyceae, Euglenophyceae and Cyanophyceae. Of the four families produced 12 species including Navicula sp., Euglena viridis, Spirulina sp. and Oscillatoria sp. It indicates that the environment is still good.
Web-Based Gamification: Problems in EFL Classroom of Higher Education Due to Online Assessment Employment
Pitoyo, Muhammad Dafit
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2018: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta
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DOI: 10.23917/iseth.2288
Gamification is considered new concept in education especially in assessment in which the idea of using elements of game to create engaging assessment. Assessment is really important in education due to its function to get valid and rich information of the students’ test which will be utilized as the tool to make betterment in teaching and learning process. This article will discuss gamification application within assessment environment: implementation problems and its solutions. The researcher will use qualitative case study for this research. Qualitative case study methodology offers tools for researchers to investigate and understand complex phenomena in their contexts. The respondents of this research will be students of higher education and a lecturer who has used gamification for assessment for years in his class. This article will reveal the picture of gamification test mechanism. Furthermore, it is able to promote technology in education in this century to facilitate teaching and learning process.
Implementation of NXT 2.0 Mindstorm Robot Sensors on Mobile Education for Students
Kuncoro, Rizki Danang Kartiko;
Arifudin, Riza;
Sugiharti, Endang
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2018: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta
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DOI: 10.23917/iseth.2289
In the current 4.0 industry era, technological development is very fast and fast. In the world of education the lessons about technology should have been introduced to students since elementary school. Do not have to use complex technology, enough to use robotics technology from the NXT 2.0 LEGO minstorm robot which is lego-based to play and learn algorithms in composing technology. Using this tool can also be controlled by the smartphone application. Using a mobile application that we designed will make it easier for students to use and play this educational media. In this media, each sensor in the robot will be interrelated to the mobile control, we have tested this control with 83.33% detection accuracy. So that it can effectively become an interactive and fun technology-based learning media for students. The purpose of this educational media is to improve the quality of education in Indonesia so that it can be technology-based and enjoyable for students. Because the application of technology to education is very important to hone the power of creative thinking in composing programming algorithms using robots. Students will be very interested and have good enthusiasm in learning robotics based on this mobile application.
Mathematics-Based Development Module Guided Discovery Model to Improve Creative Thinking Ability
Utami, Tatik Susilowati;
Suparman, S
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2018: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta
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DOI: 10.23917/iseth.2290
Creativity is one of the abilities students must possess in learning mathematics. This study aims to produce mathematical modules based on discovery models guided by arithmetic rows and series for students of class X SMK. This research is a 4D model development research consisting of four stages: define, design, develop, disseminate. Research subjects included media experts, material experts, students from 2 schools in 2 Muhammadiyah Vocational Schools in Yogyakarta and Cangkringan Muhammadiyah Vocational Schools. Data collection techniques in the form of questionnaires and tests. The research instrument is a questionnaire that has been reviewed. Data analysis techniques used qualitative analysis which was changed to a cumulative Likert scale. The results of the material feasibility test were in a very good category with an average score of 107. The results of the module media feasibility test were in the very good category with an average score of 98.33. While the results of the student response questionnaire on the trial of small class products included in the good category with an average score of 92.33. And the results of student responses to the trial of large class products are included in the good category with an average score of 91.45. So the mathematics module based on guided discovery models on sequence and sequence series material.
Design of Student Worksheet Development Based on the Jigsaw Cooperative Learning Model
Kurniawan, Sigit;
Suparman, S
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2018: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta
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DOI: 10.23917/iseth.2291
Collaboration skills are one of the skills that are built in 21st-century education. With collaborative skills, students are expected to be able to work together with each other to help and complete to carry out certain tasks in order to obtain a predetermined goal. The jigsaw cooperative learning model as one of the means in building collaboration skills requires the adequacy of teaching materials. This study aims to produce products in the form of Student Worksheets (LKS) that fit the jigsaw cooperative learning model. This study uses the Design Research type Development Study development model. The research subjects were students of class X Muhammadiyah Cangkringan Sleman Yogyakarta. The stages in this study were researchers designing prototype 1. The results of prototype 1 were tested one-to-one, parallel to the expert review stage, as the basis for revision to improve and produce a prototype 2. Prototype 2 was tested in the small group as a basis for revision to improve and produce prototypes 3. The results of this study are prototypes 2 which are ready to be used at the small group stage.
Development of Students Worksheet Mathematics Based on Problem Based Learning (PBL)
Ningrum, Izza Eka;
Suparman, S
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2018: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta
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DOI: 10.23917/iseth.2292
: Critical thinking skills must be part of student learning, and the school must be responsible for developing and evaluating critical thinking skills in the learning process. Efforts that can be made to improve critical thinking skills include promoting learning aids in the form of student-based problem-based learning worksheets. This study aims to design learning tools in the way student worksheets are based on problem-based learning. The method used in this study is the 4-D method which includes the stages of Define, Design, Development, and Disseminates. Data collection instruments in the form of expert validation instruments to measure validity as well as student questionnaires to measure practicality and obtain development product assessment from experts and students. The results of the validation data analysis by two validators stated that the validity level was 3.58 for the aspect of the worksheet content, the validity was 3.50 for the constructed aspect and 3.67 for the language aspect. This shows that the suitability of worksheets developed in all three elements of validation is good. After validation, the worksheets were tested on 23 VIII grade 2 students at Gunungkidul MTs, and the results of the trial said that the LKS received a good response from students and was practically used in the learning process of mathematics in the classroom.
Design of Learning Video Using Realistic Mathematics Education Approaches to Developing the Problem-Solving Ability of Students of Class VII High School
Putra, Rinaldi Perdana;
Suparman, S
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2018: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta
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DOI: 10.23917/iseth.2293
Problem solving is one of the important abilities in 21st century skills. Students who have low problem solving skills will have difficulty solving PISA and HOTS type problems. Learning media that have not integrated problem-solving skills will hinder the achievement of learning outcomes. This research has two objectives. First, this study aim to analyze the needs of learning media that are appropriate to students character, subject matter, and 2013 curriculum. Secondly, this research is to create a Realistic Mathematics Education approach learning video design to improve students’ problem solving abilities. This type of research is a research development with the 4D model. The subjects of this study were teachers and students of class VII. The research instruments used were interview guidelines, observation guidelines, questionnaires, and validation sheets. Interview guidelines are used to obtain information from teachers regarding the needs of learning media in the classroom. Data analysis uses the Miles Huberman model. This research resulted: the material taught in schools was in accordance with the 2013 curriculum, the learning video was not based on RME, the learning model applied by the teacher had not facilitated students to develop problem-solving skills, and the RME-based learning video design. This study concludes that RME-based learning videos that can improve students’ problem solving abilities need to be developed further.
Development of Student Worksheets Based on RME to Improve Creative Thinking of Grade VII Middle School Students in Indonesia
Hidayati, Balu;
Suparman, S
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2018: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta
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DOI: 10.23917/iseth.2294
Creative thinking is one of the 21st century skills that students must possess in the 2013 curriculum. Learning resources that do not integrate creative thinking skills can hinder students in learning objectives. This study has three objectives. The first objective is to analyze the needs of teaching materials that are in line with student characteristics, curriculum and subject matter. The second objective is to design RME-based teaching materials that can improve creative thinking skills. The third objective is to develop and validate teaching materials that have been previously designed. The method used in this study is the 4D model which consists of defining, designing, developing and distributing. The subjects of this study were teachers and students in junior high school grade VII. Data collection instruments consisted of questionnaires, interview guidelines, and validation sheets. Data analysis techniques use Miles and Huberman. This study provides several results. First, existing student worksheets are in accordance with textbooks, students lack focus if only using textbooks, existing student worksheets are not easy to understand, teaching materials have not been able to increase students ‘creativity, students need teaching resources that can enhance students’ creativity with examples of questions related to real life. Second, student worksheets are designed according to the RME learning model. Third, RME-based student worksheets are developed to enhance student creativity. This study concludes that the RME-based student worksheets developed are in accordance with student characteristics and curriculum. Student worksheets have been validated so they are suitable to be used to develop students’ creative thinking skills.