cover
Contact Name
Yasir Sidiq
Contact Email
lppi@ums.ac.id
Phone
+6282134901660
Journal Mail Official
iseth@ums.ac.id
Editorial Address
Gedung Induk Siti Walidah Jalan Ahmad Yani, Pabelan, Kartasura, Surakarta 57162, Jawa Tengah, Indonesia
Location
Kota surakarta,
Jawa tengah
INDONESIA
Proceeding ISETH (International Summit on Science, Technology, and Humanity)
ISSN : 24773328     EISSN : 28077245     DOI : -
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.
Arjuna Subject : Umum - Umum
Articles 342 Documents
Search results for , issue "2024: Proceeding ISETH (International Summit on Science, Technology, and Humanity)" : 342 Documents clear
The application of team games tournament learning model to improve student critical thinking in science learning class V SDN 3 Kemaduhbatur Listianingsih, Ani; Sumardjoko, Bambang; Subowo, Arif
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2024: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

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Abstract

Purpose: This study aims to (1) describe science learning in the classroom, (2) analyze the application of the Team Games Tournament (TGT) learning model in enhancing students' critical thinking in science education, and (3) identify the supporting and inhibiting factors in implementing the TGT model in class V at SDN 3 Kemaduhbatur. Methodology: A qualitative approach was employed, focusing on descriptive data presented in narrative form without numerical analysis. Data collection techniques included observation, interviews, and documentation. Data validity was ensured through triangulation, while data analysis followed Miles and Huberman’s four-step model: data collection, data reduction, data display, and conclusion drawing/verification. Results: The findings indicate that the TGT learning model effectively improves students’ critical thinking in science learning. The model also enhances students’ understanding of material and promotes active participation in classroom activities. The use of relevant learning media supports the model’s success. However, limited time allocation presents a significant challenge in its implementatio. Applications/Originality/Value: This study emphasizes the value of using the Team Games Tournament learning model to foster critical thinking in science education. The insights derived from this research are expected to serve as a reference for educators seeking to improve instructional strategies and cultivate critical thinking skills among elementary students.
Management of Education Implementation in Surakarta Inclusive Primary School Nugraha, Andre Eksaputra; Minsih, M; Wulandari, Murfiah Dewi; Rahmawati, Laili Etika
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2024: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

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Abstract

Purpose: This study aims to examine the implementation of inclusive education at SD Negeri Bromantakan, Surakarta, by exploring its cultural, policy, and practical dimensions. It seeks to identify the progress and challenges in promoting inclusivity for students with special needs. Methodology: A qualitative approach was employed, using interviews, observations, and document reviews to collect in-depth data. The Index for Inclusion was used as an evaluative framework to analyze school policies, cultural attitudes, and inclusive practices. Participants included teachers, school principals, and parents. Results: The findings reveal that the school has taken significant steps toward inclusivity, such as increasing learning time for students with special needs and encouraging parental involvement. However, major barriers persist, including discriminatory attitudes, weak inter-stakeholder collaboration, a shortage of Special Education Teachers (GPK), and limited teacher training. Although the school has implemented group seating arrangements and student-centered strategies under the Merdeka Curriculum, these efforts require further development. Applications/Originality/Value: This study underscores the need for enhanced teacher capacity building, deeper parental engagement, and policy refinement to support inclusive education. The research contributes valuable insights into the current state of inclusive practices in Indonesian primary schools and offers strategic recommendations for improvement.
UMS PPKn Students' Perceptions of Commucation Ethics on Social Media Sabrina, Alma Putri; Patmisari, Patmisari
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2024: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

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Abstract

Purpose: The objective of this study is to determine how game addiction and the school environment affect the emotional development of students at Karanganyar High School (SMA). The study seeks to understand the joint influence between internal (gaming addiction) and external (school environment) factors on emotional development, which may be more complex than the influence of either factor alone. Methodology: The research method used is a quantitative correlation approach. Data were collected using a questionnaire consisting of 51 statements. The sample included 263 students from various high schools (SMA) across Karanganyar. Data analysis involved prerequisite tests (normality, multicollinearity, and heteroscedasticity) and hypothesis testing using multiple regression, F-test, and coefficient of determination. Results: The study shows that game addiction (X1) has a positive and significant effect on emotional development, with a significance value of 0.000 < 0.05 and a t-value of 3.682 > t-table (1.969). Similarly, the school environment variable (X2) also has a positive and significant effect, with a significance value of 0.000 < 0.05 and a t-value of 14.911 > t-table (1.969). The F significance value is 0.000 < 0.05 and the Adjusted R Square value is 0.558, indicating that 55.8% of the variation in emotional development is explained by the two variables, while 44.2% is influenced by other factors. Findings reveal that online game addiction can hinder emotional intelligence (e.g., alexithymia), while a positive school environment (e.g., teacher support, extracurriculars) can foster emotional well-being. Applications/Originality/Value: This study provides a novel perspective by emphasizing the emotional impact of gaming addiction, rather than the commonly studied academic impacts. It highlights the school environment as either a protective or risk factor, offering practical insights for educational institutions to support students’ emotional development. This dual focus on internal and external influences adds depth to the understanding of emotional health among adolescents.
A Case Study of the Implementation of the English Teaching in ABBS Surakarta Pamungkas, Damar Jati; Hikmat, Mauly Halwat
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2024: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

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Abstract

Purpose: This study aims to evaluate the efficacy of an immersive English teaching program, with a special emphasis on Indonesian educational establishments. It also aims to evaluate how the curriculum affects students' conversational fluency and self-assurance in speaking English while highlighting obstacles to their academic language proficiency, particularly in areas with technical terminology. Methodology: Document analysis, semi-structured interviews, and classroom observations were used to gather data using a qualitative research approach. The multifaceted data collection procedure made this full understanding of the program's effectiveness and the learning environment possible. Results: The data show that the program effectively raises students' confidence and conversational fluency in English, mostly through consistent exposure and a nurturing learning environment. However, there are still obstacles to achieving academic language proficiency, especially in fields like science and math, where pupils find it difficult to understand technical terms. Applications/Originality/Value: To help students better support themselves in understanding complicated academic subjects in English, the study finds that teachers need specialized professional development. Enhancing the program's focus on academic language and giving teachers specialized training are two suggestions for improvement. The curriculum can better balance academic and conversational language development by focusing on these areas, ensuring that students achieve in both. The results add to our understanding of immersive language instruction and provide guidance for improving comparable initiatives in order to improve student performance.
Exploring English Language Needs for Tour Guides in Heritage Tourism : A Case Study at Mangkunegaran Palace in Indonesia Avantie, Chevia Altika; Kurniawati, Diaz; Nabila, Shelvia Ariesta; Suharyanto, S; Ariatmi, Siti Zuhriah
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2024: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

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Abstract

Purpose: This study aims to examine the English language requirements of tour guides at Mangkunegaran Palace to support the preparation of tourism students in meeting the practical demands of the guiding profession. English proficiency is essential in traditional tourism contexts such as Mangkunegaran Palace, which receives a considerable number of foreign visitors. Methodology: An exploratory qualitative approach was employed to investigate the English needs of professional tour guides. Data were collected through interviews with five selected tour guides based on their experience and length of service. The interviews focused on the English tasks they perform and the specific language demands of their roles. Results: The findings indicate that most tour guides have an educational background in tourism or a related field. They frequently utilize their speaking and listening skills when guiding tourists, and the English training they received in school has been beneficial. A notable challenge they face is understanding the diverse accents of international tourists, which can hinder effective communication. Applications/Originality/Value: The study suggests that well-designed English for Specific Purposes (ESP) courses are essential to support tour guide professionals. These courses should emphasize the development of practical communication skills tailored to real-world tourism contexts, particularly in handling cross-cultural and multilingual interactions.
Pre-assumption and Implicature of Stand Up Comedy Indonesia (Season 10) and its Relation to Anecdote Texts AnurAdha, Bryan Braga Widya; Sulistyono, Yunus
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2024: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

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Abstract

Purpose: This descriptive qualitative research aims to: (1) describe the types of presuppositions that appear in the humor of Stand Up Comedy Indonesia Season Ten; (2) describe the implicatures contained in the material performed by the participants; and (3) explain the relevance of the analysis of presuppositions and implicatures to teaching anecdotal texts in Indonesian language learning at the high school level. Methodology: The data consisted of speech material from participants who achieved the highest positions from the first to the final round. The data source was the Kompas TV Stand Up YouTube channel, which was downloaded for analysis. Data were collected through listening and note-taking techniques. The data were then categorized and identified based on types of presupposition and implicature using the respective linguistic theories. Results: The study found that the most frequently occurring presuppositions were existential presuppositions and counterfactual presuppositions. The most common type of implicature identified was general conversational implicature, which was used to make it easier for the audience to understand the intended meaning. Applications/Originality/Value: The results of this study are relevant for teaching anecdotal texts in high school Indonesian language classes. By incorporating stand-up comedy material, learning becomes more engaging, imaginative, and conducive to helping students express their ideas and thoughts creatively.
Geometry Ability in Contextual Mathematics Learning in Elementary Schools Sukowati, Berliani Ardelia; Sutama, S
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2024: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

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Abstract

Purpose: Geometry ability plays a crucial role in contextual learning, especially for elementary school students who are required to solve complex problems. This study aims to: (1) describe the geometry ability of plane and space figures in the context of elementary school learning, and (2) explore how these abilities are manifested in contextual learning settings. Methodology: This research employed a qualitative ethnographic design. The subjects consisted of the school principal, a mathematics teacher, and 17 fifth-grade students at Muhammadiyah Alam Surya Mentari Elementary School. Data collection techniques included interviews, classroom observations, and documentation of students’ test results. To ensure data validity, source and method triangulation were applied. The data analysis followed the flow model involving data collection, reduction, presentation, verification, and conclusion drawing. Results: The study revealed variations in geometry ability among students based on their performance categories. Students in the high category fulfilled all four indicators (M1, M2, M3, and M4). Those in the medium category met three indicators (M1, M2, and M3), while students in the low category only met one indicator (M2). Applications/Originality/Value: The findings highlight the importance of differentiated instruction in teaching geometry through contextual learning. Teachers should consider students’ varying levels of ability when selecting or designing instructional strategies to enhance geometry understanding effectively.
Voices Through Stories: Exploring the Implementation of Storytelling Method in EFL Speaking Classroom in Indonesia Carika, Berliana Ninda Putri; Suharyanto, S
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2024: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

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Abstract

Purpose: Speaking skill is an integral part of language learning, yet many students face speaking difficulties, including language anxiety, negative expectations, and lack of motivation. These issues hinder vocabulary retention, slow speaking progress, and lead to insecurity. This study aims to examine students’ perceptions of storytelling as a method to improve speaking skills in English as a Foreign Language (EFL) classrooms. Methodology: This research employed a qualitative approach, using semi-structured interviews and direct observation during storytelling activities as primary data collection methods. The data were analyzed using two theoretical frameworks: the cognitive theory of George Lakoff and Mark Johnson, which integrates cognition with perceptual and motor experiences; and Miles and Huberman’s qualitative data analysis theory to construct the conceptual framework. Secondary data were also obtained from journals and articles. Results: The findings revealed that students showed noticeable improvement in their speaking skills after participating in storytelling activities. They engaged enthusiastically and demonstrated increased confidence and vocabulary use. Storytelling was also found to be an effective pedagogical approach for enhancing speaking skills. Applications/Originality/Value: This research provides valuable insights for future studies in EFL teaching strategies, particularly in the use of storytelling. It also offers practical implications for teachers to adopt storytelling as a method to evaluate and improve students’ English-speaking abilities.
Game Addiction and School Environment: Implications for Students' Emotional Development in SMA Karanganyar Prasetyo, Agung Dwi; Patmisari, Patmisari
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2024: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Purpose: The objective of this study is to determine how game addiction and the school environment affect the emotional development of students at Karanganyar High School (SMA). The study seeks to understand the joint influence between internal (gaming addiction) and external (school environment) factors on emotional development, which may be more complex than the influence of either factor alone. Methodology: The research method used is a quantitative correlation approach. Data were collected using a questionnaire consisting of 51 statements. The sample included 263 students from various high schools (SMA) across Karanganyar. Data analysis involved prerequisite tests (normality, multicollinearity, and heteroscedasticity) and hypothesis testing using multiple regression, F-test, and coefficient of determination. Results: The study shows that game addiction (X1) has a positive and significant effect on emotional development, with a significance value of 0.000 < 0.05 and a t-value of 3.682 > t-table (1.969). Similarly, the school environment variable (X2) also has a positive and significant effect, with a significance value of 0.000 < 0.05 and a t-value of 14.911 > t-table (1.969). The F significance value is 0.000 < 0.05 and the Adjusted R Square value is 0.558, indicating that 55.8% of the variation in emotional development is explained by the two variables, while 44.2% is influenced by other factors. Findings reveal that online game addiction can hinder emotional intelligence (e.g., alexithymia), while a positive school environment (e.g., teacher support, extracurriculars) can foster emotional well-being. Applications/Originality/Value: This study provides a novel perspective by emphasizing the emotional impact of gaming addiction, rather than the commonly studied academic impacts. It highlights the school environment as either a protective or risk factor, offering practical insights for educational institutions to support students’ emotional development. This dual focus on internal and external influences adds depth to the understanding of emotional health among adolescents.
Character Values in Indonesian Textbook Grade VII MTs and Students' Opinions Regarding Its Implementation in Indonesian Language Learning Rahmawati, Annis Sabila; Markhamah, M
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2024: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Purpose: The objective of this study is to determine how game addiction and the school environment affect the emotional development of students at Karanganyar High School (SMA). The study seeks to understand the joint influence between internal (gaming addiction) and external (school environment) factors on emotional development, which may be more complex than the influence of either factor alone. Methodology: The research method used is a quantitative correlation approach. Data were collected using a questionnaire consisting of 51 statements. The sample included 263 students from various high schools (SMA) across Karanganyar. Data analysis involved prerequisite tests (normality, multicollinearity, and heteroscedasticity) and hypothesis testing using multiple regression, F-test, and coefficient of determination. Results: The study shows that game addiction (X1) has a positive and significant effect on emotional development, with a significance value of 0.000 < 0.05 and a t-value of 3.682 > t-table (1.969). Similarly, the school environment variable (X2) also has a positive and significant effect, with a significance value of 0.000 < 0.05 and a t-value of 14.911 > t-table (1.969). The F significance value is 0.000 < 0.05 and the Adjusted R Square value is 0.558, indicating that 55.8% of the variation in emotional development is explained by the two variables, while 44.2% is influenced by other factors. Findings reveal that online game addiction can hinder emotional intelligence (e.g., alexithymia), while a positive school environment (e.g., teacher support, extracurriculars) can foster emotional well-being. Applications/Originality/Value: This study provides a novel perspective by emphasizing the emotional impact of gaming addiction, rather than the commonly studied academic impacts. It highlights the school environment as either a protective or risk factor, offering practical insights for educational institutions to support students’ emotional development. This dual focus on internal and external influences adds depth to the understanding of emotional health among adolescents.