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 1,013 Documents
Utilization Of Loose Parts Media In Developing Early Childhood Creativity Isjayanti, Nur; Hastuti, Isnaiani Budi
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 determine the effectiveness of learning using loose parts media to stimulate the creativity of early childhood students in BA Aisyiyah Kriwen 2, Sukoharjo District, Sukoharjo Regency. Methodology: The research uses a qualitative approach with data collected through observation, interviews, and documentation. The data analysis techniques include data collection, data reduction, data presentation, and drawing conclusions. Results: The findings reveal that after implementing loose parts media in learning, children became more creative, showed courage in creating works, and developed greater independence. Additionally, the children appeared happy and engaged, as the activities allowed them to play while learning. Applications/Originality/Value: This study highlights the importance of using varied and stimulating media—such as loose parts—in early childhood education to promote creativity, independence, and enjoyment in learning. It demonstrates how creative materials can effectively support holistic development when integrated into teaching strategies.
The Use of Youtube as a Digital Literacy Medium for SelfAwareness and Self-Management of Elementary School Students Habib, Gilang Nur; Wulandari, Murfiah Dewi
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 investigates how YouTube use influences two key aspects of student self‐development—self‐awareness and self‐ management—among upper‐elementary learners, aiming to clarify whether YouTube, as a digital‐literacy medium, facilitates or hinders these psychological competencies. Methodology: A quantitative correlational design was employed with a randomly selected sample of 215 fourth‑ to sixth‑grade students from various elementary schools in Colomadu District, Karanganyar Regency. Data were collected via a 5‑point Likert–scale questionnaire, supplemented by classroom records and direct observations. Hypothesis testing involved independent‑samples t‑tests and simple linear regression analyses (using the unstandardized B coefficient) to assess the linear relationships between YouTube usage (independent variable) and each outcome—self‐awareness and self‐management (dependent variables). Results: Analysis revealed that YouTube use did not exert a statistically significant effect on students’ self‐awareness scores. In contrast, YouTube use showed a significant but negative relationship with self‐management (p < 0.05), indicating that higher levels of YouTube engagement were associated with lower self‐management competencies among the surveyed learners. Applications/Originality/Value: These findings contribute to digital‐literacy research by distinguishing YouTube’s differential impacts on distinct psychological skills. Educators and parents can use this insight to develop guided‐use protocols and targeted interventions— such as integrating self‐management training into digital‐media lessons—to mitigate negative effects. Future studies might build on this work by exploring which specific YouTube content or usage patterns most strongly predict self‐management deficits, thereby informing more nuanced policy and pedagogical recommendations.
Introduction to Green Behaviour Through Video Media for Early Childhood in Firdausy Kindergarten, Sukoharjo Giyatni, G; Katoningsih, Sri
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 educate young children on environmental conservation and foster green behaviors by introducing a video‐ based instructional session that raises awareness of maintaining a clean, balanced ecosystem and instills a sense of responsibility toward protecting the planet. Methodology: Using a qualitative case‐study approach, the research was conducted at Kindergarten Firdausy Sukoharjo. Data were gathered through classroom observations of the video session, semi‑structured interviews with teachers and children, and review of students’ post‑viewing reflections and creative activities designed to gauge their understanding and attitudes. Results: Following the video intervention, children demonstrated noticeably greater interest in environmental topics: they accurately identified ways to keep their surroundings clean, articulated simple conservation practices (e.g., waste separation, water saving), and willingly participated in group activities—such as planting seeds and picking up litter—reflecting a budding proactive stance toward green behavior. Applications/Originality/Value: By leveraging age‑appropriate video content, this study provides an effective model for early‑childhood educators to integrate environmental education into daily routines. Its findings offer practical guidance on designing multimedia lessons that cultivate sustainable attitudes from an early age, contributing to the broader field of ethnoscience‐informed pedagogy and supporting the development of lifelong eco‑responsible citizens.
Character instrumentation of environmental care for children aged 4-5 based on digital media Hartati, H; Katoningsih, Sri
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 explain how digital media can be used to foster environmental‑care attitudes in preschool children at Firdausy Kindergarten and to identify the key factors that influence the success of such initiatives. Methodology: A qualitative case‑study approach was adopted, involving systematic collection of classroom photographs and direct observations of learning activities that leveraged interactive games and videos. Semi‑structured interviews were conducted with kindergarten leaders and teachers engaged in the project, and relevant documents (lesson plans, activity logs) were reviewed. Data analysis followed three phases—data reduction, data visualization, and inferential synthesis—to surface themes related to media use and program efficacy. Results: Findings indicate that incorporating digital media—specifically interactive environmental games and educational videos— significantly heightened children’s understanding of why and how to protect their surroundings. Moreover, the project’s success was bolstered by strong parental involvement, which extended learning beyond the classroom, and by carefully curated, high‑quality teaching materials that complemented the digital content. Applications/Originality/Value: By demonstrating a replicable model for integrating digital tools into early‑childhood environmental education, this research provides actionable insights for curriculum developers and preschool educators. Its emphasis on stakeholder engagement (parents and teachers) and media quality offers a holistic framework for designing future programs that not only engage young learners but also build sustainable eco‑responsibility from the earliest stages of schooling.
Entrepreneurial Value Development Strategy in Early Childhood through Outingclass Activities at the Leading Islamic Kindergarten Al-Khoir Boyolali Aljawad, Havida Inaya; Widyasari, Choiriyah
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 analyzes strategies for instilling entrepreneurial values in early childhood through outing class activities at Al‑Khoir Kindergarten Boyolali. In response to globalization’s increasing competitiveness, the research seeks to determine how real‑world experiences can prepare young learners to face future challenges with creativity, independence, and problem‑solving skills. Methodology: A qualitative approach was employed, utilizing direct observation of outing class sessions, semi‑structured interviews with teachers, parents, and community partners, and review of program documentation. Observations focused on children’s engagement during visits to business premises, traditional markets, and agricultural sites, while interviews explored stakeholders’ roles in designing and facilitating these thematic learning experiences. Results: Findings reveal that outing class programs—tailored to children’s developmental stages—effectively embed entrepreneurial values by allowing youngsters to observe and interact with real entrepreneurs. Collaborative planning between teachers, parents, and local businesses enriched the activities, fostering children’s creativity, autonomy, and emerging problem‑solving abilities. Key challenges included limited scheduling flexibility, resource constraints, and the need to continuously adapt materials to suit varying developmental levels. Applications/Originality/Value: By demonstrating that hands‑on, community‑linked outings can build foundational entrepreneurial mindsets, this study offers a replicable model for early‑childhood centers seeking to expand beyond classroom walls. Its insights highlight the importance of multi‑stakeholder collaboration and age‑appropriate program design, informing policymakers, educators, and parent groups on how to strengthen support systems and optimize the impact of entrepreneurial learning from a young age.
Digital Pedagogy Practices in Teachers at Aisyiyah Smart Kids Center Jumantono Astuti, Heni; Fitriyah, Qonitah Faizatul
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 enhance teachers’ digital pedagogical competence by equipping them with up‑to‑date technological skills, enabling them to operate digital tools effectively in their teaching practice and meet the demands of 21st‑century learning. Methodology: A qualitative literature‑review approach was employed, involving systematic searches across academic and professional sources, followed by critical analysis and synthesis of findings related to teachers’ use of technology in education. Results: The review indicates that many Indonesian teachers remain unprepared for integrating technology into instruction, often relying on conventional materials. To bridge this gap, teachers must develop digital pedagogical competence—an amalgam of technological, pedagogical, and content knowledge—to design creative, innovative learning experiences aligned with modern digitalization trends. Applications/Originality/Value: By highlighting the critical role of digital pedagogical competence, this study provides a theoretical foundation and practical roadmap for teacher‑training programs, curriculum developers, and policymakers aiming to empower educators to thrive in a rapidly digitalizing world and to foster more engaging, technology‑rich classrooms.
The Utilization of Flashcards and Songs as Media for Introducing English Vocabulary at Mardisiwi Islamic Kindergarten Millah, Hilyatul; Astuti, Wili
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 demonstrate the effectiveness of using flashcards and songs as media for introducing English vocabulary— specifically terms related to professions—to early‑childhood learners in Group A at Mardisiwi Islamic Kindergarten, and to analyze the factors that facilitate or hinder this vocabulary‑introduction process. Methodology: A mixed‑methods design was employed, involving eight Group A students, their teacher, and the school principal as participants. Data collection combined classroom observations, skill‑mastery checklists, semi‑structured interviews, and document analysis. For data analysis, the Miles and Huberman framework guided systematic coding, data reduction, and thematic synthesis to identify patterns of vocabulary acquisition and influencing factors. Results: Implementation of the flashcard‑and‑song intervention yielded clear gains in children’s mastery of profession‑related English terms. Sessions typically began with the teacher displaying a flashcard, inviting students to guess the depicted profession, and then revealing the English label while playing an accompanying song. Children demonstrated improved recall and active participation, indicating that the multimodal approach effectively reinforced word learning. Applications/Originality/Value: By combining visual and auditory stimuli in a structured yet playful format, this study offers a replicable model for early‑childhood English vocabulary instruction. Its identification of enablers (e.g., engaging media, supportive teacher guidance) and barriers (e.g., limited attention spans) can inform curriculum planners and kindergarten teachers in designing media‑rich lessons that optimize young learners’ language acquisition and maintain high engagement.
Stages of Using Crossword Puzzle Game Learning Media Assisted By Wordwall Application On Folklore Material in High School Pramesti, Impala Agus; Huda, Miftakhul
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 outline the step‑by‑step process for utilizing a crossword‑puzzle game as interactive learning media, leveraging the Wordwall application to enhance student engagement and achieve more focused, meaningful instruction. Methodology: Employing a qualitative design, researchers observed thirty‑five tenth‑grade students at SMA Muhammadiyah 1 Surakarta as they navigated the Wordwall platform to access and complete a crossword‑puzzle activity. Data were gathered through non‑numeric observations—focusing on students’ ability to follow each stage of the process—and were then analyzed and interpreted to assess usability and engagement. Results: All thirty‑five students successfully followed the prescribed stages (logging in, selecting the crossword puzzle, completing clues, and submitting answers) and reported finding the activity clear and enjoyable. Their performance and feedback indicated that the Wordwall crossword‑puzzle game was both accessible and motivating, leading to high levels of participation and satisfaction. Applications/Originality/Value: By detailing a replicable implementation framework for a gamified crossword activity, this study provides educators with practical guidance on integrating technology‑rich quizzes into the classroom. It demonstrates Wordwall’s potential as a feasible, fun learning medium that aligns with the technological literacy of today’s students, helping teachers design innovative lessons that sustain focus and meet learning objectives.
Utilization of Barcode Scanning Media to Optimize Technology-based Science Learning for Elementary School Students Precilia, Riska; Utami, Ratnasari Diah
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 reveal the use of barcode scan media as an effort to optimize technology-based science learning and obtain student learning outcomes in science subjects that can be operated on devices with the Android system. Methodology: The method used is descriptive analytical using a qualitative approach. Data collection methods in this study include observation, interviews, and documentation. Observations were conducted at SD Muhammadiyah PK Baturan, especially class 5 with a total of 25 students. The validity of the data to be used in this study is source triangulation and tech-nique triangulation. Data analysis in this case organizes, sorts, groups, codes and categorizes the collected data, both from the field, images, and documents in the form of reports. Results: The results of the study show that technology-based barcode scanning learning media is very good so that it can be used by students to support learning activities because students are more motivated to learn. Applications/Originality/Value: The findings of this study can be used as a reference for teachers in teaching students to use learning media to optimize student learning outcomes.
The 'Jalpama' Board Game Based on Pranata Mangsa Ethnoscience: a Solution to Optimize Students' Science Literacy Lestari, Riska Yulia Ayu; Sayekti, Ika Candra
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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Purpose: This study aims to develop IPAS learning media in the form of a board game oriented towards contextual science concepts based on local wisdom and analyze the feasibility of the Jalpama board game media ethnoscience-based Pranata Mangsa to optimize science literacy of elementary school students. Methodology: The method used in this research is R&D through the ADDIE model and is limited to the media development stage. Data will be collected using interviews, documentation, and questionnaires using validation sheets. Data analysis techniques used qualitative and quantitative methods. Results: This research has the results of an ethnoscience-based board game media product called JALPAMA (Jejak Alam Pranata Mangsa), which includes natural resource preservation material as climate change mitigation by containing several game components, namely the game board, companion cards containing contextual information and questions about seasonal changes, natural resources and climate change, as well as supporting devices in the form of instructions for use, pawns, and dice. Based on the media feasibility test results, a percentage score of 91% was obtained, so the criteria for the JALPAMA board game media were said to be "very worthy." Meanwhile, the material expert obtained a percentage score calculation of 96.25%, so the JALPAMA media criteria were declared "very worthy." Applications/Originality/Value: The ethnoscience-based board game Pranata Mangsa uniquely employs local wisdom from Surakarta to enhance science literacy as IPAS learning media. Inspired by Monopoly, it features an engaging format with companion cards, while its distinct point system offers enjoyable motivation for students in their science learning.

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